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Messages - Wafflem

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946
I'm thinking low-gravity zones would be perfect for the Martian style, too.

947
Will there also be pickup skills in every style?

948
The Mars style looks very impressive now, especially the nice outer space touches that you added to the trapdoor and exit. Although I see a orange-white-green line on the outer-space area of the trapdoor. I'm very excited to see what else you will add to the style.

Thanks for moving the position of the Perfect Storm from Timid 9 to Timid 23. The level seems like a harder version of Danger 10 of LPDOS, "Keeping on Track."

Will there be repeat levels, or just semi-repeats (e.g. Floater Frenzy, The Upwards Mission)?

Akseli, I saw your replays. I wasn't sure if 100% is possible in the Perfect Storm,  but it looks like your solution is close enough to getting 100%. Also, great use of tricks in Dodgy 2.

Here are my replays. I've showed them to namida, but I since improved the first two levels by saving 100% in both of them, and in Timid 2's case, used a certain trick from Medi 6.

949
The Red style is very nice. It does have the feel of the Purple style (though I wonder why the steel isn't red). The one-way arrows have a very neat design too.

The science lab idea sounds very cool. You can still use the low-gravity zones there, and the blue radioactive glow sounds very cool. You can also make potions that could have different effects on lemmings? Based on your ice style idea, there can also be a freeze ray trap, where a lemming is zapped and frozen into ice, turning that lemming into part of the terrain. Fire traps can include electric fields. The rough-edged terrain can be that of melted walls and sludge.

950
Hmm…I had some ideas in mind before you suggested that the style should be blue:
Castle / Cobbler – this style is like that of a castle. The water includes lava. Fire traps involve swords - if a lemming touches the blade they die.  The exit can be similar to that of the Hell style - a gargoyle.
Ruins – these look like that of Macchu Picchu, or the ruin levels that you mostly see in Crash Bandicoot 2.
Noir - a city that takes place in the 1940s. All the buildings are gray, and traps can include cars that run over lemmings and criminals that shoot them. There can also be sewers, and one-way fields in the form of flashing road signs, while the one-way walls may look similar to that of the Psychedelic style. As an added touch, everything is black and white (including the level preview screen, the skillset, the lemmings, and the success/fail screen).

I've also been thinking of this idea, which I can now expand upon:
Ocean / Aqua – you may have two areas: above the ocean and underwater. This idea originally started as underwater.

For above the water,  there are ships - these can range from navy ship to pirate ships to ghost ships. There should also be a docking station.

For underwater, this is also where you can use the low-gravity zones, as if the lemming is “diving” underwater. The straight edges can be the submarines and underwater ruins, something very similar to Atlantis, while the rough edges can be seaweed and sand. Traps may include sharks or piranhas that eat lemmings, electric eels as Fire traps, and there can also be a whirlpool as a portal (this was one of the objects in your poll, where it's a teleporter in which multiple lemmings can use it). You should also add a scary blue sea monster as another trap.

The Red style exit looks very nice. I wonder what you'll develop it into (of course, it shouldn't look like the Brick style).

951
Levels for other engines / Re: MobiLems - Aplha release!
« on: June 03, 2014, 12:23:58 PM »
Thank you very much for this pack. Right now, I'm in Flapdoodle 17. The levels so far aren't easy, but at the same time not too hard - they require a decent amount of thinking (Flapdoodle 9 and 13, for example).

So far, my favorites are Friendly 12, 13, 15 16, 18, 19, 20, 30, Flapdoodle 2, 7 and 11.

I'm not sure if I did Flapdoodle 3 correctly; here's the replay.

It's also nice that you also made changes to the Xmas set by adding the ice blower trap.

952
NeoLemmix Main / Re: NeoLemmix (Current Version: 1.04n)
« on: May 30, 2014, 02:07:19 AM »
What happens if the no-gravity gimmick is in play and a lemming touches the low-gravity zone?

Also, how big are the low-gravity zones?

953
In Development / Re: So... I guess it's time to reveal this...
« on: May 29, 2014, 08:44:24 PM »
Great! You've made three excellent Lemmings Plus packs. I'm looking forward to this pack.

The Sky style looks very cool. I've also noticed that you've changed the font of the number of skills.

954
NeoLemmix Main / Re: Namida's Glitch-Free Lemmix
« on: May 15, 2014, 01:01:01 PM »
Quote
  • If a lemming trapped inside terrain is made a climber, or a climber becomes trapped in terrain, it repeatedly begins climbing, gets stuck, and falls slightly. It gains one pixel in height each time. Because climbers transitioning to fallers are shifted across slightly, the wall has to be at least 4 pixels wide for this to work.
Because of the removal of this glitch, Cheeky 8, "The Haunted House" is no longer solvable without it. Unless there's an alternate, harder solution. Also, in that same level, it seems that when a building lemming hits a wall they shrug before turning around.

For that same reason, if this glitch removal were applied to my 100% solution in Flight 2 of the LPII Bonus Pack, it would no longer work. If the glitch-free releases become official, would this invalidate my 100% record on the LPII page?

955
Got 100% on Flight 2! Here's the replay!

956
Yep, that's what I meant regarding the other gimmick in "Bomber Frenzy". The "fool people" part was because the level looks misleading at first - how can you complete the Frenzy when you're going to bomb the floors? That's what I was kind of thinking until I started bombing the lemmings and the floor wasn't destroyed thanks to the no-destruction gimmick. Though steel would have also worked aside from the no-destruction gimmick.

Can't wait to see which level ultimately wins!  :D

957
I voted for Rush 1 and Rush 6.

Okay, so not all of us like the "We All Fall Down" levels of Lemmings. I'm not really a fan of them myself. But "Flashback Frenzy" is a great idea for a Frenzy level, and it really puts a new twist on those levels in that you can't pause. The title is also very clever. However, I didn't have to use all 80 diggers - some Lemmings can fall down while one is digging.

You've really done an excellent job concluding this bonus pack with "Bomber Frenzy." You were able to make this level feel like a final level - ending this pack not by saving lemmings, but by bombing them! For that same reason, you've also put a new twist on the Karoshi levels that you normally use in the Reverse levels and Nice 9. I'm kind of unsure about the other gimmick you used though. Was it used to fool people?

The Rush levels overall are fun and very different from the other levels - a Superlemming sequel, remakes of previous levels that work for Frenzy levels, an athlete version, and a challenging version of Nice 15. It's good that you changed the release rate in Rush 5 though - I'd say that level's the hardest Rush level along with Rush 4.

When you said one of the Rush levels was based on one of the Danger levels of LPDOS, I thought you'd use Danger 27 as a Rush level...

958
I'd love to create levels (either ordinary, gimmick or Frenzy) with both the traditional and your styles. I have some ideas in mind but haven't fully expanded on them yet.

For the Flight round, I voted for Flight 5 and Flight 7.

Flight 5, "Easy When You Know Me," is a very cool use of the no-gravity+hardworkers combo. Getting the lemmings to mine down and dig endlessly in addition to bashing and building adds something really new to the table. I like the title too - I can see how the solution to the level relates to one of the LPDOS levels. I was hoping that level would win along with Flight 7  :( .

If there is a solution with the left portion of the frame, that would be an achievement.

One interesting thing is that if your lemming keeps mining/digging and reach the bottomless pit, they can die, something that is not normally seen in regular no-gravity levels.

Flight 7, "When You Wish Upon a Lemming Star," is a nice break from the gimmick levels. This one is well made - crowd control, finding ways to get lemmings to climb up structures with a limited number of builders and destructive skills.

One observation I would like to make is that Flight 2 has the most number of lemmings (60), while the others are relatively few (5-20). I can see that a no-gravity level can be very difficult to create if you have a very high number of lemmings.

959
Forum Games / Re: Hurt and Heal
« on: April 10, 2014, 04:00:26 AM »
I want to try this!

ONML gets a point because of its challenging levels and no repeats (though Wild 1 and Wicked 6 are similar in layout).

If the Playstation is the PS3 version, I'll take away two points because there aren't enough levels, and there aren't enough Lemmings styles (though the remix of the Lemmings music in the main menu is very nice). If it's the PS1 version, well, I've never played it, but I heard that the Special Levels aren't there, so it still loses the two points.

Lemmings: 6
ONML: 5 [+1]
Chronicles: 3
L3D: 3
Paintball: 4
Revolution: 3
Playstation: 2 [-2]

960
In Development / Re: New Big Lemmini Pack
« on: April 10, 2014, 03:52:02 AM »
Can't wait to play this pack!

A few questions about the pack:
1. Will you add steel to the bubble set? (I know you said you're editing existing tiles, but I'm wondering if you added steel anyway.)
2. I've played some levels in Revenge of the Lemmings, and saw that some of your levels were there. Will you also use those levels in your pack?
3. I saw that you had two versions of "Hard to Port!" Will you use the Crystal version or the Snow version?

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