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Messages - Wafflem

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961
Well, when I was speculating on which levels you'd repeat in the bonus pack, I overlooked the Floater Frenzy levels and didn't think there was potential in having those repeated. Turns out I was wrong  :P

My votes went to Reverse 3 and Reverse 6.

Reverse 3 "The Lemming Layout" is one of the most fun levels I have ever played. You basically get multiple ways to kill the lemmings (bomber, high fall distance, trap).

Okay, I still haven't solved Reverse 6 "The Takeover." But I can tell that it's a very good level as the solution to having all the lemmings killed is extremely hard to find. It's a level that really puts your thinking to the test - you can't let the lemmings fall on the pit to the right, and you need to find a way around that exit. I've been trying to figure it out ever since you posted the preview image in your announcement.

I'm glad you made more levels using the Karoshi gimmick. If these types of levels were made with the traditional styles, specifically ones that cause gore (boulder of the dirt style, grinder of the brick style, and especially the stalactite of the snow style), it would be nasty, and it'd be very much like playing the real Karoshi game. And if they were made with the Hell style... 

Have you played Super Karoshi? The Karoshi characters behave very similarly to lemmings (except that they don't die from a high height, only through spikes), and you have to have them killed in a similar manner to your levels.

962
I voted for Challenge 3 (glad it won!  :D ) and Challenge 7.

Challenge 3 "Another Way Down," as I stated, was unexpected for a repeat of a Floater Frenzy level. Its solution reminds me of Danger 16 "Grounded!" of LPDOS, another favorite level of mine.

Before I get arguments against me for Challenge 7 "Lemming Collider," I would have to agree that the level was way too easy with its simple solution. But what made me like the level more was making good use of the gimmick and finding slightly harder ways to solve the level (such as making a lemming dig down a platform, scouting ahead and blocking).

963
For the Trial round, I voted for Trial 1 and Trial 2. (I don't talk about what I voted for until the round is done to avoid biases).

Trial 1 - Can't Stop the Lemmings - a truly challenging level with a great deal of precision. It's one of the hardest Trial levels (along with Trial 3).

Trial 2 - Back and Forwards We Go! - an excellent follow-up to Nice 7 "Together We Sand." The solution to this level is very creative and fun.

964
Just beat Challenge 4 and Flight 3!

For Challenge 4, I employed a trick that I used before in Danger 19 "Antigravity" of LPDOS.

Flight 3, I'm not sure if that's the intended solution or one of many.
EDIT: Have another solution for Flight 3. It's a somewhat weird solution because of a certain steel glitch.

Trial 3 I'm still struggling on like Nepster did. I'm trying to figure it out based on the hint that you provided, and I don't want to see the replays yet.

Slightly off-topic, but how did you come up with the design for "Challenge" (the black letters and white dots in the main menu)?

965
Got 100% on Trial 6!

Edit: Just finished Challenge 3. An excellent level! I never expected you to do a repeat of a Floater Frenzy and give it an entirely new solution! Danger 16 of LPDOS (one of my favorite levels) comes to mind when solving this level. My solution would probably be similar to the others, though...

966
Yep, this is a very challenging pack so far. The repeats are indeed difficult (such as Trial 1), and the gimmicks in the three ranks are used in very clever ways. Also, it's about time we got left-facing entrances in Lemmix!

Unbeaten levels:
Trial: 3
Challenge: 1, 5, 6
Reverse: 4 (backrouted), 5, 6
Flight: 3, 4, 6
Rush: 5

Here is what I have done so far in the replay zip file. I'll post full level comments some time after the final update.

967
Cheeky 20 – Yep, that portion with the second miner timing frustrated me when I solved it. A very challenging level indeed.
Genius 4 – Beat the record! Though the miner placement had to do with trial and error.
Genius 14 – I think you’re right, it has more to do with that I got lucky. Here’s the replay.

Also, I listed Cunning 20 as an unsolved level. That was a mistake; I’ve already solved it. It’s a very well-structured and fun level although it was easy.

968
This has been one of the best packs I have ever played. You demonstrate a lot of variety in the levels (as well as LPDOS). The difficulty curve is just at the right pace too.

Some general comments:
  • Instant bombers – I agree very much that bomber timing is pointlessly annoying. Why can’t all Lemmings games be like that? (although, admittedly, the 5-second bombers were fun in Mild 22 and Medi 5 of LPDOS).
  • My favorite styles are Tree and Purple. I chose Tree because it may seem similar to the Dirt and Rock style at first, but is more lush and much closer to the style of “A Beast of a Level.” Purple is one of the most original ideas for a custom Lemmings style. I love the tentacle traps and jelly structures. The others are just as great!
  • I like how you implement the element of 250 lemmings in the levels in very clever ways. One thing that bothers me is the inaccuracy of percentage of lemmings that get saved. For example, when one lemming enter it says 0%, and when I hit Esc it still says “You couldn’t even save one lemming” when I did save at least one. It’s more of a technical thing, though.
  • Thank you very much for including the current level’s password when you fail/quit the level, it makes things very convenient for those who forget to write the password down. Thank you also for having the ability to select skills with the mouse when pausing instead of using the function keys!
  • Some things that you could add to the trivia:
    • Nice 21 also has 240 skills total.
    • The ninth level of every difficulty has exactly one of each style, and also has at least one of both the gimmick level and the Floater Frenzy level.

Some LPII level comments:
Note: The bolded ones means they’re my favorite.

Nice:
Nice 6 – Capsule Run – I felt that a better way to showcase the one-way fields would be to put a piece of terrain on the bottom-right of the one-way field of the right side. This is so that the lemming will be able to walk back and hit the one way field. Then you can add a digger or miner. (Though you did showcase them more in Nice 11.)
Nice 9 – Something’s Not Right Here… – uses the infamous Karoshi gimmick. This is an excellent way to showcase the uniqueness of the whole pack. The level is so much fun too, finding multiple ways to massacre lemmings   :) even though the level is easy, which is why I agree that there is a lot of potential in creating levels with the Karoshi Gimmick.
Nice 12 – Cactus Island – an excellent way to make things slightly more challenging, especially if there are newcomers.
Nice 13 – Watch Your Lemmings… – good that you provided a hint in the title, the level’s sole trap is very evil (and creative, too).
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I’m very curious as to how the repeat will be like in your bonus pack (as well as Nice 11).
Nice 16 – These Lasers Aren’t So Fun... – I knew there was a reason the level was overly complex! (view spoilers to see why) The level is tricky and intimidating enough when I first previewed it, and the fact that you have no diggers, miners and bashers and only bombers makes this level indeed not so fun, in addition to the lasers. I didn’t even know you could save the level with 100%, and I still haven’t figured it out yet. I thought you’d use this level as a Trial level…

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It’s an excellent choice for hiding the secret level!

Nice 17 – Lemmings Gettin’ Down – by making this level more difficult than before, you actually also make it very hard to save 100%. Well done! :thumbsup:
Nice 18 – MEGALEMMINGS! – you actually were able to accurately imitate the lemmings! This level effectively showcases another unique aspect of the Psychedelic level. I felt that this level would have also worked as a Trial level, though.
  • A small and random challenge to this level would be to get three of the lemmings to copy the poses of the MEGALEMMINGS at the same time. It’s trickier than you think!
Nice 20 – Dungeon of Despair – a very great way to wrap up the Nice difficulty with tricky navigation.

Cheeky:
Cheeky 4 – Island Hopping – this one’s interesting. I can see why you said this was your very last level made for this pack – it’s merely building across the islands. Still, I like the twist you add to the level that you have to save 100%.
Cheeky 5 – A Violation of Lemming Rights – a very well-designed and original level structure that serves as an excellent step-up in challenge from the previous levels (though I’m not sure what the one-way wall on the right is for aside from turning lemmings around).
Cheeky 6 – Raindrop Lemming – a 250-lemming level that’s quite fun and a little evil (in the sense that the release rate is very high). If this were a no-pause level, oh boy…   :o
Cheeky 8 – The Haunted House – one of the oddest gimmicks ever used. It threw me off the first time I played this level. Solving it is particularly hard, especially for newcomers of Lemmings, as the level uses a not-so-well-known trick.
Cheeky 11 – One-Lem Wonder – a fun one-lemming level, though could have used a little more challenge.
Cheeky 13 – Above the Forests – this level is an excellent demonstration of the reason instant bombers are far better than timed bombers and allow for more puzzle potential.
Cheeky 15 – To the Treehouse! – a very good use of miner tricks here to climb up the tree. An overall excellent puzzle.
Cheeky 17 – Heads Up! – the solution to the level is simple and nothing new, but quite fun at the same time.
Cheeky 19 – The Long Road to Nowhere – this level (along with Cheeky 20) is an excellent way to show that the upcoming levels will become harder. Navigating around the one-way walls is very tricky, and the time limit really doesn’t help much either. I thought you’d make this a Challenge level, though…
Cheeky 20 – Kickback Scheme – Yikes. The first time I played this level, it was quite difficult. It may be close to Oddstack-difficult, with a very tricky level structure, limited skills, and its position in the difficulty, though you get a larger time limit.

Sneaky
Sneaky 4 – Overflow Zone – even once I figure out the gimmick, it’s still a very fun level because it has so many solutions. One of my solutions involves using builders only.
Sneaky 5 – Misfortune of the Masses – an excellent puzzle level with a lot of thinking and a lot of multitasking.
Sneaky 8 – Lemming Surge – another cool and well-designed 250-Lemming level.
Sneaky 13 – When Only a Lemming Will Do – by shortening this level to one minute and removing backroutes, you have given this level a real challenge that I really enjoyed.
Sneaky 16 – Dive From the Dunes – a really fun and adventurous level that is indeed reminiscent of Tricky 25 (Cascade).
Sneaky 20 – The Impossible Level – impossible indeed. I like that it involves using a not-so-well-known trick to solve this level, and even if you know it, it can still be very difficult.
Sneaky 21 – Camp of Curses – it’s good that you switched this with “O RLY?” because I found this level to be easy.

Cunning (I haven’t solved them all yet, so not all my favorites are here yet.)
Cunning 3 – Just Some Leftovers – I had a lot of fun solving this level. It’s one of those levels where you have to do things in a particular order.
Cunning 4 – Droppin’ Bombs – well, even with instant bombers, the level can still be very annoying had there not also been the feature of lemmings moving one step when clicking during pause mode as well as save states.
Cunning 8 – 404: Exit Not Found – the title of the level makes me laugh! I also like how harder it is than Tricky 28 in that you only get 5 of each skill and that you have to save 100%.
Cunning 19 – Who Turned the Gravity Off? – this level is another very good reason for me that adding a gimmick to a level adds a whole new level of strategy. Getting the lemmings down can be quite annoying.
Cunning 21 – Floater Frenzy – it was a good idea to make this Floater Frenzy the secret level. It is the hardest Floater Frenzy in my opinion, and I haven’t even beaten it yet. There’s got to be some sort of strategy involved here. EDIT: Beaten.
Levels I haven’t solved yet: 5, 6, 10, 11, 12, 13, 16, 17, 18

Genius (haven’t solved them all either)
Genius 1 – Emergency Rescue Procedure – a truly challenging level that is a very great way to begin the Genius rating.
Genius 4 – Diet Control – backrouted, based on other replays. See attached.
Genius 5 – Illusionary World – in my opinion, this level is harder than Panic Attack. Maybe because of how big the level is and the sequence in which you have to do it, as well as the one-way fields. I haven’t really solved it either, only saw the replay.
Genius 8 – Panic Attack – definitely one of the best levels, and it really does give you a Panic Attack!  ;) It’s weird how I was able to solve a very hard level like this, but not most of the Cunning levels and Genius 5 and 6.
Genius 9 – Floater Frenzy – Gosh…this one was indeed evil. It’s an excellent way to relieve that thinking tension you had to go through in the past 88 levels (or 93 levels if you did the secret levels before this). When I first played the level and the gimmick kicked in, I laughed. I thought the level was going to imitate Danger 27 of LPDOS.
Genius 11 – Dungeon of Death – heh, this one’s really odd (in a good way). Even with just a very tiny percentage, you also have to use a couple of not-so-well-known tricks to make it through the dungeon. A very tough challenge indeed.
Genius 13 – Only a Lemming Away – now this level is really in line with challenging my thinking skills! I had a lot of fun with this level, timing the placement of skills of lemmings.
Genius 14 – Minimalistic Approach – the level has a unique solution, but I felt that it would have worked as a late Cunning level.
Genius 16 – Not Your Garden-Variety Lemming – a very cool use of the endless builder and basher gimmicks, although the level could have been better structured. I think there is a lot of potential in creating good levels with this gimmick.
Genius 21 – O RLY? – I’d say that I enjoyed this secret level the most. It has a nice challenge and a not-so-obvious route. My solution stayed the same no matter how many times you updated the level, though…
I’m not sure with you, but it seems that a couple of the Genius levels are hard, but not as hard as most of the Cunning levels.
Levels I haven’t solved yet: 5, 6, 19, 20

Overall, this has been a truly excellent and challenging pack. It’s very innovative and really changes how we normally play lemmings. I am very much looking forward to your bonus pack! Well done!

969
Thanks!

I played “With a little twist” and “Rolling Rampage.” For the former, I was able to somewhat employ a trick used in the original Danger 21, “Phase Rotation Syndrome,” except without blockers and with builders. The latter is pretty challenging – it challenged me on when to use my bombers and diggers. I’d say they’re worthy replacements for the former two levels, but I still think they work better for your new Lemmings game as well. Here’s how I did those two levels in the replays I’ve attached.

I found a backroute in Medi 27; replay attached.

Yes, I saw the list of levels and whether each one 100% is possible or not. In Medi 18, I was actually able to get 100%. Here’s the attached replay for that level as well.

I would also like to comment on Danger 25 – I got surprised when I figured out the actual solution. I spent so many times trying to break through that one-way Flagpole/Pen/whatever with limited skills, and my only clue was to use the 100% solution of Wimpy 11, which I never actually figured out. After I did…  :XD:

I will try to figure out the other solution for PSYCHO 11. Thanks for the tip!

Also, I just read your very first post and saw this:
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Also - a random piece of trivia I realised the other day. Danger 11, "The Warp Room", is my oldest surviving level! That level (the exact level as it is in here, not just the general layout/skillset/solution concepts but the EXACT level) even predates Lemmings Plus 1 back in the days of Cheapo. o_O Despite this, I don't think it was ever released as part of a pack until LPDOS, though I did release it at one point as a standalone level. Or it might've been in my WinLemm pack... Anyway, the only other levels that are still around that are anywhere close to being as old are Bullet Lemming (the Cheapo version in LP1, not the LPDOS version of it), Alert Taxis 3092000 (which was remade, albeit almost unrecognizably, as "Die The Death Of The Damned" in LPDOS) and, if it's still out there somewhere, "This Time We Brought 30 More" (a modification of Tame 1 that I made for a level design contest).

Both "The Warp Room" and "This Time We Brought 30 More" can be found in the website Lemming Crazy, the former being in your very first pack with seven other levels.

970
First-time poster here, but I've been a huge Lemmings fan since I was young. I have been going to the forums and playing others' levels on Lemmix and Lemmini, and I have to say, Lemmings Plus is one of my favorite sets I have ever played.

When I played it, I felt like I was playing a new Lemmings game. There are so many levels that are excellent and show original solutions. Also, honestly, I'm not as good at solving hard Lemmings levels, so I feel that that this pack has been helping me to develop my thinking skills. I have to list a few favorites from each one, some with explanations. The bolded ones are my top favorites:

Note - I haven't solved all the PSYCHO levels yet, so this isn't a complete list for that difficulty. Also, I know the solution for PSYCHO 11, but it is really hard to execute.

Mild 8 - Wish you had them? - a very good tutorial level that differs from many others because you have to use other skills.
Mild 19 - Go on Up (forgot the title)
Mild 27 - Quarantine!
Mild 30 - You Just Lost the Game!
Wimpy 10 - Labyrinth of Despair - I love the labyrinthine maze and the fact that you can find multiple solutions due to the 30 skills of each (except floaters).
Wimpy 12 - Russian Rescue
Wimpy 15 - Just When You Think You Know! - you make a simple-looking level very tricky with a 99 release rate. I had fun trying to solve this level with 100%.  :D
Wimpy 17 - No Need to Worry! - I'd daresay one of the more original one-lemming-leading-the-way level layouts - a floating box with one-way arrows really makes you think.
Wimpy 21 - One Step at a Time
Wimpy 22 - Fast Enough? - the repeat is original in that it makes you use a skill that people don't normally use under a tight limit.
Wimpy 26 - Savior
Medi 6 - Fallen - this level was one of the levels that helped develop my thinking skills
Medi 8 - Cavern of Chills
Medi 10 - Bob's Problem - for making me employ a multitude of tricks. But who's Bob?
Medi 12 - Step Up! - another level that helped develop my thinking skills.
Medi 16 - The Oddstack (though I agree that it should have been in late Danger.  )
Medi 19 - Force Field
Medi 28 - Way Up High
Danger 5 - Some Kind of Lemming
Danger 6 - Alternative Logic - for having a small trick that you need with a split second to spare.
Danger 10 - Keeping on Track - it was fun finding a way to trap the lemmings with only builders.
Danger 11 - The Warp Room (I would like to observe that this one and Medi 19 both come from your very first LemEdit pack (as Steaver370)!)
Danger 15 - Circular Wavelength
Danger 16 - Grounded!
Danger 19 - Antigravity - I like the challenge of not having builders and needing to turn the lemmings on the right while saving 100% at the same time.
Danger 20 - No Salvation IV - I was able to employ a trick, since the solution is far different from the previous No Salvation levels.
Danger 21 - It's the Latest Craze! - one of my top favorite levels. I love the huge level structure, and the time limit works too.
PSYCHO 4 - Think Outside the Square! - I like how condensed it is in terms of time limit and skills compared to Medi 11
PSYCHO 15 - Where Anything Goes... - for learning another trick to save all the lemmings in an actually limited time. I don't mind the bashing of the long walls.

Wimpy 13, "A Magician Would be Handy," felt out-of-place. I know you stated that you like to put a hard level amongst levels related to their difficulty, but it feels a lot like a Medi level.

I'm not sure if this is true, but with the new bomber mechanic, I find that PSYCHO 10, "What Did You Expect?", becomes a lot easier. I haven't seen your replay to that level yet, though.

I liked the original Medi 8 as well - "Take Us All Home..." . It wasn't that bad for a building level, and there was a slight puzzle to it in that you only get 7 of each skill and you have to save all the lemmings.

As for the new Medi 3 and Danger 2 - "Just a little twist" and "Rolling Rampage," I feel that you should place those levels in your new Lemmings Plus game. Sure, the original Medi 3 and Danger 2 aren't anything special, but I feel that you've changed the pack too much. Those two levels would work better in the new pack.

Another thing I enjoy about the pack is trying to save 100% in levels where I can do so. It provides an excellent challenge for me, especially in Mild 19, Wimpy 15 and Medi 11. I think that the title of Mild 18, "Dying Not Recommended," gets that point across.  :D

I may add more comments to your Lemmings pack, but I give it a overall score of 9/10. I think you did an excellent job.  :thumbsup:

I look forward to your new Lemmings Plus pack, and I'm impressed at your custom graphic sets. Good luck with it!

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