Lemmix Level Pack Topic

Started by Clam, May 25, 2009, 02:21:33 AM

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Clam

Have you had a look at the glitch thread? There's some useful stuff in there for level designers.

Minim

Most of my created levels were made using lemmix. I like lemmix better than Custlemm, and I always played my levels on Lemmini before updating it onto the Lemmings level pack downloads.

Gosh, I'm surprised that this hot thread hasn't been updated for two months. I'm putting this thread to the top for new users. http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" />
Level Solving Contest creator. Anybody bored and looking for a different challenge? Try these levels!

Neolemmix: #1 #4 #5 #6
Lix: #2  #7
Both Engines: #3

Clam

This thread was a sticky on the old forum. That way, we never had to bump it. http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" /> Although now all the level pack discussion has moved to the fangame and review threads...

geoo

Finally got around to play the rest of ClamSpammer's packs, and solved all but one (sent you the solutions via e-mail, unless I confused your address with BulletRide's).
"From the Brink" of Pack 04 somehow got me stumped, it looks like the bomber is the only way to get out of the starting boxes, the bashers used elsewhere as well, yet there are 4 blockers.
"The Floodgates Open" is a very unique puzzle without glitches, where you have to go through possible pathes and timing for the 6 worker lemmings to get them not interfere with each other. I think I abused a digger there digging down at the side of some terrain, as I got one digger left.
"Builders Cracks" was pretty tough.

I went right for the challenges in your latest pack, and some were pretty interesting, some others not as much. But I like the idea of having two difficulties for each level. It looks like you had both versions in mind right from the start, or did you design the challenges first and then simplified them for the regular levels?

For the Xmas08 pack, I think I backrouted the last one pretty badly.

btw, I agree, this one could be stickied again...

Clam

Wow, thanks http://www.lemmingsforums.com/Smileys/lemmings/thumbsup.gif" alt=":thumbsup:" title="Thumbs Up" class="smiley" />

I'll PM you with comments, as per usual.

namida

http://www.lemmingsforums.com/index.php?topic=6.msg1385#msg1385">Quote from: Clam Spammer on 2009-07-01 18:46:43
Have you had a look at the glitch thread? There's some useful stuff in there for level designers.

I think these are the exact sort of thing you'd want to avoid... could be useful for de-backrouting, I guess, but I don't consider my levels to be validly backrouted if the backroute uses a glitch (however, they're fair game for minimum skills challenges, etc).
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

Clam

Avoiding backroutes in custom levels was my main motivation for starting the glitch thread. That's the reason I mentioned it here - new designers don't know about all these glitches, and they end up making levels that can be backrouted very easily by some glitch.

I can see how this could have been taken the wrong way, but so far it hasn't. (As far as I can tell, anyway.)

namida

But then, as I said before, you haven't truly solved it if you've used a glitch (unless, of course, the level requires one, which is pretty lame in the first place).
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

Clam

Your point of view is understandable, but I'm afraid I have to disagree. If we can abuse glitches in the original levels, then surely it's okay to do the same in custom levels. http://www.lemmingsforums.com/Smileys/lemmings/huh.gif" alt="???" title="Huh?" class="smiley" />

Just be grateful we have an opportunity to fix our levels if they have backroutes - the original designers didn't http://www.lemmingsforums.com/Smileys/lemmings/wink.gif" alt=";)" title="Wink" class="smiley" />


It looks like you had both versions in mind right from the start, or did you design the challenges first and then simplified them for the regular levels?

(forgot to answer this part earlier)
Actually, I didn't consider the challenges until the levels were built. I did try to make levels that would allow some freedom to find ways to solve them, rather than forcing a particular solution. Then I looked for a clever solution to each level and set the challenge conditions to force that. Which explains why some challenges were interesting and some weren't - it's just a fluke that some were http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" />

namida

Yes, but we can also solve the original levels without using glitches. Which is one of the reasons why, in the skill variety topic at least, I mark glitch solutions as such.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

chaos_defrost

I present my first new official Lemmings level in over 3 years:

No glitches are required in the solution, if you find a backroute, please tell me. The intended solution is:

Quote from: Spoiler
First two lemmings dig immediately upon exiting. The other six must exit the pit and walk into the holding area on the right. Bash to the left from the pit, when the first lemming breaches there should be a large gap between the two lemmings. Have the front lemming build to the pillar on the left across the small pit from the lowest point on the arch, and make the back lemming a climber. The front lemming should turn, have him mine after crossing the arch but before the traps. The climber needs to mine down from the wall facing right in a specific spot so he breaches the wall at the same time he turns around hitting the steel. After making the lemming a miner, make the other lemming a basher when he's low enough to collect the crowd. The climber, after turning, needs to build into the rock formation near the top of the level, then bashes all the way through that top section until the area right in front of the exit, then builds above the wedge to the exit. Saves 100%, should have abour 40 or so seconds left.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

Clam

My solution reads somewhat differently to yours.

chaos_defrost

I don't know how to open custom level replays in Lemmix  http://www.lemmingsforums.com/Smileys/lemmings/angry.gif" alt=">:(" title="Angry" class="smiley" />
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

Clam

You're making levels in Lemmix now, aren't you? If so, then what you need to do is start the playtest mode, press shift+R, and select the replay file. If you get problems, go to this thread and see if that answers your questions.

chaos_defrost

That's what I was just trying -- I'm getting the "invalid replay header different mechanics" error when I shift+R the test mode in the Lemmix editor.

How do you switch the editor to "custlemm" mechanics? Or is that in the thread and I'm just too dense to notice it  http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" />

edit: Nevermind I figured it out

I knew putting that triangle at the end of the ext's platform would haunt me -- I love to put things like that in my levels to try to hide the real route expect like 99% of the time it actually opens up an easier route, hahaha. At least that looks like a fairly simple to fix backroute -- even lowering the height of the collection pit on the right would do it.

Thanks for finding that, 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