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Messages - bulletride

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61
Closed / Re: [CONTENT] Anamolies in the Bubble tileset
« on: February 11, 2017, 12:06:26 AM »
I think the Crystal tile set could use a few pieces to make it a bit easier to build with. Currently there are only one size of the pillar pieces (all of which are really long) and the grid can be annoying to build with some times so I think pre made diamonds of grid would make it easier to build with like so.



edit: should probably make one that is a single diamond of grid as well. maybe a 1x1, 3x3 and 5x5?

62
In Development / Re: BulletRide's Beta Releases
« on: February 09, 2017, 08:18:40 PM »
I finished De-Christmastising most of the Christmas levels I made for the holiday pack and put most of them in this pack (with some minor skill changes and back route fixes). With those plus a few easier levels I added the first rank will be much more of a warm up.

I realized I didn't have any Brick levels so I made a bunch of them this week. Plus a few other levels I added and I am currently at 40 levels. I had removed 5 levels as well and still managed to get to my goal of 40. I will probably still be replacing 5-10 levels because I still feel like some of them are not up to par.

For a full list of levels removed/changed you can see below. If you feel like any level I removed/plan to remove was worth keeping please let me know.

Spoiler (click to show/hide)


If you want the music I have uploaded it to dropbox here.
https://www.dropbox.com/s/ixyar5ts5b0n5qz/bulletrideMusix.rar?dl=0
I just restructured some of the level orders so hopefully there are not repeats close to each other.

:compat-ver-10-12::compat-yes:

*Ignore my horrible level ranks I still have to do that ;P.

63
In Development / Re: BulletRide's Beta Releases
« on: January 26, 2017, 07:50:00 PM »
I have 30ish levels I have completed so far so I figure I might as well put them here so that if anyone feels like trying them they can.  I would love some replays especially of levels not released yet (and Blank Slate which is a completely different level now). I will probably end up capping the pack at 30-40 levels, either adding another rank of 10 or cutting a few crappier ones to replace with levels I am still working on.

I tried to order the levels by difficulty as best I could so please let me know if any are super out of place.

Thanks!

64
In Development / Re: Something in progress - No name yet
« on: January 03, 2017, 08:10:10 PM »
You can select a lemming with a right click and then assign a skill to that lemming at a later time by right clicking the icon (like the bomber in that case). Also, I am always down to test levels!

65
In Development / Re: Zemmings Vol. 2
« on: January 03, 2017, 03:56:41 AM »
Here are some more replays. Level 4 might still need some lovin.

66
In Development / Re: Zemmings Vol. 2
« on: January 02, 2017, 06:44:19 AM »
Replays attached!

67
In Development / Re: Zemmings Vol. 2
« on: December 23, 2016, 07:20:19 PM »
Think these might be back routes again :devil:

68
In Development / Re: Zemmings Vol. 2
« on: December 23, 2016, 01:09:09 AM »
Here are the replays.
Spoiler (click to show/hide)

69
In Development / Re: Christmas 2016 Pack
« on: December 20, 2016, 06:07:07 AM »
"A Long way Down" by t3tesla (originally titled "Suicidal Tendencies") from Revenge of the Lemmings was a favorite of mine, in the snow set, it could be decorated to be more Christmas. I thought this one was tricky but I don't think I could give it a gold talisman. [The hardest solution can't really be enforced with the talisman limitations].

Is this the level you were referring to? Think it was this one that had the name changed a few times.

70
In Development / Re: Christmas 2016 Pack
« on: December 17, 2016, 07:39:27 PM »
I was about to come in and say I solved all of BulletRide's levels except for 5 and 7. Maybe these two would be ideal for the gold talisman if we add more skills to them (e.g. blockers for 5 and builders for 7)? I think I backrouted 2, doing some "speed-digging" to trap the other lemmings. It appears that I've left out 1 in the file because it's still too easy. :P

I'll look at my Lemmix-designed levels again and see if I can come up with any ideas...

Level 2 isn't really a backroute cause its kind of an easy do whatever you want kind of level. Level 3 you did differently then I intended but I did give an 2-3 extra destructive skills than needed. maybe I should cut them down/fix some terrain Ill have to think about it. It wasn't supposed to be a hard one so I may just leave it.

Level 8 is a backroute! I didnt even remember I added climbers to the skills set. Ill either have to fix that 1 ledge or remove them all together!

For Level 7 I dont think a single skill can be added without completely ruining the level. There is an updated version Crane helped me with to fix a few issues I was having with a slightly different skill set. I attached it if you want to try it out. For level 5 I can probably add a few more climbers, but I don't think I can add a blocker.

Have other stuff I need to do today but tomorrow Ill look into fixing most of these up. Thanks for the replays they are a big help!

71
In Development / Re: Christmas 2016 Pack
« on: December 16, 2016, 10:38:09 PM »
Polar Pass
Spoiler (click to show/hide)

I didn't even notice I was so bad at putting candles on lol. Apparently I put them on wrong like 50% the time. I have repackaged all the levels together with fixed exits to make it easier.

Edit: 1 more level added lol

72
In Development / Re: Christmas 2016 Pack
« on: December 16, 2016, 01:17:19 AM »
I made two more. This tile set is really fun to make levels for I can`t stop!

74
In Development / Re: Christmas 2016 Pack
« on: December 15, 2016, 04:54:32 AM »
Here they are again

75
In Development / Re: Christmas 2016 Pack
« on: December 13, 2016, 08:00:57 PM »
I hope some of my Holiday Lemmings '95 levels will make the cut. Although these levels would have to be transported from Lemmix - here is the link.

Unfortuntely I can't seem to play BulletRide's level pack. I can't extract that RAR file. :( I played the Icecaps level though. Although very easy, the horizontal poles look neat as a top for pillars.

I downloaded your Christmas pack and was confused because it appeared as the marble tile set. I must have glazed over that it hasn't been converted yet lol.

I put my levels in a NXP so its easier to play them. Made a few changes...

I removed a blocker and made the save percentage stricter on Shakey Foundations to make it a bit more challenging. I also removed the blockers and a few builders from Ice Caps. Still should be super easy but a bit less so :p

If anyone has played Hit The Slopes, do you think it would more interesting without miners?


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