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Messages - geoo

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1456
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. :)

1457
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.

1458
Levels for other engines / Re: Level pack topic
« on: October 09, 2005, 09:28:49 AM »
I finally got my first LemEdit pack ready.
Download here: http://207.58.177.175/~geoo89/lemmings/geooPk0.zip
I won't say too much about it for now, if there are any questions about feel free to ask.
If you need for some reason my E-mail: geoo89(ad)gmail(dod)com
There's one special graphics level (but not too special since I used graphics of Lemmings2 outdoor tribe) included, the vgaspec file is in the zip file, you don't need to rename it.
Also, there are a fwe non-straight terrain levels in the pack, contradictionary to my usual style, but mainly to hide the intended solution, and the important terrain is still mainly straight in these levels. ;)

Additionally, I also uploaded three WinLemm levels I had made before using CustLemm, they're only solvable in WinLemm. Download here: http://207.58.177.175/~geoo89/lemmings/AddWinL.zip
They're showing some behaviour for WinLemm.

So, have fun. ;)

1459
Reviews / Re: Cheapo Level List Game
« on: October 06, 2005, 07:32:37 PM »
IS01: Difficult - Level 4: The Pit

Save 2 of 2
Release rate: 99
Time: 1:22 minutes
Skills: 1 of each

Good: Nice symmetrical design, simple level idea.
Bad: The mirrored crystals look a bit strange in contrast to the normal ones if you look closely.

1460
Help & Guides / Re: Really stuck now (Genesis Version)
« on: October 06, 2005, 06:06:11 PM »
The way I solved Final Impediment (when I played the level the first time I found it out immediately and though it was the intended way) is completely different to your solutions:
First one floater, build over the gap at the right, built to get to the little island at the bottom-left. Mining & building to turn around, building up to the start platform while releasing the blocker using a digger and one or more bashers, digging down with the released blocker to save him. First lemming bashes into start platform and build to turn around. Building up to the block at the left and to the exit.
I wasted a couple of bashers at this try, as you can see:
http://de.geocities.com/geoo89/Present30_a.PNG

http://de.geocities.com/geoo89/Present30_b.PNG

Also, the 100% solution for I'm A.T. wasn't as hard as I expected (last screenshot is a bit dark since the screen was already fading out):
http://de.geocities.com/geoo89/Sunsoft29_a.PNG

http://de.geocities.com/geoo89/Sunsoft29_b.PNG

1461
Reviews / Re: CustLemm Level List Game
« on: October 06, 2005, 05:49:48 PM »
I solved Level 7 immediately: When I looked though the level, I saw the red pixel at the right. I knew it must have been a hidden object, and my guess was right: a working exit.

1462
Help & Guides / Re: Really stuck now (Genesis Version)
« on: October 05, 2005, 07:24:33 PM »
Insane Steve made one for Cheapo (I.S. 03: Chaotic - I am I.S.).
Still one missing.

1463
Reviews / Re: CustLemm Level List Game
« on: October 05, 2005, 05:55:20 PM »
I think I know what to do.
But not now, I have some other things to do.

1464
Levels for other engines / Re: Level pack topic
« on: October 04, 2005, 07:26:32 PM »
Well, it took me about 2 months to make my Cheapo 10 level set, and a similar amount of time to make the LemEdit one. (All ten levels are ready now; I just need to check for backdoors and re-check for solvabilitly.)
But reasons for my slowness are probably laziness and being busy.

Also, three of my levels are Cheapo remakes (or actually, they have been remade for Cheapo and are just released later for LemEdit).
Anyway, the release shouldn't be too far, expect some tricky levels.

1465
Level Design / Re: Bizarre Custlemm/nocdlem Problem
« on: October 03, 2005, 06:14:39 PM »
I think (but don't know) it depends on the Y-position of the object.

If it's divisible by 4, then the area should be where the object's graphics let suppose.
If not, the area is shifted a little.

1466
Reviews / Re: Cheapo Level List Game
« on: October 03, 2005, 06:06:07 PM »
IS01: Difficult - Level 2: The First of Many

Save 59 of 60
Release rate: 10
Time: 2:22 minutes
Skills: 1 of each

Good: Another nice introduction level being well designed; uses my favourite of the lemmings musics (Rondo alla Turca) ;)
Bad: Doesn't use so many of the skills.

1467
Tech & Research / Re: Cheapo and/or LemEdit
« on: October 03, 2005, 12:16:42 PM »
Arhibar's Repton and Prince style encouraged me to create a Supaplex style which I had planned before and almost discarded.
However, don't expect it to be released soon, it will take quite some time.

I quite like the Prince style since Prince was one of my favourite games I played.

1468
Challenges / Re: Lemmings Challenges
« on: October 02, 2005, 06:34:49 PM »
Quote from: guest  link=1117597280/345#356 date=1128276404
Oooo...On the genesis it is possible to do any of the "We All Fall Down" levels with only 3 diggers. Take that as a challenge. If you want to rip your hair out because of genesis handling.......try doing Mayhem 30 (Lemmings' Ark) without the basher.
Well, I did Lemmings' Ark without the basher in the remake for Cheapo by Isu (StyleTrial I - level 30); in fact, I found this backdoor before I found the intended solution.
Due to some sketching I noticed that it is also possible for the Genesis, but there you have to be precise by one pixel, for Cheapo there were two pixels working.

1469
Lemmings Main / Re: original-music version of CustLemm now availab
« on: October 02, 2005, 06:20:44 PM »
Superlemming mode does work.

One of my levels uses it, my pack will be released soon.

EDIT: You could use the second of those bytes I think, as far as I tried it out Superlemming mode already works when only the first of these bytes is set to FF.

1470
Reviews / Re: Cheapo Level List Game
« on: October 02, 2005, 02:47:38 PM »
Well, I like "The final countdown". The midi isn't so good, but at all it's a nice song.
Anyway, review of level 17:



Level 17: You're in unknown territory now.

No. of Lems: 50
To save: 45
Skills: 1 blocker, 10 builders, 7 bashers, 2 miners
Time: 4 minutes
RR: 5

Good: By contrast to the first level, this one uses a planned solution. The low nomber of builders puts some difficulty into the level.
Bad: Not hard enough for its position at all; design (perhaps because of the style, I don't like it either).

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