CustLemm Level List Game

Started by Shvegait, April 27, 2005, 01:58:04 AM

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ccexplore

Off topic, but I just noticed that this thread has been viewed over 10000 times!  I don't think any other thread even came close.

guest

This thread is also closing in on 1000 replies.

LemSteven

Quote from: Shvegait  link=1114567084/915#915 date=11293317837000+ on the Lemmings Level List Game. Of course, that one has the disadvantage of being able to reach a dead end. We still haven't reviewed the XMas/Holiday Lemmings levels, though, and undoubtedly some of the version-specific levels...
We also haven't reviewed levels from the other Lemmings games (e.g. Lemmings 2, The Lemmings Chronicles, Lemmings 3D, Lemmings Revolution, etc.)

guest

juanjo1n.dat Level 2 -- No es tan dificil!



Save 10/10
Release rate 1
5 minutes

6 builders, 2 bashers, 9 miners

Good: Good scenery, I like the letters. The three entrances make the level look better. Nice and simple second level. There is plenty of time and a few extra skills so you don't have to start over if you mess up a little. The precision isn't so bad because you can pause the game and look at where a lemming is; if he's in the wrong place you can unpause and he will walk a bit and then give you another chance.

Bad: Mining at a precise point could get annoying.

JM



Juanjo1n - Level 3: Date prisa o muere!

Number of Lemmings: 80
To be saved: 97%
Release Rate: 80
Time: 2 minutes
Skills: 2 bombers,2 blockers,4 builders,6 bashers

Good: A nice amount of tools and some good level design

Bad: Checking each side to see what each lemming is doing can get annoying

guest

The titles for Juanjo's levels and the designs are pretty good although I haven't passed all the levels.

Craig3410

Can someone who knows Spanish translate the titles? I'm wondering what they are in English, and Babelfish is useless. :)

guest

juanjo1n.dat Level 4 -- 2 posibilidades.



Save 2/2
Release rate 1
4 minutes

2 climbers, 7 builders, 2 bashers, 1 miner

Good: It's possible to reach both exits. The scenery on the right side of the level is pretty good.

Bad: The left side is ugly. It is obvious that the left exit was intended. The right exit is easier, faster, and uses way fewer skills. This is where it starts to become evident that this pack isn't going to get much harder.

Shvegait

I'm not a native Spanish speaker so these are just rough translations, but they should be good enough. If someone has a correction, please make it.

Level 1 - Vamos parriba! -> Vamos para arriba! -> Let's go up!

Level 2 - No es tan dificil! -> It's not that hard!

Level 3 - Date prisa o muere! -> Make haste or die!

Level 4 - 2 posibilidades -> 2 possibilities

Level 5 - En Grecia -> In Greece

Level 6 - En un minuto... -> In a minute...

Level 7 - Los lemmings fantasmas -> The ghost/ly (phantasmal) lemmings

Level 8 - Las 3 montanas -> The 3 mountains

Level 9 - Veeeeeeenga! -> Come onnnnn!

Level 10 - Puzzle atractivo -> Attractive puzzle

Jazzem

Well, let's not jump to that assumption yet. It's a shame you can't just shuffle the positions of the levels in the pak's about, that way it would be easy to sort out a proper difficulity curve.

guest

The levels in this pack all seem to be at about the same difficulty level. (To me anyways)

Proxima

It's very rarely "easy" to sort out a "proper" difficulty curve; what's easy to one person can be difficult to another, even when they're just as good at solving in general. And it's doubly hard when you're the creator, since you never get to see the levels from an outsider's point of view; even if you forget the solution and have to solve them for yourself, you approach them knowing things about your style and why you will have put certain parts where; you can never get the experience someone else has in solving the level.

guest

Quote from: Jazzem  link=1114567084/915#924 date=1129408326It's a shame you can't just shuffle the positions of the levels in the pak's about

I'm actually working on something that does that.

Jazzem

Quote from: Ahribar  link=1114567084/915#926 date=1129410511It's very rarely "easy" to sort out a "proper" difficulty curve; what's easy to one person can be difficult to another, even when they're just as good at solving in general. And it's doubly hard when you're the creator, since you never get to see the levels from an outsider's point of view; even if you forget the solution and have to solve them for yourself, you approach them knowing things about your style and why you will have put certain parts where; you can never get the experience someone else has in solving the level.


Yeah, that is a very good point, and true aswell. It's easy to get a general gist of one (Perhaps not every level is harder then the last, but the last few levels are a mile away from the first few), but for solution based levels, it's hard to do a commercial quality one.

QuoteI'm actually working on something that does that.

Really? Great! I wish you luck.

Conway

Quote from: guest  link=1114567084/915#927 date=1129410704

I'm actually working on something that does that.


  We already have something to do that, it's called LemEdit.  :P