Author Topic: Level pack topic  (Read 182374 times)

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Offline Timballisto

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Level pack topic
« on: July 02, 2004, 01:50:41 AM »
As in the old, and falling apart LUDB, this is the topic where new level paks can be put up for download.

Conway

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Re: Level pack topic
« Reply #1 on: July 02, 2004, 09:19:03 PM »
I doubt anyone plays DOS lemmings anymore, but just in case . . . 140 levels/ 14 levelpacks made in LemEdit <Download (146 KB)> It only works if you right click/save target.

Andi

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Re: Level pack topic
« Reply #2 on: July 03, 2004, 12:01:51 PM »
Nope. It doesn't work. (The download, of course. :P I think you understood me wrong. I still play Lemmings, of course! :D )

Offline Timballisto

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Re: Level pack topic
« Reply #3 on: July 04, 2004, 03:54:11 AM »
I still play it...why shouldn't we? :)

tumble_weed

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Re: Level pack topic
« Reply #4 on: July 06, 2004, 03:49:47 PM »
I do! I was offended by your coment  >:(...ugh....remember we all play a game which was made about 13 years ago...so why wouldn't I use a program made...5? years ago

oh and you stone my topic  :o XD

>:(

I just finished making a level pak

:D

play it...the last level took me ages to get right and still I'm not sure if it's bug free....National Float Test is a good level as well as Multiple Choice and everyone but the Bomber which were both for the multiple entrance challence ages ago...
anyway the rest of my levels are Here

ugh that's all

Andi

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Re: Level pack topic
« Reply #5 on: July 06, 2004, 05:56:12 PM »
-Moved to the new board.-

Offline Timballisto

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Re: Level pack topic
« Reply #6 on: July 07, 2004, 01:03:31 AM »
Man, I have just GOT to get started on another level pack.  I only have one so far!

----INSERT SUGGESTIONS----

tumble_weed

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Re: Level pack topic
« Reply #7 on: July 07, 2004, 10:22:44 AM »
ugmmm someone play my level pak...:O It's taken me about 4 months to finish it off

Offline chaos_defrost

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Re: Level pack topic
« Reply #8 on: July 07, 2004, 04:02:12 PM »
Is that last level even clearable? I mean, with only one floater, I don't think I can get up to the others to save them... and there a one-way wall blocking them! Unless there's another entrance I missed in my play-through...

Overall, good level designs. I liked the second level's trick (Although I would have given the player more space to pull it off...), but I think I back-routed the first level, thanks to the fact that a lemming dropping directly over the exit will enter the exit regardless of the fall involved.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

Conway

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Re: Level pack topic
« Reply #9 on: July 07, 2004, 07:51:23 PM »
Oooh - A new levelpack! Can't wait to try it, but my sister is on the desktop computer. I'm on the laptop, which can't really do DOS or even adjust the display settings properly in Lemmings! :-( I'll try it when I get the main computer.

tumble_weed

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Re: Level pack topic
« Reply #10 on: July 09, 2004, 03:56:58 PM »
Quote from: Insane_Steve  link=1089136533/0#8 date=1089216132
Is that last level even clearable? I mean, with only one floater, I don't think I can get up to the others to save them... and there a one-way wall blocking them! Unless there's another entrance I missed in my play-through...

Overall, good level designs. I liked the second level's trick (Although I would have given the player more space to pull it off...), but I think I back-routed the first level, thanks to the fact that a lemming dropping directly over the exit will enter the exit regardless of the fall involved.


...uh whoops...I'm in the process of fixing it up......have you played...."The National Float Test"

The last level is definitly clearable...you don't have to save 100%...it's supposed to be an exceedingly hard level...but I toned it down a bit...since it initially would have been about 20 minuites worth or gameplay...>_<...I could give you some hints but you should think it through...unless you want me to send you a solution....

and I'm glad you like my number 2 level...

Is anyone else making new Lemedit...?

Offline chaos_defrost

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Re: Level pack topic
« Reply #11 on: July 09, 2004, 05:25:04 PM »
I'm about 65% done with a new level pack for LemEdit.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

Andi

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Re: Level pack topic
« Reply #12 on: July 10, 2004, 06:39:31 PM »
I just remembered. I HAVE a level pack! Here!

The levels are not very hard, but maybe some of you don't know it.

I think I finished it at the 6th June 2003.  ;P

tumble_weed

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Re: Level pack topic
« Reply #13 on: July 11, 2004, 01:42:49 PM »
cool....i will be a waiting your a lemming pak Mr Steve o_o

oh yeah and I revised, reworked, renamed, rearranged some of my levels last night

Here...all my levels...including the new set with stuff fixed up

Offline DragonsLover

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Re: Level pack topic
« Reply #14 on: July 11, 2004, 08:49:25 PM »
All my levels are here on my old website.

Or here on Garjen Software website.
I like dragons! They're the center of my life! I'll never forget them...

Offline chaos_defrost

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Re: Level pack topic
« Reply #15 on: July 12, 2004, 12:46:04 AM »
Ok, I have only 2 more levels to fill up a levelpak. A couple of mine are LemEdit versions of some tricks I saw with Steaver's Cheapo packs... (One is a fairly close replica of "The Impossible Room" -- I loved that trick) And I also have the multi-task contest level.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

Offline chaos_defrost

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Re: Level pack topic
« Reply #16 on: July 13, 2004, 07:26:59 PM »
Uh oh, I made more levels!

Level 6 is a level adapted from Steaver370's Lemmings Plus 2 4th pack, called "The Impossible Room". (One of my favorite tricks in any of his levels) Level 9 is my multi-task contest entry. This level pack relies on quite a few tricks I learned from other people's packs... Even level 1 uses a trick I learned elsewhere.

Oh yes, level 3 requires the graphics file from "A Beast of a Level" (Fun 22) to work. I think it is Vgaspec3 (Thanks Ice Eagle!). Actually, you should copy all the spec files into your LemEdit folder if you have them...
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

Ice_Eagle91

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Re: Level pack topic
« Reply #17 on: July 13, 2004, 11:30:25 PM »
That's VGASPEC3.dat, Insane Steve.

Lemeri

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Re: Level pack topic
« Reply #18 on: July 17, 2004, 12:40:32 AM »
WARNING: MANY OF THESE LEVEL PACKS MAY NOT WORK RIGHT!

http://www.familylees.net/~boofer/DOSlvl1.zip

NOTE: These are simply all the packs in my Custlemm folder. Do not be offended if one of your levels from the competition is inculded in this. I do not claim to have made them. I did leave out the ones that I am certain that someone else made.

Offline chaos_defrost

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Re: Level pack topic
« Reply #19 on: July 19, 2004, 03:50:16 PM »
Have any of you tried to play my pack? What did you think of any of the levels? (If you did, that is)
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

Lemeri

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Re: Level pack topic
« Reply #20 on: July 19, 2004, 03:56:31 PM »
I'll get around to trying you levels, but I havn't yet.

tumble_weed

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Re: Level pack topic
« Reply #21 on: July 21, 2004, 07:53:30 AM »
haha same...don't worry I will eventually...maybe on the weekend

Ice_Eagle91

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Re: Level pack topic
« Reply #22 on: July 21, 2004, 08:12:46 AM »
Conway and Tumble_weed: Can you make us new Lemedit level packs?

Conway

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Re: Level pack topic
« Reply #23 on: July 21, 2004, 04:16:01 PM »
I rarely use LemEdit anymore, but I will be releasing another levelpack soon. I have about seven levels for it already.

Offline chaos_defrost

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Re: Level pack topic
« Reply #24 on: July 21, 2004, 06:42:12 PM »
I'm also making sporatic levels, and I release a pack when I make 10 of them.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

tumble_weed

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Re: Level pack topic
« Reply #25 on: July 23, 2004, 02:54:33 PM »

Lemeri

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Re: Level pack topic
« Reply #26 on: July 24, 2004, 03:27:10 PM »
I've started work on another pack. I have yet to name it. Currently I'm making sure that Level 1 can be completed.

Lemeri

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Re: Level pack topic
« Reply #27 on: July 25, 2004, 03:12:38 PM »
I'm up to level 2 of that pack, the name of which is 'The Impossible Box'. While the name may sound the same as that of steaver's level, the solution is not the same.

Offline finlay

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Re: Level pack topic
« Reply #28 on: August 12, 2004, 05:48:12 PM »
Can you guys do me a big favour and upload these as sets of .lvl's, as Conway did? I do not have DOS Lemmings; I only have it on a mac; and I can only convert the .lvl's to mac levels (using hexeditors 'n' stuff), but not the .dat's.

Offline chaos_defrost

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Re: Level pack topic
« Reply #29 on: August 12, 2004, 06:26:26 PM »
I have a couple of .LVL files... I'll see what i can do with them. It'd take a while to convert all my levels into .LVL...

And in an unrelated note, I finally uploaded Set 9 for LemEdit onto my website. Click the picture in my sig to access it.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

Ice_Eagle91

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Re: Level pack topic
« Reply #30 on: August 20, 2004, 01:55:46 AM »
Quote from: Conway  link=1089136533/15#23 date=1090426561
I rarely use LemEdit anymore, but I will be releasing another levelpack soon. I have about seven levels for it already.


How about this: For the last three levels, one can have the member competition level, another can have "Out of the Frying Pan", and the last level is the level that is the hardest level that requires precision.

Offline Shvegait

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Re: Level pack topic
« Reply #31 on: November 29, 2004, 06:01:38 AM »
Hey, I'm a newcomer here, but I've recently discovered LemEdit and CustLemm.

This pack is not finished, only 8 levels, but since I won't be able to work on it for 3 weeks, I figured maybe people might want to try it and give feedback if possible.

(Edit: Link removed, update to this pack available in later post.)

Conway

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Re: Level pack topic
« Reply #32 on: December 22, 2004, 12:19:55 AM »
That's one challenging level pack you've got there, Shvegait, especially for a new designer! I'm currently up to 'Tempus Fugit'.

Offline Shvegait

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Re: Level pack topic
« Reply #33 on: December 23, 2004, 07:03:52 PM »
Thanks, Conway. If it wouldn't be much trouble, could you PM me your solutions to Level 1 and Level 6 (and if you have found what you think may be backroutes in any other level)?

I'm home for winter break now :) so I've made minor terrain revisions to a few levels, though they shouldn't really affect solutions. Also I have come up with 4 more levels and removed 2 levels that I didn't like too much, and level 5 was moved to level 3.

If you've already played my first pack, the new levels are 2, 5, 9, 10.

(Edit: Link removed, it's in a more recent post)

Offline Proxima

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Re: Level pack topic
« Reply #34 on: December 23, 2004, 08:16:30 PM »
Damn, I wish I could play LemEdit levels!

I shall just have to admire your talents through a veil of ignorance.

Offline Shvegait

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Re: Level pack topic
« Reply #35 on: December 24, 2004, 12:18:33 AM »
Can't run CustLemm? Have you tried DOSBox?

Offline Proxima

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Re: Level pack topic
« Reply #36 on: December 24, 2004, 11:43:10 AM »
Never heard of it.

Offline Shvegait

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Re: Level pack topic
« Reply #37 on: December 24, 2004, 03:32:33 PM »
http://dosbox.sourceforge.net/

They have versions for a bunch of different operating systems.

Offline Proxima

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Re: Level pack topic
« Reply #38 on: December 24, 2004, 06:15:48 PM »
Right -- I've installed it -- what now?

Offline Shvegait

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Re: Level pack topic
« Reply #39 on: December 24, 2004, 08:12:08 PM »
Load up the executable, mount your C drive (or whatever drive has CustLemm), change drives from Z: to C:, change directories, and load up CustLemm...

I guess that's what your asking. If you're confused on how to use DOSBox, read the FAQ on their site.

Offline Proxima

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Re: Level pack topic
« Reply #40 on: December 24, 2004, 09:56:08 PM »
I'm stuck on the last bit -- I've got as far as changing to the C: drive.

Conway

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Re: Level pack topic
« Reply #41 on: December 24, 2004, 10:33:01 PM »
Okay Shvegait, I've passed Tempus Fugit, but now I'm stuck on Comic Book Heros. The time limit is extremely tight, and there's one part I can't reach because of the ceiling. I suppose there could be a hidden exit. But where? Please give a hint, but only a very little itty-bitty one! ;)

Offline Shvegait

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Re: Level pack topic
« Reply #42 on: December 25, 2004, 01:28:21 AM »
I don't want to give you a hint on this one. Just keeping thinking about it. I will tell you that there is no hidden exit, though. What you see is what you get.

But I'm glad you're stuck ;P

Conway

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Re: Level pack topic
« Reply #43 on: January 05, 2005, 07:39:05 PM »
I've just passed Comic Book Heroes, after about ten attempts after I figured out the solution! But your second levelpack doesn't work. Custlemm can't access it, and lemEdit can't open it! What's wrong? :???:

Offline Shvegait

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Re: Level pack topic
« Reply #44 on: January 05, 2005, 08:07:52 PM »
My host site is acting weird. It thinks the .dat file is an html page or something, so you're probably not actually getting the pack. There's another host I can use, but I'll need to wait for someone to sign online to put it up there. I could also e-mail the pack if you'd like.

Conway

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Re: Level pack topic
« Reply #45 on: January 05, 2005, 09:43:34 PM »
Yes please! My address is in my profile.

 edit: Thanks dude! :)

Conway

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Re: Level pack topic
« Reply #46 on: January 07, 2005, 09:54:22 PM »
Hey everyone! I've decided to do something I haven't done in ages, and do something in Lemedit. Here it is! Warning! Do not assume for one minute that it is possible to pass. I have just spent the past four hours trying to make sure it's possible, and still not passed. I've edited it slightly where necessary, but I still haven't managed it. I can only assume it's passable because I've gotten very close and had only my own fatigue to let me down. So, if you're up for a challenge, download the sucker and see if you can pass my own level before me!

guest

  • Guest
Re: Level pack topic
« Reply #47 on: January 08, 2005, 03:53:36 PM »
Quote from: Conway  link=1089136533/45#46 date=1105134862
So, if you're up for a challenge, download the sucker and see if you can pass my own level before me!

Well, the level has been solved, but I have a feeling probably not in the way you intended...... ;)  Did you upload the right version of the level?

I'll e-mail some screenshots.

The sad thing is, it still took over 3+ hours for me to solve it the way I did.  It's amazing how much better Cheapo is at handling your mouse clicks.  And I sorely missed the replay feature......

Conway

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Re: Level pack topic
« Reply #48 on: January 08, 2005, 04:01:54 PM »
Please also tell me how you solved it. I'm pretty sure there's only one way.

Offline chaos_defrost

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Re: Level pack topic
« Reply #49 on: January 08, 2005, 04:15:06 PM »
I looked at Conway's level... and thought about it for a while... and just gave up because I don't have as much time for Lemmings fan levels as I'd like. It's a brilliant level design, though.  :D

I have something like 3 levels in a LemEdit pack (#10) that I haven't touched in a while. I really like one of them, also. Meh.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

Conway

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Re: Level pack topic
« Reply #50 on: January 08, 2005, 08:05:43 PM »
In case anyone's interested, I have realized that level isn't possible (unless you know the very sneaky trick backroute which I don't know how to eliminate without drastically altering the level's appearance). Here is the update! I haven't passed this one either, but it has to be possible!

 edit: Yep, it's possible!

guest

  • Guest
Re: Level pack topic
« Reply #51 on: January 09, 2005, 07:59:54 AM »
Quote from: Conway  link=1089136533/45#50 date=1105214743
In case anyone's interested, I have realized that level isn't possible

Not true anymore.  I've found another way to solve your original level that is again not your intended solution.  Moreover, the same solution works with your updated level too!  :P

(Check your e-mail...)

Conway

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Re: Level pack topic
« Reply #52 on: January 09, 2005, 06:13:53 PM »
Thanks to Guest for his/her patience with my level. I think it's finally backroute-proof. (besides the trick with bashing through the steel at the top). Download!

Offline Shvegait

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Re: Level pack topic
« Reply #53 on: January 10, 2005, 01:15:53 AM »
I've finished my second level pack. Hopefully on the whole it's harder than the first, although a couple of the levels may have backroutes.

Also, here's a working link to my updated first levelpack (I haven't updated it since then, but the link didn't work right.)

First pack:
shveg01.dat

New pack:
shveg02.dat

I've looked at that new level of yours, Conway, but I haven't been able to figure it out yet. I figure I'll go back to it once I've beaten all of your other levels first, if that ever happens  X_X

Edit: Fixed a backroute in one level of 02 and changed the order of some of the levels.

Conway

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Re: Level pack topic
« Reply #54 on: January 17, 2005, 01:55:38 AM »
Guess what! I've just found a backroute in 'Out of the frying pan'! I have now fixed it and here it is in my first levelpack in almost a year.

 Good luck! Any questions, just ask.

Offline Shvegait

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Re: Level pack topic
« Reply #55 on: January 17, 2005, 04:35:02 AM »
Ooo, new levels &#A0;:)

I just beat "Out of the fryingpan" a few days ago (awesome level!), but it felt right... I'm wondering what the backroute was. (Edit: No I'm not! Because of course I beat it using the backroute &#A0;X_X Edit2: I just looked at the revised level and figured out the real solution after a few attempts. At least the backroute wasn't thaaat different, although the trick it used wasn't quite as cool... and the title of the level is meaningless with the backroute :P)

Oh, also, I've just finished my third levelpack. The last couple levels I threw in were sort of rushed (three of the levels are repeats of levels from my 01 pack with different time, tools, etc.), since I had to go back to school and I don't have a serial mouse for my laptop. I could only work on levels on my parents' old 166 MHz Gateway 2000... so I wanted to get the pack done before I went back, and barely managed. But a few of the levels are pretty cool and challenging, so please check it out! And they were mostly thoroughly tested... by my sister anyway, and she's good at finding backroutes, but never the intended solution ;)

Well, here it is (shveg03.dat), please let me know if anyone finds what they think is a backroute. :)

NOTE: Level 3 "Another Impasse" should only give you 2 builders, NOT 3, so just pretend for now that you only have 2 builders and refuse to use the 3rd. Level 8 "Take the stairs!" has a weird screen start, not sure why I didn't fix it. The "repeat" levels are 3, 4, and 6, repeating levels 3, 1, and 9 from my 01 pack, respectively.

I guess it's time for Cheapo&#A0;:devil: if I have the time and motivation, that is...

Offline chaos_defrost

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Re: Level pack topic
« Reply #56 on: January 17, 2005, 07:10:08 PM »
Out of the Frying Pan is still one of my favorite levels from any author anywhere in Lemmings, Cheapo or LemEdit. A VERY clever trick.

New LemEdit packs. Haven't seen those in a while. /me stares at "ISteve10.dat" and the three and a half levels it contains

Ya, I must finish Set #10 sometime.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

Offline Shvegait

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Re: Level pack topic
« Reply #57 on: January 18, 2005, 12:55:19 AM »
Nice pack, Conway. I just have levels 4, 9, and 10 to go (yes, I followed your instructions and gave up on #4, it was just frustrating me...) Level 7 "Let's refer to them as A,B,C & D" is quite a fun level! Level 8 was pretty cool. Level 3 seemed really easy for some reason...



Bahhh, already found a couple backroutes in my levels... but I will keep the link up until I'm able to correct them.

Out of curiosity, has anyone tried my 2nd or 3rd packs yet and have any comments?

Conway

  • Guest
Re: Level pack topic
« Reply #58 on: January 18, 2005, 06:37:27 PM »
Please tell me how you passed 'Let's refer to them as ABC&D' and 'Can't find any Gaps', just in case there are backroutes.

Conway

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Re: Level pack topic
« Reply #59 on: January 19, 2005, 12:01:20 AM »
Thanks to Shvegait for finding a backroute to level 8 of my new levelpack! I've just altered it and re-uploaded it. It now allows only one minute to complete. Same url Please let me know if another backroute is found and/or the intended solution.

Conway

  • Guest
Re: Level pack topic
« Reply #60 on: January 26, 2005, 12:56:46 AM »
So, anyone passed Conway13.dat yet? Whaddya think? :P If anyone can pass level 8 'Can't find any Gaps', please let me know how.

guest

  • Guest
Re: Level pack topic
« Reply #61 on: January 26, 2005, 01:08:41 AM »
I haven't looked at LemEdit levels lately.  You have tested that your level is solvable right?

I have to admit having played Cheapo for a while, I'm now surprisingly unwilling to go back to Custlemm anymore (I NEED REPLAY!  ;)).  But I'll definitely make an effort to do so at some point.  Actually, I guess I still have the "Four Door Hatchback" thing to solve.

[And I can also tell you that having tried a manual conversion of a LemEdit level to Cheapo, it'll never be an easy, let alone automatic,  process.  For starters the max safe fall distance is already different, and Cheapo has a 200-pixel minimum level height that is 40 pixels higher than CustLemm's 160.  Grrrrr......]

Offline Shvegait

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Re: Level pack topic
« Reply #62 on: January 26, 2005, 01:59:04 AM »
"Four Door Hatchback" is now level 9 in that set, so you can play it there. And... I don't know, half the time I don't use the replay in Cheapo because of the bugs... I think I'd miss fast-forward more. And the max safe fall distance, although different pixel by pixel, should be similar visually, because of the difference in level heights between LemEdit and Cheapo. I can imagine conversions being a huge pain though.

I don't think replay would be a huge help for "Can't Find Any Gaps" anyway, you only get one minute to do it... I have ideas for the solution, but haven't been able to get anything to work  >:(

guest

  • Guest
Re: Level pack topic
« Reply #63 on: January 26, 2005, 04:01:34 AM »
Quote from: Conway  link=1089136533/60#60 date=1106701006
If anyone can pass level 8 'Can't find any Gaps', please let me know how.

Yes I've just solved that one.  In fact I was left wishing for something more complicated.  I guess I should e-mail you my solution.

[And I stand corrected.  As I'm playing the level, it dawns on me that replay is not really what makes Cheapo great; rather, it is CustLemm's awful responsiveness to your mouse clicks that greatly turned me off, when compared with Cheapo's handling.  I mean, even basic things like the ability in Cheapo to assign skills when paused is amazingly indispensible once you go back to CustLemm and realize what a difference it makes.]

Offline Shvegait

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Re: Level pack topic
« Reply #64 on: January 26, 2005, 04:21:17 AM »
Yes, and we shouldn't forget the ability to choose facing direction of lemmings, and the ability to give climber/floater abilities to lemmings when the cursor already contains climbers/floaters. At least CustLemm has that "classic" feel :P

I too just solved "Can't Find Any Gaps". I wonder if we have the same solution... If so, I have a feeling it suffered from the removing backroutes -> more obvious solution syndrome; the time limit is quite restrictive. If not, then one of them at least is a backroute, maybe both...

guest

  • Guest
Re: Level pack topic
« Reply #65 on: January 26, 2005, 04:15:56 PM »
Quote from: Shvegait  link=1089136533/60#64 date=1106713277
Yes, and we shouldn't forget the ability to choose facing direction of lemmings, and the ability to give climber/floater abilities to lemmings when the cursor already contains climbers/floaters. At least CustLemm has that "classic" feel :P

I'm not sure what that really means, "classic" feel.  Other than the graphics and music maybe.

The enhanced input capabilities you described above are niceties, but I can live without them.  What I hate to live with is the fact that you thought you click on the damn lemming but it doesn't do anything.  In fact clicking repeatedly only seems to make things worse, unlike Cheapo.  Maybe it's my computer, but it seems like I generally have to anticipate, click a little before I want something to happen, and hold down the damn mouse button for a slight bit, before the game finally registers I want so and so to do this and that.

This lack of responsiveness just gets painful after a while.  Indeed, I think if I played "Can't Find Any Gaps" in Cheapo instead of CustLemm, I could've spent maybe half the time it took in CustLemm to pass it.

Offline Shvegait

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Re: Level pack topic
« Reply #66 on: January 26, 2005, 05:03:10 PM »
I thought CustLemm doesn't have music? I meant the graphics mostly though. As for the mouse... I don't know, I can't say I've had many problems with it. Indeed it is very tricky to time a click after an unpause, I will admit that.

Conway

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Re: Level pack topic
« Reply #67 on: January 26, 2005, 05:51:21 PM »
Guest and Shvegait, both your solutions are backroutes! Thanks for finding them. I'll have to correct it and update it later.

 And I'm really dreading converting that level to cheapo, simply for getting it to play exactly the same. I'll try it though. But please don't give up on Custlemm/Lemmedit just yet! Although I agree Cheapo is much better.

Offline Shvegait

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Re: Level pack topic
« Reply #68 on: January 26, 2005, 06:28:27 PM »
I like working in LemEdit, because it's easy to make pieces and move them around to come up with stuff, while in Cheapo it seems that it's much better to have level designs pretty well planned out before you start (but of course the Cheapo editor is much more flexible). There are still a couple of inconsistencies between Cheapo and Lemmings/CustLemm that I prefer CustLemm for, like the one pixel slope issue, where if there is a one-pixel hole to one side of the lemming, they fall in CustLemm, but in Cheapo they walk up (maybe I'm not explaining it well, but the chain piece of the Brick style should make it clear what I'm talking about.) And of course I don't think it would be possible to convert level 8 of my 01 pack. Also.. in CustLemm, diggers can dig with one pixel on the very edge present, but they require two in Cheapo (although it's probably better this way!) Just different physics/mechanics type stuff. But of course Cheapo is much better at handling pretty much everything and is less limited... I like playing them both for their differences. Maybe I'll convert my LemEdit levels to Cheapo... if it would get people to play them  X_X


Conway

  • Guest
Re: Level pack topic
« Reply #69 on: January 26, 2005, 06:52:21 PM »
I keep meaning to sit down and give my all to your second levelpack, Shvegait, as the levels seem somewhat easier. But a lot in your other packs are too easy to just give up on.

 Anyway, I've just fixed the backroutes from 'Can't find any Gaps'. Download level or levelpack or all levels and levelpacks.

Offline Timballisto

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Re: Level pack topic
« Reply #70 on: March 07, 2005, 12:28:15 PM »
I just realized that I had a pack completed and I forgot to repost it here. &#A0;Recently, some unknown, mysteriuos force has forced me to take the editor's chair again and create some wonderful new levels. &#A0;Being a level designer can really test your patience if you come up with one hard level.

Well, here is pack 1 Pack 1-Meet the Lemmings


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Re: Level pack topic
« Reply #71 on: March 09, 2005, 08:34:08 PM »
Quote from: Insane_Steve  link=1089136533/15#16 date=1089746819
Oh yes, level 3 requires the graphics file from "A Beast of a Level" (Fun 22) to work. I think it is Vgaspec3 (Thanks Ice Eagle!). Actually, you should copy all the spec files into your LemEdit folder if you have them...


I can't open that level (fun 22) even with the spec file!  Help!

Conway

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Re: Level pack topic
« Reply #72 on: March 10, 2005, 12:52:57 AM »
I wasn't aware that these levels could be opened in LemEdit. Are people now saying that they can?

Offline Timballisto

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Re: Level pack topic
« Reply #73 on: March 10, 2005, 10:23:23 AM »
I don't know.  That's exactly what I'm asking.  I think awhile back though, there was a topic about how people could change the colors of a special graphics level.  Maybe that's all it was.

Offline Timballisto

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Re: Level pack topic
« Reply #74 on: March 13, 2005, 04:18:58 PM »
Well, my level pack is now complete...but, note, that my packs contain 8 levels.  Someday, I shall convert them into the proper ten level format.  Oh, and another notice-I am currently unable to upload my level packs due to circumstances beyond my control.  I wouldn't upload it anyhow because I have not yet completed the commentary file, and due to my attention to quality, I will always have one included in my level packs.

I am currently working on a third pack.

Oh, and my levels in the second pack are

-Lemming Tool & Die Co.
-Lemmings vs. The Steel Industry
-But it's down there!
-The Lon Lon
-It was April, 1954, when...
-Transmission Interuption Lemming
-The Icey Collision
-THE ULTIMATE MINER

Offline Timballisto

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Re: Level pack topic
« Reply #75 on: March 31, 2005, 09:43:51 PM »
WE HAVE CONFIRMED THAT THE MACHINE IS COMPLETELY OUT OF CONTROL

Now announcing my second level pack. &#A0;The name of it, I can't really remember right now so read the readme to find out.

Please tell me what you think!

Offline Timballisto

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Re: Level pack topic
« Reply #76 on: April 02, 2005, 09:29:12 PM »
So...uh...has anyone tried it yet?  Who still uses lemedit???

Offline Shvegait

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Re: Level pack topic
« Reply #77 on: April 03, 2005, 12:10:29 AM »
Sorry, haven't had time to check it out yet, but I'll do so soon.

JM

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Re: Level pack topic
« Reply #78 on: April 04, 2005, 05:59:38 PM »
I will be making some levels soon.Hopefully if the mouse works in Lemedit because i've got Windows XP.

Here are some of the level names

Come back!
Sound Control
Mirror's Reflection
Again and Again
Almost over
Build a bridge
Take a look around
Stalemate
Break Stuff
Trust?
Destroy All
Control It
Shadow Zone
Dead World
Radio is Dead
Head for the Barricade
4 Walls
Mudshovel
14 Shades of Pink

Conway

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Re: Level pack topic
« Reply #79 on: April 05, 2005, 01:17:21 AM »
If you manage to get mouse support in LemEdit in XP, please let us know how! Nobody here can do it either. :-(

 However, if you download Cheapo, you can make levels for that instead!

Offline Shvegait

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Re: Level pack topic
« Reply #80 on: April 05, 2005, 03:30:02 AM »
Oh yeah, Timballisto, I tried out your pack a couple days ago (but temporarily lost internet so I couldn't post about it). It's pretty cool, there are still a few levels I haven't beaten, but I didn't spend too much time yet.

For "The Icey Collision", I think the exit is misaligned (Y-coordinate, or perhaps Z), because my lemmings didn't go in. Then I thought maybe there was a hidden exit, but I guess not.

For "But it's down there!", this has actually been done before. See Garjen's "Nuclear Bomb", I forget what pack #. (I'm trying to think, there might be another level that uses something similar.) It's still cool, but there's one thing you should be aware of, and that's that you can get much more than 6% by ending early. Why wait for all 80 lemmings to come out, when your score is based on the percentage of lemmings that have come out *so far*?

My solution to "Lemming Tool & Die Co." didn't use the climber at all, and it wasn't as complicated as yours. I won't say what it is exactly, but it was fairly straightforward.

Nice scenery :)

Offline Timballisto

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Re: Level pack topic
« Reply #81 on: April 05, 2005, 10:39:26 AM »
lol.  Thanks about the scenery.  I'm surprised you still have some levels left to beat, considering that you made the others all look easy!

Out of curiosity, could you PM me the solution to "Lemming Tool & Die Co." that you used?  I thought it might be easy to backroute, but for some reason, I never saw any!  I guess this happens a lot.

Oh, and I had the same problem on the ice level to, only I thought I fixed that  O_o.  Oh well.  Guess I just have to fix the pack.

What levels have you solved?

Conway

  • Guest
Re: Level pack topic
« Reply #82 on: April 05, 2005, 05:30:41 PM »
Oooh, what a fun levelpack! Yes, the scenery is very good. I enjoyed these levels very much.

 The Icy Collision - There is the problem with the alignment of the exit, but this can easily be solved by building a few steps into the exit. Or why not put a small step behind it to elevate the lemmings as they walk in? That's what I do.

 The Ultimate Miner - This one was fun, and it uses a smart trick. Have you tried my 'A Springboard would be Handy'? It uses the same trick, but admittedly it's less visually impressive.

 It was April, 1954, when . . . - Probably my least favourite. It just seems about placing the builder and bomber, and it's frustrating as well, and not in a good way.

 But it's Down There - Yes, this has been done before, and if you wait until you have 18 lemmings out, with the builder and blocker in place, you can use the nuke and it will calculate the percentage out of just the eighteen. I managed 33% that way. Still, cool level!

 Lemming Tool and Die Co. - I don't know what the intended solution is with a climber. I must have used the same backroute as Shvegait. It's a fun level, even with the backroute!

 Transmission Interruption Lemming - What's the intended solution? I passed it, it just seems overly simplistic for this far in the pack.

 Lemmings vs the steel industry - Nice level!

 The Lon Lon - Took a while to figure out; I like that. What's with the title?

Offline Timballisto

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Re: Level pack topic
« Reply #83 on: April 05, 2005, 07:13:33 PM »
Thanks for your feedback, and thanks for trying the levels. &#A0;I'm glad you liked them all. &#A0;I put a fair amount of thought into them, more so than my other ones that's for sure. &#A0;So, for my second pack, is this pretty good?

So...wait...you played Tool and Die without the climber, but you used everything else? &#A0;Hmm. &#A0;Methinks that maybe I need more time between when a floater lands and when it burns up! &#A0;But, if I am to fix my problems I must know the back routes. &#A0;I would appreciate a PM with the backroutes, especially for Transmission Interuption Lemming, which I already fixed once in testing.

The Icey Collision thing I will fix eventually. &#A0;It takes a good time to relaunch a pack due to data transfer issues.

Oh, and "The Lon Lon" is what I named a level because I design in the basement, and my game cube is in the basement, and we have the legend of zelda ocarina of time for game cube, and my brother was goofing off in Lon Lon. &#A0;There you have it.

Oh, and about Transmission Interuption Lemming-have you read the readme with the pack?  It contains all level solutions, so you can find the intended one there.

Conway

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Re: Level pack topic
« Reply #84 on: April 07, 2005, 01:45:54 PM »
The solution I used for Transmission Interruption Lemming isn't much simpler than yours, but it does use one less builder and saves 92%. Here's how:

 Lem1 from the right builds against the first step and turns, builds to catch the free-fallers, then make lem2 mine from right-hand wall to make a path for the others. When the bridge is far enough, make the builder mine. Finally bash the wall to the right; release rate 99. In fact, if you make the last lemming who would have died from the left, build where he lands to delay him, you can use the spare builder and save one more; 95%.

Offline Shvegait

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Re: Level pack topic
« Reply #85 on: April 07, 2005, 07:53:01 PM »
That's almost identically the solution I used as well.

Offline Timballisto

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Re: Level pack topic
« Reply #86 on: April 07, 2005, 07:55:34 PM »
Is that route really even preventable without so much change in the level as to altar the original solution?  It doesn't sound like it is!  Nice solution by the way.

JM

  • Guest
Re: Level pack topic
« Reply #87 on: April 26, 2005, 05:51:49 PM »
im working on some level packs at the minute.here are names from some of my upcoming levels.

Hold On
Boiler
Stalemate
Trust?

JM

  • Guest
Re: Level pack topic
« Reply #88 on: April 26, 2005, 05:52:10 PM »
has anybody else made any levels that are available for download?

Offline DragonsLover

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Re: Level pack topic
« Reply #89 on: April 26, 2005, 07:13:50 PM »
Hi and welcome here JM! B)

We have a lot of levels for you to download, you can find them here:

Garjen Website

Also, some levels are available in downloads in this topic, search in each page of it! :D
I like dragons! They're the center of my life! I'll never forget them...

JM

  • Guest
Re: Level pack topic
« Reply #90 on: April 27, 2005, 06:36:02 PM »
yeah i've found all those level packs.is there any more i can find?

Conway

  • Guest
Re: Level pack topic
« Reply #91 on: April 27, 2005, 11:07:24 PM »
Well, which levelpacks do you currently have?

JM

  • Guest
Re: Level pack topic
« Reply #92 on: April 28, 2005, 04:33:49 PM »
I have all the level packs that i found in this topic. and all the level packs off Garjen.Ive got some other level packs but i can't remember where i got them from.

Conway

  • Guest
Re: Level pack topic
« Reply #93 on: April 28, 2005, 04:45:32 PM »
Do you mean the ones from the old VTM Software site?

Offline DragonsLover

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Re: Level pack topic
« Reply #94 on: April 28, 2005, 06:56:17 PM »
Go here for some levels that was on VTM Website:

The Lemmings File Archive

Btw, who made this website, LemEdit2 is already there!
I like dragons! They're the center of my life! I'll never forget them...

JM

  • Guest
Re: Level pack topic
« Reply #95 on: April 28, 2005, 09:13:50 PM »
Those levels are all excellent.Im working on some level packs and i am 70% away from finishing them all.Here are some names of the levels.

Walking along Uranus
All wasted
Xplosion
4 Walls
Scapegoat

I don't want to name anymore levels but if anyone has any new packs can they tell me please.

JM

  • Guest
Re: Level pack topic
« Reply #96 on: April 30, 2005, 12:58:11 PM »
Ive made five level packs.Now how do I upload them?

Conway

  • Guest
Re: Level pack topic
« Reply #97 on: April 30, 2005, 02:17:40 PM »
If you don't have a web space, you can sign up for a free one on Yahoo Geocicies or a file hosting service, or any other site you can upload them to, or you can e-mail me at benjconway<delete-this-before-you-send!>79@yahoo.co.uk and I'll upload them.

Offline Mindless

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Re: Level pack topic
« Reply #98 on: April 30, 2005, 03:49:23 PM »
Quote from: DragonsLover  link=1089136533/90#94 date=1114714577
Go here for some levels that was on VTM Website:

The Lemmings File Archive

Btw, who made this website, LemEdit2 is already there!

It's mine.  :D

Offline Shvegait

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Re: Level pack topic
« Reply #99 on: May 01, 2005, 03:41:05 PM »
Here's an update to my first 3 LemEdit packs. All known backroutes have been removed, and Level 6 "Evacuation" of the first pack has been modified to match the new Cheapo version (should be harder and cleaner). 12 levels have been modified in all.

Download!

JM

  • Guest
Re: Level pack topic
« Reply #100 on: May 02, 2005, 05:47:31 PM »
My levels are finished

Download them at http://www.geocities.com/jmjm0052005/JMpaks.zip

JM

  • Guest
Re: Level pack topic
« Reply #101 on: May 02, 2005, 07:43:52 PM »
What do you all think of my level packs?

Conway

  • Guest
Re: Level pack topic
« Reply #102 on: May 03, 2005, 01:19:17 AM »
I've just played the first two packs. I wish there was something positive I could say about them. Sorry, but they are just too simple and uncreative. Half the levels in the first pack can be completed with using builders alone, and all of the remakes are easier than their originals. Seriously, what's the point in remaking 'Just Dig' with the same solution but more skills? O_o

 Also, while it's okay to use levels from the original game as templates, it's polite to ask permission to use levels of fans in such a way.

Offline Shvegait

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Re: Level pack topic
« Reply #103 on: May 03, 2005, 02:32:47 AM »
Sorry to say, but I have to agree with Conway. I've played through your first and fifth packs in full and glanced at your second. I tried the third, but the levels wouldn't load. Also, the fourth pack's level 5 wouldn't work, not sure about the levels beyond it.

The levels are very easy. One level that wasn't as easy was "Radio is dead". It's still not hard, but at least you are limited in your tools and need to save 100%. But besides that all of your levels are your typical Fun rating fare. Except that after those 30 they're not very fun anymore.

So keep working on your design and try to incorporate some puzzles to your levels.

Offline Timballisto

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Re: Level pack topic
« Reply #104 on: May 03, 2005, 09:26:22 AM »
My first level pack wasn't good either.  Try again if you have to.  Work on a process for developing levels from scratch - you might be surprised with what you get.  I know that I got a process down when I started my second level pack, and it has helped magnificently.

Conway

  • Guest
Re: Level pack topic
« Reply #105 on: May 03, 2005, 01:44:28 PM »
JM, I almost forgot to ask, is 'Hold On' from your second pack possible at all? I have a vague idea of how it might work, but it would be infinitely more difficult than any of your other levels. That's the only one from your first two packs I haven't passed.

JM

  • Guest
Re: Level pack topic
« Reply #106 on: May 03, 2005, 06:22:37 PM »
On Pack 4 Level 5 you need the vgaspec.dat graphics to play the level.

JM

  • Guest
Re: Level pack topic
« Reply #107 on: May 03, 2005, 06:33:38 PM »
An error on the level 'Hold On' in one of the level packs has been fixed

here it is
http://www.geocities.com/jmjm0052005/JMpaks.zip

Offline Timballisto

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Re: Level pack topic
« Reply #108 on: May 11, 2005, 01:09:55 AM »
Well, I was making levels recently, and I didn't know it until I combined the levels from my mom's house and my dad's house, but, all I have to do to complete pack 3 is get done with testing another level...and of course do the readme.

Only problem is the level I want to test is basically a multitasking disaster, meaning I could try it 50 times before I get it right!

Level names-

-Box of Lemmings-Econo Size
-Box of Tranquility...or not
-So who's on first?
-The Selhajek Arbenition
-THE DOMINATIVE IS THE INEVITABLE
-The Secret of the Hidden Lake
-Right left ace of spades & side ace

For the last level...which if you don't use Custlemm isn't really the last level...I have two possibilities because I have two levels in testing.  I am trying to get the harder one, "This, my friends, is Finland..." tested so I can finalize the pack.

options for last level

-This, my friends, is Finland...
-Kauf, kauft, kaufen Sie...

JM

  • Guest
Re: Level pack topic
« Reply #109 on: May 13, 2005, 05:09:31 PM »
I started making more level packs aswell.These are some of the level names.

The life you waste
Upon Mr Lemming
I ate all the pea soup
Turn around
Im so cold
Deep Inside

JM

  • Guest
Re: Level pack topic
« Reply #110 on: May 17, 2005, 08:01:23 PM »
http://www.geocities.com/jmjm0052005/JMpaks.zip
New level packs in the zip file
10 level packs all together
Post your comments about them

JM

  • Guest
Re: Level pack topic
« Reply #111 on: May 20, 2005, 10:52:42 AM »
Timballisto have you completed Pack 3 yet?

lemming_20

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Re: Level pack topic
« Reply #112 on: May 21, 2005, 06:29:17 PM »
Hi to everybody!! Do you remember me? I'm sure that Conway and Dragonslover can remember me. :)
It has benn a long time since I played lemmings for the last time, but I'm planning to return to do it.
Unfortunately, the language makes that I cannot write very often to comment your levels and so, because my english is bad and I spend hours to write a post correcty LOL
But I see that you have not left the designing of levels :) I was planning to make a new lemedit pack.
Since I have been out of here for more than one year, I'm not updated. Is possible to make levels with the vgaspec.dat files? How can we do it? And what is "Lemedit2"? It's a new version? Sorry if the answers are written in other posts, but I cannot read all.
Greetings!!! :)
PS: I tried to replay my lemedit levels again, and I can't solve them LOL

Conway

  • Guest
Re: Level pack topic
« Reply #113 on: May 21, 2005, 08:48:31 PM »
Hey Jaunjo! Welcome back! :party:

 I don't think it's yet possible to use the special graphics in designing levels.

 Lemedit2 is a very slightly hacked copy of lemedit by Guest, which can be run in Dosbox in Windows XP with mouse support! B)

 Don't worry if you can't play some of your old levels. I can't either!

 BTW, you do well to spend time reading and writing in English. Keep it up!

Offline Timballisto

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Re: Level pack topic
« Reply #114 on: May 24, 2005, 12:23:29 AM »
No, I STILL haven't gotten done with that stupid pack.  That level is probably going to go on unsolved for quite a while.  Do you have any suggestions?

@Juanjo:  If you can't solve them then those must be some incredibly good levels!

JM

  • Guest
Re: Level pack topic
« Reply #115 on: June 01, 2005, 03:39:47 PM »
I am working on a few more levels and they will all be released when i have finished making them.

Offline DragonsLover

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Re: Level pack topic
« Reply #116 on: June 06, 2005, 05:25:05 PM »
Quote from: Conway  link=1089136533/105#113 date=1116708511
Don't worry if you can't play some of your old levels. I can't either!


It is possible to play CustLemm levels perfectly. Why both you can't? :???:

BTW, welcome back Juanjo! :thumbsup:
I like dragons! They're the center of my life! I'll never forget them...

guest

  • Guest
Re: Level pack topic
« Reply #117 on: June 06, 2005, 06:01:19 PM »
Quote from: DragonsLover  link=1089136533/105#116 date=1118078705
It is possible to play CustLemm levels perfectly. Why both you can't? :???:

I didn't know CustLemm has a feature to automatically solve the level for you.  :???: ;P

(In other words, they can play the levels, what they meant is they forgot how to actually solve the levels.)

Offline DragonsLover

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Re: Level pack topic
« Reply #118 on: June 07, 2005, 02:41:16 PM »
Oh... :-[ ;P
I like dragons! They're the center of my life! I'll never forget them...

lemming_20

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Re: Level pack topic
« Reply #119 on: June 07, 2005, 08:17:55 PM »
Haha, yeah, we meant that if you made a level a loong time ago, it's easy to forget the solution, specially if it's a difficult level :P

JM

  • Guest
Re: Level pack topic
« Reply #120 on: June 08, 2005, 11:13:36 AM »
Who's still making level packs or has finished making level packs?

Offline Shvegait

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Re: Level pack topic
« Reply #121 on: June 08, 2005, 05:31:43 PM »
I started a 4th pack, but only got through 3 levels, and one of them is the same terrain/different solution as one of my other levels, another is a remake of my Cheapo level, and I've only got one really new level so far...

But this was a month ago, I've been distracted by other stuff recently and haven't worked on it since then.

I've had some ideas recently though, I should draw them out and get some stuff together..

Offline geoo

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Re: Level pack topic
« Reply #122 on: June 08, 2005, 06:20:57 PM »
I'm going to make a pack. For the reason that I'm busy atm I have only made 2 levels yet.
I'll release the first version when I have 5 levels done.

Actually I wanted to make cheapo levels, but for the reason that several planned stuffs didn't work, I decided to make LemEdit levels (without mouse, therefore the design of the levels may be awful).

guest

  • Guest
Re: Level pack topic
« Reply #123 on: June 08, 2005, 07:55:40 PM »
Quote from: geoo89  link=1089136533/120#122 date=1118254857
but for the reason that several planned stuffs didn't work, I decided to make LemEdit levels (without mouse, therefore the design of the levels may be awful).

When you said "without mouse", do you mean you actually don't have a working mouse on your computer, or just that you couldn't get LemEdit to run with mouse support?

Because if it is the latter, there is currently a partial solution to get mouse working in LemEdit when run under Windows.  See this thread:

http://eng-forum.lemmingswelt.de/cgi-bin/yabb/YaBB.cgi?board=tech_id;action=display;num=1114127516;start=

(Scroll down and find the link to "lemedit2.zip".  Be sure to run in under DOSBox and turn up the emulation speed.)

Offline geoo

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Re: Level pack topic
« Reply #124 on: June 08, 2005, 08:36:29 PM »
Yes, I already read that and downloaded lemedit2, I'll probably take also dosbox soon or later.

Offline Timballisto

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Re: Level pack topic
« Reply #125 on: June 09, 2005, 11:01:01 AM »
I haven't resumed testing of the Finland level for awhile now.  I suppose I could start that again in about a week or two.

JM

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Re: Level pack topic
« Reply #126 on: June 10, 2005, 10:51:58 AM »
I resumed work on my levels today.Some of them are missing steel areas so I will add them in and see what other changes my levels need.

JM

  • Guest
Re: Level pack topic
« Reply #127 on: June 13, 2005, 06:14:46 PM »
My new level packs should be available within 2-3 days.Ive checked them and they all seem to be okay.

JM

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Re: Level pack topic
« Reply #128 on: June 15, 2005, 09:54:59 AM »
http://geocities.com/jmjm0052005/JMpaks.zip

I checked my level packs and they are ok.15 packs all together.

JM

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Re: Level pack topic
« Reply #129 on: June 16, 2005, 09:20:16 PM »
Well I am looking forward to playing new levels that everyone else makes.

JM

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Re: Level pack topic
« Reply #130 on: June 18, 2005, 02:45:01 PM »
By the way Insane Steve have you finished making Pack 10?

Offline geoo

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Re: Level pack topic
« Reply #131 on: June 18, 2005, 02:58:44 PM »
My first 5 levels are ready. They are quite short and use several tricks.
So, I cannot say whether they'll be hard for you or not, but I think they're not too easy.
First, Syn1 is only solvable in WinLemm or versions, in which an exploding Lemming turns other Lemmings around.
Syn2 is also not solvable in DOS Lemmings.
mmethod, I showed that level already, solvable in both.
fplace and cliff are also solvable in both.

I hope you'll give them a try.
For WinLemm (*.lvl files):
http://de.geocities.com/geoo89/PACK_5_w.zip
For CustLem (doesn't work for me, if it has different behaviour than original, some levels may get solvable/unsolvable):
http://de.geocities.com/geoo89/PACK_5_c.zip
For Original (Level009.dat, as first 5 levels of fun):
http://de.geocities.com/geoo89/PACK_5_o.zip

JM

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Re: Level pack topic
« Reply #132 on: June 18, 2005, 03:09:41 PM »
Thanks for putting them up for download.I will try them out.

Offline geoo

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Re: Level pack topic
« Reply #133 on: June 18, 2005, 03:56:59 PM »
Thanks for trying ;)

I forgot to say:
Requests, suggestions, feedback, whatever; or if you have solutions that I know whether it is backroute:
geoo89(ad)gmail(dod)com

Offline chaos_defrost

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Re: Level pack topic
« Reply #134 on: June 18, 2005, 07:58:45 PM »
Pack 10 may never be finished. I've remade the two finished levels in my Cheapo sets, but I haven't released those, yet. Maybe I'll LemEdit re-make some of my favorite Cheapo levels I made and turn it into my 10th pack.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

JM

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Re: Level pack topic
« Reply #135 on: June 19, 2005, 01:25:21 PM »
That would be good.Your levels are well cool.They are hard tho but they are still fun.

JM

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Re: Level pack topic
« Reply #136 on: June 20, 2005, 09:52:01 PM »
I heard somebody was wanting to edit a special graphics level.

Well if you want to edit a special graphics level you cannot edit the terrain.I have no idea how do edit the terrain but you can edit the objects,the level title,the skills,the number of lemmings to be saved and you can edit the release rate and how many minutes you have to complete the level.

If you download my level packs and play them you will find a level with the special graphics and the objects have been edited. I will try and upload a picture of the level if I can.

JM

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Re: Level pack topic
« Reply #137 on: June 20, 2005, 11:14:32 PM »
Pack 4 in my levels has a level that uses special graphics and the objects etc have been edited.It is level 5.

JM

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Re: Level pack topic
« Reply #138 on: June 22, 2005, 12:06:31 PM »
Next time I make level packs you will find a level in each pack that uses extended graphics.I am currently working on Pack 16.I have made one level for it and i will try to finish it off.

Offline chaos_defrost

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Re: Level pack topic
« Reply #139 on: June 23, 2005, 07:35:06 PM »
Two of my levels use the extended graphics, but they are exactly the same and I really only changed the tasks given to you. I don't think I could edit the location of the graphics.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

JM

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Re: Level pack topic
« Reply #140 on: June 23, 2005, 08:18:02 PM »
I played on those levels.Well that is allright.I decided to change some objects on my levels that use extended graphics.

JM

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Re: Level pack topic
« Reply #141 on: June 23, 2005, 08:21:25 PM »
Quote from: Lemeri  link=1089136533/15#18 date=1090024832
WARNING: MANY OF THESE LEVEL PACKS MAY NOT WORK RIGHT!

http://www.familylees.net/~boofer/DOSlvl1.zip

NOTE: These are simply all the packs in my Custlemm folder. Do not be offended if one of your levels from the competition is inculded in this. I do not claim to have made them. I did leave out the ones that I am certain that someone else made.


Some good levels are in those packs.Especially the level Tightrope Murder.I don't know who made Twined serpants think alike or Peers of Steal or some of the other levels in those packs.

JM

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Re: Level pack topic
« Reply #142 on: June 27, 2005, 11:37:32 AM »
Insane Steve I played on your level Why can't they just run!.The walkthrough to complete it seemed to be wrong but I found a way to complete it.

Offline chaos_defrost

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Re: Level pack topic
« Reply #143 on: June 27, 2005, 02:46:03 PM »
The walkthrough solution exploits an in-game glitch -- make sure only one lemming is in the level when you use the command.

Although, tumble_weed figured out a much, much better, not cheap solution to the level. So there is another way, if you care to find it.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

tumble_weed

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Re: Level pack topic
« Reply #144 on: June 27, 2005, 03:53:18 PM »
yep aren't i special :D

uh...yeah

i realised i have a cheapo level like yours too in one of my packs...i think #12...but mines blatantly obvious that thats the intended solution...although its still a crappy level

Offline Proxima

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Re: Level pack topic
« Reply #145 on: June 27, 2005, 05:46:55 PM »
Quote from: Insane Steve  link=1089136533/135#143 date=1119883563
Although, tumble_weed figured out a much, much better, not cheap solution to the level. So there is another way, if you care to find it.

Less cheap, certainly; there could be two opinions about whether you have the right to call it not cheap.  ;P

JM

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Re: Level pack topic
« Reply #146 on: June 27, 2005, 05:54:52 PM »
Quote from: Insane Steve  link=1089136533/135#143 date=1119883563
The walkthrough solution exploits an in-game glitch -- make sure only one lemming is in the level when you use the command.

Although, tumble_weed figured out a much, much better, not cheap solution to the level. So there is another way, if you care to find it.


I managed to use the walkthrough on your site just then to complete that level.I am used to that walkthrough now.Thanks for pointing it out.

Offline Timballisto

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Re: Level pack topic
« Reply #147 on: June 27, 2005, 11:21:35 PM »
I'm very close to abandoning the level "This, my friends, is Finland..." and putting in place of it "Kauf, Kauft, Kaufen Sie...".  This means that I will probably have pack 3 out sooner than exepected.

So that is good news.

JM

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Re: Level pack topic
« Reply #148 on: June 28, 2005, 04:41:45 PM »
I can't wait to play pack 3.

JM

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Re: Level pack topic
« Reply #149 on: June 28, 2005, 06:59:11 PM »
I can't download Lemeri's levels anymore.Why is this?

Offline Timballisto

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Re: Level pack topic
« Reply #150 on: June 29, 2005, 01:56:54 PM »
Quote from: JM  link=1089136533/135#148 date=1119976905
I can't wait to play pack 3.


Really?  Thanks!  So I take it you liked my other packs or something?

Oh, and I have decided to go with Kauf, Kauft, Kaufen Sie instead of Finland.  After awhile I realized two things - Finland isn't really humanly  possible, and if someone can do it...well, that's just crazy.  Not only that but the level wasn't that much fun.  Kauf is much more fun and it's definitely possible.  I especially like watching the lemmings go to the exit for some reason.

I wrote up the solutions last night.  Now, I need only to zip up the pack and upload it!

Oh, and I suppose I'll upload finland as well.  That way I can let other people test it.

Offline Timballisto

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Re: Level pack topic
« Reply #151 on: June 29, 2005, 08:08:48 PM »
HA HA HA HA HA HA BOB

The 3rd pack is finally done. &#A0;It's about time.

Enjoy!

More on the way of course.

EDIT: &#A0;Forgot to put up Finland for download:

Here be impossible level #1

JM

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Re: Level pack topic
« Reply #152 on: June 30, 2005, 01:39:59 PM »
Nicely designed levels.Especially the twisty thing on Level 6.The 1st level looks pretty amazing.

Conway

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Re: Level pack topic
« Reply #153 on: June 30, 2005, 02:07:29 PM »
Finland is evil! =8O

Offline Timballisto

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Re: Level pack topic
« Reply #154 on: June 30, 2005, 03:49:59 PM »
I definitely agree with you there.  It is very evil...

Offline Liebatron

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Re: Level pack topic
« Reply #155 on: June 30, 2005, 04:08:08 PM »
I agree with everyone about Finland but that's not why I posted just now. I made a level. I'm not sure what t do for a solution or anything but I should have a pack up soon...in a while..eventually. When playing Finland, it would be wise to make use of the pause hotkey if you haven't already done so.

Timballisto has come VERY close to beating Finland.. he lost one lemming I think.

My level, (Called DO NOT BLOW UP THE TREE.) Is pretty simple.
It'll be up ...eventually.

JM

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Re: Level pack topic
« Reply #156 on: June 30, 2005, 07:12:26 PM »
I said about 1 or 2 weeks ago that i was making a pack with a level using extended graphics.My friend GM is helping me with the level pack so we will upload it soon.

JM

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Re: Level pack topic
« Reply #157 on: June 30, 2005, 08:16:19 PM »
www.geocities.com/jmjm0052005/JMGM01.zip

That's the level pack.I hope you tell me what you think of our levels.

guest

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Re: Level pack topic
« Reply #158 on: July 04, 2005, 11:15:35 PM »
Ok, I had a look at the level.

Hardly impossible, though perhaps slightly annoying at times, and requires lots of pausing.

Since it's July 4th over here at the US, I'm probably not going to stay on the computer too long, but I could probably beat the level within a day or two at most.

Nice level design by the way.   B) It'd be nice though if the rest of the level besides the starting screen serves a purpose, other than just mere decoration as it is now.

Offline Timballisto

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Re: Level pack topic
« Reply #159 on: July 04, 2005, 11:23:16 PM »
Has anyone beaten Finland yet?

guest

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Re: Level pack topic
« Reply #160 on: July 04, 2005, 11:38:20 PM »
Quote from: Timballisto  link=1089136533/150#158 date=1120519396
Has anyone beaten Finland yet?

I haven't even downloaded the level yet.

However, now that I've more or less exhausted the improvements on the lemmings and ONML challenges, I think I will take a look at your level.  ;)

Do you want the level played in Lemmings or Custlemm?  (I asked because Custlemm has a higher safe-falling distance, which might or might not affect the solutions to your level.)

Oh, I should say that if your level involves ridiculous amounts of precisely-timed bombers, I will probably not play with it for too long.  ;P (I'm not a big fan of precisely-timed bombers, especially without a replay feature.)

guest

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Re: Level pack topic
« Reply #161 on: July 05, 2005, 12:10:58 AM »
Quote from: Timballisto  link=1089136533/150#158 date=1120519396
Has anyone beaten Finland yet?

I've now beaten the level.  I even have a screenshot:

http://www.geocities.com/guestlevels/lemmings/finland.png

As you can see, the level can be completed with actually just half the floaters and builders you provided.  I did the level in Lemmings instead of Custlemm, though I don't think it matters in this case.

The RR of 50 seems scary until you play the level, at which point it becomes obvious that with 4 entrances, an RR of 50 doesn't mean much.

JM

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Re: Level pack topic
« Reply #162 on: July 05, 2005, 10:49:15 AM »
Thanks for the screenshot.

That will make it much simpler to complete the level.

guest

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Re: Level pack topic
« Reply #163 on: July 05, 2005, 11:27:14 AM »
Quote from: JM  link=1089136533/150#162 date=1120560555
Thanks for the screenshot.

That will make it much simpler to complete the level.

<laugh>Well I hope it works for you.  I actually found the hardest thing about this level to be not so much where to build, but to keep track of everything that's going on at once.  There are so many times where I was focusing on a certain part of the level, only to miss some builder on the other side of the screen who just finishes building, and by the time I notice, he already falls off the bridge and dies.  X_X

Good luck!  And remember that you don't have to do everything exactly the way the screenshot shows.  What I did isn't always the easiest thing to do even if it works.  Feel free to use more builders and floaters as needed.  And use the pause button every second or so.  ;P

Offline Timballisto

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Re: Level pack topic
« Reply #164 on: July 05, 2005, 01:15:21 PM »
How many times did you try the level anyway?

Maybe it seemed hard because of the fact that my screen will flicker randomly and my pause button does not always work.

I didn't mean for all of the bridges to be used, but I wante d to limit the number you could have.

guest

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Re: Level pack topic
« Reply #165 on: July 05, 2005, 06:24:33 PM »
Quote from: Timballisto  link=1089136533/150#164 date=1120569321
How many times did you try the level anyway?

A lot...I lost track, but I think there's about 1-1.5 hours of playing in this.

But yes, fortunately the screen and the pause button functions correctly on my computer.  ;P

JM

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Re: Level pack topic
« Reply #166 on: July 05, 2005, 08:57:48 PM »
Me and GM are working on a new level pack and we hope it should be finished in a week or two.

Hopefully looking forward to everyone's new level packs coming out.

Offline Timballisto

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Re: Level pack topic
« Reply #167 on: July 06, 2005, 02:36:55 AM »
I have started work on pack 4, and so far I've turned out some nice levels using the ONML sets.  This is interesting because I get to see the capabilities of a lot of new sets.  I especially like the bubble set for its wide variety and good balance of piece types (bumpy/flat).  So far I've got four levels, and they're pretty good I think.

I'm excited to get my first ONML set done.  Wish everyone luck on their sets!

Oh, and my level names...so far-

-I think we forgot something
-"I suppose that's an exception?"
-Another one o' them line levels?
-QUICK EVACUATION PROCEDURE #57

Offline Proxima

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Re: Level pack topic
« Reply #168 on: July 06, 2005, 04:11:09 AM »
Cool. I also love the bubbles style; it has an excellent variety, though really the contrast between bumpy and flat is there in all the styles to some extent, except Dirt where the only flat pieces are metal, which you might not want.

Even though I can't play people's LemEdit levels, I like reading level titles, partly because many of them are clever or witty in some way, but mostly because I want to make sure I'm not duplicating them with any of my titles. I know it's not a crime to duplicate someone's title accidentally, but for some reason I have a real problem with using a title someone else has used.

Offline Shvegait

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Re: Level pack topic
« Reply #169 on: July 06, 2005, 05:11:21 AM »
Ahribar: You still have not got DOSBox working on your computer? &#A0;X_X

Or does can't mean won't? :P

guest

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Re: Level pack topic
« Reply #170 on: July 06, 2005, 08:25:18 AM »
Quote from: Ahribar  link=1089136533/165#168 date=1120623069
except Dirt where the only flat pieces are metal, which you might not want.

The ONML snow and Xmas snow styles are also pretty much all bumpy (think "white dirt"  ;P).  I think the ONML snow style's only non-metal flat piece is a small white rectangular strip.

JM

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Re: Level pack topic
« Reply #171 on: July 06, 2005, 10:06:36 AM »
I love the bubble set it rocks.

The ONML graphics are better than the Original Lemmings graphics.If you have played on my sets you will notice that the first 3 or 4 level packs of mine don't contain ONML graphics but the levels further on use them.

Offline Proxima

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Re: Level pack topic
« Reply #172 on: July 06, 2005, 10:23:22 AM »
Shvegait: no, I haven't. And in any case I'm staying with my girlfriend for the next couple of months.

guest: what you say about the snow style is true, BUT you can use that one piece to make large rectangular walls (see Havoc 4). In my new snow style I've made it even easier by including pieces that are just a few of those put next to each other.

guest

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Re: Level pack topic
« Reply #173 on: July 06, 2005, 11:56:33 AM »
Quote from: Ahribar  link=1089136533/165#172 date=1120645402
guest: what you say about the snow style is true, BUT you can use that one piece to make large rectangular walls (see Havoc 4). In my new snow style I've made it even easier by including pieces that are just a few of those put next to each other.

Whoops, when I was browsing that graphics set in LemEdit, I only saw piece #33, which is really just a small, one-color, white rectangle (I'm not even sure if it's ever used anywhere).  What I missed was piece #15, which is the rectangular portion of those pillars on, say, Havoc 1, and as you pointed out can be used to form large walls.

guest

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Re: Level pack topic
« Reply #174 on: July 06, 2005, 12:01:56 PM »
Quote from: Shvegait  link=1089136533/165#169 date=1120626681
Ahribar: You still have not got DOSBox working on your computer? &#A0;X_X

Or does can't mean won't? :P

Quote from: Ahribar  link=1089136533/165#172 date=1120645402
Shvegait: no, I haven't. And in any case I'm staying with my girlfriend for the next couple of months.

So in other words, you haven't and you won't.  (Or is that last bit more along the lines of "I can't, or she'll...)  ;P

Offline Proxima

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Re: Level pack topic
« Reply #175 on: July 07, 2005, 12:27:16 AM »
Well, I'm a bit reluctant to download onto other people's computers, especially for something as frivolous :P as Lemmings.

guest

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Re: Level pack topic
« Reply #176 on: July 07, 2005, 02:10:26 AM »
Ah.  I was under the impression that you brought a laptop or something, since you said you can still access Cheapo.

Offline chaos_defrost

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Re: Level pack topic
« Reply #177 on: July 07, 2005, 05:20:16 AM »
Few, if any of my levels use the terrains that heavily rely on non-straight terrains. I love the ONML brick set, because it's practically all straight. My mind works best with straight terrains for whatever reason.

I've not had much time to work with LemEdit [or Cheapo], with two jobs, Yoshi's World (the game version) to work on, and poker games to play (and win at). That said, if I bust out a tenth pack, I'll definitely post it here.

@Timballisto: I've downloaded the pack. Comments soon.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

JM

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Re: Level pack topic
« Reply #178 on: July 07, 2005, 12:28:31 PM »
I love the ONML brick sets too.They are ace.I can't wait to play on your tenth pack.I'll look forward to playing it.

Anyway Me and GM finished Pack 2.

http://www.geocities.com/jmjm0052005/JMGMpaks.zip

Hope you have fun playing on both packs.

Offline Timballisto

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Re: Level pack topic
« Reply #179 on: July 09, 2005, 01:45:10 AM »
DISASTER!!!!  My brother's computer looks like it's about at the end of its life span, and it can no longer function well enough to give me access to the A drive on his computer.  So, my lemmings designing computer is cut off from any other computers and it doesn't have internet.  In short - I will be unable to put out any packs...probably for a LONG time...

Offline Mindless

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Re: Level pack topic
« Reply #180 on: July 09, 2005, 02:03:18 AM »
what about LemEdit2?

Offline Timballisto

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Re: Level pack topic
« Reply #181 on: July 09, 2005, 02:26:04 AM »
?  Huh?  What about it.  Maybe you don't know why this is a problem.  I'll explain in steps how I would usually transfer files to the internet.

1.Put the file onto my brother's computer via our network in the basement (not connected to the upstairs).
2.Put the file on a disk using the floppy drive in my brother's computer.
3.Bring the disk upstairs.
4.Put the disk into my mom's (note: my mom's.  I can't use it for level editing  >=E ) computer.
5.Transfer the file over the upstairs network to the mac.
6.Get on the mac and put the file up on my mom's server.

done

Without my brother's computer, I'm cut off from the world as far as my lemmings activity is concerned.  It's all because my stupid floppy drive is broke...

Offline Mindless

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Re: Level pack topic
« Reply #182 on: July 09, 2005, 03:38:28 AM »
that's much too complicated... are both the upstairs and downstairs networks connected to the internet?

JM

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Re: Level pack topic
« Reply #183 on: July 09, 2005, 02:55:01 PM »
Quote from: Insane Steve  link=1089136533/135#143 date=1119883563
The walkthrough solution exploits an in-game glitch -- make sure only one lemming is in the level when you use the command.

Although, tumble_weed figured out a much, much better, not cheap solution to the level. So there is another way, if you care to find it.


I now know that for some levels you have to save 1 lemming which will take your score up to 100%.When they come out you activate the nuke and then the lemming gets to the exit and its 100%.That is not the only level you have to do that with.

I played on Tumble Weeds level Looking Out For Number One and you have to do that sort of thing.I played on one   of Conway's levels Dyslexia and you have to do that sort of thing aswell.

Offline Timballisto

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Re: Level pack topic
« Reply #184 on: July 09, 2005, 02:59:45 PM »
I already told you, the downstairs computers do not have the internet. &#A0;I know it's complicated but the last time my mom hooked up my computer and my brother's to the internet, it was a disaster. &#A0;A worm got into my brother's computer and mine and ate something like 1000 files. &#A0;I'm surprised our computers still work. &#A0;How did the worm get in? &#A0;Well, Ax and I are stuck with old 98 computers that have no virus protection. &#A0;The computers themself have low ram and about 6 gigs of hard drive space. &#A0;They were doing what we wanted them to do...until there was a sudden release of a bunch of games where the minimum requirements said "WIN98SE/ME/WIN2000/XP"...gr...oh, and the ones that didn't say that said "Minimum RAM: 256Mb" even more grrr...

I hate that. &#A0;Oh well. &#A0;Nothing I can really do about it.

Oh, and by the way. &#A0;Last night I got into Ax's computer, and the stupid video card was okay, it had only come unplugged &#A0;XE . &#A0;So, I plugged it back in, tightened up some screws, and then it wouldn't boot &#A0;XE . &#A0;So, when I rebooted it, I started in safe mode, and got rid of the stupid drivers mom tried to install to fix the problem even though the computer specifically said it was a hardware problem, and that fixed it. &#A0;I suppose the drivers were causing a conflict that was bad enough to stop the system from booting.

In short - I fixed it. &#A0;I can put up levels again (and get them!).

JM

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Re: Level pack topic
« Reply #185 on: July 10, 2005, 05:11:21 PM »
When I finished making all 15th level packs my friend GM who likes lemmings aswell thought he would like to make some levels so we made levels in two level packs and we hope that everyone who downloaded them enjoyed playing them.

http://www.geocities.com/jmjm0052005/JMGMpaks.zip
That is our two level packs we made.Both pack has a level with extended graphics.

http://www.geocities.com/jmjm0052005/JMpaks.zip
That is my 15 level packs I made.

None of the levels in the packs seem to have problems but if you find problems you can also e-mail me at thetransplants2@hotmail.com

Well Timballisto I'm glad you can put up levels again.

JM

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Re: Level pack topic
« Reply #186 on: July 12, 2005, 10:33:20 AM »
Most of my levels are currently being re-maked.I hope there is no problems in them.

Turn Around
replaced with
The ground above has a gap

Get Hammered
replaced with
We don't need any help (revisited)

Control It
replaced with
How to handle a one way block

Satanic Mary Poppin's land
replaced with
Figure it out remake

There's more levels that are going to be replaced aswell but I haven't figured out what to call them yet.

JM

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Re: Level pack topic
« Reply #187 on: July 12, 2005, 04:45:54 PM »
http://www.geocities.com/jmjm0052005/JMGMpaks.zip

One level in JMGM02.dat has been slightly modified.

Offline Isu

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Re: Level pack topic
« Reply #188 on: July 13, 2005, 05:09:30 PM »
I might upload a levelpak, if I can manage to hook up my old comuter with the Null Modem cable. (if that's even possible)

JM

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Re: Level pack topic
« Reply #189 on: July 14, 2005, 01:26:08 PM »
Hopefully that should be possible.How many level paks do you have?

Offline Isu

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Re: Level pack topic
« Reply #190 on: July 14, 2005, 04:48:20 PM »
One.

JM

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Re: Level pack topic
« Reply #191 on: July 14, 2005, 09:43:40 PM »
Cool

JM

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Re: Level pack topic
« Reply #192 on: July 17, 2005, 09:08:13 PM »
Are you able to upload it?

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Re: Level pack topic
« Reply #193 on: July 18, 2005, 03:32:32 AM »
Not yet, but soon. I'm busy atm.

JM

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Re: Level pack topic
« Reply #194 on: July 18, 2005, 11:43:05 AM »
No problem. My friend GM is helping me re-make some of my levels and it is still going well.

JM

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Re: Level pack topic
« Reply #195 on: July 18, 2005, 05:36:47 PM »
Shvegait have you finished making Pack 4 yet?

Offline Shvegait

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Re: Level pack topic
« Reply #196 on: July 18, 2005, 07:09:25 PM »
No. I haven't touched in 2 months  X_X
I'll get to it eventually...

JM

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Re: Level pack topic
« Reply #197 on: July 19, 2005, 12:01:56 PM »
My friend GM would like his level pack uploaded so here it is

http://www.geocities.com/jmjm0052005/GM00.zip

Most of the levels were only made a few years ago but now they have been tidied up.

Offline Isu

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Re: Level pack topic
« Reply #198 on: July 21, 2005, 01:01:54 PM »
Arrrgh! The Null-Modem-Cable way won't work, the "File and folder transfer" application keeps generating an error.
My last resort is to print the hex code out (which is a job in itself) and manually enter it into a Hex Editor. So, do not expect any packs from me in the near future.

>:( >:(


*talks to self*
5 pages of code with about 50 lines on each page, 20 bytes per line, and 2 characters per byte. That is going to take me forever.

Conway

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Re: Level pack topic
« Reply #199 on: July 21, 2005, 01:40:22 PM »
Can't you transfer it using a disk?

Offline Isu

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Re: Level pack topic
« Reply #200 on: July 21, 2005, 02:40:48 PM »
No (I'd have done that a long time ago if I could).The floppy drive doesn't work on my old computer, and it has no CD burning capabilities :x

Conway

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Re: Level pack topic
« Reply #201 on: July 21, 2005, 08:51:16 PM »
If it has a USB port, you can use a USB storage disk.

Offline Isu

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Re: Level pack topic
« Reply #202 on: July 21, 2005, 09:21:40 PM »
No USB port. It's very old :P.

UPDATE: 5% done on the manual entering. ;P

Offline Mindless

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Re: Level pack topic
« Reply #203 on: July 22, 2005, 05:38:59 AM »
just a thought:
how much is your time worth?
you could buy a floppy drive and save hours of your time for more important things... like sleep

JM

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Re: Level pack topic
« Reply #204 on: July 22, 2005, 04:26:48 PM »
Quote from: Lemeri  link=1089136533/15#27 date=1090768358
I'm up to level 2 of that pack, the name of which is 'The Impossible Box'. While the name may sound the same as that of steaver's level, the solution is not the same.


Have you finished making the pack yet?

Offline Isu

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Re: Level pack topic
« Reply #205 on: July 22, 2005, 04:43:51 PM »
Quote from: Mindless  link=1089136533/195#203 date=1122010739
just a thought:
how much is your time worth?
you could buy a floppy drive and save hours of your time for more important things... like sleep

Ha ha, you do know that floppy disk drives don't grow on trees, right?  ;P

I am really short on cash right now

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Re: Level pack topic
« Reply #206 on: July 23, 2005, 02:09:42 AM »
Err... actually... they do at my house. :P

I believe I've got an extra floppy drive somewhere around my house.  I'd send it to you but shipping would probably cost more than buying a new one.

JM

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Re: Level pack topic
« Reply #207 on: July 23, 2005, 02:31:18 PM »
My computer has floppy disks but i don't use them as often anymore.I prefer to burn stuff to CD.

JM

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Re: Level pack topic
« Reply #208 on: July 24, 2005, 08:03:23 PM »
Hopefully when I finish re-making most of my levels I will make pak 16 which should contain the bestest levels I can make.

JM

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Re: Level pack topic
« Reply #209 on: July 28, 2005, 11:58:53 AM »
Timballisto are you still working on Pack 4?

JM

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Re: Level pack topic
« Reply #210 on: August 01, 2005, 08:12:33 PM »
Pack 16 is not going bad. 30% of the pack is complete.

Check A BeastII of a level strikes back in this pack when its out.

JM

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Re: Level pack topic
« Reply #211 on: August 02, 2005, 01:16:37 PM »
http://www.geocities.com/jmjm0052005/B2SB.zip

There is A BeastII of a level strikes back.

guest

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Re: Level pack topic
« Reply #212 on: August 02, 2005, 01:57:35 PM »
Quote from: dumb_lem  link=1089136533/150#155 date=1120147688
I agree with everyone about Finland but that's not why I posted just now. I made a level. I'm not sure what t do for a solution or anything but I should have a pack up soon...in a while..eventually. When playing Finland, it would be wise to make use of the pause hotkey if you haven't already done so.

Timballisto has come VERY close to beating Finland.. he lost one lemming I think.

My level, (Called DO NOT BLOW UP THE TREE.) Is pretty simple.
It'll be up ...eventually.


Is your pack finished yet?

tumble_weed

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Re: Level pack topic
« Reply #213 on: August 02, 2005, 02:28:40 PM »
Well I'm nearly finished TWBESTOF.DAT...Most of the levels in the pack though are slightly modified to make them better.

Also I noticed something odd when picking by favourite levels - the majority of my levels are 1 minute long, have multiple entrances, and most likely use the Hell set.

Oh yeah probably some people will disagree with my choices, but oh well there are the levels i think are the best and probably if I do start making more levels from now on they'll be under a different naming convention, I'm not sure what, but generally I hate most of my levels, so I would like to seperate any new levels from my old levels.

JM

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Re: Level pack topic
« Reply #214 on: August 02, 2005, 06:37:28 PM »
I like some of your levels Tumble Weed especially No use for a Terrain and Objects? What Objects?,Stalker, and that level that uses A beast of a level graphic set.

Well most people dislike most of my levels but I'm trying to make the best levels I can in JM16.dat

Offline chaos_defrost

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Re: Level pack topic
« Reply #215 on: August 02, 2005, 07:04:38 PM »
@JM: See, here's the thing. I looked over the BeastII remake you just did. I like how you did the exit (The Pink exit, redone, looks better than the original one!), however, the level is really no different than the original BeastII! Climbers and Floaters aren't terribly important to the level, and cutting 3 builders really doesn't affect the level that much. The problem with your design style, to be honest, is that you take the levels you see and don't do a lot to change them.

Here's a guideline for you: If you decide to make a level that is similar to one you've played before, and the intended original solution still works perfectly on your re-make, you probably should re-think your revisions a bit.

And, of course, if you need advice, I can always give you pointers on level design.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

JM

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Re: Level pack topic
« Reply #216 on: August 02, 2005, 07:10:13 PM »
Thanks for the information Insane Steve. It really helps.

Offline chaos_defrost

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Re: Level pack topic
« Reply #217 on: August 02, 2005, 07:27:10 PM »
Here's another tip: This is the the thought process I use for about half my levels, and probably the thought process that you would probably use quite well when you refine it.

1) Start by looking through levels in the original game, in other packs, etc. Find a level with a trick that you like. Maybe two tricks later, but for now, I'll start with one trick.

For this example, I am going to use the "climb-bomb" trick [used in Mayhem 19, among other levels] where you bomb a lemming as it climbs the wall, and makes an indent in the wall. I am also going to show you a Cheapo version of the level I am describing. Now, this level is a very simplified version of what I'm describing; the trick isn't that hard to find, and the level isn't that difficult.

2) In your mind, or on paper, imagine a terrain structure that implements your trick. Figure out a way to make your trick the only way to pass a level. For example, a climb bomb level requires a somewhat large wall in order to work. I also requires, perhaps, a way to use a builder ramp from the bomb hole to perhaps catch a few lemmings that would splat otherwise? Draw a picture of what you want.



3) Place the terrain pieces to design your level. Make it at close to your drawing as you can, but if something wrong, fix it. Plan your tasks, but also add a couple tasks that aren't really needed to beat the level.



4) Play-test the level. Done.

I'll have the two pictures up rather soon.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

JM

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Re: Level pack topic
« Reply #218 on: August 02, 2005, 07:33:49 PM »
Thanks very much. This would help me make some better levels.

Some of your designs like Rhapsody,Seperation Anxiety,Mental Process,Annoyance,The Nifty Fifty and The Razor's Edge have showed me how to make some challenging levels.

JM

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Re: Level pack topic
« Reply #219 on: August 02, 2005, 07:43:28 PM »
I never used the climb-bomb trick but in one level I used the trick where the one way wall looks like it is impassable as the rest of the terrain is steel areas. You can send lemmings up to bomb the top of the one way wall and then as the lemmings reach the end of the wall you make them dig and you keep doing that until the rest of the lemmings pass through the wall. I love that trick.

Offline chaos_defrost

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Re: Level pack topic
« Reply #220 on: August 02, 2005, 07:54:18 PM »
Ok, I put up images, so you can kind of see what I was describing.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

JM

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Re: Level pack topic
« Reply #221 on: August 02, 2005, 07:58:08 PM »
Thanks.

JM

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Re: Level pack topic
« Reply #222 on: August 02, 2005, 08:01:26 PM »
That's a really good I love it. You made a good solution for the level The Annoying 1 pixel gap. As the lemming reaches the end of the ground he mines which takes him off the ground onto the next part which is a really good level to play on. Perhaps I could do that with 1 of my upcoming levels.

the guest

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Re: Level pack topic
« Reply #223 on: August 02, 2005, 09:07:25 PM »
Quote from: Insane Steve  link=1089136533/210#217 date=1123010830
Plan your tasks, but also add a couple tasks that aren't really needed to beat the level.

That's an interesting tip.  It's one way to add a red herring, but it does also make it much easier to inadvertently introduce backroutes, especially if the intended solution is complex.  I'd say it's more an optional thing to throw in extra tasks.  Of course, you can also do that if you intentionally want to make the level easier or to give a better margin for error.

JM

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Re: Level pack topic
« Reply #224 on: August 02, 2005, 09:19:44 PM »
The tip is quite interesting. I could throw in extra tasks to complete levels. I prefer to make challenging levels because if they are too easy then they are boring.

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Re: Level pack topic
« Reply #225 on: August 02, 2005, 11:28:05 PM »
Quote
I prefer to make challenging levels because if they are too easy then they are boring.


Then why are almost all of your levels very easy, most of them easier versions of levels in the original Lemmings or from other people's packs?   :???:

I try to add as many extra tasks as I can without adding in backroutes.. especially for levels where the solution uses very few tools. Backroute checking becomes a much bigger concern... but if you can get away with it, it's worth it! Especially when your added tools *seem* like they could be used in a solution but are actually not needed. I think I've used this tip in about 3 of my levels...

JM

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Re: Level pack topic
« Reply #226 on: August 02, 2005, 11:33:40 PM »
I have no idea but my next levels that come out are to be more challenging than too easy.

Insane Steve's levels are well challenging. Especially Rhapsody,The Razor's Edge,Wrong Way,Mental Process,It's Hamemr Time,The Nifty Fifty,Seperation Anxiety,NO MAS!,A Beast IV of a level and many more names.

You have some challenging levels like Tempus Fugit,Impasse,Diffusion and Mining Co-Operation. I hope your next level pack is challenging. I really am looking forward to that.

JM

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Re: Level pack topic
« Reply #227 on: August 03, 2005, 10:32:23 AM »
Well Tumble Weed I am glad you have nearly finished TWBESTOF.dat

Multiple Entrances are a good feature in most levels. You do have some nice looking levels I have to say and I like a lot of them.

JM

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Re: Level pack topic
« Reply #228 on: August 05, 2005, 08:52:33 PM »
Is TWBESTOF.dat able to be released yet?

tumble_weed

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Re: Level pack topic
« Reply #229 on: August 06, 2005, 11:10:47 AM »
gah not yet...I have a little Uni assignment due Tuesday which I need to finish more urgently than my lemmings pack

JM

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Re: Level pack topic
« Reply #230 on: August 09, 2005, 01:52:27 PM »
Oh! That's ok then

I've been checking through JM16.dat and I'm trying to make it more challenging by reducing time limit,number of skills and increasing the number of lemmings needed to be saved.

Leviathan

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Re: Level pack topic
« Reply #231 on: August 09, 2005, 02:59:45 PM »
The thing I do before I finish a level is to give it a test-run with a lot off skills and then look at how many I needed to do my particular level and/or trick,including the time needed to finish the level and the maximum possible percentage.

This way I also can detect non-working exits or traps :)

JM

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Re: Level pack topic
« Reply #232 on: August 09, 2005, 03:10:06 PM »
Good idea. I should do the same. I have gone through all the levels of my upcoming levelpak and all the exits and traps work.

If you download oldbutgo.dat ,most of the levels have non-working exits and traps. The rest of the level designs are quite good. Are you working on any levels yet?

Upside-down exits don't always work. I basically have all the levelpaks I made or downloaded in a zip file that I could upload.

I can't belive one of my levels is called Outro. Having the first level of a pack called Intro and the last called Outro sounds like a really cool idea.

Offline Timballisto

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Re: Level pack topic
« Reply #233 on: August 10, 2005, 03:12:29 AM »
What is Uni???

Offline Mindless

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Re: Level pack topic
« Reply #234 on: August 10, 2005, 03:42:19 AM »
@JM: I believe the correct word would be EXtro not OUTro.
@Tim: University, I think... I could be wrong.

JM

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Re: Level pack topic
« Reply #235 on: August 10, 2005, 11:45:05 AM »
Extro? I have never heard of that word
The last track of some cds is usually called Outro but I don't know what Extro is. Uni also means University.

Offline Proxima

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Re: Level pack topic
« Reply #236 on: August 11, 2005, 01:56:49 AM »
Yeah....... intro is short for introduction, which comes from the Latin "introduco"; only the beginning "in" looks like the English word "in" so they made the opposite "outro". Actually, "extro" wouldn't really be any more correct; neither "extro" nor "extroduco" has any meaning in Latin. :P

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Re: Level pack topic
« Reply #237 on: August 11, 2005, 03:40:39 AM »
Googling the phrases intro extro and intro outro product quite a few results.
Of course, outro produces more...

the guest

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Re: Level pack topic
« Reply #238 on: August 11, 2005, 05:55:39 AM »
Quote from: Ahribar  link=1089136533/225#236 date=1123725409
Yeah....... intro is short for introduction, which comes from the Latin "introduco"; only the beginning "in" looks like the English word "in" so they made the opposite "outro". Actually, "extro" wouldn't really be any more correct; neither "extro" nor "extroduco" has any meaning in Latin. :P

Well I suppose there's the pair "introvert" and "extrovert" in English that gives "extro" some legitimacy.  (Whereas there's no real word that begins with "outro"...I think.)

tumble_weed

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Re: Level pack topic
« Reply #239 on: August 11, 2005, 12:06:25 PM »
are you saying your levels are introverted or extroverted :S...haha

and yeah Uni = university...:)

JM

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Re: Level pack topic
« Reply #240 on: August 12, 2005, 05:32:03 PM »
http://www.geocities.com/jmjm0052005/JMpaks.zip

Get Pack 16 in that zip file. It's finished. I hope you like it.

guest

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Re: Level pack topic
« Reply #241 on: August 12, 2005, 11:32:05 PM »
Level 4 crashes the game.  :-(

guest

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Re: Level pack topic
« Reply #242 on: August 12, 2005, 11:48:53 PM »
The first half of the pack has quite a few backroutes, but that is not very important because they are the start of the pack and are meant to be easy. But level 6 has a major backroute that you really should fix: Make #1 a blocker when he is at the edge. make any of the other lemmings a climber and set the release rate to 99. make the climber bash UNDER all of the stuff on the left part of the level by digging or mining first. Build and then bash to the exit. make any lemming in the crowd bash through the gray thing.

Offline chaos_defrost

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Re: Level pack topic
« Reply #243 on: August 13, 2005, 05:04:01 AM »
I think that the last level has a massive back-route using the "direct-drop" trick to get to the exit, and a miner/bomber to stall the crowd. The miner has to stop over the exit, and the others land safely. It may be possible to save 100% if you save the first miner, or stall the lemmings without a bomber.

That all said, these levels are a very nice improvement over your first packs. The levels have original designs [I liked 16.2's design, ironically], and some of them require thought to pass. I can say, though, that there's really no "massive no-brainer" levels in that pack; that is, there's no levels that are obscenely easy. Sure, the first couple levels didn't give me any problems, but that is to be expected for the first levels in a pack. Keep this up.

I think level 4 is crashing because one of the traps in the pillar is going off the top of the screen. Can't do that.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

guest

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Re: Level pack topic
« Reply #244 on: August 13, 2005, 05:18:30 AM »
This pack is a great improvement over the earlier ones, good job! Can anyone get more than 78/80 on level 9? I'm too lazy to go for 79/80. It is possible to lose 0 on level 10, maybe...I'll try it.

guest

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Re: Level pack topic
« Reply #245 on: August 13, 2005, 05:37:42 AM »
Here is the best I could do for the last half of the pack:
level 6:80/80(100%)
level 7:80/80(100%)
level 8:79/80(98%)
level 9:78/80(97%) AAAAAARRRRGH!!!
level 10:75/75(100%)

guest

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Re: Level pack topic
« Reply #246 on: August 13, 2005, 06:21:01 AM »
Quote from: Insane Steve  link=1089136533/240#243 date=1123909441
I think that the last level has a massive back-route using the "direct-drop" trick to get to the exit, and a miner/bomber to stall the crowd. The miner has to stop over the exit, and the others land safely. It may be possible to save 100% if you save the first miner, or stall the lemmings without a bomber.


My 100% solution to level 10 is not at all like that. It doesn't appear to be possible to make the miner "direct-drop" into the exit (actually it probably is if it is possible to make the miner a walker before he falls).

JM

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Re: Level pack topic
« Reply #247 on: August 13, 2005, 11:06:16 AM »
I'm trying to fix the problem with Level 4.

Offline ccexplore

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Re: Level pack topic
« Reply #248 on: August 13, 2005, 02:51:32 PM »
Quote from: guest  link=1089136533/240#244 date=1123910310
Can anyone get more than 78/80 on level 9? I'm too lazy to go for 79/80.

Yeah, after a few tries I finally got 79/80. &#A0;Can't help but wonder about 80/80, though probably just wishing thinking.

[edit: nope, not wishful thinking after all. &#A0;80/80 now accomplished on level 9]

[edit: in fact, 80/80 can be accomplished with 1:56 left on the clock (though I was aiming for 2:00 left, oh well)]

JM

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Re: Level pack topic
« Reply #249 on: August 13, 2005, 03:58:33 PM »
I didn't think 80/80 was possible on level 9 because the first lemming has to be made into a blocker to stop all the other lemmings falling off the screen.

Offline ccexplore

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Re: Level pack topic
« Reply #250 on: August 13, 2005, 04:15:23 PM »
The blocker can be freed.  Check your IM.

guest

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Re: Level pack topic
« Reply #251 on: August 13, 2005, 07:12:35 PM »
I was missing something really obvious. I realized how to get 79/80 shortly after my last post.
[some time to find another obvious thing I'm missing]
Oh duh! I see how to get 80/80 on level 9. Now to try it.

guest

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Re: Level pack topic
« Reply #252 on: August 13, 2005, 07:39:24 PM »
I can get 79/80 but not 80/80 because the lemmings are too close together. Where did you put the miner/digger to get past the traps?

Offline Shvegait

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Re: Level pack topic
« Reply #253 on: August 13, 2005, 08:15:45 PM »
Quote
I think that the last level has a massive back-route using the "direct-drop" trick to get to the exit, and a miner/bomber to stall the crowd. The miner has to stop over the exit, and the others land safely. It may be possible to save 100% if you save the first miner, or stall the lemmings without a bomber.


The last level is actually very easy. Look at how many miners you have! Plus you can stop a couple of them with builders... This is one of those backroutes that's harder to pull off than another solution (I can't say intended, I don't read JM's mind).

guest

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Re: Level pack topic
« Reply #254 on: August 13, 2005, 09:01:04 PM »
Quote from: Shvegait  link=1089136533/240#253 date=1123964145

The last level is actually very easy. Look at how many miners you have! Plus you can stop a couple of them with builders... This is one of those backroutes that's harder to pull off than another solution (I can't say intended, I don't read JM's mind).


It is possible to pass the level simply by mining once. Saving 100% uses most of the tools (the way I do it, I end up with 3 miners and 6 bombers left).

Offline ccexplore

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Re: Level pack topic
« Reply #255 on: August 13, 2005, 09:26:44 PM »
Quote from: guest  link=1089136533/240#252 date=1123961964
I can get 79/80 but not 80/80 because the lemmings are too close together. Where did you put the miner/digger to get past the traps?

I was going to say "check your IM" and then I realize you-know-what.  ;P  So let's do this instead (highlight to read).  [Warning: it's a complete spoiler]

1) First lemming out will bash across the balls, starting as far right as possible while still being able to bash across with just a single basher.  Make the third lemming a blocker right over the entrance.

2) Watch the second lemming closely.  He'll of course catch up to the basher and then turn around.  Now, after he reaches the blocker and turn around again, watch for the lemming coming after him (I believe it's the 8th one out).

3) As a delay, make the 8th one bash that little bit of ball on the left that the first lemming didn't bash (because he started bashing further down to the right, remember?).  If done right he should end up making 3 bash strokes.

4) Now go back to the front line with the first basher.  You should notice that shortly before the basher completely breaks through, one lemming will actually pass on ahead while the basher is still bashing.  (This has to do with the holes in the ball.)  He'll be the leader, then follow by the basher (X), and then followed by the lemming from step #3.

5) Now make the leader dig, preferably as close to the first slicer trap as you dare.  Actually, as long as there's about 3-4 pixels from the left edge of the dig pit to the edge of the wall, you're fine.

6) Then make following lemming (X) mine just a little before the digger's pit.  This is why the digger's pit should be close the slice trap, so that there's room for a tiny bit of mining.  This serves as a delay.  X should mine just 1 single stroke or so and then drop into the digger's pit and stop mining.  But that's sufficient to allow him and the crowd behind him to be fully trapped by the digger's pit.

7) Now just switch the digger to a basher when he digs deep enough (8 pixels down).

8. To free the blocker at the entrance, wait until there are no more lemmings that are heading left towards the blocker.  Then make someone who comes out of the entrance dig immediately upon landing (hold the right mouse button down while left-clicking, so that you'll select the walker instead of the blocker).  Dig just once and then bash, so you'll free the blocker without breaking through the 2-pixel thin floor.  Done!

guest

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Re: Level pack topic
« Reply #256 on: August 13, 2005, 11:04:21 PM »
Oooo.. It works! Thanks! :)
You probably saved the same amount I did for the last half of the pack, unless you somehow got 100% on level 8. ;)
It is definetly possible to save 100% on 3 and 5. Once level 4 is working it also shouldn't be too hard to save 100%. It is probably possible to save 100% on level 2, with all those builders, but it would be kind of annoying. Level 1, however, is difficult, perhaps you could do it. ;P

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Re: Level pack topic
« Reply #257 on: August 14, 2005, 09:40:58 PM »
Quote from: guest  link=1089136533/255#256 date=1123974261
Level 1, however, is difficult, perhaps you could do it. ;P

It is? :???: I couldn't find anything particularly tricky about passing it.  On the other hand, I don't think it's possible to get 100% either.

Offline Shvegait

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Re: Level pack topic
« Reply #258 on: August 14, 2005, 09:49:17 PM »
Quote
It is?  I couldn't find anything particularly tricky about passing it.  On the other hand, I don't think it's possible to get 100% either.


Based on the rest of his paragraph (which discussed saving 100% on other levels), I'm almost positive he meant it is difficult to save 100%. (Of course, it must be impossible.)

Offline Shvegait

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Re: Level pack topic
« Reply #259 on: August 14, 2005, 11:03:25 PM »
Quote
I think it is impossible to save 100% on every level on JM16.


Do you mean it's impossible to save 100% across the whole pack (as in, save 100% on all 10 levels combined), or to save 100% on each individual level (as in, save 100% on just at least 1 level)? Because it is certainly possible to save 100% on most of the levels (and has been done), and certainly impossible to save 100% on a couple others (Level 1 for example).

JM

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Re: Level pack topic
« Reply #260 on: August 14, 2005, 11:10:04 PM »
That's what I mean. It certainly is impossible to save 100% on Level 1 but I don't know about the others.

Offline ccexplore

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Re: Level pack topic
« Reply #261 on: August 14, 2005, 11:10:21 PM »
Quote from: Shvegait  link=1089136533/255#260 date=1124060605
Do you mean it's impossible to save 100% across the whole pack (as in, save 100% on all 10 levels combined), or to save 100% on each individual level (as in, save 100% on just at least 1 level)?

Based on the previous few posts (which discussed, amongst other things, the impossibility of 100% on level 1), I'm almost positive he meant it is impossible to save 100% on all 10 levels combined.   ;P

JM

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Re: Level pack topic
« Reply #262 on: August 14, 2005, 11:16:49 PM »
I think it is impossible to save 100% on every level on JM16.

guest

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Re: Level pack topic
« Reply #263 on: August 14, 2005, 11:41:54 PM »
Quote from: JM  link=1089136533/255#261 date=1124061004
That's what I mean. It certainly is impossible to save 100% on Level 1 but I don't know about the others.


Level 8 seems to be the only other one where it is distinctly impossible. Actually, it *might* be possible to save 100% on level 1. If it had 2 more builders then it is very likely that it would be possible.

Offline ccexplore

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Re: Level pack topic
« Reply #264 on: August 14, 2005, 11:51:10 PM »
Quote from: guest  link=1089136533/255#263 date=1124062914
Actually, it *might* be possible to save 100% on level 1. If it had 2 more builders then it is very likely that it would be possible.

I'm not at my home computer now, but depending on how far the entrance is away from the wall on the right, 1 more builder might suffice for 100%.  You need at least 7 builders to reach the exit as far as I can tell (though maybe I should actually sketch it out to make sure I can't get away with less).  You can get a bridge wall with 3 builders, but then you need another builder to release the crowd.  Hence my figure of 11.

Nevertheless, the fact is we're only given 10 builders.

guest

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Re: Level pack topic
« Reply #265 on: August 15, 2005, 01:04:59 AM »
The wall seems to be at the exact length that makes that impossible, I'm not sure though. The solution I had in mind for 12 builders is very hard to execute, so I probably won't try much more. Here is the solution:
Set the release rate to about 80 before any lemmings come out. After one is out, set it back to the minumum. Make #1 build as close to the edge as possible. When #2 is as close to the edge of #1's first step as possible, make him build. Make #3 build two or three pixels away from the next edge. After that, the lemmings should be sealed up so they won't fall off the screen. Make #4 (actually could be any lemming, I'm just calling him #4) build to the right on #3's lowest step. Make #4 build two more times so that he hits his head on the steel, leaving a one pixel gap obove his last step. When he is low enough to get onto the next platform, make him build to the left. Set the release rate to 99. Make #4 build two more times to get onto the next platform, then do it again to get to the exit. Make any other lemming build to seal up the one pixel gap.

JM

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Re: Level pack topic
« Reply #266 on: August 16, 2005, 10:33:36 AM »
The bug on Level 4 will have hopefully been fixed.

http://www.geocities.com/jmjm0052005/JMpaks.zip

guest

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Re: Level pack topic
« Reply #267 on: August 16, 2005, 09:58:16 PM »
It is obviously possible to get 100% on level 4 using the thing at the top of the screen that isn't one-way, but that was not how the level was supposed to be. It is, however, still possible without using that sort-of-cheat. I would be interested to know the intended solution, because I probably found a backroute.

guest

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Re: Level pack topic
« Reply #268 on: August 16, 2005, 11:27:24 PM »
Oh, and the level works fine. Some of the traps don't seem to work though. Sometimes, an object won't work unless its y coordinate is a multiple of 2, 4, or 8 (I'm not sure what it depends on).

Offline ccexplore

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Re: Level pack topic
« Reply #269 on: August 16, 2005, 11:30:24 PM »
On top of that, only interactive objects with z-order from 0 to 15 works, the rest are treated as fakes (entrances are exempted from this rule).  Since you want at least 1 working exit, this means a max of 14 working traps.

The multiple is 4 for the y coordinate.  Non-multiples-of-4 for y doesn't disable the trap like the z-order does, it just shifts the trap's trigger area slightly up (so as to align its y coordinate to a multiple of 4).

JM

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Re: Level pack topic
« Reply #270 on: August 16, 2005, 11:54:33 PM »
I downloaded some levels with objects treated as fakes. If you use water on A BeastII of a level I don't know why it is always treated as fake. One object on that level wasn't treated as fake and that was a trap.

At least I am still proud of my Level 4 and I am proud of it's name etc. I was trying to make it as challenging as possible and as difficult as possible. Level 8 and Level 10 seem quite tricky. I was hoping Level 9 to be a hard level but when I tested it, it didn't turn out as hard. Level 7 seemed to be challenging and Level 3 was just almost nearly the same as A BeastII of a level except I reduced the number of skills and changed the objects. Level 2 looks absolutely crazy the way I scattered the terrain pieces over the screen. I completely muddled them up LOL. Level 5 was probably just a bit too simple. I think Level 6 wasn't too bad but the title of the level sounded good to me. I'm glad with JM16.dat

Offline ccexplore

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Re: Level pack topic
« Reply #271 on: August 17, 2005, 12:20:24 AM »
Quote from: ccexplore (not logged in)  link=1089136533/255#269 date=1124235024
On top of that, only interactive objects with z-order from 0 to 15 works, the rest are treated as fakes (entrances are exempted from this rule). &#A0;Since you want at least 1 working exit, this means a max of 14 working traps.

Sorry, there's a bug in the calculator in my brain.  ;P  I meant "15" when I said "14".

guest

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Re: Level pack topic
« Reply #272 on: August 17, 2005, 12:47:38 AM »
Quote from: JM  link=1089136533/270#270 date=1124236473
Level 8 and Level 10 seem quite tricky.


In Custlemm, level 10 can be done by mining once. In the original Lemmings game, the max_safe_fall distance is 3 pixels smaller than in Custlemm. The only reason I can see that you think level 10 is tricky is because you didn't test it in Custlemm. I hope that helped.

JM

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Re: Level pack topic
« Reply #273 on: August 17, 2005, 11:21:55 AM »
Thank you for the information.  I remember testing Level 8 and it came out how I wanted it.

tumble_weed

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Re: Level pack topic
« Reply #274 on: August 18, 2005, 05:13:56 PM »
okie...I'm finished twbestof.dat

It was hard selecting just 10 levels...also i did slightly modify most of the levels. I know some people wont agree with my choices, but I tried to pick the best levels that worked together well and made a good level pack...anyway the point is....it's up on Mindless' little Portal

http://it.travisbsd.org/lemmings/lemmingswelt/

JM

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Re: Level pack topic
« Reply #275 on: August 18, 2005, 07:49:47 PM »
The levels in that pack are some of your best levels. Sculpture Maze is perhaps my favourite level from the pack as I love the Crystal set. Multiple Choice is another great level where the level is seperated into four parts.

Offline Shvegait

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Re: Level pack topic
« Reply #276 on: August 18, 2005, 09:41:55 PM »
Quote from: JM  link=1089136533/270#275 date=1124394587
The levels in that pack are some of your best levels.



JM, that's why it's called TWbestof.dat :P

Offline Shvegait

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Re: Level pack topic
« Reply #277 on: August 18, 2005, 11:06:49 PM »
Nice pack, tumble_weed! I made a level just like your "Stalker" level without even realizing you had made one like that. Yours is better :)

By the way, there's a crash bug in Level 7, if you move the screen to the left.

Quote
To Each his Own (By Shvegait)


This level only has one entrance! But there are multiple exits, if that's what you meant.

JM

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Re: Level pack topic
« Reply #278 on: August 18, 2005, 11:11:33 PM »
Yeah I think I meant multiple exits. Is this level like Tumble Weed's stalker level in your 4th pack?

JM

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Re: Level pack topic
« Reply #279 on: August 18, 2005, 11:24:21 PM »
He has more good levels that he could of put in there. I loved Lemmings Present: Icecube Madness but I knew why it was called TWBestof.dat and I was telling him what I think of the levels in the pack. I like the levelpak because I love levels with multiple entrances especially Split Complimentaries (By Insane Steve),Multiple Choice (By Tumble Weed),Easy When you Know How (From Original Lemmings) and To Each his Own (By Shvegait).

Offline Shvegait

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Re: Level pack topic
« Reply #280 on: August 18, 2005, 11:55:53 PM »
Quote from: JM  link=1089136533/270#279 date=1124406693
Is this level like Tumble Weed's stalker level in your 4th pack?


No, it's the Level 1 in my 3rd pack. The concept is the same, but the level and solution are different.

JM

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Re: Level pack topic
« Reply #281 on: August 19, 2005, 10:26:57 AM »
Okay thanks.

EDIT: The levels good and I like its name gotta keep 'em seperated.

tumble_weed

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Re: Level pack topic
« Reply #282 on: August 19, 2005, 12:37:35 PM »
gah...would the problem be a "divide by 4" error I'll go see if i can fix up the level

After i put the levels together I noticed that there were a lot of 1 minute levels, hell levels, and a lot of multiple entrance levels (there are even 3 levels which fit all of those categories)

oh and yeah I know i could have put a few different levels in the pack...but i think the ones i chose are pretty good, I was going to put in some more long levels, but none of them I think were really my best...

anyway thanks for the comments.

Offline ccexplore

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Re: Level pack topic
« Reply #283 on: August 19, 2005, 04:55:09 PM »
Quote from: tumble_weed  link=1089136533/270#282 date=1124455055
gah...would the problem be a "divide by 4" error I'll go see if i can fix up the level

"Divide by 4" doesn't crash levels.  Instead, you should check your objects and steel areas to make sure they are within the level boundaries.

tumble_weed

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Re: Level pack topic
« Reply #284 on: August 20, 2005, 04:03:42 AM »
I checked the level...it doesn't seem to crash for me...very weird

Offline ccexplore

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Re: Level pack topic
« Reply #285 on: August 20, 2005, 04:26:44 AM »
Quote from: tumble_weed  link=1089136533/270#284 date=1124510622
I checked the level...it doesn't seem to crash for me...very weird

We're talking about level 7 right?

I'll take a look later.  Remember, Shvegait said it crashes when you scroll the screen left.

Offline Timballisto

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Re: Level pack topic
« Reply #286 on: August 21, 2005, 08:46:03 PM »
Well, I finally got done with pack 4.  I had a lot of fun making this one!  I hope you all have fun playing them.

ummmmmmmmmmmmmmmm levels

I note that there is one problem with this pack.  The level called 'Another one o' them line levels?' is not the final version.  I have the final version at my dad's house, so I will reload the pack when I get that version.

guest

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Re: Level pack topic
« Reply #287 on: August 21, 2005, 09:05:47 PM »
When I tried the pack levels 1 and 2 had the wrong graphics set and level 3 crashed custlemm. This probably happened because of the special graphics level. How did you manage to test the levels?

Offline ccexplore

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Re: Level pack topic
« Reply #288 on: August 21, 2005, 11:13:17 PM »
Hey, I just remember something now.  Timballisto has always played custom levels not via CustLemm, but by replacing a .DAT levelset file from an official lemmings game.

I bet when playtesting, he did this on a copy of ONML.  Now in ONML, all the ONML graphics sets are mapped to vgagr0 thru vgagr3, unlike CustLemm where in order to allow the Lemmings and ONML sets to coexist, the convention was to rename the ONML sets to 5-8.

This is probably why every level seems to have the wrong graphics set, when played in CustLemm.

(This also means you probably should use CustLem2 to play the levels, due to the difference in safe-fall height)

Offline ccexplore

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Re: Level pack topic
« Reply #289 on: August 21, 2005, 11:34:43 PM »
Yep, when I copy the vgagr and ground files from ONML over, Tim's level works fine.

Beautiful special graphics level by the way--except why is there that ugly wheel trap near the exit?  :???:

Offline ccexplore

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Re: Level pack topic
« Reply #290 on: August 21, 2005, 11:58:44 PM »
I've only read the readme file, but it seems like level 7 is the only level that uses the special graphics.  You get it by copying the vgaspec0 file included in the zip file into the directory where custlemm is.  (Make sure to first backup the existing vgapsecX files there, if they are your only copy of the official special graphics sets!)

I guess I'll take a look and see what's going on.

Offline Timballisto

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Re: Level pack topic
« Reply #291 on: August 22, 2005, 12:35:47 AM »
Ugh.  It should be the dirt set entrance and exit, but it turns into the brick set objects and you get that.  Sorry.  If you play it in the original lemmings somehow I'm sure it'll work there.

You sure managed to beat those levels quickly!  O_O

I test my levels that are original graphics in original lemmings.  I test my levels that are ONML graphics in ONML.  You did get those levels to display in the right set right?

Offline ccexplore

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Re: Level pack topic
« Reply #292 on: August 22, 2005, 02:01:20 AM »
Quote from: Timballisto  link=1089136533/285#291 date=1124670947
You sure managed to beat those levels quickly! &#A0;O_O

Actually, no I didn't.  CustLemm has a code for skipping levels, and in original Lemmings/ONML you can of course use the passwords.  I just browse through all 10 levels to make sure they look okay.

Quote
I test my levels that are original graphics in original lemmings. &#A0;I test my levels that are ONML graphics in ONML. &#A0;You did get those levels to display in the right set right?

I was under the impression that they all use ONML sets (except #7 as you pointed out above).  I'll take a more careful look again later.  In any case, I didn't find any issues (visually at least) with the other levels as far as I can tell, though I think #3 (or is it #4?) has the flag objects in odd-looking places.

Offline Timballisto

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Re: Level pack topic
« Reply #293 on: August 22, 2005, 02:38:12 AM »
I think the readme says something about why the flags are there, and they are there for a reason.  Actually after just now having looked at it, the readme states that the flags are there for a reason and the solution states why.

tumble_weed

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Re: Level pack topic
« Reply #294 on: August 22, 2005, 12:54:20 PM »
wow timb nice graphics, they actually fit really well with the normal graphics. However the entrance and exit colours are a bit ugly.

JM

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Re: Level pack topic
« Reply #295 on: August 22, 2005, 05:44:08 PM »
The extended graphics level is wonderful.

Offline Timballisto

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Re: Level pack topic
« Reply #296 on: August 23, 2005, 12:29:40 AM »
I wasn't expecting so much on the special graphics level (in particular).  Thanks for your compliments.

JM

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Re: Level pack topic
« Reply #297 on: August 23, 2005, 02:34:56 PM »
I love the extended graphics level but I can't wait till the final verison of the pack comes out.

Offline Timballisto

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Re: Level pack topic
« Reply #298 on: August 23, 2005, 03:36:32 PM »
It's really not all that different, but I'm glad that you're excited.  All it is is a minor change in one level.  You know, what I could do is make the final pack custlemm compatible so the styles show up right on it too.

JM

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Re: Level pack topic
« Reply #299 on: August 23, 2005, 05:22:30 PM »
I want the styles to show up right because when I open up the levels in Lemedit the graphics are wrong

For example:

Red Brick set is Dirt Set in Lemedit
Rock set is Hell set in Lemedit
Snow set is Pink set in Lemedit
Bubble set is Gold set in Lemedit

Offline Shvegait

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Re: Level pack topic
« Reply #300 on: August 23, 2005, 08:05:45 PM »
Quote from: JM  link=1089136533/285#299 date=1124817750
I want the styles to show up right because when I open up the levels in Lemedit the graphics are wrong

For example:

Red Brick set is Dirt Set in Lemedit
Rock set is Hell set in Lemedit
Snow set is Pink set in Lemedit
Bubble set is Gold set in Lemedit


In CustLemm, the graphic sets are as follows:

0 (Dirt)
1 (Hell)
2 (Pink)
3 (Gold/Columns)
4 (Crystal)
----
5 (Brick)
6 (Rock)
7 (Snow)
8 (Bubble)
----
9 (Xmas Snow)

However, in ONML, they are not labelled this way. They are arranged like this:

0 (Brick)
1 (Rock)
2 (Snow)
3 (Bubble)

When you load up an ONML level pack in LemEdit, you'll notice all the sets seem to be messed up. If you want a simple solution, just add 5 to the graphics set, and the levels will now appear correctly in LemEdit. You can then save the level and play it in CustLemm.

JM

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Re: Level pack topic
« Reply #301 on: August 23, 2005, 08:07:56 PM »
I already knew the info Shvegait but thank you for pointing it out :D

Offline Shvegait

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Re: Level pack topic
« Reply #302 on: August 24, 2005, 12:20:46 AM »
Well, you made it sound like you didn't know how to fix the graphics sets, so I thought I'd let you know just in case...

Offline ccexplore

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Re: Level pack topic
« Reply #303 on: August 24, 2005, 01:54:49 AM »
Quote from: Shvegait  link=1089136533/300#300 date=1124827545
In CustLemm, the graphic sets are as follows:

0 (Dirt)
1 (Hell)
2 (Pink)
3 (Gold/Columns)
4 (Crystal)
----
5 (Brick)
6 (Rock)
7 (Snow)
8 (Bubble)

(For completeness's sake)  I think people also sets #9 to the Xmas Lemmings's Snow set.

Offline Shvegait

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Re: Level pack topic
« Reply #304 on: August 24, 2005, 02:31:21 AM »
Oops, yeah. Added that. However, it's strange to actually use the Xmas Lemmings set, because it is nearly identical to the Snow set (I think it is even lacking a few terrain pieces), and you don't have the Xmas Lemmings or the Red/Blue palette switch in CustLemm. Plus, you don't have any traps or water :(

JM

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Re: Level pack topic
« Reply #305 on: August 24, 2005, 11:45:17 AM »
It's still a good job you put up how to fix the graphics. I don't think I've used the Xmas graphics in any of my levels. I'll probably use it in 1 of my future levels.

JM

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Re: Level pack topic
« Reply #306 on: August 27, 2005, 02:16:43 PM »
I've recently started a new levelpak and so far have got 4 levels made that I need to still do some work on. One of the levels looks like the level Bailey Bridge by Garjen and one is a re-make of Cascade with a different solution. One level has a solution where you have to bomb and bash through the grid to get to the exit and the other level is just air-bashing.

I am enjoying work on this levelpak and I hope the levels turn out good when completed. Good luck to other people working on levelpaks.

Offline Timballisto

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Re: Level pack topic
« Reply #307 on: September 01, 2005, 08:01:24 PM »
did anyone find a way to use only two blockers on 'Another one o' them line levels?'

Offline ccexplore

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Re: Level pack topic
« Reply #308 on: September 01, 2005, 08:07:37 PM »
I haven't actually tried any of your levels yet, but I'm willing to take a shot at it......6 hours past now.

JM

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Re: Level pack topic
« Reply #309 on: September 04, 2005, 06:04:29 PM »
I'll be glad when Tim releases the final version of the pack.

MC Marshy

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Re: Level pack topic
« Reply #310 on: September 14, 2005, 10:56:12 AM »
I have a few levelpaks that I hope to release soon. They may not be too good but do not be offended if the designs look similiar to any of your levels. I haven't been too good at making levels but i hope to make some better levels in the future.

JM

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Re: Level pack topic
« Reply #311 on: September 16, 2005, 06:03:05 PM »
Sounds good to me dude. I'm still working on Pack 17. I need to test the levels to see if I can make them any harder. I also need to see if all the exits etc work. Hopefully my designs won't turn out bad and I hope that they are more of the hardest levels I have made.

Offline Timballisto

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Re: Level pack topic
« Reply #312 on: September 18, 2005, 03:35:51 AM »
I have started a new pack.  I plan for it to be the first pack that explores the possibility of levels that implement multiple concepts at the same time instead of there being one main thing that is focused on the whole time.  Some of the levels will not be made in this fashion, however.  So far two levels

-It's a long march troops!!!
-As if it were a dream...

As if it were a dream is a level that really did come from a dream. I didn't see it exactly like that.  It was made of white cubes, and it was viewed more like a level in revolution, only it was flat and had a white background.  It seemed to be something like a level's skeleton: the concept was the only thing there.  No style.  No lemmings.  No skills.  Nothing.  Just some cubes hinting at the terrain structure.  So I breathed some life into it and it ended up having twenty lemmings, two entrances and one exit, pink brick set, and other things.  Oh, and by the way.  This was the level that I (think I) experienced the timer-nuke glitch on.

JM

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Re: Level pack topic
« Reply #313 on: September 18, 2005, 10:22:25 AM »
The levels sound good Tim. I'll have to make a pack full of multi-task levels when JM17 is finished.

This is what needs to be done on JM17.dat

Exit needs to be working on Level 9
Exit needs to be working on Level 4
Level 5 needs to be tested
Level 6 still needs to be worked on
Level 7 needs testing

Leviathan

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Re: Level pack topic
« Reply #314 on: September 18, 2005, 09:41:20 PM »
I'm about to make my second pack reality,I'm about 75% done.

I intend to make a remake of a few Genesis levels that intrigued me a lot for the remaining slots in my new pack.

Titles of new levels I've made so far are:

-Ventral Maintenance (crystal set)
-Splatter bonus (brick set)
-Bridge over the Mississippi (roman set)
-Water Cascade (roman set)
-Need more help from above? (brick set)
-Yeah right...you wish! (crystal set)
-Umbrellas sold out! (crystal set)

Intended remakes on Genesis levels:

-Final impediment
-The bridge is breaking down
-No world without you





JM

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Re: Level pack topic
« Reply #315 on: September 18, 2005, 09:57:05 PM »
Good choices dude. I remade Don't leave my Lemmings for the PC.

I'll give you some the titles of levels I have made for my newest pack

Schizophrenic Conversations (Crystal Set)
Failing is easy (Brick Set)
No choice but to air-bash(Brick Set) similar to Lemeri's Tightrope murder level
Everyone's a hard knock (Crystal Set) Landscape similar to Bailey Bridge by Garjen

Offline Shvegait

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Re: Level pack topic
« Reply #316 on: September 18, 2005, 11:32:29 PM »
Quote from: Leviathan  link=1089136533/300#314 date=1127079680
Intended remakes on Genesis levels:

-Final impediment


Conway beat you to this one. (Level 10 of Conway10.dat)

JM

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Re: Level pack topic
« Reply #317 on: September 18, 2005, 11:40:44 PM »
I spotted that too Shvegait LOL

Evacuating a coal mine,Electric Circuit,Go out for a walk?,Dark Dawn or Let's Get Together are good levels to convert to Custlemm.

Offline Isu

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Re: Level pack topic
« Reply #318 on: September 19, 2005, 06:31:29 AM »
Quote from: JM  link=1089136533/315#317 date=1127086844
Evacuating a coal mine,Electric Circuit,Go out for a walk?,Dark Dawn or Let's Get Together are good levels to convert to Custlemm.

Let's get together was remade in Cheapo by me, I haven't yet made a lemedit version, but I might do in the near future.

And since I'm practically finished with pack 2, I just thought I'd tell you the names:

- Catastrophical Phoenomena.
- The Box
- Everybody Turn Left!
- Mass Homicide
- No need for the bomb squad (based off of Lemstevens challenge solution)
- Fellow Heroes
- Pipeworks of the Metric System
- Constructive Criticism
- I am A.L (A lemming)
- The Angle Angel

Lets see, we have one Genesis remake, two original level repeats, one other repeat, four Cheapo remakes and only two original designs. Pack one is better, I have about seven original designs for that one... :P

I still need to iron out a few bugs so expect a release in about 12 - 13 hours from this post.

JM

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Re: Level pack topic
« Reply #319 on: September 19, 2005, 09:59:44 AM »
I'm looking forward to playing the lemedit packs. Is Isupck01.dat the one you couldn't upload?

Leviathan

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Re: Level pack topic
« Reply #320 on: September 19, 2005, 04:26:34 PM »
I just finished making a pixel-exact remake of "No world without you".
But I cut off 2 builders and set the time limit to 1 minute,making it a tight fit.

Offline geoo

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Re: Level pack topic
« Reply #321 on: September 19, 2005, 05:50:25 PM »
Well, I'm also working on my (first) pack.

I already released 5 levels some time ago, but only three of them will be used in the pack.
At all, six of ten levels are done + 3 additional WinLemm levels (two of them were in my first release of the pack but I took them off).
Three of the levels have already been published for Cheapo.
And one is a remake of Havoc 5.

Offline Isu

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Re: Level pack topic
« Reply #322 on: September 19, 2005, 07:59:45 PM »
Quote from: JM  link=1089136533/315#319 date=1127123984
I'm looking forward to playing the lemedit packs. Is Isupck01.dat the one you couldn't upload?

Yup - See sig

This is my second pack which I'm actually releasing before the first, which ultimatly makes this my first, but that means my first would be my second, although that's really my first pack, despite... X_X

A Windows 95 version is available here

JM

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Re: Level pack topic
« Reply #323 on: September 19, 2005, 09:44:43 PM »
I was looking forward to the 1st pack when you talked about it ages ago but i'll look at this pack.

Offline Proxima

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Re: Level pack topic
« Reply #324 on: September 20, 2005, 12:23:38 AM »
There' still room for a *working* remake of Let's get together...

and Conway's done "The bridge is broken down"; I've also done a variant on that level.

Leviathan

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Re: Level pack topic
« Reply #325 on: September 20, 2005, 08:16:20 AM »
I love the set up of the fire traps in those levels :)

7 out of 10 levels are 100% complete,one is still under construction (90% complete) and I still need to design 2 new levels or make remakes from Genesis.

The first level of the first pack I made had to many umbrella's,so the first level in my second pack will be "Umbrellas sold out" which has only 1 umbrella where you apear to need many more.


JM

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Re: Level pack topic
« Reply #326 on: September 20, 2005, 10:09:42 AM »
I'm looking forward to your levelpak Leviathan. I've just finished my levelpak

http://www.geocities.com/jmjm0052005/JMpaks.zip

Check there for pack 17. I hope you like it. I'm proud of my work on the pack.

Leviathan

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Re: Level pack topic
« Reply #327 on: September 20, 2005, 09:25:51 PM »
My second pack is 90% complete now,with only one more level to design left.

I made a remake of a Lemmings 2 level too (classic) and a remake of "No world without you".

Now my question is,is there a particular level from Genesis that someone wants to see remade for CustLem?
If not I pick a random level of the harder ones,or design a completely new level myself.

JM

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Re: Level pack topic
« Reply #328 on: September 20, 2005, 09:32:21 PM »
So far the following Genesis levels have been re-made for Custlemm

Final Impediment (By Conway)
I am A.T (By Garjen)
Fall and no life 1 and 2 (By Garjen)
Don't leave my Lemmings (By me JM)
No choice but to follow them (by GM)
Rules to Fall (By Conway)

The following levels haven't been remade for Custlemm

Electric Circuit
Anxiety
Keep all enemies out
Go out for a walk?
Private room available
Dangerous Balcony
Like an overflowing wave
Evacuating a coal mine
Room with no exit
No time for a detour

Offline Isu

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Re: Level pack topic
« Reply #329 on: September 20, 2005, 11:38:09 PM »
That list is incomplete, There's one in Isupck02 for a start, which I did mention a few posts before. It's not much of a remake but still, it counts. :-/

guest

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Re: Level pack topic
« Reply #330 on: September 21, 2005, 05:51:55 AM »
Isupck02 is great. Here are some things that might be interesting to you:

level 10: 100% - Just a backroute. I thought it was pretty easy for a tenth level.

level 2: 100% - Major glitch, allowing a lemming to bash straight through the block.

JM

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Re: Level pack topic
« Reply #331 on: September 21, 2005, 10:21:46 AM »
Level 4 was easy for me. The scenery was good too. I hope you like JM17.dat

Isupck02 rocks and your comments guest have been interesting to me   :P

Offline Proxima

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-
« Reply #332 on: September 21, 2005, 10:40:27 AM »
Quote from: Leviathan  link=1089136533/315#327 date=1127251551
Now my question is,is there a particular level from Genesis that someone wants to see remade for CustLem?
If not I pick a random level of the harder ones,or design a completely new level myself.

"Electric circuit" springs to mind -- partly because it's the one Genesis level that will always be impossible to recreate in Cheapo.

JM

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Re: Level pack topic
« Reply #333 on: September 21, 2005, 11:04:12 AM »
Why will it be impossible to recreate in Cheapo?

Offline ccexplore

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Re: -
« Reply #334 on: September 21, 2005, 01:58:59 PM »
Quote from: Ahribar  link=1089136533/330#332 date=1127299227
"Electric circuit" springs to mind -- partly because it's the one Genesis level that will always be impossible to recreate in Cheapo.

Actually, you may be able to recreate the effect by modifying the terrain slightly to take advantage of the Lemmings-Cheapo difference.  In place of something like this in Lemmings:

   X
  XX
XXX

You can get a similar effect in Cheapo with:

 X X
  XX
XX

I never looked at the level so this might not be an option there, and the change isn't exactly aesthetic, but it gives you the idea.

Offline Isu

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Re: Level pack topic
« Reply #335 on: September 21, 2005, 05:31:47 PM »
Quote from: guest  link=1089136533/330#330 date=1127281915
Isupck02 is great. Here are some things that might be interesting to you:

level 10: 100% - Just a backroute. I thought it was pretty easy for a tenth level.

Yar, it's a backroute. The intended solution should use all skills barr the blocker, so therefore 100% shouldn't be possible. This also makes me wonder if the cheapo version is backroute-free too.

Quote from: guest  link=1089136533/330#330 date=1127281915
level 2: 100% - Major glitch, allowing a lemming to bash straight through the block.

What the..? I never knew about this...

Erm... would you mind telling me these backroutes, so that I can... er... fix them?  :P

JM, Level 4 *should* be easy, It's just a boring builder level. Dont ask about the 20%, I was having a bad day. X_X

Offline Proxima

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Re: Level pack topic
« Reply #336 on: September 21, 2005, 06:08:44 PM »
Quote from: JM  link=1089136533/330#333 date=1127300652
Why will it be impossible to recreate in Cheapo?

Well, ccexplore has pretty much already answered this, but it's because of a game mechanics difference. On Lemmings, if you have a pixel diagonally up and across from the pixel the lemming is on, but a gap right under that pixel, he can't walk up to it; he'll fall into the gap. But on Cheapo he just walks up. (This effect is most noticeable if you've made any levels with the "chain" terrain piece in the Bricks style.) Anyway, the point about "Electric circuit" is that the level has several places where one-pixel-thick diagonal wires cross, so this difference would completely change the gameplay of the level.

JM

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Re: Level pack topic
« Reply #337 on: September 21, 2005, 06:42:15 PM »
I understand now thanks guys.

I understand why Level 4 is easy now. I like the scenery of the 9th Level. The Crystal graphics rock.

Offline ccexplore

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Re: Level pack topic
« Reply #338 on: September 21, 2005, 08:32:01 PM »
I'm wondering whether this would work for a Cheapo remake of "Electric Circuits" (I still haven't actually played the level yet, and what you see here is only MS Paint):



(if you don't want to use a magnifying glass, the change is basically from something like this:

X
X
 X
  X
   X
to

XX

 XX

   X
)

Offline Proxima

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Re: Level pack topic
« Reply #339 on: September 21, 2005, 08:52:24 PM »
I'm afraid not; for instance, if you look at where the wires cross in the top-left corner just after the trapdoor, imagine the lemmings are coming from the lower left. On your version they'll fall through immediately and reach the lower platform (the one just right of the plus and above another plus); on the actual level they would only fall through at the intersection of the wires, and reach the middle platform.

I expect this could be remedied somehow, but it would probably be impossible to also keep the simple and elegant appearance of the level.

Offline ccexplore

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Re: Level pack topic
« Reply #340 on: September 21, 2005, 09:34:02 PM »
Quote from: Ahribar  link=1089136533/330#339 date=1127335944
I'm afraid not; for instance, if you look at where the wires cross in the top-left corner just after the trapdoor, imagine the lemmings are coming from the lower left. On your version they'll fall through immediately and reach the lower platform (the one just right of the plus and above another plus); on the actual level they would only fall through at the intersection of the wires, and reach the middle platform.

Are you sure?  Based on the screenshot at http://www.neolemmix.com/levelimg/extra/0217.png, this isn't what the behavior would be in the DOS version (and possibly other versions) of the game, if the level were to exist on other versions.

Coming from the lower left (marked with the '!'), the terrain in question is something like this:

 X
  X  X
   XX
   XX
  X  X
! X
XX
The lemming would fall immediately and never reaches the intersection, if this is the DOS version.

In contrast, in Cheapo with the exact swame terrain, the lemming would be able to reach the intersection, but it will also proceed to continue up instead of falling down after going past the intersection.

Offline ccexplore

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Re: Level pack topic
« Reply #341 on: September 21, 2005, 09:42:06 PM »
Ah, after examining the image more closely in MS Paint, I discovered that some of the pixels only look black, but are actually a very dark shade of blue.

This makes more sense now, so it's actually not true that the original terrrain acts like this:

 X
X
X
even though that's what it looks like in the screenshot.

I'll now figure out exactly which pixels are truly black (ie. empty space) and rework the level from there.

Offline ccexplore

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Re: Level pack topic
« Reply #342 on: September 21, 2005, 09:44:54 PM »
Ooops, nevermind, disregard the post above.

The screenshot's at fault.  Every black pixel shows up as dark blue in MS Paint in the screenshot at deveria.com.

Leviathan

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Re: Level pack topic
« Reply #343 on: September 21, 2005, 11:27:40 PM »
I tried making the level but it's a pain in the ass to count pixels in Genesis...

I'll try to design it for a later pack,for now I finished my second pack (I have to put the seperate levels in a pack and I'm done)

Level names,in order,are:

-Umbrellas sold out (crystal)
-Splatter bonus (brick)
-Bridge over the Mississippi (roman)
-Tension sheet,good idea (roman)
-Yeah right,you wish! (crystal)
-The Golden Lem Bridge (brick)
-Need more help from above? (brick)
-Water cascade (roman)
-No world without you (pink)
-Ventral maintenance (crystal)

guest

  • Guest
Re: Level pack topic
« Reply #344 on: September 22, 2005, 12:11:53 AM »
Quote from: Isu  link=1089136533/330#335 date=1127323907

(level 10: 100%)
Yar, it's a backroute. The intended solution should use all skills barr the blocker, so therefore 100% shouldn't be possible. This also makes me wonder if the cheapo version is backroute-free too.

(level 2: 100%)
What the..? I never knew about this...

Erm... would you mind telling me these backroutes, so that I can... er... fix them?  :P


The level 2 one is just:
1) Make #1 bash when he is next to the block.
2) Watch the amazing result.

I'll email you the level 10 one.

Offline ccexplore

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Re: Level pack topic
« Reply #345 on: September 22, 2005, 06:44:20 AM »
Quote from: Ahribar  link=1089136533/330#339 date=1127335944
I'm afraid not; for instance, if you look at where the wires cross in the top-left corner just after the trapdoor, imagine the lemmings are coming from the lower left. On your version they'll fall through immediately and reach the lower platform (the one just right of the plus and above another plus); on the actual level they would only fall through at the intersection of the wires, and reach the middle platform.

Well, my Genesis emulator is contradicting what you said above:

http://www.geocities.com/guestlevels/lemmings/electric_circuits.png

Lemmings coming from the lower left falls immediately, as I would expect from the game mechanics observed in DOS and a few other versions.

Offline Proxima

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Re: Level pack topic
« Reply #346 on: September 22, 2005, 07:50:04 AM »
Weird; I realised after I went to bed last night that what I said was wrong, but then what I *thought* I remembered from playing the level was that lemmings from the lower left would walk past the intersection and down the lower-right wire. It's been a long time, so I must just have remembered wrongly. Sorry about that!

Offline ccexplore

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Re: Level pack topic
« Reply #347 on: September 22, 2005, 08:07:08 AM »
So does it sound like my modifications would be suitable for a Cheapo remake of that level?

Well, either way, I think I'm going to go ahead and remake the level based on that modification, and then someone here can playtest and decide whether it's close enough to the actual Genesis version.

...hmm, and guess what, I'm now going to ask Ahribar to e-mail me one of his styles (the Genesis crystal style) he's sitting on because I haven't finished the MIDIs......  X_X

Offline Proxima

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Re: Level pack topic
« Reply #348 on: September 22, 2005, 08:55:52 AM »
Actually, it doesn't exist; I've done the ten Amiga/PC styles, the Genesis dirt style, and the SNES Pink style. I'll e-mail you the crystal style; that is one of the ones I've released a version of (because it was used in the collaborative level), but I have a slightly more up-to-date version to send.

Offline ccexplore

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Re: Level pack topic
« Reply #349 on: September 22, 2005, 01:03:14 PM »
Here's my Cheapo remake attempt for Genesis Present 17, "Electric circuit":

http://www.geocities.com/guestlevels/lemmings/electriccircuit.zip

It uses Ahribar's "MichaelBlue" style (note: it's over 1MB):

http://www.geocities.com/guestlevels/lemmings/michaelblue.zip

It's a rather "lazy" remake.  I basically just copied and pasted the screenshot (modified as noted in earlier posts) into Cheapo, erased the entrances, traps and exits that were in the screenshot, and then put in the actual objects and metal areas.

Ideally, since Cheapo levels have a vertical height of 200 rather than 160, the "correct" thing to do would be to proportionally scale (horizontally and vertically) the position of the lines accordingly.  But it seems to me that an unscaled copy-and-paste works just fine and looks fine.

Anyway, check it out and see for yourself.  PM me if you find ways to solve the level (especially without using glitches in Cheapo) which isn't possible in the actual Genesis version.

Offline Proxima

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Re: Level pack topic
« Reply #350 on: September 22, 2005, 01:57:46 PM »
Quote from: ccexplore (not logged in)  link=1089136533/345#349 date=1127394194
But it seems to me that an unscaled copy-and-paste works just fine and looks fine.

On that level, yes; it's only going to cause problems if the safe fall distance comes into play. I'll have a look at your version in a sec.

JM

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Re: Level pack topic
« Reply #351 on: September 22, 2005, 02:09:24 PM »
Has anyone got a Lemedit version if the level?

Leviathan

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Re: Level pack topic
« Reply #352 on: September 22, 2005, 04:51:18 PM »
My second pack has been released and it's available here:http://it.travisbsd.org/lemmings/lemmingswelt/index.php It's called "Levipak2.zip".

When playing the first level remember that a trap isn't always a trap (reference to a Genesis level) :)

JM

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Re: Level pack topic
« Reply #353 on: September 22, 2005, 05:15:42 PM »
There's some levels in there with some good puzzles. I'm proud of Ventral Maintenance. I am proud of Splatter Bonus it's got a good solution. No world without you has good scenery. Both your first and your second levelpaks rock!

Offline Shvegait

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Re: Level pack topic
« Reply #354 on: September 22, 2005, 06:14:11 PM »
Nice levels  :thumbsup:

"Yeah right... you wish!" is a neat level. I'm missing one piece of information to solve it though. Hmmmm...

JM, I don't think you mean you're "proud" of them. Maybe you enjoy them, but you can't be proud of them :P

JM

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Re: Level pack topic
« Reply #355 on: September 22, 2005, 06:17:30 PM »
I enjoy them Shvegait. He did make good levels and you certainly make good levels in your first 3 packs. Well you probably have done the same with your unreleased 4th pack.

Leviathan

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Re: Level pack topic
« Reply #356 on: September 22, 2005, 06:28:03 PM »
Quote from: Shvegait  link=1089136533/345#354 date=1127412851
Nice levels &#A0;:thumbsup:

"Yeah right... you wish!" is a neat level. I'm missing one piece of information to solve it though. Hmmmm...

JM, I don't think you mean you're "proud" of them. Maybe you enjoy them, but you can't be proud of them :P


Everything in the beginning needs to be pixel precise,you can only afford to loose 2 lems...

This level required lots of adjusting when designing untill I found out the exact positions of certain pieces for the level to work :)

Offline Shvegait

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Re: Level pack topic
« Reply #357 on: September 22, 2005, 08:40:43 PM »
Yeah, I'm certain I got the very beginning down. It's the last step that I can't seem to figure out... I've been able to save 96%...

Leviathan

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Re: Level pack topic
« Reply #358 on: September 22, 2005, 08:58:07 PM »
I'll PM you to ask where the troubles begin :)

Offline ccexplore

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Re: Level pack topic
« Reply #359 on: September 22, 2005, 11:26:56 PM »
Quote from: JM  link=1089136533/345#351 date=1127398164
Has anyone got a Lemedit version if the level?

Sorry, not at the moment.  LemEdit doesn't support pasting in arbitrary terrain graphics, so I'd actually have to do a bit of work (either manually or writing a program) in order to come up with a LemEdit remake with how ever many terrain pieces necessary to reconstruct the level.

You can always try remaking it yourself though.  A screenshot can be found at http://www.neolemmix.com/levelimg/extra/0217.png

MC Marshy

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Re: Level pack topic
« Reply #360 on: September 23, 2005, 10:18:21 AM »
Check http://it.travisbsd.org/lemmings/lemmingswelt/

I have two levelpaks on my hardrive. They were made several weks ago. You can download them on the link up there. Some levels are similar to other levels and there are a few genesis remakes. Don't be offended if I've stolen terrain from any of your levels. I definitely won't do that in my future packs so sorry if I have stolen ideas or terrain off other people's levels.

JM

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Re: Level pack topic
« Reply #361 on: September 23, 2005, 04:51:40 PM »
The levels aren't too bad. The remakes of Catch more floaters and Keep Step from Genesis are good. The first pack isn't bad but I prefer the second pack. Good luck with your future levels.

Offline geoo

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Re: Level pack topic
« Reply #362 on: September 23, 2005, 07:40:22 PM »
Quote from: Shvegait  link=1089136533/345#354 date=1127412851
Nice levels  :thumbsup:

"Yeah right... you wish!" is a neat level. I'm missing one piece of information to solve it though. Hmmmm...
[...]
"Yeah right... you wish!" is quite a nice level.
However, I solved it after just some tries with two skills (I think, but at least two) left. Perhaps it was just luck ;)
Anyway, if you want @Leviathan, I can PM you my solution.

JM

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Re: Level pack topic
« Reply #363 on: September 23, 2005, 07:43:31 PM »
geoo89 PM me your solution please thank you.

Leviathan

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Re: Level pack topic
« Reply #364 on: September 23, 2005, 09:33:58 PM »
Quote from: geoo89  link=1089136533/360#362 date=1127504422
"Yeah right... you wish!" is quite a nice level.
However, I solved it after just some tries with two skills (I think, but at least two) left. Perhaps it was just luck ;)
Anyway, if you want @Leviathan, I can PM you my solution.


My intended solution leaves 2 unused skills...mainly because they don't do any good in the level and to confuse the player even more :)

I'm curious about your solution,PM me and I'll see if it's my intended solution :)

JM

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Re: Level pack topic
« Reply #365 on: September 23, 2005, 11:06:56 PM »
Leviathan, thanks for the solution you PM to me. I'll use it to help me complete that level i get stuck on.

MC Marshy

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Re: Level pack topic
« Reply #366 on: September 28, 2005, 10:46:17 AM »
Levipak2 is good. I would say Yeah right...you wish was one of my favourite levels. I also hope to start work on a 3rd pack soon so it maybe a few weeks or so before I release a new levelpak.

JM

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Re: Level pack topic
« Reply #367 on: September 28, 2005, 06:58:35 PM »
I started work on a new levelpak and so far I've made two levels. I hope your 3rd pack is good. I hope you will like my new levelpak when I finish it. At the minute I'm thinking about some good designs for my new levels and I hope they come out well :)

Leviathan

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Re: Level pack topic
« Reply #368 on: October 03, 2005, 03:19:56 PM »
I finished a first level of my new pack...it's called "gas distribution facility" and it uses the hell set.
The level is composed out of numerous pipes that lead to fire mouth.
You need to save a part of the second entrance with a lem from the first entrance.

JM

  • Guest
Re: Level pack topic
« Reply #369 on: October 03, 2005, 04:34:51 PM »
Hmm the title suits the hell set. Good luck with your 3rd pack :)

guest

  • Guest
Re: Level pack topic
« Reply #370 on: October 03, 2005, 11:54:08 PM »
It's amazing how fast some people can crank out levels. It takes me forever to check for backroutes.

Offline chaos_defrost

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Re: Level pack topic
« Reply #371 on: October 04, 2005, 03:13:56 AM »
Quote from: guest  link=1089136533/360#370 date=1128383648
It's amazing how fast some people can crank out levels. It takes me forever to check for backroutes.


Hahaha, no kidding. When I worked heavily with CustLemm, it took me about two weeks to make a pack... and there were still loads of backroutes.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

Offline geoo

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Re: Level pack topic
« Reply #372 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.

JM

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Re: Level pack topic
« Reply #373 on: October 05, 2005, 05:10:43 PM »
I'll except tricky levels anyway hehe as I always do when I download a levelpak I've never played on. I usually end up with tricky levels in them. I'll be glad when I get this levelpak :)

The levels in the 5 level beta version were not bad but the last level was my favourite.

Leviathan

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Re: Level pack topic
« Reply #374 on: October 05, 2005, 05:52:33 PM »
When I have a full day off I can make 2 or 3 new levels in a day but sometimes I get out of inspiration and can't make a new level for a whole week...

For the third pack I will certainly make a more difficult version of "the golden lem bridge" and one or 2 genesis remakes,but at least 6 or 7 brand new levels.

JM

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Re: Level pack topic
« Reply #375 on: October 05, 2005, 05:56:01 PM »
Genesis has a lot of nicely designed levels that would look good on the PC Version :)

I also passed No world without you. It didn't seem that hard.

Offline Proxima

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Re: Level pack topic
« Reply #376 on: October 05, 2005, 06:33:38 PM »
If it's the same as the Genesis version, it isn't.

Leviathan

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Re: Level pack topic
« Reply #377 on: October 05, 2005, 07:01:25 PM »
I loved the design of that level that's why I choose to remake it :)

By the way,I noticed some parts from the roman set that aren't there in Lemedit...if you play FANL you'll know what I mean :)


JM

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Re: Level pack topic
« Reply #378 on: October 05, 2005, 07:16:51 PM »
There's also a few parts of I am A.T missing in the Lemedit version. There also are some missing in No choice but to follow them.

Offline Isu

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Re: Level pack topic
« Reply #379 on: October 05, 2005, 07:17:13 PM »
Maybe they are, you just need to place some black pieces correctly.
Or... maybe not, I'm not too experienced with lemedit, let me get back to cheapo. ;P

EDIT: JM, I didn't see your post, stop typing so fast.  :P

Offline Proxima

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Re: Level pack topic
« Reply #380 on: October 05, 2005, 07:22:52 PM »
I used the Genesis levels to supply quite a few terrain pieces that didn't seem to be available elsewhere when I made my new Cheapo styles.

Leviathan

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Re: Level pack topic
« Reply #381 on: October 05, 2005, 07:25:19 PM »
Thing is,if I want to remake a level,I want it to be pixel-precise :)

JM

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Re: Level pack topic
« Reply #382 on: October 05, 2005, 07:38:26 PM »
Isu I don't remember typing fast hehe. You have really made me laugh now.

Conway's remake of Final Impediment looks good. In the packs CRISFN01 - 15 there is a re-make of Rules to Fall. All the pixels etc are exact. MC Marshy has re-made two levels for Custlemm. They are Catch more floaters and Keep Step. He seems to have tried his best to make them exact. I love the levels on Genesis that don't appear on the PC Version.

Offline ccexplore

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Re: Level pack topic
« Reply #383 on: October 05, 2005, 09:45:44 PM »
Quote from: Leviathan  link=1089136533/375#381 date=1128540319
Thing is,if I want to remake a level,I want it to be pixel-precise :)

I could probably write a program to recreate levels in CustLemm based on a screenshot (though doing the Genesis ones that use the crystal set can sometimes be tricky, due to some of the black being actual terrain).

But, isn't it more fun to do it yourself by hand? ;P

JM

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Re: Level pack topic
« Reply #384 on: October 05, 2005, 09:47:36 PM »
It's fun doing it by hand :)

You could still write a program to recreate them if you wanted to :)

MC Marshy

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Re: Level pack topic
« Reply #385 on: October 07, 2005, 09:15:15 AM »
I did Catch more floaters and Keep Step by hand  B)

Leviathan

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Re: Level pack topic
« Reply #386 on: October 07, 2005, 11:35:25 AM »
I loved to do "No world without you" by hand and make it pixl precise (except from the steel that touches the acid,I gave that my personal touch :) )

JM

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Re: Level pack topic
« Reply #387 on: October 07, 2005, 07:15:28 PM »
The level's still good in Custlemm.

Leviathan

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Re: Level pack topic
« Reply #388 on: October 07, 2005, 11:31:35 PM »
I've made 2 new levels for my third pack today.

-The Golden Lem Bridge (part 2) [changes made: cut off 1 minute time and lots of skills]
-Hurry up! Go down!! (part 2) [changes made: new terrain added to the old one,level much harder]

Together with the new level "gas distribution facility" this makes my third levelpak 30% complete :)
I don't feel like doing more genesis remakes...maybe just one.My pack needs at least 7 brand new levels :)

JM

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Re: Level pack topic
« Reply #389 on: October 08, 2005, 05:25:29 PM »
I can't wait till your 3rd pack is released :P

Offline geoo

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Re: Level pack topic
« Reply #390 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. ;)

JM

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Re: Level pack topic
« Reply #391 on: October 09, 2005, 11:02:44 AM »
How do you get the feature that is used in Level 9 where the game is superfast?

Offline geoo

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Re: Level pack topic
« Reply #392 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.

JM

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Re: Level pack topic
« Reply #393 on: October 09, 2005, 03:16:08 PM »
Thanks geoo89. You have made some really useful information that could help create better features for Custlemm. It includes making VGSASPEC4 or higher and making a level superfast in Custlemm :)

Offline ccexplore

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Re: Level pack topic
« Reply #394 on: October 09, 2005, 08:38:25 PM »
Actually, both have already been talked about in other topics.  Mindless I believe was the first one to point out that SuperLemmings work in CustLemm and which byte controls it.  And I know about the vgaspec thing, I thought I have included a blank level file in myvgaspec for 0-9 but maybe I have forgotten about that.

JM

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Re: Level pack topic
« Reply #395 on: October 09, 2005, 09:08:35 PM »
ccexplore do you make custlemm levels?

Offline ccexplore

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Re: Level pack topic
« Reply #396 on: October 09, 2005, 09:12:12 PM »
I have some in mind, but I don't really have time to actually flesh them out at the moment.

So sadly, the only CustLemm level that can be called finished is the one I made 4-5 years ago, the "If Only I Could Swim" level which I also made a Cheapo remake about a year ago or so.

JM

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Re: Level pack topic
« Reply #397 on: October 09, 2005, 09:19:58 PM »
You could release the Lemedit version of the level :)

Conway

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Re: Level pack topic
« Reply #398 on: October 09, 2005, 09:54:09 PM »
I don't know about anyone else, but the new levelpack by geoo89 is probably the hardest I have come across yet. I was only able to solve level 9, which was a simple case of making him a floater right before he lands beside the exit. I expect now that the pack was designed for the fall limit of the original Lemmings.exe, not the original Custlemm.exe, thereby forcing the use of the floater earlier.

 So put simply, I'm annoyed! I solved 80% in level 1, but it asks for 92%. So only 2 can die. The simplest route I can think of is to climb and bomb to the right, send another climber to the top, build to reach up to the exit and turn back, and dig through the five platforms, then bomb through to the rest. I now have 4 more levels to build up, and three corners to climb and bomb (providing I have dug at exactly the right place on at least one corner). In short, each step requires either a builder or a bomber, and there are nine steps and only five builders. That means four bombers, plus one to let the climber through at first. And I can only use two.

 See why I'm frustrated???!!

 Anyway, that's just the first level. They are brilliantly designed and all, I just can't seem to pass any of them! Except level 9, which I'm sure is a backroute/bug.

JM

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Re: Level pack topic
« Reply #399 on: October 09, 2005, 09:58:41 PM »
I can only pass Level 9 :(
I don't know what's up with the rest of the levelpak. Somebody suggested reviewing it after we have finished reviewing Isteve09 which is easier than geoo89's levelpak.

guest

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Re: Level pack topic
« Reply #400 on: October 09, 2005, 11:01:30 PM »
I skimmed through the pack and passed level 9. Level 2 seems the most plausible out of the rest, they're hard!

Conway

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Re: Level pack topic
« Reply #401 on: October 09, 2005, 11:10:46 PM »
JM and guest, did you pass level 9 in the original version of Custlemm?

JM

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Re: Level pack topic
« Reply #402 on: October 09, 2005, 11:12:06 PM »
Yeah I passed it

guest

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Re: Level pack topic
« Reply #403 on: October 09, 2005, 11:12:11 PM »
I just figured out the trick for level 1. When I visualized it I thought a lemming would die each time I used it for some reason. I would have gotten it much earlier if I had thought more carfully about it. So here's a hint: Think weird.

JM

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Re: Level pack topic
« Reply #404 on: October 09, 2005, 11:18:39 PM »
Geoo89 could do some hints for his levelpak to help :)

Conway

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Re: Level pack topic
« Reply #405 on: October 09, 2005, 11:42:37 PM »
Quote
When I visualized it I thought a lemming would die each time I used it for some reason.

 The only thing I can think of that you could be refering to is the bombers. Surely you can't use a bomber and save the lemming?!  O_o

guest

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Re: Level pack topic
« Reply #406 on: October 09, 2005, 11:45:07 PM »
I just got a new mouse that is much better than my old one. Level 1 was pretty hard to execute partly because I used my old mouse, so I'm not sure how difficult it will be for other people.

guest

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Re: Level pack topic
« Reply #407 on: October 09, 2005, 11:49:04 PM »
It is really hard to give a hint for this level without giving it away. Here is a hint: The blockers ARE there for a reason.

Conway

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Re: Level pack topic
« Reply #408 on: October 09, 2005, 11:56:52 PM »
Duh!  :P

 Thanks, I think I know what you mean!

guest

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Re: Level pack topic
« Reply #409 on: October 10, 2005, 12:17:14 AM »
Slowly but surely... I just did level 2. These levels are amazing!

Offline Shvegait

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Re: Level pack topic
« Reply #410 on: October 10, 2005, 12:36:37 AM »
Level 2 is excellent, sort of a combination of a couple tricks from other levels, done rather well. Level 4 is, clearly, the original version of Level 2 in his Cheapo pack, although the terrain is slightly different.

I've just alllllmost passed level 5, but I was one pixel off at the very last step... unghhh! It will probably take me another half hour to get to that point again! (Edit: OK, it didn't :) Nice twist by the way, even if it is annoying to pull off...)

And I think a clarification is needed for Level 9. The max safe fall distance is 66 in CustLemm, but 63 in Lemmings and CustLem2 (I know, the number is 60, but then you add 3 from the transition to faller). So it's meant to be played in CustLem2?

Conway

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Re: Level pack topic
« Reply #411 on: October 10, 2005, 01:31:17 AM »
Why can't everyone just use the original Custlemm? It would make things much simpler!

Offline ccexplore

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Re: Level pack topic
« Reply #412 on: October 10, 2005, 02:17:26 AM »
Quote from: Conway  link=1089136533/390#398 date=1128894849
I don't know about anyone else, but the new levelpack by geoo89 is probably the hardest I have come across yet.

Clearly, you haven't played his Cheapo set. ;)

I still have one or two level from the Cheapo set that I still haven't got around to solving, after the initial unsuccessful tries.

I'll try to take a look at his CustLemm set tonight.

Offline ccexplore

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Re: Level pack topic
« Reply #413 on: October 10, 2005, 02:19:58 AM »
Quote from: geoo89  link=1089136533/390#390 date=1128850129
Download here: http://207.58.177.175/~geoo89/lemmings/geooPk0.zip

In the future, please don't name your .dat file "levelset.dat" ever again, for obvious reasons.  Thanks.

Offline ccexplore

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Re: Level pack topic
« Reply #414 on: October 10, 2005, 02:30:20 AM »
Ok geoo89, having look at level 1 and vaguely aware of guest's comment on it, I need to ask you something I've never asked anyone before for their levelset:

which levels require glitches (of any sort)?  I don't need to know what the glitches are.  Feel free to PM.

This is mainly for me to assess whether I'm finally paying the price for not trying to finish my LemEdit levels sooner.  (Though fortunately, in my plans, most levels don't use glitches, though your level 1 worries me slightly.)

Offline ccexplore

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Re: Level pack topic
« Reply #415 on: October 10, 2005, 03:27:36 AM »
Ok, level 3 of geoo89's LemEdit set has just become the first level of the set I've passed.  Although I got slightly lazy and decided to throw in the Wild-15 glitch twice, like almost all instances of them, you don't need them and so with good timing a glitch-free solution should be possible.  And it's also a level where I'm not too worried about in terms of glitches used that I was planning for my own levels.

Offline ccexplore

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Re: Level pack topic
« Reply #416 on: October 10, 2005, 03:42:03 AM »
I of course pass level 4 since I already solved the Cheapo remake version.  However, I'm somewhat disappointed at the CustLemm version, since its time limit was rather too generous.  In the Cheapo version, I recall that the time limit was something you need to look out for even though it wasn't a major part of the solution.

Offline ccexplore

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Re: Level pack topic
« Reply #417 on: October 10, 2005, 04:11:15 AM »
Ok, pass #5.  I know about the general trick for a good while now (and in some ways, everyone who have finished the original Lemmings game know something about it), though I have never thought of applying it to this particular situation until now.  Ingenius!  I don't know why Shvegait seem to have so much trouble executing it though; the moment I figure out what it is, I got it right on the subsequent attempt.

This is one of those borderline cases where you can argue that there is a glitch involved, but I'd say no.

Offline ccexplore

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Re: Level pack topic
« Reply #418 on: October 10, 2005, 04:13:52 AM »
Quote from: ccexplore (not logged in)  link=1089136533/405#417 date=1128917475
I don't know why Shvegait seem to have so much trouble executing it though

Come to think of it, maybe what Shvegait had trouble with was not the part that involves the trick.

I just used the picture in the Lemmings Solution site as a guide for that other part of the level that goes more or less the same as the original ONML level.

Offline ccexplore

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Re: Level pack topic
« Reply #419 on: October 10, 2005, 04:25:52 AM »
I think I'm going to skip #6 for now since I already found the solution and even knew geoo89's intended solution for that level.

I wanted to watch TV now so I think I'm going to stop for a while, but I do have a pretty good idea for #7 which isn't glitch-free (but the glitch is well-known and rather obvious to those who knows, just from looking at the level).  The extended graphics looks nice, although I'm starting to think I need to consider extending myvgaspec to give better user control of the palette (it would've been nice if some of the brownness of the entrance and exit could be preserved, instead of being turned into green).

This set certainly doesn't seem to follow the usual difficulty curve, although it's possible I skipped over #1 and #2 too hastily.  I'm hoping #8-#10 will stump me.

Offline ccexplore

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Re: Level pack topic
« Reply #420 on: October 10, 2005, 04:31:07 AM »
Quote from: ccexplore (not logged in)  link=1089136533/405#419 date=1128918352
This set certainly doesn't seem to follow the usual difficulty curve

Never mind.  It just dawned on me the real reason is because I already solved #4 and #6 before, so that naturally distorts my preception of difficulty.

Offline ccexplore

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Re: Level pack topic
« Reply #421 on: October 10, 2005, 06:19:29 AM »
I finally passed level 9 in CustLem2.  It was truly a tight time limit and I have to throw in the kitchen sink to get it to work.  (What you'll find most frustrating is that the simple CustLemm solution, for a good while, will seem to work better than anything else you could come up with, but is just shy of making it to the exit. X_X)  I think I've proven beyond doubt that level 9 is not meant to be played in CustLemm.

Offline ccexplore

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Re: Level pack topic
« Reply #422 on: October 10, 2005, 06:23:18 AM »
Oops, actually, apparently I didn't pass it. X_X

I thought I did because the lemming is actually doing the exiting animation and I hear the "boink" sound.

But apparently, after I've posted the message and switch back to the DOSBox window, the screen says 0% rescued.  Arrgh! >:(

This sucks, but being so incredibly close, I'll try again and see, since I didn't assign the floater at exactly the last possible moment.  (I must say, the SuperLemming thing gets very annoying after a while.)

guest

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Re: Level pack topic
« Reply #423 on: October 10, 2005, 06:31:09 AM »
Almost all of these levels require precision. Level 8 has got me, I can't see how to do it. I'll have to look at that one for a while....

Offline ccexplore

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Re: Level pack topic
« Reply #424 on: October 10, 2005, 06:35:08 AM »
Quote from: ccexplore (not logged in)  link=1089136533/420#422 date=1128925398
This sucks, but being so incredibly close, I'll try again and see, since I didn't assign the floater at exactly the last possible moment. &#A0;(I must say, the SuperLemming thing gets very annoying after a while.)

Ok, I finally succeeded at 100% on CustLem2, with the same solution, only trying to assign the floater a little later.

Offline ccexplore

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Re: Level pack topic
« Reply #425 on: October 10, 2005, 06:36:39 AM »
I want to also clarify that I've been playing all the other levels so far in CustLem2.

guest

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Re: Level pack topic
« Reply #426 on: October 10, 2005, 06:53:57 AM »
I figured out that level 8 uses a glitch. The annoying part is that it's pretty hard to execute too.

Offline ccexplore

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Re: Level pack topic
« Reply #427 on: October 10, 2005, 07:10:41 AM »
Yes it does.  But I'm surprised that you said it's hard to execute.  I didn't have any issues with execution when I was playing the Cheapo-remake version of the level, which also uses a similar (though not identical, due to game mechanical differences with Cheapo) glitch.  Perhaps I should play the CustLem2 version and see.

guest

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Re: Level pack topic
« Reply #428 on: October 10, 2005, 07:15:24 AM »
Now I'm not so sure... there is always one pixel that messes everything up... I think I had the wrong glitch in mind.

----------------

The number of guest posts in a row has now reached 17.

guest

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Re: Level pack topic
« Reply #429 on: October 10, 2005, 07:37:50 AM »
I verified each part separately, so I did have the right glitch in mind. It requires a lot of precision, so it is hard to execute. How did you do it?

guest

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Re: Level pack topic
« Reply #430 on: October 10, 2005, 08:21:20 AM »
Finally! After almost an hour, I did it. :D That was really hard... DOSBox needs savestates.

Offline ccexplore

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Re: Level pack topic
« Reply #431 on: October 10, 2005, 08:40:24 AM »
Based on your comments, I'm starting to see a potential solution probably similar to yours, which would be a backroute for that level.  So, does your solution involves the left half of the level?  (If it doesn't, talk to geoo89.)

guest

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Re: Level pack topic
« Reply #432 on: October 10, 2005, 08:52:29 AM »
They never go left of the starting platform. I can't see any other way.

---------------

geoo89, I'll email you about it, maybe tomorrow though.

Offline ccexplore

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Re: Level pack topic
« Reply #433 on: October 10, 2005, 08:54:44 AM »
Ok, I think I know what the intended solution for level 2 is, although I'm somewhat surprised that Shvegait said rather little about the level.  I think I'll need to PM him about his solution.

I'm not sure if I ever really want to solve the level.  It just seems like such a pain, especially at the point when you need to assign builders like crazy.

guest

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Re: Level pack topic
« Reply #434 on: October 10, 2005, 08:58:42 AM »
Quote from: ccexplore (not logged in)  link=1089136533/420#433 date=1128934484
I'm not sure if I ever really want to solve the level.  It just seems like such a pain, especially at the point when you need to assign builders like crazy.


It's not hard at all. I used 14 builders total.

Offline Proxima

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Re: Level pack topic
« Reply #435 on: October 10, 2005, 09:20:55 AM »
Quote from: ccexplore (not logged in)  link=1089136533/405#417 date=1128917475
Ok, pass #5.  I know about the general trick for a good while now (and in some ways, everyone who have finished the original Lemmings game know something about it), though I have never thought of applying it to this particular situation until now.

Comments like this always make me curious, because I want to know as many tricks as I can lay hands on for my own levels -- since I still suck at making really difficult ones -- and it's aggravating that I can't look at the level you're referring to. Could you, just in this one instance, tell me what the trick you mention is?

Offline ccexplore

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Re: Level pack topic
« Reply #436 on: October 10, 2005, 09:32:05 AM »
Ok, I pass level 10, though I'm not sure whether it's the intended solution at all (probably not), since I was lazy and decided to use the same glitch I used for my 1-builder 96% Mayhem 17 solution.  It still sadly ends up being a 90% solution, although it did have a few leftover skills (builders not amongst the leftovers though, as surprising as it might sound to the uninitiated), as well as over a minute of spare time.

Unfortunately for geoo89, I can't tell him how I solve it.  Fortunately for him, I highly doubt anyone else would solve it my way, and my way is probably far harder to execute than whatever geoo89 intended (it took me an hour to get it working).  I do promise to re-solve the level more properly at a later date. ;)

Offline ccexplore

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Re: Level pack topic
« Reply #437 on: October 10, 2005, 09:34:39 AM »
Quote from: Ahribar  link=1089136533/435#435 date=1128936055
and it's aggravating that I can't look at the level you're referring to. Could you, just in this one instance, tell me what the trick you mention is?

Sure, I'll e-mail you.  As for the level, it's just a modified version of Havoc 5.  Details in e-mail.

Offline ccexplore

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Re: Level pack topic
« Reply #438 on: October 10, 2005, 01:31:37 PM »
Ok, I solved level 1.  In fact, I got 24/25 on that one.  (Well, I guess it is a simple warm-up.)  I'm rather surprised that I got level 5 before I got level 1.

Offline ccexplore

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Re: Level pack topic
« Reply #439 on: October 10, 2005, 02:26:23 PM »
Quote from: ccexplore (not logged in)  link=1089136533/405#414 date=1128911420
Ok geoo89, having look at level 1 and vaguely aware of guest's comment on it, I need to ask you something I've never asked anyone before for their levelset:

which levels require glitches (of any sort)?

I no longer need this info, since I'm close to finishing your set at this point anyway.  Earlier I was misled by guest's comment about having to do something weird in level 1 (by my standards it wasn't weird at all).  It looks to me at this point that my worries are misplaced, and my level ideas are safe for the moment.

Offline geoo

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Re: Level pack topic
« Reply #440 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. :)

Offline ccexplore

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Re: Level pack topic
« Reply #441 on: October 10, 2005, 07:22:35 PM »
Quote from: geoo89  link=1089136533/435#440 date=1128966622
However I'd really like to see them asap. As I do for Supaplex, I also like to see new glitches for Lemmings. :)

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.

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.

Offline ccexplore

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Re: Level pack topic
« Reply #442 on: October 10, 2005, 07:30:37 PM »
Quote from: geoo89  link=1089136533/435#440 date=1128966622
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.

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.

Quote
Also, I have to agree, the SuperLemming mode can make this one a little more annoying. Sorry for that.

I guess it's acceptable given that it's the 9th level in the set. ;)

Offline ccexplore

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Re: Level pack topic
« Reply #443 on: October 10, 2005, 07:38:33 PM »
During a PM with Shvegait, I just realized that the % to save for level 2 is 97% not 98%, so you can actually use 2 bombers in that level, which makes me think a backroute is possible.

I probably won't be able to reveal the backroute to geoo89, but the fix should be relatively easy and I should be able to talk about that.  I do need to test the backroute first though to make sure that it's really possible, and I'll be at work for the next 6 hours so not until then.

Offline Proxima

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Re: Level pack topic
« Reply #444 on: October 10, 2005, 07:52:35 PM »
Quote from: ccexplore (not logged in)  link=1089136533/435#441 date=1128972155
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. &#A0;plus, I really need to be finishing Ahribar's MIDIs at some point.

Whoa........ does that mean you are intending to have them finished within three weeks? That would be wonderful........

Offline ccexplore

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Re: Level pack topic
« Reply #445 on: October 10, 2005, 08:01:32 PM »
Quote from: geoo89  link=1089136533/435#440 date=1128966622
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.

Hmm...in the interest of not revealing anything (to others, not you) about the solution, I'll PM you.

Quote
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.

It just took practice for me to get the timing right.  Plus there were other places where I screwed up.  I think after the hour session last night, I can now probably reproduce it a little more consistently.

Offline ccexplore

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Re: Level pack topic
« Reply #446 on: October 10, 2005, 08:07:02 PM »
Quote from: Ahribar  link=1089136533/435#444 date=1128973955
Whoa........ does that mean you are intending to have them finished within three weeks? That would be wonderful........

Sorry, I was actually referring to that other project I e-mailed you about when I talked about the 2-3 weeks (yes, I know I said in e-mail I would finish your MIDIs first, but I'm just a bit giddy now about the other project and wants to split my time between your MIDIs and my project).

Tell you what, I will get at least 2 MIDIs finished in the next 3 weeks.  That should be well within reach.

JM

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Re: Level pack topic
« Reply #447 on: October 10, 2005, 08:16:31 PM »
ccexplore I'd love to play your Lemedit levels :P

Leviathan

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Re: Level pack topic
« Reply #448 on: October 10, 2005, 11:26:25 PM »
I've designed a level which requires 2 miner tricks with the same miner :)
One is a trick and one is te miner glitch :)

Names of my new levels:

-Gas distribution facility (named that way because of the many pipes and fire mouth)
-Hang and no life (named after FANL,my favorite level ever,uses the rope-trap and needs to save 100%)
-Trough the breach (you need to breach 2 complete bricks of genuin steel without bombers)
-The golden lem bridge (part 2)
-Hurry up! Go down!! (part 2)

Today my lessons were very boring so I designed nothing less than 6 new level ideas on paper :)

Conway

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Re: Level pack topic
« Reply #449 on: October 11, 2005, 12:42:26 AM »
Well, I've passed levels 1 and 2 of Geoo's new pack. 2 is awesome, and it combines tricks I like to use in my levels. Level 3 is difficult. I have a theory similar to the trick used in level 1, but it's proving damn near impossible to execute. But I remain hopeful! Perhaps this levelpack isn't so impenetrable after all!

 edit: On second thoughts, maybe this trick doesn't work after all, at least not for this level. I was thinking of on the left side, bash a few pixels from the wall and block before he finishes the stroke, so he makes a dent in the wall for others to step in and bash once the blocker is freed. The trouble is that even this isn't high enough when he gets to the ramp. He bashes the base of the ramp and falls through.

 Oh well, that's one possibility out the way. I might think more about it tomorrow . . .

guest

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Re: Level pack topic
« Reply #450 on: October 11, 2005, 01:17:53 AM »
Quote from: geoo89  link=1089136533/435#440 date=1128966622
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).

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.


I'm not sure why it doesn't work occasionally, try clicking in between.

Have you gotten the email?

Offline ccexplore

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Re: Level pack topic
« Reply #451 on: October 11, 2005, 02:52:08 AM »
Quote from: Conway  link=1089136533/435#449 date=1128991346
&#A0;edit: On second thoughts, maybe this trick doesn't work after all, at least not for this level. I was thinking of

You seem to be giving up a bit quickly.  Can't you apply the method twice?

Offline ccexplore

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Re: Level pack topic
« Reply #452 on: October 11, 2005, 03:29:13 AM »
Quote from: ccexplore (not logged in)  link=1089136533/435#443 date=1128973113
During a PM with Shvegait, I just realized that the % to save for level 2 is 97% not 98%, so you can actually use 2 bombers in that level, which makes me think a backroute is possible.

I probably won't be able to reveal the backroute to geoo89, but the fix should be relatively easy and I should be able to talk about that.

Backroute confirmed:  save 97% in under a minute and using no more than 2 builders (no restrictions on other skills).

Offline ccexplore

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Re: Level pack topic
« Reply #453 on: October 11, 2005, 03:59:17 AM »
Come to think of it, even if it's 98%, you can probably still use similar idea to backroute the level.  Oh well.

Offline Shvegait

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Re: Level pack topic
« Reply #454 on: October 11, 2005, 04:52:01 AM »
But surely it's harder to pull off than the intended solution? Just wondering, does it involve a glitch?

Offline ccexplore

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Re: Level pack topic
« Reply #455 on: October 11, 2005, 05:15:13 AM »
Yes, it does involve a glitch.  It might be slightly harder to pull off due to some precision here and there.  Then again, the intended solution does have a bit of opportunity for errors too I'd say.

guest

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Re: Level pack topic
« Reply #456 on: October 11, 2005, 08:19:19 AM »
I found ANOTHER solution to level 8. Once again it is tricky to execute, but this time it doesn't use a glitch. This solution is also slower, I had 18 seconds left. The other one took about a minute.

JM

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Re: Level pack topic
« Reply #457 on: October 11, 2005, 11:13:54 AM »
Quote from: Leviathan  link=1089136533/435#448 date=1128986785
-Hang and no life (named after FANL,my favorite level


Hang and no life sounds like a good name for a level  :P

Offline geoo

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Re: Level pack topic
« Reply #458 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.

Conway

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Re: Level pack topic
« Reply #459 on: October 11, 2005, 04:43:01 PM »
Quote from: ccexplore (not logged in)  link=1089136533/450#451 date=1128999128
You seem to be giving up a bit quickly.  Can't you apply the method twice?


 I actually thought of doing that after I logged off yesterday. I now have a method - Yay! I'll try it later . . .

JM

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Re: Level pack topic
« Reply #460 on: October 12, 2005, 05:21:14 PM »
Did your method work?

Conway

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Re: Level pack topic
« Reply #461 on: October 12, 2005, 07:10:41 PM »
Not yet. There is also the issue of containing the right-hand group, which is equally complicated and difficult to execute. It's a tough level, for sure!

 Have you tried or passed any of this pack, JM?

JM

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Re: Level pack topic
« Reply #462 on: October 12, 2005, 07:16:23 PM »
I can only pass Level 9 which is the superfast level.

Offline ccexplore

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Re: Level pack topic
« Reply #463 on: October 12, 2005, 07:35:53 PM »
Except that doesn't really count since level 9 is meant for CustLem2 and not CustLemm.

JM

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Re: Level pack topic
« Reply #464 on: October 13, 2005, 07:11:54 PM »
I passed it in the original Custlemm.

guest

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Re: Level pack topic
« Reply #465 on: October 16, 2005, 09:23:58 AM »
My pack is roughly half done. My current rate is about: 3 days=1 level, but I doubt it will stay consistent. I will also have to do some testing once I finish all the levels.

JM

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Re: Level pack topic
« Reply #466 on: October 16, 2005, 11:22:12 AM »
Dude you could add me on msn thetransplants2@hotmail.com and tell me about your pack :)

guest

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Re: Level pack topic
« Reply #467 on: October 17, 2005, 04:56:28 AM »
MSN requires IE to work. Why not just email?

Leviathan (at school)

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Re: Level pack topic
« Reply #468 on: October 17, 2005, 10:06:58 AM »
I'm about 70% done with my new levelpak but I noticed 2 levels with a very easy backroute...

I think my level "hang and no life" needs major refit...

Levels that are certainly finished:

-Trough the breach (getting trough genuin steel with 100% to save in 1 minute)
-The abyss (level with 3 entrances where you need to save 77% altough all entrances seem to be placed where almost all lems will die)
-The lemming paradox (99 of each skill,1% to save,you need to search for the exit and I conceiled it somewhere very good)
-The Golden Lem Bridge (part 2)
-Hurry up! Go down (part 2)


-Hang and no life (still need to remove a stupid and very easy bakroute)
-Gas distribution facility (need to adjust # of skills as well ad % to save)
-Imperfection (in designing phase,still filles with numerous backroutes to my intended solution)


JM

  • Guest
Re: Level pack topic
« Reply #469 on: October 17, 2005, 12:39:33 PM »
E-mail would be okay :)

Leviathan the level names are sounding good. Hang and no life is a cool name for a level. I love the level Fall and No Life from the Genesis version of Lemmings.

Offline geoo

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Re: Level pack topic
« Reply #470 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.

JM

  • Guest
Re: Level pack topic
« Reply #471 on: October 18, 2005, 08:04:45 PM »
I've got the new version now. I still can't pass the whole levelpak. Level 9's probably the best level in the pack.

Offline ccexplore

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Re: Level pack topic
« Reply #472 on: October 18, 2005, 08:19:36 PM »
Quote from: JM  link=1089136533/465#471 date=1129665885
Level 9's probably the best level in the pack.

Given that it's the only level you've made some vague semblance of progress, isn't your opinion a little biased? ;P :D

Conway

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Re: Level pack topic
« Reply #473 on: October 18, 2005, 11:40:30 PM »
Quote from: ccexplore (not logged in)  link=1089136533/465#472 date=1129666776
Given that it's the only level you've made some vague semblance of progress, isn't your opinion a little biased? ;P :D

 Lol!  X_X

 I don't know why, I just found that comment hilarious!

JM

  • Guest
Re: Level pack topic
« Reply #474 on: October 19, 2005, 11:07:59 PM »
That feature in Level 9 is awesome. Also used in a level in ONML. Geeo89 these two features are interesting. Making VGASPEC4 and making a level super-fast.

Leviathan

  • Guest
Re: Level pack topic
« Reply #475 on: October 25, 2005, 01:09:01 PM »
Here's my new levelpak :)
http://it.travisbsd.org/lemmings/lemmingswelt/index.php?cmd=get&file=levelpacks/LEVIPAK3.DAT

I hope some people can give me comments on the levels so I might improve them and/or remove backroutes :)

JM

  • Guest
Re: Level pack topic
« Reply #476 on: October 25, 2005, 01:46:50 PM »
Haven't played it properly yet but I hope to soon :)

Conway

  • Guest
Re: Level pack topic
« Reply #477 on: October 25, 2005, 06:54:35 PM »
I have no idea about level 1, but I've passed most of the others. I'll give a better review later.

JM

  • Guest
Re: Level pack topic
« Reply #478 on: October 25, 2005, 06:55:21 PM »
It's possible to save more than 1% on Level 3 :P

Leviathan

  • Guest
Re: Level pack topic
« Reply #479 on: October 25, 2005, 07:11:29 PM »
Yeah off course :P
The challenge of level 3 is to find the exit :)

Level 1 is a cheapy if you know which trick to use...altough I can tell the steel is genuine everywhere (except from the crane but normally no lemmings should get there) :)
So there's no hidden gap in the steel areas or so.

Conway

  • Guest
Re: Level pack topic
« Reply #480 on: October 25, 2005, 08:32:28 PM »
Quote
The challenge of level 3 is to find the exit

 Don't you mean level 2?

 I still don't know about level 1. I made a level where the entrance and exit are separated by a steel wall, but it didn't have a 100% target and it had a few blockers. I don't know how to get through steel without using blockers or bombers.

Leviathan

  • Guest
Re: Level pack topic
« Reply #481 on: October 25, 2005, 08:53:04 PM »
Quote from: Conway  link=1089136533/480#480 date=1130272348
&#A0;Don't you mean level 2?

 &#A0;I still don't know about level 1. I made a level where the entrance and exit are separated by a steel wall, but it didn't have a 100% target and it had a few blockers. I don't know how to get through steel without using blockers or bombers.


Yeah,I was confused because JM said more than 1% was possible on level 3,I suppose he also meant level 2 :)

Perhaps level 1 isn't that simple after all if you don't know what to do :)
Perhaps a little hint: experiment with the skills you get and see what's the effect of them on the steel :)

Leviathan

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Re: Level pack topic
« Reply #482 on: October 27, 2005, 05:11:04 PM »
Has anyone played more of my levels from my new pack?

Offline geoo

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Re: Level pack topic
« Reply #483 on: October 27, 2005, 05:57:49 PM »
I just had a quick look at them yesterday and solved the first one.
For level 10, there's one second missing for my solution; I think I'll continue trying the shorter ones today, I don't like long levels actually.

JM

  • Guest
Re: Level pack topic
« Reply #484 on: October 27, 2005, 11:09:25 PM »
The levelpak is pretty good. Geoo89 could you PM me hints to solve some of the levels in your pack please thanks :)

Offline geoo

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Re: Level pack topic
« Reply #485 on: October 28, 2005, 12:02:40 PM »
I send you a few general hint for each level you didn't solve yet (should be nine). They don't give away too much, if you want something more specific, then ask more directly related to the repective levels.

JM

  • Guest
Re: Level pack topic
« Reply #486 on: October 29, 2005, 09:16:46 AM »
Thanks pal You're the best :)

Leviathan

  • Guest
Re: Level pack topic
« Reply #487 on: November 08, 2005, 10:39:54 PM »
I have created a level for my next pack but I want to be sure my intended solution is the only one...

The level involves building some kind of platform with builders and it looked really cool when I played it :)

Now my question is if there's a really expierienced player out here who would like to take a close look at the level to make sure the platform is the only way of solving the level :)
The level uses the snow graphics,but is symmetrical and uses straight pieces.It takes about 6 minutes to complete.

If there's anyone interested in doing this,please PM me :)

Conway

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Re: Level pack topic
« Reply #488 on: November 09, 2005, 12:13:15 AM »
I'll take a look at it if I may.

Leviathan

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Re: Level pack topic
« Reply #489 on: November 09, 2005, 12:46:11 AM »

tseug

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Re: Level pack topic
« Reply #490 on: November 09, 2005, 01:27:25 AM »
It took me 3:43. I'll email you a screenshot later.

JM

  • Guest
Re: Level pack topic
« Reply #491 on: November 09, 2005, 11:06:12 AM »
I'll be looking at this level when I get back home  ;)

Jazzem

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Re: Level pack topic
« Reply #492 on: November 09, 2005, 11:12:15 AM »
I'm looking at the level with a completely blank face :P. Does it use a glitch of sorts?

Leviathan

  • Guest
Re: Level pack topic
« Reply #493 on: November 09, 2005, 02:20:15 PM »
Quote from: Jazzem link=1089136533/480#492 date=1131534735
I'm looking at the level with a completely blank face :P. Does it use a glitch of sorts?

It doesn't use any glitch,just a builder trick that makes you build some kind of platform...unless there are any backroutes which I want to eliminate :)

I just realized that maybe stretching builders could provide a backroute...I'll check this when I get back home...

In my intended solution,the platform should look something like this:

                       xxxxxxxxxxxx
                     x                     x
                   x                         x
                 x                             x
               x                                 x
             x                                     x

I can't show you the right angle but this should give an idea on how to manage it...unless nobody here heared about the "building on thin air" trick :)

Jazzem

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Re: Level pack topic
« Reply #494 on: November 09, 2005, 03:03:44 PM »
Aha... I think I see now.

Very clever level levi!

Offline geoo

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Re: Level pack topic
« Reply #495 on: November 09, 2005, 03:42:19 PM »
Well, mine look quite a bit different and more chaotic. It uses the same trick though.
I wonder whether the way I handled the right part is the intended one, I suppose yes.
Anyway, check the PM if you want to see my screenshot.

JM

  • Guest
Re: Level pack topic
« Reply #496 on: November 09, 2005, 04:57:55 PM »
You can pass the level when you activate the nuke while the 1st lemming is just a few pixels away from the exit :o

tseug

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Re: Level pack topic
« Reply #497 on: November 09, 2005, 05:43:26 PM »
Good find! ;)

---------------

PM sent to leviathan.

JM

  • Guest
Re: Level pack topic
« Reply #498 on: November 09, 2005, 05:47:32 PM »
I've spotted that trick in a few other levels. I also use that trick in one of my levels.

Leviathan

  • Guest
Re: Level pack topic
« Reply #499 on: November 09, 2005, 07:43:48 PM »
I've removed a few backroutes,here's my second version of the level :)

http://it.travisbsd.org/lemmings/lemmingswelt/index.php?cmd=get&file=levelpacks/PLATF2.DAT

Thanks for testing this out :P

Conway

  • Guest
Re: Level pack topic
« Reply #500 on: November 09, 2005, 08:09:23 PM »
I've passed the first version. Here's a screenshot: >LINK!<

Now I'll try the update.

[edit]B***** hidden traps!!!  >:([/edit]

Leviathan

  • Guest
Re: Level pack topic
« Reply #501 on: November 09, 2005, 09:05:31 PM »
Quote from: Conway link=1089136533/495#500 date=1131566963
I've passed the first version. Here's a screenshot: >LINK!<

Now I'll try the update.

[edit]B***** hidden traps!!! &#A0;>:([/edit]

I couldn't think of another solution than to put some water there to eliminate the backroute...making the hidden water visible would make it look silly and putting terrain next to the water to conceal the edges will certainly create more backroutes ;)

Any other suggestions are also welcome,as well as a screenshot with the intended solution since I can't use DOSBOX to play lemmings itself,hence I can't take screenshots :(

Leviathan

  • Guest
Re: Level pack topic
« Reply #502 on: November 09, 2005, 10:46:58 PM »
I've managed to get Lemmings to work in DOSBOX...I came close to beating the level but this should give a general idea on my solution :)

I still prefer to play lemmings in a full size window in plain DOS,but to make a screenshot I used Dosbox :)

Now I want to be sure this is the one and only solution :P



The big mistake I made in this attempt was to dig too far to an edge of a step,so I could only dig down 3 pixels instead of 4 pixels each time...

tseug

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Re: Level pack topic
« Reply #503 on: November 10, 2005, 01:02:11 AM »
I found a new glitch that would make it "possible" to pass this level with a solution other than the intended one. I'm going to try it, but I don't predict success.

EDIT: False alarm. It wouldn't be possible and it's not a glitch.

EDIT2: While I was trying stuff I somehow made a lemming "slide" up through some terrain, as in a consistent upward motion at about the speed of a faller. This is the glitch that leviathan saw at some point. I have some idea of how it happened, so I will now try to reproduce it.

Leviathan

  • Guest
Re: Level pack topic
« Reply #504 on: November 10, 2005, 10:10:51 AM »
Could you PM me some details about that glitch :)
Can the glitch (sliding trough terrain) be used to solve the level?

I'm thinking out a way to make the hidden traps visible without messing up the terrain or creating backroutes...


Leviathan

  • Guest
Re: Level pack topic
« Reply #505 on: November 10, 2005, 10:28:12 PM »
Here's an updated version without the annoying hidden traps :P
http://it.travisbsd.org/lemmings/lemmingswelt/index.php?cmd=get&file=levelpacks/PLATF3.DAT

I cut off 4 builders,2 diggers and 1 minute as I managed to pass the level with 36 builders and 14 diggers in 5 minutes when using my intended solution...it requires a bit more multitasking and precision (stretching builders on both sides)

The water is floating in mid air but it's symmetrical and much better than hidden traps ;)

JM

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Re: Level pack topic
« Reply #506 on: November 10, 2005, 10:34:58 PM »
The title of the level is pretty cool 8-)

MC Marshy

  • Guest
Re: Level pack topic
« Reply #507 on: November 23, 2005, 11:09:57 AM »
Hi I've just decided I should register. Two of my levelpaks are available at the Lemmings file portal and a third is still in development. I remade some of the Genesis levels in my levelpaks and I hope you like them. I'll try and be on the forum a bit more often when I have the time.

JM

  • Guest
Re: Level pack topic
« Reply #508 on: November 27, 2005, 06:43:13 PM »
Both levelpaks seem okay. I'll probably like the 3rd one when its out.

Leviathan

  • Guest
Re: Level pack topic
« Reply #509 on: November 29, 2005, 04:00:28 PM »
I've designed a level which should be my masterpiece so far...would you guys like to test it,here's the link to download it :)
http://it.travisbsd.org/lemmings/lemmingswelt/index.php?cmd=get&file=levelpacks/UNI.DAT

It requires precision,and normally a very serious glitch (not the miner glitch).

tseug

  • Guest
Re: Level pack topic
« Reply #510 on: December 01, 2005, 06:36:54 AM »
I think that glitch is fairly well known (steel glitch, right?). It does require some precision but it seems like more of a multitasking level. It was a bit of a pain to pull off, particularly annoying because I saw the solution very quickly. All it needs are some red herrings, that would make it a pretty good level.

JM

  • Guest
Re: Level pack topic
« Reply #511 on: December 01, 2005, 03:17:49 PM »
You made anymore levels yet Tseug?

Leviathan

  • Guest
Re: Level pack topic
« Reply #512 on: December 01, 2005, 06:38:30 PM »
Quote from: tseug link=1089136533/510#510 date=1133419014
I think that glitch is fairly well known (steel glitch, right?). It does require some precision but it seems like more of a multitasking level. It was a bit of a pain to pull off, particularly annoying because I saw the solution very quickly. All it needs are some red herrings, that would make it a pretty good level.

Normally it should require also another glitch than the "dig trough steel" glitch...could you PM me your solution?

MC Marshy (not signed on)(Guest)

  • Guest
Re: Level pack topic
« Reply #513 on: December 06, 2005, 08:48:10 PM »
I have nearly finished making my 3rd levelpak and I hope to release it in a few days here are the following names

Let's go to the moon (Level from the Genesis version of Lemmings)
Go out for a walk? (Also from Genesis)
Salvage Boat (Also from Genesis)
Don't leave any lemmings (Also from Genesis)
Room with no exit (Also from Genesis)
Only two minutes (Similar to "Mayhem 16" but very straightforward)
Compression Period (A short level where you have to place two blockers then bomb one of them to free all the lemmings when they leave the trapdoor)
Marshall's Lemmings (A small level that's not bad looking)
You got a murder scene there (Small level where you have to turn the lemmings around with no blockers saving 100%

I just have one level left to do and I'm working on that now

tseug

  • Guest
Re: Level pack topic
« Reply #514 on: December 09, 2005, 01:14:52 AM »
I designed an almost complete level at school today. It was mostly during english. It's amazing what boredom can do, I figured out how to implement a trick that seemed nearly impossible to use before (english is an about an hour btw). Now I'll make it.

EDIT: I started making it and it uses the hell set, which will probably make up at least a third of my pack. So far no onml gfx sets they just aren't that great for my kind of level making.

MC Marshy (not signed on)(Guest)

  • Guest
Re: Level pack topic
« Reply #515 on: December 09, 2005, 11:46:47 AM »
I've finished my 3rd levelpak and uploaded it to The Lemmings File Portal. The levelpak is Marshy03.dat

I hope you like it  ;)

tseug

  • Guest
Re: Level pack topic
« Reply #516 on: December 10, 2005, 12:36:12 AM »
I skimmed through and my favorite is level 9. I think I can see lots of backroutes in the other ones (that's normal, don't worry ;)) but the only level I've tried besides 9 is 10.

I've played through 1-5 trying to save as many as possible (always fun). I lost one on level 4. The others were 100%.

Level 6 took one minute flat. The title seems a bit off.

100% on level 10, but I can't seem to lose fewer than 6 on level 8. Gnnngnngn...

100% on 7. 9 was a bit annoying, but it was satisfying after I did it.
Overall it was good. I had fun playing it. It would have been better though if you upped the % to save on some of the later levels. This concludes my review of the pack.

-----------------

I said "almost" in my other post. So that's what it is. ;)

JM

  • Guest
Re: Level pack topic
« Reply #517 on: December 10, 2005, 12:06:35 PM »
Level 10 seems to have a few backroutes but the scenery is pretty cool. Level 9 seems tricky but Level 10 is probably my favourite level. I need to make more levels for my upcoming levelpak. Marshy's levelpak is not bad.

Level 7 seems a bit too simple because some of the skills are just not needed to pass the level. Level 8 seems fairly easy but the first time I played it I passed it. I was sure that next to the exits would be some traps. Has a nice title too. Level 3 seems pretty straightfoward but I'm sure there's a backroute or two on Level 5. We could review this levelpak in the Custlemm level list game later on in the future.

How many levels have you made now Tseug?

tseug

  • Guest
Re: Level pack topic
« Reply #518 on: December 10, 2005, 06:32:46 PM »
For level 10 I just bashed through the steel. :P

I have made 6 levels and one is in progress. I spend a lot of time going over my previous levels so new ones take a while.

MC Marshy

  • Guest
Re: Level pack topic
« Reply #519 on: December 12, 2005, 11:41:26 PM »
Thanks for the comments on my 3rd levelpak.

I hope my future levels are better than my first 3 packs. I haven't started work on any yet but 1 and 2 were made a few months ago. I'm glad I made a few Genesis remakes as I love the Genesis levels they are so cool. Tseug I'll be glad when you finish your levelpak I'd like to take a good look at it.

Leviathan (@ school)(Guest)

  • Guest
Re: Level pack topic
« Reply #520 on: December 13, 2005, 11:33:29 AM »
I've created a new level that should need a little bit of testing :)

I couldn't think of a descent title so for now it's called "climb and no life"

It uses the roman set and it does "use" some of the missing terrain pieces you have in Genesis and not in Lemedit...I found a way to fabricate them with normal pieces by blackening the right parts :)

If no backroutes are present,the level should require a few neat tricks,but no glitches.

Leviathan (@ school)(Guest)

  • Guest
Re: Level pack topic
« Reply #521 on: December 13, 2005, 11:35:30 AM »
At the moment I hit the "post" button I realized I didn't tell where to find the level...
It's available at the lemmings file portal under the name "canl.dat"

Offline geoo

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Re: Level pack topic
« Reply #522 on: December 13, 2005, 08:24:55 PM »
Well, I completely backdoored it: [highlight]Have the lemmings at the right mine and bash to the exit, the lemmings from the left dig twice to get into the cell at the bottom. Have one lemming from the right build over the exit to the bottom of this cell. After hitting his head, have him build again and then bash to free the other lemmings. That's all.[/highlight]

JM

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Re: Level pack topic
« Reply #523 on: December 13, 2005, 09:53:06 PM »
The level looks good. Nice title too  :)

Leviathan

  • Guest
Re: Level pack topic
« Reply #524 on: December 14, 2005, 10:50:40 AM »
The first part of the solution is intended altough it should require crowd control untill the basher is done.
The second part should make use of the left side of the terrain :)

JM

  • Guest
Re: Level pack topic
« Reply #525 on: December 14, 2005, 08:37:21 PM »
The scenery of the level is quite good. Probably better than most of the levels in the first 3 of Leviathan's levelpaks. I've seen some of the work on the 4th pack and it's looking good.

Keep it up Levi  ;)

tseug(Guest)

  • Guest
Re: Level pack topic
« Reply #526 on: December 15, 2005, 08:57:54 PM »
I did it the same way as geoo89. The right group doesn't require crowd control if you mine 4 strokes.

Leviathan

  • Guest
Re: Level pack topic
« Reply #527 on: December 15, 2005, 09:34:11 PM »
Interesting...I should redesign a part of this level :)

I redesigned the cells already to remove the "go down" backroute on the first group :)


EDIT: here's the link...I think I removed the other backroute too :)
http://it.travisbsd.org/lemmings/lemmingswelt/index.php?cmd=get&file=levelpacks/canl2.dat


BTW: Tseug,I still haven't passed one of your levels so I'm either bad,or your levels are good :)

tseug(Guest)

  • Guest
Re: Level pack topic
« Reply #528 on: December 16, 2005, 12:23:06 AM »
I think there's a difficult backroute that doesn't use the left side of the level. I can't see how to use the left side, it looks like it would need 1 more builder.

You certainly aren't bad, so evidently my levels are good. :) I'm still somewhat surprised that you haven't passed any though.

I fixed a backroute in my pack. Same url as before. It would have been very hard to execute... but it would still count as a backroute.

tseug(Guest)

  • Guest
Re: Level pack topic
« Reply #529 on: December 16, 2005, 12:40:57 AM »
I almost got it but I selected the wrong skill at the end. :P

I would have had the bomber, the blocker, 4 bashers, and 1 digger left.

tseug(Guest)

  • Guest
Re: Level pack topic
« Reply #530 on: December 16, 2005, 12:43:06 AM »
...and 2 builders.

tseug(Guest)

  • Guest
Re: Level pack topic
« Reply #531 on: December 16, 2005, 12:55:57 AM »
Actually no builders.

Anyways I did it. I'll have some screenshots in a little bit.

tseug(Guest)

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Re: Level pack topic
« Reply #532 on: December 16, 2005, 01:02:35 AM »
Here they are:
right
left
You might have to look closely at the second one.

Offline geoo

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Re: Level pack topic
« Reply #533 on: December 16, 2005, 07:04:48 PM »
@ tseug: It somehow seems that you're giving away your non-complete pack for playing already...at that occasion...
it would be nice if you could send them also to me (geoo89(ad)gmail(dod)com) :)

tseug(Guest)

  • Guest
Re: Level pack topic
« Reply #534 on: December 17, 2005, 12:22:11 AM »
email sent

I originally sent them to levi for backroute testing, but anyone can have them if they want part of an unfinished pack.

I'm almost done designing my seventh level.

JM

  • Guest
Re: Level pack topic
« Reply #535 on: December 17, 2005, 11:20:10 AM »
good levelpak. I'm sure I can think of a way to pass one or two of the levels but it can be hard to pull the solution off. The design of each level is awesome. The level that uses the dirt set is amazing. My favourite level is probably the one that uses the hell set.

tseug(Guest)

  • Guest
Re: Level pack topic
« Reply #536 on: December 19, 2005, 05:49:22 AM »
I'm proud of the level that uses the dirt set. :)

Yeah, some are hard to pull off. Try 6 for something hard, or try 4 if you want to go insane. :)

tseug(Guest)

  • Guest
Re: Level pack topic
« Reply #537 on: December 19, 2005, 05:50:42 AM »
Do you like that pole in level 4? (the one with the hell set)

Offline geoo

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Re: Level pack topic
« Reply #538 on: December 19, 2005, 06:55:06 PM »
Level 4 wasn't that bad. I also liked the pole when I first saw it.
For level 6, I don't seem to find a working solution. My best one would need one more basher and one more digger.

Leviathan

  • Guest
Re: Level pack topic
« Reply #539 on: December 19, 2005, 07:18:41 PM »
And I still can't pass a single level...

I don't hate the pole in level 4 but I hate the time limit :(

MC Marshy

  • Guest
Re: Level pack topic
« Reply #540 on: December 19, 2005, 08:10:12 PM »
I've put my 4th pack on hold for a few days and might start work on it after Xmas day as I've got things to do. I hope you all liked my first 3 packs.

tseug(Guest)

  • Guest
Re: Level pack topic
« Reply #541 on: December 20, 2005, 04:45:57 AM »
On second thought level 6 is harder than 4.

JM

  • Guest
Re: Level pack topic
« Reply #542 on: December 24, 2005, 02:07:16 PM »
Quote from: tseug(Guest) link=1089136533/540#541 date=1135053957
On second thought level 6 is harder than 4.


Are you meaning your levelpak Tseug?

Leviathan

  • Guest
Re: Level pack topic
« Reply #543 on: December 25, 2005, 01:04:09 AM »
I came most close in achieving level 2...all the others are hopeless for me I think :)

tseug

  • Guest
Re: Level pack topic
« Reply #544 on: December 25, 2005, 05:59:29 AM »
Quote from: JM link=1089136533/540#542 date=1135433236
Quote from: tseug(Guest) link=1089136533/540#541 date=1135053957
On second thought level 6 is harder than 4.


Are you meaning your levelpak Tseug?
Yes, level 1 is also a bit hard.

JM

  • Guest
Re: Level pack topic
« Reply #545 on: December 25, 2005, 03:54:20 PM »
Looks like the levelpak is for experts  :P

I couldn't pass any of the levels but I'm sure I know how to pass 1 or 2.

You seem to be one of the authors that loves to make the hardest levels ever Tseug  :P

Shvegait,Geoo89,Leviathan and Insane Steve have also made some of the hardet levels ever.

I can't wait till your levelpak is finished man.

JM

  • Guest
Re: Level pack topic
« Reply #546 on: December 31, 2005, 12:49:41 PM »
I've just made another level for my new levelpak. It's called "No peeking in Lemedit!" .

I hope you like the title.

I'm including a re-make of the level "I am A.T" in this levelpak.

Jazzem

  • Guest
Re: Level pack topic
« Reply #547 on: December 31, 2005, 12:54:45 PM »
Quote
I've just made another level for my new levelpak. It's called "No peeking in Lemedit!" .

Invisible level, by any chance? ;)

JM

  • Guest
Re: Level pack topic
« Reply #548 on: December 31, 2005, 01:26:14 PM »
Yep it's another invisible level. I'll have to test it to make sure the exit works. I know where the terrain is on the level but I can't say where it is.

You have to find out for yourself :P

MC Marshy

  • Guest
Re: Level pack topic
« Reply #549 on: January 11, 2006, 01:08:32 PM »
Nice title for a level JM. I've got 7 or 8 levels finished for my levelpak but some seem to be needing to be checked and some might be needing re-styling.

Leviathan

  • Guest
Re: Level pack topic
« Reply #550 on: January 11, 2006, 07:42:24 PM »
I have created a "demo" of my new levelpack...whoever is interested in checking backroutes and testing my levels before I actually release them can contact me via PM :)

The levels aren't placed in order and there are 2 out of 10 levels requiting rather serious glitches.
My personal ratings are behind each level name :)

Titles so far (not in order)

-se7en (dirt set,also candidate for the lemmings remake so I might remove it from my actual pack)(mayhem)
-Imperfection part 613 (bubble set requiring knowledge about bashers)(sunsoft)
-Underground world (crystal set,still need some tweaks and serious skill adjustments)(tricky)
-Unimatrix zero (brick set,requiring sliding glitch)(sunsoft)
-Containment breach (brick set,requiring a dig trough genuine steel glitch)(sunsoft)
-Lookout tower (pink brick set)(taxing)
-Beam me up,scotty (snow set)(mayhem)
-A platform would be handy (snow set)(sunsoft)
-Magic:the bombering (brick set,requiring precision)(sunsoft)
-Climb and no Life (roman set)(mayhem)

JM

  • Guest
Re: Level pack topic
« Reply #551 on: January 12, 2006, 08:12:35 PM »
The pack is in the Lemmings file portal  :o

On the level "A platform would be handy" there is some water floating in the air and it looks silly (no offense Leviathan).The first level looks rather cool.

Leviathan

  • Guest
Re: Level pack topic
« Reply #552 on: January 13, 2006, 12:27:20 AM »
It isn't meant to be secret ;)

The reason for the floating water objects is that I had to choose between hidden traps or this.
There was no other way to remove a variety of backroutes which didn't use the trick to make more or less horizontal platforms.

Don't think about trying "containment breach" if you don't know about a major steel glitch ;)

Note that the levels aren't placed in order yet...and some still need tweaking :)

JM

  • Guest
Re: Level pack topic
« Reply #553 on: January 13, 2006, 10:32:57 AM »
I already know the glitch. There was a similar glitch on the first level of your 3rd pack.

If you know the glitch then the level is rather straightforward  :P

Leviathan

  • Guest
Re: Level pack topic
« Reply #554 on: January 13, 2006, 04:39:41 PM »
Quote from: JM link=1089136533/540#553 date=1137148377
I already know the glitch. There was a similar glitch on the first level of your 3rd pack.

If you know the glitch then the level is rather straightforward &#A0;:P

The first level in the previous pack didn't use any glitches (reverse basher trick),the one in this level isn't easy even when knowing the glitch (which is a very serious glitch).

JM

  • Guest
Re: Level pack topic
« Reply #555 on: January 13, 2006, 05:51:46 PM »
Ah yes that's what I was looking for. The reverse basher trick. I'm expecting to start a re-make of I am A.T in my levelpak soon.

I couldn't pass "se7en". I just lost one lemming. On the level "Underground World" why is the top of an exit's roof floating on top of the level?

Leviathan

  • Guest
Re: Level pack topic
« Reply #556 on: January 13, 2006, 10:32:15 PM »
Quote from: JM link=1089136533/555#555 date=1137174706
Ah yes that's what I was looking for. The reverse basher trick. I'm expecting to start a re-make of I am A.T in my levelpak soon.

I couldn't pass "se7en". I just lost one lemming. On the level "Underground World" why is the top of an exit's roof floating on top of the level?

It's just a "hint" about where the hidden terrain is situated :)

I'll do a major refit on that level soon anyway.


MC Marshy

  • Guest
Re: Level pack topic
« Reply #557 on: January 14, 2006, 12:14:10 PM »
I fixed the bug in Level 10 on my 3rd levelpak.

http://it.travisbsd.org/lemmings/lemmingswelt/index.php?cmd=get&file=levelpacks/Marshy03+fixed+version.zip

There it is. The one-way wall definitely works now  :)

JM

  • Guest
Re: Level pack topic
« Reply #558 on: January 14, 2006, 01:10:19 PM »
Quote from: Leviathan link=1089136533/555#556 date=1137191535

It's just a "hint" about where the hidden terrain is situated :)

I'll do a major refit on that level soon anyway.


That's ok. I didn't like the upside-down roof that was floating on top of the level. I like the design of a couple of the other levels they look good. I like the level that has a title similiar to "Fall and no life". "Climb and no life" is a really cool name for a level. My levelpak that I'm still working on has a level with a title called "Drown and no life". I've also made a level with a steel block that you have to pass using just bashers. I'll explain more about the levels in the pack later.

Quote from: MC Marshy link=1089136533/555#557 date=1137240850
I fixed the bug in Level 10 on my 3rd levelpak.

http://it.travisbsd.org/lemmings/lemmingswelt/index.php?cmd=get&file=levelpacks/Marshy03+fixed+version.zip

There it is. The one-way wall definitely works now  :)

That one-way wall works properly now. Thanks for fixing the problem. I can play this level now without having to bash through a one-way wall that does not function.

MC Marshy

  • Guest
Re: Level pack topic
« Reply #559 on: January 18, 2006, 11:52:18 AM »
Good &#A0;:)

I've got levels from my 4th pack to tweak and they are better than the first 3 packs.One level from my 4th pack uses a trick that is impossible if you don't know the trick. One of the other levels is just a bunch of traps placed in front of the exit and you need to find a few ways or so to avoid them. I'll give more detail later.

EDIT: Whoops sorry about that Ahribar

Offline Proxima

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Re: Level pack topic
« Reply #560 on: January 18, 2006, 12:31:30 PM »
Quote from: MC Marshy link=1089136533/555#559 date=1137585138
Good  :)

I've got levels from my 4th pack to tweak and they are better than the first 3 packs. Here is some of the level names.
Where? I don't see them.......

JM

  • Guest
Re: Level pack topic
« Reply #561 on: January 18, 2006, 05:20:55 PM »
I'll look forward to playing your 4th pack MC Marshy  ;)

MC Marshy

  • Guest
Re: Level pack topic
« Reply #562 on: January 23, 2006, 10:15:24 PM »
I've been checking my 1st level of the 4th pack and I've taken away a few skills and added a few more builders as there wasn't enough to save all the lemmings in the level. I've also re-made "I am A.T" which is a pretty cool level. I might read out some of the titles from the level now

Ancient Realms (A level with two entrances on each side and you need to watch each builder while creating a path to the exit)

A.T is no more (A re-make of 'I am A.T")

Watch it diggers (A level where you have to be careful with the release rate and where you place your diggers)

How to hang your lemming (A level with a bunch traps placed in front of the exit)

Stuck (A level where you have to reverse bash a steel block to save your lemmings)

That's some of the levels from the pack. Some levels still need tweaking and one or two levels have traps not functioning and I hope to make another 2 levels for the pack and it's done.

JM

  • Guest
Re: Level pack topic
« Reply #563 on: January 25, 2006, 11:25:16 AM »
Quote from: MC Marshy link=1089136533/555#562 date=1138054524
I've been checking my 1st level of the 4th pack and I've taken away a few skills and added a few more builders as there wasn't enough to save all the lemmings in the level.

Taking away skills if you remember doesn't mark the level harder or easier. It's still a good idea to take away skills. You could also take away 1 or 2 builders aswell. I might take some skills away from my levelpak although I never work on it but I'll hopefully finish it. I've been busy with things.

MC Marshy

  • Guest
Re: Level pack topic
« Reply #564 on: January 25, 2006, 01:01:09 PM »
I've also got an invisible level in the pack. The exit seems to have been misplaced and I'm trying to fix the problem with the exit. I've also got two more levels started on but they still need tweaking. The invisible levels are always cool. If you've played the levels "Somebody switch on a light" from the pack Conway06 and "The Invisible Level" from the pack Mikepak02 then take a look at this levelpak when it's finished. I don't always get time to work on this levelpak as I'm always busy and that. Expect a few more updates within two weeks or so.

JM

  • Guest
Re: Level pack topic
« Reply #565 on: January 26, 2006, 10:14:09 PM »
Oh that reminds me. I made an invisible level and I haven't tested it yet. I might check it out later.

MC Marshy

  • Guest
Re: Level pack topic
« Reply #566 on: January 27, 2006, 10:25:39 AM »
Quote from: JM link=1089136533/555#565 date=1138313649
Oh that reminds me. I made an invisible level and I haven't tested it yet. I might check it out later.

Cool. I think you mentioned that somewhere in this topic. It's called "No peeking in Lemedit!" isn't it ?

MC Marshy

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Re: Level pack topic
« Reply #567 on: January 31, 2006, 04:19:32 PM »
My 4th pack is now finally finished.

Get it here
http://it.travisbsd.org/lemmings/lemmingswelt/index.php?cmd=get&file=levelpacks/MARSHY04.DAT

Tell me if there's any problems.

JM

  • Guest
Re: Level pack topic
« Reply #568 on: February 01, 2006, 11:18:23 PM »
There doesn't seem to be any problems with the pack for me. I passed Level 3 after a few tries. I could save more than 50% of the lemmings. On Level 10 I was able to use builders,bashers,bombers and diggers to get through that wall. I could pass the invisible level in the pack. Level 1 has interesting scenery. The "I am A.T" remake is pretty cool. I think this is your best pack I've played.

MC Marshy

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Re: Level pack topic
« Reply #569 on: February 06, 2006, 06:06:36 PM »
I've just got about two levels for my next pack being worked on. I could include one or two genesis re-makes with changes. That would be fine. Can somebody please tell me what they think of my 4th pack?

MC Marshy

  • Guest
Re: Level pack topic
« Reply #570 on: February 10, 2006, 10:22:14 AM »
I've just got work on my 5th pack started. 2 of the levels are done and a 3rd is still in development here are some titles.

The Furnace (With a wall in the middle of the terrain with flame throwers)
Balance Beam (High release rate level and you need to keep clicking the builders until 1 lemming is far away enough to dig a deep pit to trap the lemmings)
Float and no life (No builders,how can you get down there without touching the traps?)

JM

  • Guest
Re: Level pack topic
« Reply #571 on: February 12, 2006, 07:41:01 PM »
Tseug I have been playing your levelpak that you sent. I only managed to pass Level 5 after loads of attempts. I finally found the solution. You were right in your PM. It is the easiest in your pack. The other levels I probably can't pass because of time limit or something like that. Level 6 is a real killer but has nice design. Keep it up dude. Keep making good levels. I can't wait till you finish making the pack.

tseug

  • Guest
Re: Level pack topic
« Reply #572 on: February 13, 2006, 02:08:28 AM »
Level 6 is the only one out of the six you have that uses a glitch. DON'T do that one before the others.

tseug

  • Guest
Re: Level pack topic
« Reply #573 on: February 13, 2006, 05:11:03 AM »
My pack is almost done, there is only one level left that I'm unsure is possible.

JM

  • Guest
Re: Level pack topic
« Reply #574 on: February 13, 2006, 11:46:18 AM »
Quote from: tseug link=1089136533/570#573 date=1139807463
My pack is almost done, there is only one level left that I'm unsure is possible.

You could e-mail me the pack and I could try and take a look. Which level is it? 1,2,3,4,5,6,7,8,9 or 10?

tseug

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Re: Level pack topic
« Reply #575 on: February 13, 2006, 05:54:26 PM »
LOLOLOL :) :) You REALLY want to try it? I know what you'll say.........
good luck :)

EDIT: I would put it in the last 3.

EDIT2: Watch out!

JM

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Re: Level pack topic
« Reply #576 on: February 13, 2006, 06:49:10 PM »
Quote from: tseug link=1089136533/570#575 date=1139853266
LOLOLOL :) :) You REALLY want to try it? I know what you'll say.........
good luck :)

EDIT: I would put it in the last 3.

EDIT2: Watch out!


That level really is impossible. Just 13 builders or so? It's impossible to turn those lemmings around. You could try and work with that level to solve the problem.

tseug

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Re: Level pack topic
« Reply #577 on: February 13, 2006, 07:19:50 PM »
"Do or do not, there is no try" - yoda

 ;)

Come on, do the level. ;)

JM

  • Guest
Re: Level pack topic
« Reply #578 on: February 13, 2006, 08:22:01 PM »
I tried the level. It seems impossible but I've had a few tries. Have you tried it yourself Tseug?

tseug

  • Guest
Re: Level pack topic
« Reply #579 on: February 13, 2006, 08:38:31 PM »
Yes. I can almost manage it.

JM

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Re: Level pack topic
« Reply #580 on: February 13, 2006, 08:41:22 PM »
Yay!

Tseug the hero  :P

Leviathan

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Re: Level pack topic
« Reply #581 on: February 14, 2006, 01:01:03 AM »
Which level are you guys talking about?
I still have to "do" one of your levels :P

tseug

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Re: Level pack topic
« Reply #582 on: February 14, 2006, 01:40:50 AM »
Do level 5 first.

The level might not even be in the pack.

JM

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Re: Level pack topic
« Reply #583 on: February 14, 2006, 12:19:39 PM »
Why might Level 5 not be in the pack? It looks like a good level

tseug

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Re: Level pack topic
« Reply #584 on: February 14, 2006, 11:56:39 PM »
I mean the level with all the builders.

JM

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Re: Level pack topic
« Reply #585 on: February 15, 2006, 12:07:42 AM »
Quote from: tseug link=1089136533/570#584 date=1139961399
I mean the level with all the builders.

Oh that annoying little level. I was dreaming about finding ways to pass it but I'm out of luck. Must get my 18th levelpak finished sometime.

tseug

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Re: Level pack topic
« Reply #586 on: February 15, 2006, 01:52:53 AM »
Some news: I'm not using the builder level. For many reasons.

Leviathan

  • Guest
Re: Level pack topic
« Reply #587 on: February 15, 2006, 09:40:58 AM »
Tseug,could you PM me the newest version of your pack?
Thanks :)

MC Marshy

  • Guest
Re: Level pack topic
« Reply #588 on: February 17, 2006, 12:15:02 PM »
I couldn't find a way to pass any of the 6 levels. Tseug if you send me the latest version of the pack will it contain the 9 levels you have in it?

JM

  • Guest
Re: Level pack topic
« Reply #589 on: February 18, 2006, 09:55:30 AM »
Leviathan I was testing your 4th pack and "Beam me up scotty" was ok. The trick worked. I also managed Imperfection (Part 613). I guessed that the 6 would be something to do with the basher. I found "Magic: The Bombering" hard to pull off but I couldn't pass any of the other levels as I was busy with other stuff. But they're your best levels Leviathan. The only thing I don't like about "A platform would be handy" is those water traps floating in the air. On "Underground World" some steel areas have been misplaced as I can't bash through some of the non-steel terrain on the level.

MC Marshy

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Re: Level pack topic
« Reply #590 on: February 21, 2006, 05:47:33 PM »
One of Lemeri's levelpaks that is impossible to find can be downloaded at The Lemmings File Portal. The file is bigqtwo.dat

MC Marshy

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Re: Level pack topic
« Reply #591 on: March 04, 2006, 05:03:48 PM »
Tseug when is your pack going to be fully finished?

tseug

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Re: Level pack topic
« Reply #592 on: March 04, 2006, 06:36:50 PM »
When I get back to it.

JM

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Re: Level pack topic
« Reply #593 on: March 04, 2006, 10:50:29 PM »
I'd love to see the full version of your pack Tseug :)

I've played the first 6 levels in the pack you sent me and they look really nice  :)

I'm glad you didn't put that just the builders level in the pack. It was impossible for me to complete.

tseug

  • Guest
Re: Level pack topic
« Reply #594 on: March 05, 2006, 12:06:29 AM »
When are you going to send me a screenshot of your solution to level 5? It seems impossible on the current version.

JM

  • Guest
Re: Level pack topic
« Reply #595 on: March 05, 2006, 10:55:40 AM »
I'll hopefully get it done sometime tonight. Sorry I've been busy with work and stuff. I'll hopefully get the screenshot up tonight. I'll send it to you by e-mail.

JM

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Re: Level pack topic
« Reply #596 on: March 07, 2006, 03:23:04 PM »
Tseug I sent an e-mail to your hotmail account containing the screenshot of how I passed the level. Did you get it?

I should be done with my new levelpak sometime this month. I've got 10 levels altogether in the pack but some just need tweaking and that's it :)

Here are the names

Another annoying 1-pixel gap
Exits left and right
Three different missions
No rush!
Drown and no life
I am J.M
No peeking in Lemedit!
A block in the way
You can't do anything about it
You probably can't solve this

It's just three levels that need tweaking and I'm done.

tseug

  • Guest
Re: Level pack topic
« Reply #597 on: March 08, 2006, 12:28:32 AM »
Quote from: JM link=1089136533/585#596 date=1141744984
Tseug I sent an e-mail to your hotmail account containing the screenshot of how I passed the level. Did you get it?
Yeah, I'll fix it when I get back to my pack. :P

EDIT: Can you do it in less than a minute? If not, I can fix it easily. :)

MC Marshy

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Re: Level pack topic
« Reply #598 on: March 13, 2006, 05:34:21 PM »
I've still got tweaks on levels to do in my 5th pack. I haven't started work on all the levels yet but I've sure got some nice names for you to know.

The furnace (Done)
Natural Cave (Not started on yet)
No time to argue (Not started on yet)
Float and no life (Done)
No turning back! (Done)
Waste Disposal unit (Done)
Chemical Compound (Not started on yet)
Balance Beam (Done)
Keep the crowd together (Not started on yet)
Time Bandits (Done)

Leviathan

  • Guest
Re: Level pack topic
« Reply #599 on: March 13, 2006, 09:45:01 PM »
Lol,it's raining levels with FANL-like titles :)

I know for sure I've seen these titles already:

-Hang and no life (my own)
-Climb and no life (my own)
-Drown and no life (JM)
-Bash and no time (IS)
-Float and no life (MC)

I guess FANL is really a versatile title or the levels are just so famous :)

JM

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Re: Level pack topic
« Reply #600 on: March 13, 2006, 10:45:32 PM »
Quote from: Leviathan link=1089136533/585#599 date=1142286301
Lol,it's raining levels with FANL-like titles :)

I know for sure I've seen these titles already:

-Hang and no life (my own)
-Climb and no life (my own)
-Drown and no life (JM)
-Bash and no time (IS)
-Float and no life (MC)

I guess FANL is really a versatile title or the levels are just so famous :)

It's the FANL-like title crew  :P

JM

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Re: Level pack topic
« Reply #601 on: March 18, 2006, 02:34:59 PM »
I'm done with JM18 in the end  :)

http://it.travisbsd.org/lemmings/lemmingswelt/index.php?cmd=get&file=levelpacks/JM18.DAT

There you go

Enjoy playing it  :P

Some levels maybe difficult and some maybe not difficult

If you are having trouble passing "I am J.M" it is possible to complete. I checked the solution. The save target 80% and I thought it was too low so I raised to about 93% or something like that. I hope you enjoy playing this pack. If there's any problems just tell me :)

tseug

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Re: Level pack topic
« Reply #602 on: March 18, 2006, 06:42:22 PM »
I'm trying to save as many as possible on each level.......

EDIT:

 1: -
 2: -
 3: 90%  * +
 4: 100%
 5: -
 6: 100% *
 7: -
 8: 100% *
 9: 100% (oh come on this is totally lame!)
10: 88% * ++

a '-' means I skipped it
a '*' means I saved more than required
a '+' means I might be able to improve
a '++' means I'm certain I will be able to improve

Offline chaos_defrost

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Re: Level pack topic
« Reply #603 on: March 18, 2006, 08:05:06 PM »
Don't forget Garjen's remakes of FANL and FANL2, and my Cheapo ISWorld remake of FANL and slight revision to make FANL3...

Ok, JM, I played your newest pack. A few good levels, a few not so good.

Level 1: This looks like a more obvious version of the main trick to my 8.10. Not more to say.
Level 2: Reminded me of a mid-Tricky original Lemmings level.
Level 3: Too easy. It's much too obvious what skills go where.
Level 4: Didn't play this one seriously yet. I like the terrain, though.
Level 5: Probably my favorite level in the pack, although it's still a bit easy.
Level 6: It seems like there's not a whole lot different than the original I am A.T., in all honesty.
Level 7: Easy when you know where everything is... Why the bashers and miners?
Level 8: I got it... I can't see the 100% answer -- I know the blocker isn't needed, but I can't getr the first basher to work unless he's facing left.
Level 9: Oh, come on. After level 8... this is just an exercise in repetition.
Level 10: It's been done several times before, sorry.

Still a lot better than your early packs, though.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

JM

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Re: Level pack topic
« Reply #604 on: March 19, 2006, 09:35:46 AM »
I'll try and make better levels someday. I could make some better ones for the Lemmings re-make if everyone's forgot about that.

MC Marshy

  • Guest
Re: Level pack topic
« Reply #605 on: March 20, 2006, 10:57:24 AM »
I like Level 3 and Level 5. They are my favourite levels in the pack. I might do more work on my pack when EricLang has finished a new level editor. Should be better than Lemedit.

Offline chaos_defrost

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Re: Level pack topic
« Reply #606 on: March 20, 2006, 06:10:48 PM »
You are making much better levels than you once did, actually. Two points of advice:

1) Stay away from the unfair tricks. I sound like a hypocrite for this one (See ISteve01-03, and a lot of the 10th levels of my packs), but it's more fun to play levels that are hard without being unfair.
2) Try to incorporate multiple puzzle elements into your levels. For example, you made a multi-task level, but each of the mini-levels were too simple. For example, if you can think of two unique medium-difficulty levels, maybe place them together into one multi-task type level. If you come up with two ideas for two separate levels, try and think of a way to place them both into one level.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

Leviathan

  • Guest
Re: Level pack topic
« Reply #607 on: March 21, 2006, 10:34:42 AM »
I just remember that I've remade FANL 1 and 2 with pixel precision,even the thin pieces are present :)
The only difference right now is that you have to stretch a bridge and a shorter time limit for FANL 1...
I might improve them more but I'm out of fantasy ;)

I'm busy lately but somewhere soon I will finish my 4th pack...it will contain 2 glitch levels tough and "climb and no life" should be really confusing if all backroutes are removed :)

MC Marshy

  • Guest
Re: Level pack topic
« Reply #608 on: March 21, 2006, 03:06:37 PM »
This is what's done with my 5th pack

Level 1 - 100% done
Level 2 - 100% done
Level 3 - Still tweaks needed
Level 4 - 100% done
Level 5 - Still tweaks needed
Level 6 - Still tweaks needed
Level 7 - No work started yet
Level 8 - 100% done
Level 9 - 100% done
Level 10 - 100% done

Leviathan

  • Guest
Re: Level pack topic
« Reply #609 on: March 22, 2006, 12:08:12 AM »
JM,for level 1,is the miner mispositioning glitch involved?

JM

  • Guest
Re: Level pack topic
« Reply #610 on: March 22, 2006, 11:32:12 AM »
Quote from: Leviathan link=1089136533/600#609 date=1142986092
JM,for level 1,is the miner mispositioning glitch involved?

Yeah I think that's the trick where you go over a 1-pixel gap using a miner and not a builder.

EDIT: MC Marshy I've looking at that screenshot of your first level in the pack. Is it a challenging level or is it simple to start off the pack?

MC Marshy

  • Guest
Re: Level pack topic
« Reply #611 on: March 24, 2006, 10:36:41 AM »
Slightly tricky level JM. You have to make sure your builders don't run into the flame throwers. I tweaked level 8 a bit to make it look better. I've stared work on another level in the pack and I'm trying to implement a solution into it. Level 3 looks like it still needs some tweaking. I should be done with this pack soon.

EDIT: My 5th levelpak is done and can now be downloaded at the Lemmings file portal. The file is Marshy05.dat

I hope everyone likes it.

JM

  • Guest
Re: Level pack topic
« Reply #612 on: March 31, 2006, 02:20:48 PM »
Nice levelpak MC Marshy. Some levels are a bit too easy for me but some of the others are just good. I like the level where you have to build over the shredders and be careful. "No turning back!" is one of my favourite levels from the pack. Some good levels. Better than your others :)

Offline Mindless

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Re: Level pack topic
« Reply #613 on: March 31, 2006, 11:32:18 PM »
Quote from: Isu link=1089136533/195#202 date=1121980900
No USB port. It's very old :P.<br><br>UPDATE: 5% done on the manual entering. ;P

Will we ever see this pack since you're not really active on the board anymore?

[edit:typo]

MC Marshy

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Re: Level pack topic
« Reply #614 on: April 02, 2006, 12:48:14 PM »
Quote from: Mindless link=1089136533/600#613 date=1143847938
Quote from: Isu link=1089136533/195#202 date=1121980900
No USB port. It's very old :P.<br><br>UPDATE: 5% done on the manual entering. ;P

Will we ever see this pack since your not really active on the board anymore?

Mindless I hope we see this pack since he isn't active on the board anymore. If you're looking for new levelpaks to try out then try out my 5th levelpak which came out a few days ago :)

Get it from the Lemmings file portal as it says in my signature. Marshy01-5

JM

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Re: Level pack topic
« Reply #615 on: April 11, 2006, 05:29:58 PM »
Looks like I've past most levels from your 5th pack Marshy.  The re-make of the genesis level "Balance Beam" looks nice. I like the level with the crystal graphics.

MC Marshy

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Re: Level pack topic
« Reply #616 on: April 12, 2006, 06:00:10 PM »
Marshy02,Marshy03 and Marshy05 all have genesis re-makes. I've started work on a 6th pack and 3 levels have been done. They are all genesis re-makes. I've set the save target to 30% on level 3 but I will make it much higher. Check the names of the levels I've converted to Custlemm below.

Darkness of the royal family
Evil Whisper
A trap is a trap

MC Marshy

  • Guest
Re: Level pack topic
« Reply #617 on: April 13, 2006, 06:07:43 PM »
Quote from: ccexplore (not logged in) link=1089136533/345#345 date=1127371460
Quote from: Ahribar  link=1089136533/330#339 date=1127335944
I'm afraid not; for instance, if you look at where the wires cross in the top-left corner just after the trapdoor, imagine the lemmings are coming from the lower left. On your version they'll fall through immediately and reach the lower platform (the one just right of the plus and above another plus); on the actual level they would only fall through at the intersection of the wires, and reach the middle platform.
<br>Well, my Genesis emulator is contradicting what you said above:<br><br>http://www.geocities.com/guestlevels/lemmings/electric_circuits.png<br><br>Lemmings coming from the lower left falls immediately, as I would expect from the game mechanics observed in DOS and a few other versions.

Dude I've re-made the level in Custlemm. I'll upload a screenshot of my work to the Lemmings file portal and it will be electriccircuit.png

http://it.travisbsd.org/lemmings/lemmingswelt/index.php?cmd=get&file=screenshots/electriccircuit.PNG

Offline geoo

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Re: Level pack topic
« Reply #618 on: April 15, 2006, 10:36:32 PM »
As promised, I've finally come up with my second pack for CustLem(2), the third Lemmings one for me overall. Also, I hope (and somehow think) that my announced try to make the levels of this pack at least about as hard as the ones of my first CustLem(2) pack was successful.
I somehow managed it to use my favourite style, the bricks one, only once, however this pack reflects my preference for using only a few lemmings again quite well with half of the levels having less than ten lems.
I recommend to use CustLem2, but it shouldn't make too many differences (except for level 7) if you use CustLemm. Therefore I created a separate CustLemm version of this level: http://207.58.177.175/~geoo89/lemmings/1-PALAC2.LVL

Special thanks go to ccexplore for having a look at level 10 and especially tseug for trying and finding backroutes for a couple of levels.
Anyway, here's a link to the whole pack: http://207.58.177.175/~geoo89/lemmings/geooPk1.dat
Level 3 requires a special graphics file: http://207.58.177.175/~geoo89/lemmings/vgaspecS.dat
Some of the levels need quite a bit of precision (fortunately mainly in the earlier parts or in short levels), but except for level 7 not in an incredibly annoying amount; also I somehow managed to solve level 7 at my fourth try when checking the CustLemm version for its solvability (and the CustLem2 version requires as much precision as it). Overall I tried to set the priority on working out the solution, still the execution is not so easy usually (and I already tried to avoid precision whenever possible).
In case you find a solution for a level that seems backroutish to you, or you (except for ccexplore this time since he already knows the solution) find a solution for level 10, it would be nice if you could tell me. And at last, 'enjoy'. ;)

PS: My next pack's going to be for Cheapo, hopefully getting ready anytime, perhaps within less than half a year.

MC Marshy

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Re: Level pack topic
« Reply #619 on: April 16, 2006, 12:15:48 PM »
I've just come up with an idea for my 6th levelpak. Here are the titles

Darkness of the royal family (Genesis re-make)
Evil Whisper (Genesis re-make)
A trap is a trap (Genesis re-make)
Electric Circuit (Genesis re-make)
The Oasis (A twist of the genesis level "Keep step")
Use your brain skillfully (Might be obvious what you have to do but a nice symmetrical design)
Running Down (A re-make of a level from the original cheapo...I hope it's authorized)

I have no idea what the last 3 levels will be but I will get inspiration eventually  ;)

Geoo I can't pass any of the levels from your pack. This is even harder than your first pack!

What does the release rate do in level 7?

Offline geoo

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Re: Level pack topic
« Reply #620 on: April 16, 2006, 12:55:30 PM »
The RR in level 7 should be -156 effectively (it can be set so low setting the bytes for the RR to 0x0064).

JM

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Re: Level pack topic
« Reply #621 on: April 16, 2006, 07:52:16 PM »
I can't pass a single 1 of those levels. They are so hard. Maybe they use a few glitches that I've seen in the past.

tseug

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Re: Level pack topic
« Reply #622 on: April 16, 2006, 09:34:04 PM »
I updated my sig.

Ok geo, i'm trying the pack now. ;)

EDIT: Hehe... yeah level 7 is insane. :D Level 10 is very difficult unless you know exactly how to trigger the glitch. (that's not giving anything away... it's extremely obvious that a glitch is required)

JM

  • Guest
Re: Level pack topic
« Reply #623 on: April 16, 2006, 09:43:11 PM »
Oh Tseug could you e-mail me the latest version of your pack please?

tseug

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Re: Level pack topic
« Reply #624 on: April 16, 2006, 09:52:39 PM »
OK JM.....
(edit: sent)

EDIT: I like the special graphics level geo. ;)

MC Marshy

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Re: Level pack topic
« Reply #625 on: April 17, 2006, 11:27:11 AM »
I can't even pass any of those levels. I agree with Tseug the special graphics level looks good. The first special graphics level "Through the thicket" fits in with all the other levels ;)

I've re-made "Running down" from the wild set in cheapo. I might change the solution of the level so that it's different from the cheapo version. I could make it where the lemmings have to get past the demoleculariser trap and a lemming digs down onto the bottom floor so he can build to the exit while the other lemmings are making their way towards it.

I'm glad my genesis re-makes are slightly different from the original versions of the levels.

Geoo is there any glitches that are used to pass your levels?

Offline geoo

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Re: Level pack topic
« Reply #626 on: April 17, 2006, 12:38:46 PM »
Quote
EDIT: I like the special graphics level geo. ;)
Quote from: MC Marshy link=1089136533/615#625 date=1145273231
I can't even pass any of those levels. I agree with Tseug the special graphics level looks good. The first special graphics level "Through the thicket" fits in with all the other levels ;)[...]
Thank you. I obviously took the graphics from Supaplex and tried to make the best out of it due to the limited palette. The exit looks a bit strange though.

Quote
Geoo is there any glitches that are used to pass your levels?
A couple of them do:
[highlight]Level 1: only tricks - Level 2: only known (non-glitch) behaviour
Level 3: yes - Level 4: no - Level 5: no, at most tricks
Level 6: it's rather a known trick - Level 7: yes - Level 8: borderline glitch similar to a known one
Level 9: a well known one + tricks - Level 10: a glitch unknown to most of you
[/highlight]

Offline Proxima

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Re: Level pack topic
« Reply #627 on: April 17, 2006, 02:09:38 PM »
Tsssssss. I do *not* like the way people here talk about "known" and "unknown" glitches, when it seems to me the criterion for being "known" is "known to ccexplore, geoo89 and tseug".......

Offline geoo

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Re: Level pack topic
« Reply #628 on: April 17, 2006, 09:32:59 PM »
Quote from: Ahribar link=1089136533/615#627 date=1145282978
Tsssssss. I do *not* like the way people here talk about "known" and "unknown" glitches, when it seems to me the criterion for being "known" is "known to ccexplore, geoo89 and tseug".......
It's not that bad.
For the glitches, one of the 'known ones' also works for Cheapo and has been used by Isu in level, the other one has been published by ccexplore. For the other 'yes'-ones, one uses the same glitch and the other one a glitch known to at least two other persons apart from "ccexplore, geoo89 and tseug". ;)

Offline ccexplore

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Re: Level pack topic
« Reply #629 on: April 17, 2006, 10:14:12 PM »
Quote from: Ahribar link=1089136533/615#627 date=1145282978
Tsssssss. I do *not* like the way people here talk about "known" and "unknown" glitches, when it seems to me the criterion for being "known" is "known to ccexplore, geoo89 and tseug".......
Oh admit it, what you really don't like the fact that you don't know the glitches. ;)

Kidding aside, I guess I did sort of start the "known" "unknown" terminology (although I think I was using the term "new glitch" in the Lemmings Challenge thread, maybe).  But it's been quite a while so honestly I have no idea who knows what anymore. ;)

I will say however, that most glitches, known or unknown, tends to work across many versions of Lemmings.  Yes, even the Mac version, and I know since I've had the Mac emulator for a while and I've checked some of them.  So if some people here manages to discover glitches, even tricky ones, on their own w/o my help, there's no reason why someone with Mac Lemmings wouldn't be able to also discover glitches on their own.

geoo89:  I don't think you ever answered my question in PM months ago asking whether level #10 in your Cheapo set ("Level with Strange Blocks") is possible in CustLemm.

tseug

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Re: Level pack topic
« Reply #630 on: April 17, 2006, 10:50:03 PM »
Quote
Level 10 is very difficult unless you know exactly how to trigger the glitch. (that's not giving anything away... it's extremely obvious that a glitch is required)
Ummm..... actually it's still hard even when you know it...

EDIT: Ahribar if you want to find out glitches just think about how the game works and test stuff. The tame levels are good for that.

MC Marshy

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Re: Level pack topic
« Reply #631 on: April 18, 2006, 02:17:24 PM »
Tseug which level of the pack is not confirmed possible?

Offline geoo

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Re: Level pack topic
« Reply #632 on: April 18, 2006, 10:22:48 PM »
Quote from: ccexplore link=1089136533/615#629 date=1145312052
[...]
geoo89:  I don't think you ever answered my question in PM months ago asking whether level #10 in your Cheapo set ("Level with Strange Blocks") is possible in CustLemm.
Hmm, I seemingly didn't take it as an actual question...anyway, unmodified it wouldn't work for CustLemm. The main idea does, but it would need to be built into the level a little differently. That difference is not glitch-related though.

tseug

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Re: Level pack topic
« Reply #633 on: April 18, 2006, 11:02:00 PM »
Quote from: MC Marshy link=1089136533/630#631 date=1145369844
Tseug which level of the pack is not confirmed possible?
The one called "NULL" (can't think of a title)

JM

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Re: Level pack topic
« Reply #634 on: April 20, 2006, 12:03:46 PM »
I'll try playing the level. I couldn't pass any of the other levels either. I eventually will one day.

Edit: NULL seems annoying to pull off. I tried timing the bomber but he never reaches on the little ceiling on time. I like the design though. Have you started work on the tenth level yet?

MC Marshy

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Re: Level pack topic
« Reply #635 on: April 20, 2006, 01:49:34 PM »
I'm pretty much running out of inspiration for my pack. I've got 9 levels in this pack and most of them need tweaking but I hope to have a level using the hell set somewere in the pack.

Here are some level names

"Darkness of the royal family" (genesis re-make) Uses gold set
"Evil Whisper" (genesis re-make) Uses pink set
"Electric Circuit" (genesis re-make) Uses crystal set
"Running down" (cheapo wild set re-make) Uses crystal set
"Lack of builders" (Find a way to pass the water without using builders but it might be obvious what you have to do) Uses pink set

So far 70% of my pack is done.

JM

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Re: Level pack topic
« Reply #636 on: April 20, 2006, 08:44:37 PM »
Quote from: MC Marshy link=1089136533/630#635 date=1145540974
"Lack of builders" (Find a way to pass the water without using builders but it might be obvious what you have to do) Uses pink set

If you've played Mikepak03 and seen level 3 you can pass the water without using builders. You just have to bash through the terrain. There's also a level by Insane Steve where the lemmings walk through the water. The title of your level "Lack of builders" will probably suit the level if you have not let any builders be in the skills selection. If you want a level where there is a gap and you don't want to use builders then you can have the miner-mispositioning glitch where the miner mines right on the end and gets to the other side. Genesis re-makes are pretty much my favourite levels though.

tseug

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Re: Level pack topic
« Reply #637 on: April 20, 2006, 11:08:49 PM »
Quote from: JM link=1089136533/630#634 date=1145534626
Edit: NULL seems annoying to pull off. I tried timing the bomber but he never reaches on the little ceiling on time. I like the design though. Have you started work on the tenth level yet?
I tested that idea, with the bomber timed perfectly, and the real problem seems to be creating enough space betwee the lems. I'm still trying to get the imtended solution to work, so I haven't done much backroute checking. And the design took a while, I'm glad you like it. :)

I might have started on the tenth level... I tend to abandon a lot of concepts before finding one I like. (btw the levels are in the order I made them, not how they willl be in the pack)

EDIT: Actually the tenth level isn't going to have a concept... I'm going to make it the same way I made level 2:
1) make a level with a simple solution
2) repeatedly prevent every solution I find until a dead end
So basically applying backrouting to level making.

JM

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Re: Level pack topic
« Reply #638 on: April 21, 2006, 11:08:43 AM »
It'll be good to see the full version of the levelpak. I like the design of each level in the pack. Keep up the work Tseug ;)

tseug

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Re: Level pack topic
« Reply #639 on: April 21, 2006, 11:12:21 PM »
Hehe thanks. ;) I'm trying to make harder levels.... because I think most of mine are too easy. (yes really :D)

JM

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Re: Level pack topic
« Reply #640 on: April 21, 2006, 11:15:55 PM »
Quote from: tseug link=1089136533/630#639 date=1145661141
Hehe thanks. ;) I'm trying to make harder levels.... because I think most of mine are too easy. (yes really :D)

Your levels aren't too easy  :P

You could have harder levels in a second pack couldn't you?

tseug

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Re: Level pack topic
« Reply #641 on: April 21, 2006, 11:21:13 PM »
lol nope ;) the end of this pack is a good enough place. (the second pack will be harder though :))

JM

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Re: Level pack topic
« Reply #642 on: April 21, 2006, 11:27:47 PM »
Cool. I love hard levels especially if they use glitches. It's good to see that people are making their own vgaspec graphics and using the current vgaspec graphics to re-make some of the classic levels including "MENACING" etc. When I discovered Custlemm and a few levelpaks I have discovered more tricks that can be found in Lemmings. It would have been good to see some of the levels in the original lemmings.

Have you confirmed "NULL" as possible yet?

tseug

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Re: Level pack topic
« Reply #643 on: April 22, 2006, 01:31:26 AM »
No, but I sure know that it's hard.

I think maybe I should put a vgaspec level somewhere in this pack......

EDIT: NULL is now confirmed possible. :)

JM

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Re: Level pack topic
« Reply #644 on: April 22, 2006, 11:16:55 AM »
Quote from: tseug link=1089136533/630#643 date=1145669486
No, but I sure know that it's hard.

I think maybe I should put a vgaspec level somewhere in this pack......

EDIT: NULL is now confirmed possible. :)

There should be an editor that shows the graphics from vgaspec files. Somebody must know where one is.

I also thought you were making level 10 just like level 2.

MC Marshy

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Re: Level pack topic
« Reply #645 on: April 22, 2006, 11:51:55 AM »
My 6th pack I think is okay now.

http://it.travisbsd.org/lemmings/lemmingswelt/index.php?cmd=get&file=levelpacks/MARSHY06.DAT

Download it there

Please tell me if you find something bad in the pack. I do all the best I can. So far I've been bored these holidays so I messed about with lemmings stuff and made what levels I could. It took me a few hours to re-make a level completely from genesis or cheapo and then I did my own modifications to the levels. Looks like it all came out well.

tseug

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Re: Level pack topic
« Reply #646 on: April 22, 2006, 07:19:19 PM »
Quote from: JM link=1089136533/630#644 date=1145704615
I also thought you were making level 10 just like level 2.
I am, but if I make a vgaspec level I will replace one of the easier levels. (and put it in my second pack instead)

EDIT: MCM that pack looks great! :) Level 10 really sticks out, it's definitely my favorite out of any level you have made so far. :)

JM

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Re: Level pack topic
« Reply #647 on: April 23, 2006, 06:17:25 PM »
Ok Tseug. I'll look forward to playing the full version of your first pack.

MC Marshy I've played your 6th pack and it looks good. Nice re-make of "Evil Whisper" from the genesis version. The cheapo re-make looks good as it's not an exact replica of the level. Keep it up make more levels in the future :)

Marshy

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Re: Level pack topic
« Reply #648 on: May 04, 2006, 09:30:12 AM »
I've got a 7th pack in the Lemmings file portal. Spent hours working on a 7th levelpak and almost finishing an 8th which should be finished by the end of this week. I hope you like the 7th that's in the portal but it might not be good enough. The 8th has a vgaspec level but I hope my next levelpaks will be better after I finish making the 8th. In the file portal it's Marshy07.dat

Enjoy :)

Leviathan

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Re: Level pack topic
« Reply #649 on: May 04, 2006, 10:04:51 AM »
Here's my new pack :) http://it.travisbsd.org/lemmings/lemmingswelt/index.php?cmd=get&file=levelpacks/levipak4.dat

Levels 9 and 10 are glitchy,all others are glitch-free.

JM2006

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Re: Level pack topic
« Reply #650 on: May 04, 2006, 12:18:07 PM »
Nice pack Leviathan

So far I really love the design of each level pack. Keep making good levels  :)

Here is how I did on the levels

Level 1: I know the trick with the builder which turns him around
Level 2: The time limit wasn't too bad, was a bit tricky timing the bomber but still made it  :)
Level 3: I don't know the exact solution for the level so I didn't pass it
Level 4: This seemed annoying to pull off, I'll try again sometime to see if I pass it
Level 5: I know what the numbers in the title are talking about, the basher didn't always bash through every cell but I know I'll make it one day
Level 6: The water traps! How do I pass this one?
Level 7: I turned around the top lemming but I keep having trouble saving the others
Level 8: This looked hard, I couldn't pass it
Level 9: I'll figure this one out when I try harder
Level 10: I know the glitch that's used but is there more than one glitch?

I hope your 5th pack is good aswell :)

Marshy

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Re: Level pack topic
« Reply #651 on: May 05, 2006, 01:24:03 PM »
I've put Marshy08 in the Lemmings file portal. It's all I could do. You can download it there now. I'll start a 9th pack maybe next week. I'm out of inspiration at the minute for levels but you can play Marshy01-08 for the time being :)

Blimey! That pack is hard Levi. I managed level 2 but how do you do some of the others?

Leviathan

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Re: Level pack topic
« Reply #652 on: May 05, 2006, 05:00:39 PM »
Here's some hints to my levels :)

Level 1: You need to know the trick involved,for the rest it's easy.
Level 2: Think about the builder bricks punching trough terrain.
Level 3: Always think about the title...
Level 4: The angle of a builder and a miner is exactly the same.
Level 5: You need to fill some cells with builders and bash trough all of them with one basher
Level 6: You indeed need to build a platform using builders and diggers.
Level 7: Uses level 1 and 2 tricks
Level 8: It is possible to create an upward tunnel with bashers.
Level 9: Sliding glitch.
Level 10: Steel failiure glitch.

Marshy

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Re: Level pack topic
« Reply #653 on: May 08, 2006, 12:01:21 PM »
Cheers

I've got work on a 9th pack coming up and here is the progress

Out of blockers.. (Turn the lemmings around using builders) (DONE)
One minute warning (Within a minute try and speed up what you can, it may be hard to find the exact solution (IN PROGRESS)
Builders to the rescue (Probably an easy level, the lemmings are stuck on a hill and one of the lemmings on the bottom has to build a bridge so the lemmings can land safely) (DONE)

It should take me a few weeks to get this pack done. I'm doing the best I can :)

Offline Timballisto

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Re: Level pack topic
« Reply #654 on: May 22, 2006, 01:52:10 AM »
I have a request for any playtesters out there. &#A0;I have a level here, and I haven't touched it for months, and I forgot the intended solution. &#A0;However I think that the intended solution may have been in place with a few glitches, or it may have been possible already, but I'm really not sure. &#A0;If anyone can take this level here and beat it, that would be great. &#A0;Make sure to remember how ya did it though! &#A0;Thanks.

http://www.webcatgraphics.com/jmlproductions/LEV5-8.jpg

(Why .jpg?  For some reason it won't download the file without some extension, so I made it a jpg.  Obviously take it back off after you download it.  Also, I think you'll have to right click it and then click save target as to download it.)

Offline Timballisto

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Re: Level pack topic
« Reply #655 on: May 27, 2006, 12:48:17 AM »
Huloooooo?

Offline Proxima

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Re: Level pack topic
« Reply #656 on: May 27, 2006, 11:04:01 AM »
Sorry -- I'm really busy this week with an 8000-word essay. I'll look at it as soon as I can.

Offline geoo

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Re: Level pack topic
« Reply #657 on: May 28, 2006, 09:30:52 AM »
Oh, sorry, I tried and worked out a solution (not executed though), and forgot to post it. :-[
Anyway, that the solution I worked out:
[highlight]Since there are only 50% to save, you only need to use two entrances:
(From the left) the second and the third. First turn the RR to a high value.
For the second entrance: have a lemming facing right build at a certain point on the plateau-like terrain section to get up onto the obstacle. When starting the second bridge, have a lemming bash through the bridge below him he built up before. The builder should not turn around but walk up the obstacle. When he's fallen into the gap, have him bash through it and the build three bridges. Then bash (and if necessary dig) to one of the exits there. Have one lemming of the crowd build over the gap in the builders bridge.
For the third entrance: Have the first lemming bash into the hidden OWW (in the the top of the third stone he passes) to turn him around, but the other lemmings should continue walking forward at that point. (It's also possible using a builder, then even at an earlier point, but my solution is optimized to use as few builders as possible.) Have this lemming walk over the stone left to the entrance an build over the little gap, preferably in a way that it can be also passed when coming from the left. Have him build up to that thingy hanging down from the steel wall using two builders. There's precision involved because the bridge must touch theat thingy in a way that, when he returnes, can bash through it, but it may not be too high since the steel area is a little too large making it impossible to bash then. When having bashed through, build to the exit. He'll turn around and walk back and forth to the exit again. Meanwhile mine th crowd out of the gap at the top they're caught in.
In case the time limit is too tight to do the one part after the other, use multitasking.
This solution requires 10 builders in its best way, so you can waste two overall.
[/highlight]

Marshy

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Re: Level pack topic
« Reply #658 on: May 30, 2006, 03:19:54 PM »
My 9th levelpak is now in the Lemmings file portal. It is Marshy09.dat

I've now got a 10th pack being worked on so look forward to that  ;)