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Messages - geoo

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1441
Reviews / Re: CustLemm Level List Game
« on: October 24, 2005, 07:03:54 PM »
Quote from: ccexplore (not logged in)  link=1114567084/1020#1029 date=1130175595
I still find it somewhat strange that the level only requires 23/25 instead of 24/25, which isn't all that different.
The answer is rather simple: I simply didn't think of it.
Alternatively I could say, to make the player incorporate more ways to think of for solving the level. ;)

My main intension was to show up that trick. I had thought this trick could be easily found out logically, and so I placed the level so early.

@Leviathan, it depends on who you want to give hints, to what levels and how far they should go. ;)

1442
Reviews / Re: CustLemm Level List Game
« on: October 24, 2005, 12:07:48 PM »

1443
Reviews / Re: Cheapo Level List Game
« on: October 24, 2005, 10:10:39 AM »
IS01: Difficult - Level 10: Orange Crush

Save 1 of 2
Release rate: 99
Time: 3 minutes 10 seconds
Skills: 1 of each

Good: Orange and grey don't look that bad.
Bad: Solution is quite obvious; bomber timing is annoying, as stated in the hint.

1444
Reviews / Re: CustLemm Level List Game
« on: October 24, 2005, 07:36:48 AM »

Isupck02 level 9 - I am A.L (A Lemming)

Save: 55? (68%)/80
Time: 2 minutes
RR: 75
Skills: 3 climbers, 2 floaters, 1 bomber, 1 blocker, 1 builder, 40 diggers

Good: Nicely designed remake of a good level, made a little harder; the RR is already set correctly to solve the level (might be a bad point, but I liked that fact anyway)
Bad: Well, I solved it exactly the same way as I solved 'I am A.T' on the Genesis only using one extra floater and the climers to get three more lemmings in (I got 76% that way), and of course the blocker.
I dunno, maybe I did the original version a little more complicatedly than it is? I also placed the first digger pixel precise, and used the builder.

About level 10, I suppose I backdoored it. It wasn't so special and I solved it immediately; also, for the cheapo version (it is a little different), none of the hints matches with my solution (at least IMO).

1445
General Discussion / Re: Pointless Information
« on: October 19, 2005, 06:09:30 PM »
Well, German is a difficult language. Even some Germans have problems with it.

I had the choice between French and Latin. I chose Latin, no need to speak or unterstand (hear) anything. ;)

1446
Lemmings Main / Re: 2 glitches discovered
« on: October 18, 2005, 05:51:48 PM »
Quote from: LemSteven  link=1129541546/15#20 date=1129655123
[...]
I also knew about Guest's basher glitch, but like ccexplore, I can't find any place where it is useful.  When a basher hits a blocker and turns around, he bashes air.  I can conceivably see the trick used in a fan-made level.  Somebody could make a level in which you have to bash a short distance, build behind the basher, and bash through the bridge, using only one basher.  Such a level would be very tough to design, though.
Well, I'm currently designing one.
But I wonder whether I should release it after I get it ready or wait until I get the other 9 levels ready.
I actually prefer the second, since otherwise you'd easily know that you have to use this trick.

1447
Levels for other engines / Re: Level pack topic
« on: October 18, 2005, 12:24:27 PM »
I've updated my levelpack; same link as before:
http://207.58.177.175/~geoo89/lemmings/geooPk0.zip
If you want to get the old version for some reason, use this link:
http://207.58.177.175/~geoo89/lemmings/geooPk0_old.DAT
I only fixed a backroute (which I think almost no-one would go) for level2,
the one for level 5 and a bad one in level 8. That's all.
EDIT Nov.7-2005: Pack updated; level 6 backroute fixed.

1448
Lemmings Main / Re: 2 glitches discovered
« on: October 18, 2005, 12:20:09 PM »
lol, watching this was surely worth downloading the abandonia version. It looks so funny. :)

Quote
[...]Anyway, I found a crazy glitch. Now I will try to explain:
Two blockers are pretty close together with a lemming in between. At least one of the blockers has some terrain overlapping his field. Now the middle one bashes, and keeps bashing, and keeps bashing, and keeps bashing, and keeps bashing, and keeps bashing........
Could this be useful? (besides creating an evil level)
When I had found out that blockers also turn bashers around I thought guest's trick might be possible, but I couldn't get it to work because I didn't know that one blocker needs to be partly in front of terrain. However, I'd like to make a level using this.

For ccexplore's new glitch I wanted to ask for a screenshot at first, but the new challenge gave a good hint.
I wasn't able to do the challenge yet, but I confirmed the glitch. Neat glitch!

1449
General Discussion / Re: Avatars
« on: October 17, 2005, 07:27:36 PM »
Quote from: ccexplore (not logged in)  link=1089129782/315#322 date=1129494875
Well then, that's not an equation either!

The equal sign in mathematics really does mean absolute equality.  If it is only an approximate equality, you need to use the squiggly equal sign to denote that.
Well yes, I know, but anyway, I know it that way.

In fact, have you ever seen a completely even matchstick? I really doubt that. So, the equal sign, laid down using matchsticks, will never be one. ;)
(OK, that is just a cheap excuse; when I draw an equal sign using a pencil it isn't completely even either. ;))

Anyway, the answer is...
_
|| = XX|| / X||
(This is meant to be a Pi; and note, the matchsticks forming the '=' aren't completely even. ;))

1450
General Discussion / Re: Avatars
« on: October 16, 2005, 07:10:49 PM »
Yeah, it's unfair IMO, but not cheap.

Actually, the equation after changing is not completely correct: The right term is only an approximate value.

1451
General Discussion / Re: Avatars
« on: October 16, 2005, 02:54:10 PM »
Well, it's called 'correct the equation', in your case it's no equation anymore. :P
However, good idea.

1452
General Discussion / Re: Avatars
« on: October 16, 2005, 09:23:10 AM »
Well, the fish one is fairly simple.

I know one probably known, maybe a bit unfair:

Correct the following equation moving only one stick:
|| = XX|| / V|||

(The '/' is actually a fraction line, not a matchstick, but I suppose even if it was a matchstick, it wouldn't change the solution.)

1453
Levels for other engines / Re: Level pack topic
« on: October 11, 2005, 02:42:34 PM »
Quote
I'm glad you're so eager, but I'd probably disappoint you. ;) Your levels are very challenging and it'd be hard for anyone to match. :thumbsup: And for my first set, I haven't really intended to introduce any glitches if at all (and somehow I think you'd probably know about them already anyway.)  I don't think my first set will be as challenging as yours (though that's probably a good thing for the general public), and two of the levels you have already seen a Cheapo remake of.
Thanks, but I fairly doubt that I'd know those glitches.
In fact, I haven't tried most of your challenges yet, and so I probably don't know many of the glitches you mention there.

Quote
In any case, I have something more useful to the general public than a mere levelset in the works, so for the next 2-3 weeks or so I'm not going to think about levelmaking too much.  plus, I really need to be finishing Ahribar's MIDIs at some point.
I'm curios. ;) I have a few ideas what it could be, but nothing for sure.

Quote
I can help you calculate the necessary changes, although it would be a bit of work for me and you'd still want to playtest it at least once.  I'm hoping people would just settle on using CustLem2 instead (or Nocdlem2, for the original music) for that level.
Thank you for that, but as long as no-one asks for it, I'm not going to do it. (And I hope no-one will ask ;))
Anyway, if someone does, your help would be appreciated.

As for level 8, I think setting the number of lemmings a bit higher to avoid a space between the lemmings should close the backdoors avoiding going to the left, is that correct?
And yes, I recieved your e-mail @guest. Thank you. Reply soon.

1454
Levels for other engines / Re: Level pack topic
« on: October 10, 2005, 05:50:22 PM »
Well, I'm quite surprised seeing 4 pages full of new postings looking up this thread. O_o

At first I want to thank you all for playing my levels and your compliments. It makes me know that I didn't made these levels without a reason. :)

Something I forgot to say: Yes, level 9 should be solved using Custlem2. Therefore the name "mission at maxfall 60". I know that it is actually 63, but that could have caused a little confusion since you'd wonder whether I'd added those three pixels or not. I could have made this level suitable for both Custlemm and Custlem2, but that way I'd have been forced to make this one much longer.
Anyway, I could make a version of the level only working for CustLemm, and if you really want, I do that, but it'd take me once again quite a lot of time since I'd need to re-check everything with the timing.
Also, I have to agree, the SuperLemming mode can make this one a little more annoying. Sorry for that.

Next thing, the name levelpak.dat.
Sorry, my fault. I actually had called it geooPk0.dat, but I put the wrong .dat file into the zip archive. X_X

About levels 1-3 I think I don't need to say too much to for now. Level one I think most of you know now how to do it, level 3 is glich-free, and level 2, I think Shvegait has already said something about it, some tricks, but at all it may get obvious and isn't hard to execute.
As for level 4, yeah, 3 minutes might be a little much, but when I changed this one from the original version I only wanted to make sure to close the old backdoors and changed the design a very little, and forgot about the time.
Level 5, well, Havoc 5 took me very long to solve, and I had tried it starting wrongly many times. I thought it might be possible that way, but it wasn't. I quite liked the way I tried it so I decided to remake it using my way.
Pulling off shouldn't be the problem since there are a few ways to make the important thing easier.
Level 6 is already known for Cheapo, so level 7:
I changed the terrain of this one slightly only short before the release to make it not too hard to pull off.
Though, it might be quite hard to execute still.
I recommend to use pause, and moving the cursor over the lemming while unpausing. This should assign the skill to the lemming.
But it doesn't work everytime unfortunately (at least for me, but I might do it not completely correctly).
As for the look of the exit: I was quite happy when I saw it wasn't too ugly. Anyway, a function to preserve colors for the objects would be nice.
Level 8: @guest, it would be nice if you could send your solution to me. In fact, the solution to this one is one of the few ones not requiring precision at all. For Custlemm, it should be even easier to execute than for Cheapo.
To level 9 I already said quite a lot above; it requires quite a bit of precision due to the SuperLemming mode.
And now to the final level 10: At first, it uses a glitch.
I could imagine Mayhem 17 96% to be solved with only one builder using that glitch, although I don't know whether the rest would be possible to do, at least it'd be very hard to execute I suppose. Anyway, the general idea would make it possible.
One thing against the fact that our solutions are the same is that you needed one hour to pull it off. I need at average about 10 tries to get it working.
I'll PM you to ask whether the glitch you use is the same I use. I'll just give away a general fact about it, so it won't give away too much. And ask you for a brief description of your solution for level 9.
Anyway, as hint for the others: the level name together with the terrain could give a hint. It probably won't help you, but anyway, I gave a hint. ;)

@ccexplore: Now that you know that I use at maximum only one glitch you wanted to use and since it will take me quite a bit of time to make another set (I don't even know whether I'll continue that Cheapo one or make another LemEdit one), you can take your time making your LemEdit levels. However I'd really like to see them asap. As I do for Supaplex, I also like to see new glitches for Lemmings. :)

1455
Levels for other engines / Re: Level pack topic
« on: October 09, 2005, 02:50:52 PM »
Set in the .lvl file byte 0x001E to FF, then use Mindless' DAT-Anticompressor to create a levelpack for it since LemEdit sets this byte to 01 and disables SuperLemmings mode that way.

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