Re: imagination problem

Started by guest (regular), July 31, 2005, 11:21:36 PM

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guest (regular)

My impression is that people generally have a few favorites amongst the graphics sets, and so will tend to pick the ones they like.

It depends on how you create the level.  If you start off with a specific trick/solution/idea in mind, you'll probably need to fit the graphics set to the solution.  And so you'd choose differently than if you approach it first by creating some visual concept or picture of a level with no solution whatsoever in mind.

Why not think about which levels in Lemmings are your favorite, and then design levels based on their graphics sets and terrain layout?  Feel free to look at other people's levels for inspiration or ideas, just refrain from wholesale copying.

guest

I made one level and now I can't think of anything else! Part of this is probably because I have a hard time choosing the right graphics set. I was wondering how other people choose a graphics set.

JM

Was the level for Cheapo or Custlemm?

guest

The level was custlemm and used the pink brick set.

Proxima

Quote from: guest (regular)  link=1122849029/0#2 date=1122852096My impression is that people generally have a few favorites amongst the graphics sets, and so will tend to pick the ones they like.
I do the opposite; I deliberately try to use the styles about evenly, though I know I still have a certain bias towards my favourite Pink style.

How I pick a style when I have a level idea: sometimes the idea will demand a certain style (like my Rhapsody in Blue, which of course used the Blue style -- or The Three Tools of Death, which used Dirt because the idea involved the boulder trap which is unique to that style); otherwise, I'll think of which styles I haven't used for a while, and pick the one from those that fits the level best.

JM

Are you still having problems with the level or have the problems been sorted?

guest

I have made another level with the dirt set. It isn't very hard so if I make a pack it will be the first level.

chaos_defrost

Actually, style selection is more dependant on what your level contains, than anything. For example, if you want a level that requires a lot of straight vertical walls, the dirt style probably isn't the best choice. If you need a non-constant trap (I.E., one that doesn't kill every lemming that walks into it, instead killing one lemming at a time and allowing lemmings to pass it unharmed if they pass while it is killing a lemming) in your level, the fire style won't work for the level. If you need any steel terrain, the ONML bubble style isn't any good. After this, it really all comes down to which style looks best for your level. If you need a lot of straight edges, the ONML bricks style and the pink style are good choices. If you really don't need straight floors, and are instead going for aesthetic appeal, perhaps the ONML rock or snow styles are good. Of course, you can have a theme level; the yellow columns style is great for recreating the ionic style of ancient Greek civilization. [Or, I think it was the Greeks that used ionic pillar styles. Not 100% sure.]

If all else fails, pick a style you haven't tried in a while and see what you can do with it. I, personally, require straight terrain and never used the dirt, OMNL rock, or ONML snow style, but your design style may vary. Good luck!
"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

I deliberatly chose the dirt set because it's lumpy and adds variety. I said it wasn't very hard before, but I think it is now.

JM

The dirt set is lumpy but I prefer levels with straight edges. My upcoming level Someone's in my garden is lumpy so check that out when JM16.dat is released.

Proxima

I'd just like to mention that in my new Cheapo styles, the fire style does have a trap object :D

JM

In my new level pack JM16.dat I have a level with extended graphics and the objects have been edited. You can download the level from the level pack topic or you can get it here http://www.geocities.com/jmjm0052005/B2SB.zip

guest

It takes me quite a while to make a level. Probably because of my design process. I think of a really simple idea, then find a graphics set that fits it. Then I make it a bit more complicated and try to find the hardest solution. I keep doing this until it is sufficiently hard and only has one solution (aka removing backroutes, this part takes a long time). Then I end up with a really hard level and I try do it (this can take a while). How long does it take other people to make a level?

the guest

That's actually a method I believe many people used, to just start with something, and then gradually adjusts the skills (and possibly the terrain) until it becomes an interesting level to solve.  Come to think of it, I'm sure quite a few of the original Lemmings levels are probably made that way.

I'm intrigued now when you said something about removing backroutes.  I'd love to see how successful you are.  :devil:  ;P

Shvegait

With the guest around, you are NEVER successful! But I'd say you're successful if the only backroutes he finds are sufficiently obscure...