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Topics - namida

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781
Site Discussion / Enough is enough...
« on: May 12, 2011, 07:31:29 AM »
I've seen one worthless post too many and I've had enough. All in favor of banning Giga, post here.

782
Lemmings Main / Was playing SMS Lemmings earlier...
« on: January 29, 2011, 05:02:38 PM »
And I noticed something I didn't remember: A lot of the Fun/Tricky levels are significantly more restricted in terms of skills than on the PC version. It's most noticable on Tricky 4, Tricky 5 and Tricky 12, but there's also some other things like the lack of floaters in Fun 14. Then there's also the *very* challenging for their places Fun 22 and Tricky 14. I've heard quite a lot of comments about Mayhem being too easy in SMS, but until replaying now I've never noticed or heard that Fun and Tricky are quite a bit harder than in other versions.

...I still think though that they could've done so much more with Taxing 15 than simply a 20 of everything, though...

783
Although I never managed to get it to work properly without backroutes (and eventually ditched it), one of my ideas for a PSYCHO level in LPDOS was a clever puzzle that only provided builders.
Thinking about this idea just now gave me another idea: How hard can a level with only a single skill type be?

Obviously, you can't really do anything that great with the first 4 skills... pretty much the worst you could do with climbers would be a puzzle of at which point to assign the skill to every lemming, for floaters the best I could think of would be something similar to The Deady Climb (but without needing climbers), bombers would pretty much be limited to pixel-perfect hard-to-time bombers, and blockers would again be simply a matter of when to block... but the last four skills should have some potential. Any ideas (or existing levels)?

784
I never really liked the Lemmix Editor. Sure, it has useful features (showing trigger areas majorly comes to mind), but in general, I always just liked the interface of LemEdit better. Perhaps it's a matter of me being more used to that, but I find it so much easier and friendlier to use.

785
Forum Games / Replace a word in a Lemmings level name with "Balls".
« on: August 05, 2010, 02:26:31 PM »
Everyone's seen this with game titles, movie titles, etc... so I thought, why not do it with names of lemmings levels?

Here's some to start off:

Worra Lorra Balls
Balls Can Wait (We Hope!)
The Ascending Balls Scenario
Balls or Nothing
The Steel Balls of Kessel
Pop Your Balls

786
(By this, I mean extract/remake the actual graphics pieces from the uncompressed data, not to compress/decompress the VGAGR files themself)

I know the format is known and documented (and, apart from compression, is relatively straightforward), but wondering if any actual tool had been made yet?

787
Levels for v10 or older / Lemmings Plus DOS Project
« on: November 26, 2009, 11:07:52 AM »
Lemmings Plus Games Index
Lemmings Plus DOS Project
A Lemmix-based pack of 150 levels using the official graphic sets. Lemmings Plus DOS Project mostly stays true to the original mechanics, even including glitches, but did introduce the staple Lemmings Plus feature of having non-timed bombers.
(Topic) | (Download)

Lemmings Plus II
A Lemmix-based pack of 100 levels + 5 secret levels using five new graphic sets. Introduces the concepts of Frenzy and Gimmick levels, as well as secret levels; though the engine is a modified version of traditional Lemmix, not NeoLemmix.
Has a bonus pack of 30 levels + 2 secret levels focusing on repeats and gimmick/frenzy levels.
(Topic) | (Download) | (Download Bonus Pack)

Lemmings Plus III
A NeoLemmix-based pack of 60 levels + 9 secret levels using four new graphic sets. Lemmings Plus III is the first pack in the series to use the NeoLemmix engine.
Has a bonus pack of 35 levels + 7 secret levels focusing on repeats and gimmick levels.
(Topic) | (Download) | (Download Bonus Pack)

Holiday Lemmings Plus
A small NeoLemmix-based pack of 12 levels exclusively using the Christmas graphic set. Holiday Lemmings Plus is the first pack in the series to use the new NeoLemmix skills and vertical scrolling.
(Topic) | (Download)

Lemmings Plus Flashbacks
An NeoLemmix-based collection pack featuring 32 of the best levels selected from Lemmings Plus DOS Project, Lemmings Plus II and Lemmings Plus III.
(Topic) | (Download)

Lemmings Plus Omega
An NeoLemmix-based pack of 135 levels using the Lemmings Plus II and Lemmings Plus III graphic sets. It is the last entry in the Lemmings Plus series.
(Topic) | (Download)



The Lemmings Plus DOS Project is a pack of 150* DOS/Lemmix levels, sorted into 5 difficulty ranks - Mild, Wimpy, Medi, Danger and PSYCHO.
Mild is mostly comparable to Tame. It contains levels that are short and simple (although in general, most levels in this pack are short).
Wimpy is comparable to Fun/Tricky, containing slightly more complicated easy levels as well as a few simple puzzles.
Medi is comparable to Taxing, containing a few difficult x-of-everything levels as well as some good puzzles.
Danger is comparable to Mayhem or ONML - it's where things get hard.
PSYCHO is mostly in a class of its own (Sunsoft, maybe?). It's a HUGE jump from Danger.

* 95 unique maps. Like the original game, it has repeats, including a "once per difficulty rank" level (but I think you'll find No Salvation to be FAR more interesting than We All Fall Down).

Of course, all ranks have levels that are harder than most of that rank, and ones that are easier than most. For example, Mild 26 and 30 are HUGE jumps in difficulty from the rest of Mild (although still pretty damn easy), and Danger 22 could easily have made it into PSYCHO. For examples of the reverse, the first few levels of Wimpy are easier than some Mild levels, and PSYCHO 14 is more a Medi (or *maybe* Danger) type level. This is mostly intentional, to give easy breaks as well as sudden challenges.

All my Lemmings-related downloads have been moved to DropBox. The Lemmings Plus DOS downloads are here.

Version updates:
V1 - Initial release.
V2 - Fixed a problem with fall distance. (Player update only, levels remain as is.)
V3 - Fixed a problem with level codes. (Player update only, levels remain as is.)
V4 - Incorporated all recent ccexplore updates to Lemmix Player. Also made modifications to several levels, some are name changes or purely aesthetic, some are backroute fixes. Levels modified are Mild 20, Mild 26, Wimpy 7, Wimpy 15, Wimpy 20, Medi 6, Medi 13, Danger 20, PSYCHO 8, PSYCHO 23, PSYCHO 26 and PSYCHO 29. This includes, at last, a fixing of the major backroute on PSYCHO 23 "Death Row"!
V4a - A minor fix on PSYCHO 9 "Coalburner", to do with steel areas.
V5 - More backroute fixes on PSYCHO 8 and PSYCHO 23, and the difficulty has been knocked up on PSYCHO 9 and PSYCHO 27.
V6 - Bombers are no longer timed, they now explode instantly. (They still have the Oh No animation where applicable.) This does not extend to use of the nuke. I feel this is a long overdue change.
V7 - Several of the overly annoying or pointless levels have been replaced with better ones, in most cases completely original. Replaced levels are Wimpy 12, Medi 8, Medi 16, Medi 21, Danger 17 and Danger 21. In the case of Danger 17 (fixed), it has been replaced with its own repeat version (PSYCHO 27), which has in turn been replaced with a new level. Also, more backroute fixes on the backroute-infamous PSYCHO 23.
V8 - Updated to a newer version of the Lemmix player.

Cheat codes of the form of typing in, eg, "MILD20" to access Mild 20, can be enabled by entering the code NIGERFAGOT (it was changed to this in, I believe, V5; if you're playing an older version, try CHEZBURGER). Pressing 5 to skip levels is also enabled by this code in V8, while in V4 - V7, it is always enabled (V1 - V3 did not support it at all).

Level name references
Code: [Select]
Many names are just random, but for those that have meanings relating to the level (other than to its design), or referencing other things:

Mild 1 "Just Walk!" - An obvious reference to Fun 1 "Just Dig!"
Mild 8 "Wish you had them?" - Also obvious, a reference to the absence of bashers in the level.
Mild 10 "Take Your Time..." - A hint not to assign climbers too quickly.
Mild 13 "Take A Shortcut!" - Referencing just building across the gap as a possible solution.
Mild 14 "Let's Go!" - This one should be obvious.
Mild 17 "Crying Over Spilt Lemming" - From the saying "Crying over spilt milk"
Mild 22 "Blow Down!!!" - A reference to the use of bombers in the level.
Mild 24 "With A Little Creativity..." - A reference to digging under the steel.
Mild 28 "The Descending Pillar Scenario" - A reference to Taxing 11 "The Ascending Pillar Scenario"
Mild 30 "You Just Lost The Game!" - See www.losethegame.com

Wimpy 4 "You Spin Me Right Round" - ...baby right round like a record baby right round round round
Wimpy 8 "(Also they are ninjas.)" - A reference to the "My Black Kid" song from Family Guy
Wimpy 13 "A Magician Would Be Handy" - A reference to Tricky 3 "A Ladder Would Be Handy"
Wimpy 19 "Whether You Lem It Or Not" - A play on the phrase "Whether you like it or not"
Wimpy 20 "A Snowplow Would Be Handy" - Another reference to Tricky 3
Wimpy 22 "Fast enough?" - Somewhat a hint at the level.

Medi 7 "Leap of Faith" - A hint at the solution.
Medi 9 "The Dukes Of Lemmingsville" - A reference to The Dukes of Hazzard (despite me knowing pretty much just the name)
Medi 10 "Bob's Mistake" - It's the name of a waterslide at a semi-local waterpark.
Medi 15 "Shooting Star" - A somewhat subtle hint to use falling bombers.
Medi 17 "Six Feet Under" - An expression referring to death, used as a play on the earlier version being "The Graveyard"
Medi 18 "Going Under" - A hint at the solution.
Medi 24 "Eye of the Lemming" - A play on "Eye of the storm"
Medi 25 "Chain Reaction" - It's a horrible pun.
Medi 27 "Take A Dive" - A reference to Fun 1 from 3D Lemmings, also titled "Take a dive"

Danger 6 "Alternative Logic" - A slight hint at the solution.
Danger 11 "The Warp Room" - A reference to Crash Bandicoot
Danger 12 "When Life Gives You Lemmings..." - A play on "When life gives you lemons"
Danger 28 "Steps" - A hint at the solution.

PSYCHO 3 "Express Lane" - A reference to the 12 items or less lanes at shops, notice the 12 lemmings, and 12 skills?
PSYCHO 4 "Think Outside The Square!" - A hint to literally go outside the level's sides
PSYCHO 7 "Turn Back With Care" - Probably the vaguest description possible of the majority of the solution
PSYCHO 10 "What Did You Expect?" - A reference to it being a bomber timing level originally
PSYCHO 13 "Go High Go Low" - A hint at having to use both the top and bottom parts of the level.
PSYCHO 26 "Oblivion" - Originally, this level was named after Anima's overdrive (from Final Fantasy X)
PSYCHO 30 "Hellfire!" - Similarly, this one was Ifrit's reccuring attack in the Final Fantasy series

788
Other Projects / LemmixPlayer (original) with OhNo Style support!
« on: November 10, 2009, 12:35:52 AM »
I managed to get Lemmix player to compile, and add the OhNo style files. So now, you can test OhNo levels using original DOS mechanics, without needing to seperately use the OhNo player (and therefore also change the graphic set in your level files). Of course you have the Lemmix Editor and it's playtester, but it lacks sound/music and savestate. (Don't forget to turn LookForLVLFiles on!)

(Also, this is mostly for myself for L+DOS testing, so there's one other customization that I've added in for myself and you'll probably notice quite quickly, and is relevant even to non-custom levels - I think Pooty and Adam especially may like this one.)

http://rapidshare.com/files/304736081/LemmixPlus.zip

789
Challenges / Fewest different skills levels can be beaten with
« on: September 17, 2009, 07:25:00 AM »
(NeoLemmix equivalent of this challenge)

So a while back, I did a challenge to see which levels could be beaten with only one type of skill. Predictably, many levels could not.

So for these levels: What's the fewest different types of skills they can be beaten with, and what combination(s) of skills acheive this?

Just to clarify, it doesn't matter how MANY of the skill you use, only how many different skills you use. So in this topic, solving a level with 99 builders and 99 bashers is better than solving it with 3 builders, 3 bashers and a miner. That's what makes it different from the minimum skills topic - the amount doesn't matter, only the variety.

Once the minimum for a level is found, also try to look for other combinations of the same amount of skills that it can be beaten with. As before, 100% solutions and glitch solutions will be marked as such.

Possible markings:
(glitch) means that a glitch is required for this combination
(100%) means 100% is acheivable with this combination
(100%, glitch) means that 100% is acheivable with this combination, and a glitch is required
(glitch for 100%) means that a glitch is required to acheive 100% with this combination, but it's possible to pass the level with a lower % without using glitches
If there's no tags, it means that no glitches are required, and 100% is not possible.

If a level is not on this list, it was beaten in the single-skill challenge.

Original Lemmings

Fun

4: 2 types. Climbers+Miners (100%)
15: 2 types. Bombers+Builders, Builders+Bashers (100%), Builders+Miners (100%), Builders+Diggers
22: 2 types. Bombers+Bashers, Blockers+Bashers, Builders+Bashers (100%), Builders+Miners (100%), Bashers+Diggers
23: 2 types. Bombers+Bashers, Blockers+Bashers, Builders+Bashers (100%), Builders+Miners (100%), Bashers+Miners (100%), Bashers+Diggers (100%)
28: 2 types. Floaters+Builders (100%), Bombers+Builders, Builders+Bashers (100%), Builders+Miners (100%), Builders+Diggers (100%)
29: 2 types. Bombers+Builders, Blockers+Builders (glitch), Builders+Bashers (100%), Builders+Miners (100%), Builders+Diggers (100%)

Tricky

5: 2 types. Builders+Bombers, Builders+Bashers (100%), Builders+Miners(100%), Builders+Diggers(100%)
7: 2 types. Floaters+Builders, Bombers+Builders, Builders+Blockers, Builders+Bashers, Builders+Miners (100%), Builders+Diggers (100%), Climbers+Builders (glitch)
10: 2 types. Bombers+Builders, Blockers+Builders, Builders+Bashers (100%), Builders+Miners (100%), Builders+Diggers (100%)
11: 2 types. Bombers+Builders, Builders+Bashers (100%), Builders+Miners(100%), Builders+Diggers (100%)
12: 2 types. Floaters+Builders (100%)
14: 2 types. Bombers+Builders, Builders+Bashers (100%), Builders+Miners (100%)
16: 2 types. Bombers+Bashers, Bombers+Miners (glitch)
18: 3 types. Floaters+Bombers+Diggers, Floaters+Builders+Diggers, Bombers+Builders+Diggers
19: 4 types. Climbers+Builders+Bashers+Diggers (100%)
20: 3 types. Climbers+Bombers+Bashers, Bombers+Blockers+Bashers (glitch), Bombers+Builders+Bashers, Bombers+Bashers+Diggers, Blockers+Bashers+Diggers (glitch), Builders+Bashers+Diggers (100%)
21: 2 types. Bombers+Builders, Builders+Bashers (100%), Builders+Miners (100%) Builders+Diggers (100%)
23: 4 types. Climbers+Builders+Bashers+Miners, Climbers+Builders+Bashers+Diggers
24: 2 types. Blockers+Builders
25: 3 types. Floaters+Builders+Bashers, Floaters+Builders+Miners, Bombers+Builders+Bashers, Bombers+Builders+Miners, Builders+Bashers+Diggers (100%), Builders+Miners+Diggers (100%)
27: 3 types. Climbers+Builders+Miners, Bombers+Builders+Bashers, Blockers+Builders+Bashers, Builders+Bashers+Miners (100%), Builders+Bashers+Diggers (100%)
30: 2 types. Climbers+Miners (100%), Builders+Miners (100%)

Taxing

1: 3 types. Builders+Bashers+Miners (100%), Builders+Bashers+Diggers (100%), Bombers+Builders+Bashers
2: 2 types. Blockers+Builders
4: 2 types. Builders+Miners (100%)
5: 2 types. Builders+Bashers (100%)
6: 2 types. Bombers+Bashers, Blockers+Bashers, Bashers+Diggers (glitch for 100%)
7: 3 types. Bombers+Builders+Bashers (glitch)
8: 2 types. Builders+Bashers (100%)
9: 2 types. Blockers+Diggers (100%), Builders+Diggers (100%), Miners+Diggers (100%)
11: 2 types. Builders+Diggers (100%), Builders+Miners (100%)
12: 2 types. Builders+Miners (100%), Builders+Bashers (100%)
13: 4 types. Blockers+Builders+Bashers+Miners, Builders+Bashers+Miners+Diggers (100%)
14: 2 types. Bombers+Builders, Builders+Bashers (100%), Builders+Miners (100%), Builders+Diggers (100%)
16: 2 types. Floaters+Builders (100%)
17: 2 types. Builders+Bashers (100%), Builders+Miners (glitch)
21: 3 types. Climbers+Builders+Miners (100%)
22: 2 types. Floaters+Builders (100%), Blockers+Builders, Builders+Bashers, Builders+Miners, Builders+Diggers (100%)
25: 2 types. Builders+Bashers (100%), Builders+Bombers
26: 2 types. Builders+Miners (100%)
27: 2 types. Bombers+Builders, Blockers+Builders
28: 3 types. Floaters+Builders+Bashers
29: 3 types. Climbers+Builders+Miners (100%), Blockers+Builders+Bashers (glitch)

Mayhem

1: 2 types. Floaters+Builders (100%)
3: 4 types. Builders+Bashers+Miners+Diggers (100%)
5: 3 types. Blockers+Builders+Diggers
7: 3 types. Builders+Bashers+Diggers
8: 2 types. Builders+Diggers (100%), Bombers+Builders
9: 3 types. Blockers+Builders+Bashers (100%), Builders+Bashers+Diggers (100%)
10: 2 types. Floaters+Builders
12: 2 types. Builders+Bashers (glitch, 100%)
13: 3 types. Builders+Bashers+Diggers (100%), Blockers+Builders+Miners (100%), Builders+Miners+Diggers (100%), Builders+Bashers+Miners (100%)
15: 2 types. Builders+Bashers, Builders+Miners, Blockers+Builders
16: 2 types. Bashers+Diggers (100%)
17: 2 types. Blockers+Builders, Builders+Miners (100%), Builders+Diggers
19: 2 types. Bombers+Builders
20: 5 types. Climbers+Blockers+Builders+Bashers+Miners (100%)
21: 4 types. Floaters+Builders+Bashers+Diggers (100%)
22: 2 types. Builders+Bashers (100%), Builders+Miners (100%)
23: 2 types. Builders+Bashers (100%)
27: 2 types. Bashers+Diggers (100%)
28: 2 types. Builders+Bashers (100%)
29: 3 types. Blockers+Builders+Diggers
30: 2 types. Builders+Bashers

Oh No! More Lemmings!

Tame

20: 2 types. Builders+Bombers,  Builders+Bashers (100%), Builders+Miners (100%), Builders+Diggers (100%)

Crazy

1: 2 types. Blockers+Bombers, Blockers+Diggers (100%)
2: 2 types. Builders+Diggers (100%)
6: 3 types. Climbers+Builders+Diggers (100%)
7: 4 types. Climbers+Floaters+Builders+Bashers (100%)
8: 3 types. Blockers+Builders+Bashers, Builders+Bashers+Miners (100%), Builders+Bashers+Diggers (100%), Bombers+Builders+Bashers
9: 2 types. Builders+Bashers (100%), Builders+Miners (100%), Bashers+Miners (100%), Bashers+Diggers (100%)
10: 3 types. Bombers+Builders+Bashers (glitch)
12: 2 types. Builders+Bashers (100%)
13: 3 types. Builders+Miners+Diggers (100%), Climbers+Miners+Diggers,
14: 4 types. Blockers+Builders+Miners+Diggers
15: 2 types. Builders+Diggers (100%), Climbers+Builders (glitch),
16: 2 types. Builders+Bashers (100%)
17: 3 types. Builders+Bashers+Diggers (100%)
18: 3 types. Builders+Bashers+Miners (100%), Bombers+Builders+Bashers, Bombers+Builders+Miners, Blockers+Builders+Bashers, Blockers+Builders+Miners
19: 3 types. Builders+Bashers+Diggers (100%), Bombers+Builders+Bashers, Bombers+Builders+Diggers, Blockers+Builders+Bashers, Bombers+Blockers+Builders (glitch)
20: 2 types. Builders+Bashers (100%), Builders+Bombers

Wild

1: 2 types. Bombers+Builders, Bombers+Bashers, Bombers+Miners, Builders+Miners (100%)
2: 2 types. Builders+Bashers (100%), Builders+Miners (100%), Bombers+Builders
4: 2 types. Builders+Bashers
5: 2 types. Bombers+Builders
6: 2 types. Builders+Diggers (100%), Builders+Bashers (100%), Builders+Miners (100%)
7: 2 types. Builders+Bashers (100%)
8: 3 types. Climbers+Floaters+Builders (100%)
10: 2 types. Builders+Bashers
11: 2 types. Builders+Miners (100%, glitch)
12: 2 types. Builders+Bashers (glitch for 100%)
13: 5 types. Climbers+Bombers+Builders+Bashers+Miners
14: 2 types. Builders+Bashers
15: 3 types. Bombers+Builders+Bashers
16: 2 types. Climbers+Builders (100%)
17: 2 types. Builders+Miners (100%), Builders+Bashers (100%)
18: 2 types. Bombers+Builders
20: 2 types. Bombers+Builders, Blockers+Builders, Builders+Diggers (100%)

Wicked

1: 2 types. Climbers+Bombers, Bombers+Bashers (glitch), Bombers+Miners (glitch)
2: 4 types. Builders+Bashers+Miners+Diggers (100%), Climbers+Builders+Miners+Diggers (100%)
3: 2 types. Builders+Diggers (100%, glitch)
4: 2 types. Builders+Bombers, Builders+Bashers, Climbers+Builders
5: 3 types. Climber+Bashers+Diggers (100%)
7: 2 types. Bombers+Blockers
8: 3 types. Climbers+Bombers+Builders
10: 4 types. Floaters+Bombers+Blockers+Builders, Floaters+Blockers+Builders+Diggers, Bombers+Blockers+Builders+Diggers
11: 3 types. Builders+Bashers+Miners
12: 3 types. Blockers+Builders+Miners
14: 2 types. Bashers+Builders
15: 2 types. Floaters+Builders
16: 3 types. Bombers+Builders+Miners, Floaters+Bombers+Builders
19: 2 types. Builders+Bashers
20: 2 types. Bombers+Builders (glitch), Blockers+Builders, Builders+Diggers

Havoc

1: 2 types. Builders+Bashers, Builders+Miners, Builders+Diggers (glitch)
2: 3 types. Floaters+Builders+Diggers (100%), Blockers+Builders+Diggers (glitch)
3: 3 types. Builders+Bashers+Diggers (100%)
4: 3 types. Builders+Bashers+Diggers (100%)
5: 4 types. Climbers+Builders+Bashers+Miners (100%)
7: 4 types. Climbers+Bombers+Builders+Miners, Climbers+Bombers+Builders+Diggers, Climbers+Bombers+Builders+Bashers
8: 3 types. Climbers+Builders+Miners
9: 3 types. Climbers+Builders+Miners (100%)
11: 2 types. Builders+Miners (100%), Builders+Diggers (100%), Blockers+Bashers (100%, glitch)
13: 3 types. Builders+Bashers+Miners (100%), Blockers+Builders+Bashers, Blockers+Builders+Miners
14: 4 types. Climbers+Builders+Bashers+Diggers (100%)
15: 2 types. Builders+Blockers (glitch)
16: 2 types. Blockers+Builders
17: 2 types. Bombers+Builders, Blockers+Builders (glitch), Builders+Bashers, Builders+Miners, Builders+Diggers
18: 3 types. Builders+Bashers+Diggers (100%, glitch?)
19: 2 types. Builders+Bashers (100%)
20: 4 types. Climbers+Floaters+Bombers+Miners

Holiday Lemmings

Frost

3: 2 types. Bombers+Builders, Blockers+Builders, Blockers+Bashers (100%, glitch) Builders+Bashers (100%), Builders+Miners (100%)
4: 2 types. Builders+Bashers (100%), Builders+Miners (100%)
6: 2 types. Blockers+Builders
7: 2 types. Bombers+Builders, Builders+Bashers (100%), Builders+Miners (100%)
10: 4 types. Builders+Bashers+Miners+Diggers (100%)
11: 2 types. Builders+Bashers (100%), Builders+Miners (100%)
12: 3 types. Builders+Bashers+Diggers (100%)
14: 2 types. Builders+Bashers
15: 2 types. Builders+Bashers (100%)
16: 3 types. Climbers+Floaters+Builders (100%)

Hail

1: 4 types. Climbers+Floaters+Builders+Bashers (100%)
3: 2 types. Builders+Bashers
4: 2 types. Builders+Bashers (100%)
5: 2 types. Floaters+Builders
8: 2 types. Builders+Bashers (100%)
9: 3 types. Builders+Bashers+Diggers (100%)
10: 3 types. Builders+Bashers+Miners (100%)
11: 3 types. Builders+Miners+Diggers (100%)
13: 4 types. Climbers+Builders+Bashers+Diggers (100%)
14: 2 types. Builders+Bashers (100%)
15: 3 types. Builders+Bashers+Diggers (100%)
16: 2 types. Floaters+Builders (100%)

Flurry

8: 3 types. Climbers+Builders+Bashers (100%)
10: 2 types. Bombers+Builders, Builders+Bashers (100%), Builders+Miners, Builders+Diggers (100%)
14: 2 types. Climbers+Builders (100%, glitch), Blockers+Builders (glitch), Builders+Bombers, Builders+Bashers (100%), Builders+Miners (100%), Builders+Diggers (100%)
16: 3 types. Blockers+Builders+Bashers, Bombers+Builders+Bashers

Blitz

1: 3 types. Builders+Bashers+Diggers (100%)
2: 2 types. Builder+Diggers (100%), Builders+Bashers (100%)
4: 2 types. Builders+Bashers (100%)
5: 2 types. Builders+Bashers (100%), Builders+Miners (100%)
8: 2 types. Builders+Bashers (100%)
9: 2 types. Floaters+Builders, Builders+Diggers (100%)
11: 3 types. Builders+Bashers+Diggers (100%)
12: 2 types. Bombers+Diggers
13: 2 types. Blockers+Builders
15: 4 types. Climbers+Floaters+Bombers+Bashers
16: 3 types. Bombers+Builders+Bashers

790
Lemmings Main / Question for those with Sega Master System version...
« on: September 14, 2009, 03:48:00 PM »
I never actually tried it out myself, and I don't have access to this version anymore so...

It's about those squasher traps. The one on Fun 17 / Taxing 6 works just fine, however, the one on Fun 24 / Mayhem 3 does not. One I never dared to try and have always wondered about is the one on Mayhem 28. Does it work or not?

791
Lemmings Main / Most out-of-place levels
« on: September 02, 2009, 01:10:18 PM »
Which levels from the original games do you think are most out of place? (As in, in the wrong difficulty setting, or too early/late in the one that they're in)

Some of the ones I most thought this about:

Tricky 14 - Menacing. (The Sega Master System one). This level is quite hard compared to the others in Tricky, and I think it would've been better in Taxing, or even early (but not late) Mayhem.
Tricky 19 - Postcard from Lemmingland. Come on, this one should've been Taxing. >_>
Tricky 21 - All The 6s. While I think Tricky is right for this level, it should've been MUCH earlier in it.
Taxing 2 - Watch Out, There's Traps About. This one was just a tad too easy for Taxing. Mid-Tricky would've worked better.
Taxing 14 - Hunt The Nessy. This one should've been late Fun, or maybe early Tricky. (Or even better, absent altogether -_-")
Taxing 24 - Take A Running Jump. This level is very easy... should've been at most mid-Tricky.
Taxing 29 - How Do I Dig Up The Way. What the HECK? This level is pathetic. Late Tricky, at best.
Mayhem 8 - Last One Out Is A Rotten Egg. Too easy for Mayhem. Early Taxing, maybe.
Mayhem 17 - Stepping Stones. While Mayhem-worthy, I think it should've been much earlier in Mayhem.
Mayhem 18 - And Then There Were Four. This one would've been an ideal early Taxing level.
Mayhem 24 - All or Nothing. A luck based level this late in the game? Nah. Throw it back.
Mayhem 26 - The Steel Mines of Kessel. Would've worked well in Taxing.
Mayhem 30 - Rendezvous at the Mountain. Come on, this is WAY too easy for the final level. Maybe late Tricky or early Taxing.

792
Level Design / How do you make levels?
« on: August 29, 2009, 09:05:32 AM »
I was just interested in how most people go about making their levels. No, I don't mean "opening an editor and putting them together", but rather, where do you get the ideas and how do you go about putting them together?

For me, I find I use a mixture of methods. From most to least common:

1) Most of my levels are in fact made by simply throwing together random things that look good, giving myself 20 or so of every skill, then looking for a challenging solution. Some of the levels that were made this way include "Return of the T" and "No Salvation" - as well as pretty much EVERYTHING in the first Lemmings Plus.

2) I guess the next most common is thinking of a specific element I like the idea of, then building a level based around this. My (most likely) most well known level, "Oblivion", was designed this way - I got the idea of making EVERY lemming block, then simply built a level around finding a way to force this and added in a couple more things to pad it out. Some others that were made this way are "Alternative Logic" and "The Deadly Climb".

3) Quite often, I'll see a trick in another level - possibly as part of it's intended solution, but more likely as part of a backroute - then devise an entirely new level based around this trick. "The Impossible Room" in Lemmings Plus 2 is an example of this.

4) From time to time, I don't feel like making something hard at all, and just make something that rather than being hard, is simply fun to play. My personal favourite example of this is "Bullet Lemming".

5) Sometimes, similar to #2, I have an idea. But, rather than the idea being the main focus of the level, it's more a feature of the level that the level is not directly built around, but simply incorporates. One example of this is the solving a long, drawn out, worker lemming level with no builders - of course, I'm referring to "To The End!" here.

6) Very rarely, I'll make a level another way, then make an easier version of this. Then, I'll give myself some challenge on that easier version, and then make a whole new level out of that - possibly harder than the original hard version. The only example I can think of off the top of my head here is "Not gonna work.", which was originally save 80% and also gave you 20 blockers, I then challenged myself to see if I could acheive 100% on it, managed to do so, and made this the level instead. I removed the blockers due to their obvious uselessness - blockers on a 100% level with no destructive tools are pretty obvious dud skills anyway.

793
Challenges / Minimum skills with maximum % Challenge
« on: August 28, 2009, 09:39:59 AM »
This is the same as the Minimum Skills topic, except with one difference: You're now trying to save the maximum %, instead of just the requirement. This means for levels where 100% is possible, it's minimum skills to save 100%, and those where it isn't, the maximum known possible %.


 -----------------------------------------------------------------------------------------------------------------
|Rating |  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Total | (Old) |
|-------|---------------------------------------------------------------------------------------------------------|
|Fun    |  1 10  3 11  3  2  2  3  3  3  3  5  3  5  9  9  4  5  6 11  3  7  5  3  4  5  5 10 12  2   157 |  120  |
|Tricky |  4  5  8  9  7  8 12 15  9 14  9  9 12 12  3  6  2  3  5  7  9 10 24  7 13  3 10  4  5  8   252 |  184  |
|Taxing |  9  8  9 13 12  4  8  8  3  8 12 10 10 22 11 19  6 12  5  7  7  5 15  6  7 12 12 16  8  7   291 |  242  |
|Mayhem | 28 18  4  4 13  9 13  9 13 29  9  5  6 17 14  2 11 18 21  7 28 14 16  3 12 17  3  7 21 25   396 |  320  |
|-------|---------------------------------------------------------------------------------------------------------|
|Tame   |  2  1  2  1  2  1  3  2  2  1  2  2  3  3  2  2  1  2  4  2                                  40 |   39  |
|Crazy  |  8  5  2  5  8  8  6 13  5 10  1  8  5  9  4  7  8  6  8 13                                 139 |  130  |
|Wild   |  4 12 10 10  9  3  7 21  0  8  8 11  9 10 10  5  6 12 10  4                                 169 |  144  |
|Wicked |  4 14  5 21  4 12  6  9 21 13 11 11 16  6 16  3  6  9  8  8                                 204 |  153  |
|Havoc  | 12 15  6  3  7  3 20 10 21 11 14  9 11 11 16 11 11 15  9 11                                 232 |  190  |
|-------|---------------------------------------------------------------------------------------------------------|
|Xmas 91|  9 11                                                                                        20 |   17  |
|Xmas 92|  1  1 17 14                                                                                  33 |   33  |
|Flurry |  4  3  1  2  1  2  2 10  4 10  3  3  2  4  1  7                                              59 |   54  |
|Blitz  | 14 11  1  2  9  1  7  3 20  3 10  2 13  2 18  4                                             120 |  111  |
|Frost  |  5  3  6  2  2  5 13  1  3  5  3  6  1  7  5  6                                              73 |   63  |
|Hail   |  5  4 25  4 19  0 14  8 10  6  7  6  6 20  3 11                                             148 |  142  |
|-------|---------------------------------------------------------------------------------------------------------|
|Rating |  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Total | (Old) |
 -----------------------------------------------------------------------------------------------------------------

794
Level Design / Compiling Lemmix source code
« on: August 23, 2009, 06:01:01 AM »
Hey, I've tried to get it to compile, but there's so many missing files it's not funny... >_>

795
Forum Games / Single Letter Word Game
« on: August 11, 2009, 05:59:44 AM »
Okay, I thought I'd try something new here.

Here's the rules:
1) On your turn, you post one letter. This letter is added to the current string of letters. For example, if the previous two people posted L, C and Z, and you posted V, the string would then be LCZV.
2) Any words of at least three letters that end the current string, you gain an amount of points equal to the number of letters in that word. For example, if the current string is RAI, and you post N, you get 4 points for the word "RAIN".
3) You can get multiple words, as long as they're all at the end. For example, if the string becomes "CAPE", you would get 4 points for cape and 3 points for ape. However, you would not get any points for cap (the previous player, of course, would have got points for it).
4) The string can only be up to 10 letters long. If it's already 10 letters, when you add your letter to the end, the letter at the start of it should be dropped. For example, if the string is "ABCDEFGHIJ", you would drop the A when you post your new letter, to keep it from going over 10 letters.
5) Once you take a turn, you may not play again until either 3 other people have made a move, or one other person has made a move and 12 hours have passed since your last play. This rule is only in effect from the post on Page 7 announcing it. (Any posts before that announcement are subject to the old rule, which is simply that you may not play twice in a row.)
6) Please repost the entire string in your post, to save everyone from having to look back.
7) Bonus: Getting a 8+ letter word gives you an extra 5 points. Getting 3 or more words in one turn gives you an extra 5 points. You may get both bonuses in a single turn, but you can only get each bonus once per turn.
8) You must point out the words yourself (however, it's acceptable to not point out what they're worth). If you miss one, you lose the points for it. Posts that are edited before being added to the scoreboard are completely void (however, their letter remains in the chain), posts that are edited afterwards retain the credit they had before but do not get any new points for words that were missed. You are not required to specifically point out if you get a bonus. (However, doing so is nice!)
9) While not essential, if you're using obscure words, a reference link is nice.
10) If two or more posts are made at the same or similar time, resulting in both players adding a letter to the same place, please ignore all but the first post. For example, if the string is "XKC", and one person posts D making it "XKCD", and the other posts E making it "XKCE" (instead of the second person seeing the post with D and adding to this), the current string is "XKCD" not "XKCE". In the same way, if the second poster's letter would have got them points, they do not get these points as someone else has already added a letter to that point. If you accidentally do post and miss out a previous player's turn, please edit your post to remove your turn, to avoid confusion.

What words count or don't count:
1) Names of people or places do not count (unless they have another valid use that doesn't fall into these categories). "Stephen" is not acceptable because it exists only as a person's name. "Hope" is fine because even though it's a name, it also has a normal meaning. "Japan" is not acceptable because it is only the name of a country. However, "Turkey" is fine because it has a normal meaning as well. The same goes for words derived from these. For example, "American" does not count because it is derived from the name of a place, America.
2) Plurals, past tense, -ing forms, and so on, do count. However, note that this is only true if the form does not require an apostrophe - unless someone's actually going to go and use an apostrophe as their letter. >_>
3) Overly rude words do not count. To avoid argument, the words considered "overly rude" are the F word, the C word, and the S word, as well as any racial slurs that don't have other, non-offensive meanings. This means that words like "Damn", "Crap" and "Ass" are acceptable. Don't like it, don't play, or find other words to aim for. Just to clarify, in case someone tries to get around this: Plurals and verb conjugations of these words also do not count.
4) Both British and American English are acceptable. So, both "Mum" and "Mom" count.
5) Namida's decision is final as to whether a word counts or not, and in the absence of a contradicting decision by Namida, the mods and admins of the forums also have the authority to decide if a word is valid or not. However, this does not mean you can't contest their decision if you disagree - if you think a word they have ruled as valid shouldn't be, or one they ruled as invalid is actually valid, mention this, preferably with some kind of reference link.

Scoreboard:
namida - 194
minimac94 - 80
Yawg - 26
LemSteven - 18
Dullstar - 16
Pooty - 12
Chmera - 7

And I'll start us off with the letter:
L

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