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Topics - Nessy

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31
Level Design / What habits or OCD do you have when designing levels?
« on: September 06, 2017, 03:28:43 AM »
This is a random thought that I had and I was curious to see what other people had to say.

What habits or OCD do you have when designing levels?

My OCD when designing levels is that I must have all entrance hatches fully visible at all times. Absolutely no part of it may be covered by another object or piece of terrain. Even if one pixel is covering it… it's unacceptable. The funny thing is I don’t really mind at all if it's partly covered in other people's levels. It’s just that I can't do it myself.

Another thing is that I need to add some type of decoration onto the level. I don't mind playing levels that don't have any, but I like to add something to make the level unique in some way. My level design is kind of in-between a "Mike Dailly" and "Gary Timmons" style of creating levels: I like to create levels that are small and minimalistic (one-screen or 341px wide levels in NeoLemmix), but there's a lot going on in them to give the environment a more lively feel as if the lemmings have fallen into an area that is real and is still active.

What about everyone else?

32
NeoLemmix Main / New NeoLemmix Website
« on: August 30, 2017, 02:53:55 PM »
Hello Lemmings Forums community.

In light of recent events, namida has given me access and the responsibility of maintaining the NeoLemmix website at http://www.neolemmix.com/.

I have decided to open a thread here mostly for communication purposes, such as letting everybody know when an update has occurred on the website or in worst case scenario if a delay will occur. It will help in keeping everybody in the loop. I have also been given permission to stylize the website a little bit. I don't plan on going super fancy with it, but I would like to post any progress on that so that people will see how it looks so far and post feedback about things you may not want and/or do want. This feedback is more than welcome anytime. Any feedback on actual updates is also welcome.

If you have any questions and/or comments don't hesitate to post in this thread.

:)

33
NeoLemmix Levels / [NeoLemmix] Lemmings Migration
« on: August 22, 2017, 04:08:54 AM »
"Old Format" versions below NeoLemmix V12 are no longer supported!



Hello everyone!

I'm happy to introduce my first level pack: Lemmings Migration

It's a small pack of 40 levels across four difficulties: Painless, Irritation, Headache, and Migraine.

Any feedback is welcome and appreciated. Don't hold back... be brutally honest if you have to!



Story:

Long ago there was a large community filled with green-haired creatures named Lemmings. They were a technologically advanced society that lived peacefully for many years, but one day an ancient cataclysm emerged. It blocked out the sunlight, destroyed crops, emptied rivers, and destroyed all lemming technology. The lemmings had no choice; they had to leave their community. They had to migrate back to their ancestor's land. The one they left long ago. With their technology gone they had to once again rely on the eight classic skills their ancestors used, and with these tools the lemmings set out for their new home.



Difficulties:

Painless (10 levels)



LEMCO Employees

They're a shy group of levels that contain simple puzzles. After losing almost everything to the ancient cataclysm, the lemmings can no longer afford to have 20 of everything here, and therefore these levels here won't go as slow as the ones the ancestors crossed long ago.


Irritation (10 levels)



Never Getting Back Together

These levels enjoy puzzles that require more planning without going over the top in difficulty. Some of the elders said something about these levels being like "late Tricky to Taxing"... whatever that means.


Headache (10 levels)



Kings Of The Castle

These levels are considered to be the odd ones. They're not easy enough to be an irritation but not hard enough to cause migraines, but they seem to take pride in this. More tricks are required in addition to planning out more complex solutions.


Migraine (10 levels)



Momentum Deferred

These levels are the worst of the worst. They don't hold anything back, they bully other levels for not being as difficult, and they have no guilt in causing players to lose sleep, sanity, and hair.



Custom Music:

Download

1) Extract the files from the link above.
2) Place in a folder titled "music" (all lowercase) in the same directory as your NeoLemmix Player.
3) Enjoy!

Music List (click to show/hide)



Recommended For:

Not recommended for beginners, but a good pack for intermediate players. Some Headache and Migraine levels may give even experts a good challenge.



Special Thanks:

- DMA for creating Lemmings
- altiereslima for the skill panel
- nin10doadict for teaching me how to fix the custom music
- EricLang & ccexplore for Lemmix
- namida for NeoLemmix & Flexi Toolkit
- namida and Flopsy for their Flexi Toolkit tutorials
- Alex A. Denisov for Graphics32
- Erik Turner for ZLibEx
- Un4seen Development for Bass.dll
- The Lemmings Forums community for sharing replies and backroutes
- Volker 0th and Mindless for sharing sourcecode and information
- And YOU for playing this pack



34
I found my old 3D Lemmings CD today and I tried to get it up and running using DOSBox on Windows 10 (or is Windows 10 way too far ahead that there’s just no hope of running 3D Lemmings using DosBox?), but I’m having some trouble. I'm mounting everything correctly and I keep getting stuck on:

MSCDEX Version 2.23 detected
CD-ROM drive – D: utilized
Please insert 3D Lemmings CD in drive and close door


I've searched the web for help but came up with nothing.

I appreciate any help with this. Thank you very much.

35
Level Design / Level Design: What Makes A Level Challenging?
« on: July 06, 2017, 11:39:45 PM »
So I have decided to try my hand at making my very first topic 8-).

What makes a level challenging?

A quick note: I am a firm believer that you don’t have to create a hard level in order for that level to be a good level. Still, I was curious to see the science behind making a level a worthy "speedbump".

One thing I noticed in some levels considered to be challenging is that a terrain is presented to you and you have very limited skills to use in it. I really like these levels because it forces you to really think about the skills you have, how to use them, where to use them, and sometimes how to combine them. In some areas it may look like you have to use a miner to clear a path, but what if another skill would work better so the miner can be used somewhere else? What if instead of bashing you can maybe dig up the path with a digger and use the basher for other parts of the terrain?

For example, in Postcard From Lemmingland you only get one builder, which means that you can’t easily build over the small wall and pit in the level. You have to focus on what you have instead of what you don’t have, so examining how the terrain looks and using what you have to craft a solution through it is where the challenge comes in. You can bash to the pit from the entrance, so how does that help? (In fact, you can beat this level without using the basher). A miner digs down diagonally, so how does that help? Lemmings turn around when they hit a wall even while building, so how does that help? To successfully beat the level all of these things have to be considered. Another example is The Great Lemming Caper. You only had two builders and builders are the only way to reach the exit, but they were not enough for both lemmings in the level. But what else did you have? You did have a lot of diggers, bashers, and miners. How can the digger, miner, basher, and even blocker skills help out so I can use those two builders wisely? Of course, that’s why No Added Colours Or Lemmings is considered by many people to be one of the best levels in the game. The game never told you that a lemming was automatically doomed if they were turned into a blocker, so using all of your skills wisely to reach the exit and save every lemming was the challenge.

Finally, I also think this is why Save Me is more challenging than Rendezvous At The Mountain. For Rendezvous At The Mountain you had a good amount of each skill to craft a solution. Save Me did not have a lot of different skills, and even the builders run out quickly. You also had the challenge of being forced to send more than one lemming to do work on different parts of the level, so that already puts a challenge in making sure you use every skill in a way as to effectively control the crowd enough to prevent too many of them from getting killed along the way.

Anyway, that’s my two cents on the subject manner. I might even be wrong.

36
General Discussion / Hello Everyone!
« on: June 28, 2017, 08:00:23 PM »
Hello everybody!

I was really excited to find a community that loves the Lemmings series as much as I do :thumbsup: My experience with Lemmings is actually a funny story. My first experience with Lemmings was a Lemmings 3D demo and I loved it (when I got older I was able to get the full version and beat every level). After that I played the Original Lemmings and found it strange that there was no turner skill available (I was little :P). After that was Oh No! More Lemmings, Lemmings 2, and Lemmings Revolution, although once again I was unable to beat them fully until I got older.

I haven't played in a very long time and decided to get back into it. I downloaded the NeoLemmix player and editor and so far I love it, especially making my own levels (which is a huge dream come true, I remember filling notebooks with drawings of level ideas with skillsets, timelimts, and everything when I was little, but I'm sure lots of people here can relate to that :D). I saw that a lot of people have made entire level packs and I decided to try one of them. I know I'm very, very late to the game, but I started with Lemmings Plus I.

Looking forward to participating in this forum! Have a good day.

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