Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Pieuw

Pages: 1 2 [3] 4 5 ... 12
31
In Development / Re: Something in progress - No name yet
« on: November 14, 2022, 10:38:03 AM »
I edited the very first message to attach a few levels, so this project is not just words to you anymore :D These levels have already been tested but backroutes may remain.
Any feedback is welcome!

32
In Development / Re: Something in progress - No name yet
« on: November 14, 2022, 09:21:44 AM »
Quote
https://www.lemmingsforums.net/index.php?topic=4676.msg80123#msg80123

It's "up to date" but still needs work, as you can see I never finished backroute fixing and I'm never happy with it as a final product but I'm very tired of working on it.

Awesome! I'll definitely check it out. I guess it has changed a lot since I last played it :)


Quote
Good luck on Icho's pack; its super tough! :XD:

It sure is! But it's also really enjoyable. I played it during a lockdown and stopped at some point when "normal life" returned, but I plan on getting back to it someday.


Quote
We just do what we can, to the best of our abilities.

When you put your heart into something, it usually shows! :thumbsup:

33
NeoLemmix Levels / Re: [NeoLemmix] PimoLems [Difficulty: Medium]
« on: November 13, 2022, 12:25:44 PM »
Thank you Kaywhyn, it was really interesting to read your feedback. :D I'm glad the pack still holds up today, mainly thanks yo Icho's work!
As you pointed out some levels are a bit frustrating, even on Neolemmix, and I wonder how past me could be ok with putting some of them in the pack :crylaugh:
Now have fun with the Lemmini version, and please accept my sincere apologies for this ordeal :XD:

34
In Development / Re: Something in progress - No name yet
« on: November 10, 2022, 09:43:50 AM »
Quote
I've learned way too many tricks from other level designers and have put some of them to good use in some of my levels :P

That's the spirit :thumbsup:

Plus, I think everyone has something to bring to the custom scene. Don't let self doubts get in the way, it's the same for any other form of craft: the only requirement to make something is to... start making something! and motivation to do so, of course :laugh:

35
In Development / Re: Something in progress - No name yet
« on: November 09, 2022, 09:46:33 AM »
Quote
I know what you mean. It's like why bother going back to an engine when it doesn't have all of the great quality of life features that NL has.

Yes, but I get it. It's like replaying old games that may feel tedious today, but that you hold dear to your heart :laugh:


Quote
Well, the thing is I'm a diehard traditionalist when it comes to Lemmings

I'm the same! It's amazing that the game is evolving with new skills, objects and layouts, but to me Lemmings is all about the classic skills and tilesets :cute: The absence of time limits I don't really mind though.


Quote
I still rather play and solve levels than make them, particularly since I'm not an artist. Never was, and still am not :-\ Still, a future level pack from me is a possibility.

You don't need to be an artist to make levels! The art comes with practice. And I find that playing a lot of levels is very inspiring, it gives all sorts of ideas to make stuff yourself!

36
In Development / Re: Something in progress - No name yet
« on: November 08, 2022, 09:42:26 AM »
Thank you Mobius :D


Quote
if these levels are playable with NL and you're still looking for a tester I'll offer to attempt the levels!

Yes I'm making levels for NeoLemmix now. If you're interested in testing I'll reach out in pm to send some of them to you. Quite a few levels have already been tested in the past years, Akseli helped a lot in the beginning and Uberwolfie tested a few of them back in 2020. Help is always appreciated :thumbsup:


Quote
I probably told you years ago but your pack inspired a lot of my own designs. :thumbsup:

:-[
I do remember Mobilems fondly! Does it exist for NeoLemmix ? I played some packs like Icho's Lemmings Reunion (didn't complete it though :XD:) and I'm currently into Sublems, but I didn't keep up with everything that was made these past years.

37
In Development / Re: Something in progress - No name yet
« on: November 07, 2022, 10:18:44 AM »
Quote
I of course will provide you the link to watch it when I do so! :)

I'd gladly watch this :) I re-watched Arty's le'ts play of the pack a few weeks ago, I'm very impressed with Icho's work. Plus Neolemmix makes the levels less unnecessarily tedious which is great :D


Quote
I might follow that up with uploading my solutions to the Lemmini version as well, but that'll require that I go through it again on that engine, as I didn't save any of my replays that time :(

Wow, switching back to Lemmini after getting used to NeoLemmix requires some determination! Lemmini feels so crude to me now :crylaugh: You'll be able to solve the infamous glitch levels correctly though!


Quote
I definitely look forward to your future work when it's complete! :thumbsup:

I think I'll attach a few levels to this topic soon. I'll have to select which ones :cute: I'd love to showcase some of Dodo's work but I won't do it without his consent yet. :XD:

38
In Development / Re: Something in progress - No name yet
« on: November 04, 2022, 01:44:12 PM »
Hey Kaywhyn!

Thank you for the help, I'll try to do as you say :thumbsup:
Yes the levels are in NL format, but Dodo made them with an older version of the editor. In the past I've already converted all our levels from Lemmini to NL and it was surprisingly easy!

Cheers :D

Edit: It worked like a charm! Thank you again Kaywhyn :thumbsup:

39
In Development / Re: Something in progress - No name yet
« on: November 04, 2022, 09:42:37 AM »
Hullo :)

Still working on this here and there, but still not sure where it's going.

Dodochacalo is AWOL. I got most of his levels on my computer but I can't seem to open them with the latest version of the editor, they fire a thousand errors :XD: They're perfectly playable with the Neolemmix player though, which I find odd. I'll have to look into this!

He made almost 30 levels and I'm close to 50, which in total makes a pretty decent amount for a pack. I'll keep working on my part until I'm happy with the amount and quality of the levels. I may post some previews and demos here at some point :D

I hope everyone is doing ok :laugh:

40
Lemmings Main / Re: [POLL] What is your favourite original tileset?
« on: September 21, 2021, 08:15:30 AM »
I really like them all but Crystal is my favorite. :D I love its dark and mysterious feeling and it contains every shape needed to build cool and/or weird things. Also, as in Marble and Fire, the thin stick pieces are very useful to make puzzles!

41
I love Brick to make good looking architecture but my favorite has to be Rock! It's not as easy to use as Brick but it has such a unique atmosphere and can be used to make gorgeous levels lush with vegetation, decaying with invasive roots, or shiny with beautiful emeralds. I always have fun making levels with this tileset :thumbsup:

42
In Development / Re: Lemmings Quartet
« on: September 07, 2021, 11:41:21 AM »
I'm blown away by the look of your levels :lem-mindblown: I also remember an older topic of yours featuring great-looking levels.
This is a promising project!

43
Non-Lemmings Gaming / Re: Moments in video games that scared you
« on: December 14, 2020, 08:30:59 AM »
Ah yes, Myst has an eerie atmosphere and some moments can be spooky :laugh:

As a kid I was terrified by a level in Lands of Lore 2 : The Dark Halls :scared:
https://www.youtube.com/watch?v=kUvoZ0hOdAM&t=1m40s
The flickering lights, the strange music and creepy voices, the glowing blue ghosts... It's an optional area but the thing is, once you enter you can't leave without clearing it! As I saved my game as soon as I got in and was too scared to make progress, I stopped playing for a long while :crylaugh:

44
Live Event Scheduling / Re: Among Us
« on: December 08, 2020, 11:15:22 AM »
It's a very fun game I often play with friends! I would have joined you if my spoken english wasn't awful. :crylaugh:

Quote
It looks like you need around 6 people minimum for a good game?
5 players is ok. It makes for shorter but also punchier games :)

45
Second half of the third rank cleared :thumbsup:

16 - Green Hill Zone
I made this level harder than it is! Looking at the replay, everything seems so simple and logical... I absolutely wanted to use a convoluted trick to block the crowd :forehead: It's a nice deceiving level!

17 - Staircase Under Construction
A single look at the skills gives the solution away, then it's all a matter of execution. The mirrored layout makes it, if not harder, tougher to execute.

18 - You don't need them!
This is the level that stumped me the most I think, and I'm not proud about it because the reason was simply that I used my skills in the wrong order. I was looking for some intricate digging manoeuver to execute, and at one point it clicked: I just had to switch two assignments and voilĂ . :crylaugh:

19 - To Hell and Back
I loved the solution here, it's a trick I was not familiar with. I may have encountered it in the past but it's been such a while, it felt brand new when it came to mind. This is the level that allowed me to solve level 04 later, using the same builder trick.

20 - Castle Get-Together
This is a really fine level but it seems a lot easier than its rank siblings. I had one bomber left and thus saved an extra lemming, maybe my solution was a bit backroutish?

21 - Field Trip
I enjoyed this level very much. The very start took me a little while to get right and the rest of the solution needed some tweaking, but it was all fun. I got two extra climbers in the end, not sure where they would have been useful?

22 - A Christmas Journey
Another good level! The right side was a bit fiddly maybe, but I guess this is why you have some extra floaters.

23 - Sternenhimmel
At first glance I was like "oh no :XD:" and the messy start of the level didn't make me feel any better. But the crowd blocking method is really nice, so it's not bad at all :laugh:

24 - The Alternative Way
I'm not sure I solved it the intended way, but it still was a hard solution to pull off.

25 - Metropolis
Ah, I have so much trouble to concentrate on these "non classic" tilesets :crylaugh: This one was on the easier side. No special trick here, only ressource management and some timing. Which is perfectly nice too :thumbsup:

26 - Evolve
Quite intimidating at first, but it all fell into place quickly. I liked it, and the size of the layout felt right :laugh:

27 - Whispers And Lights
Something recurrent in Icho's levels, at least for me, is that I often instantly get what has to be done on the second half of the puzzle, but the beginning takes a little while to get right. This is interesting!

28 - Dirty Work
This one looks like a multitasking monster at first :scared: But it really is easier than it looks. I saved a digger, so I may have taken a shortcut somewhere?

29 - Controlled Release
Very interesting idea. It was easy to know what to do here, but the execution took lots of try-and-rewinds and became somewhat frustrating :cute:. Also, very imposing looking layout, in a good way!

30 - Edge To Insanity
Boss level! :devil: It's nice that all the rank finishers have a common theme. They feel chaotic for sure! I'm not a fan of these mixed and messy looking layouts but I get why they're made that way and I guess it's effective. Nice collection of little tricks here, lots of brainstorming was needed to figure out how to use the skills in the most effective way.

An excellent rank! :thumbsup: Each level has something special to offer and some of them bring back tricks from previous levels in a less obvious way, which makes for good progression!
I'll dive into the next rank soon :)

Pages: 1 2 [3] 4 5 ... 12