![]() Sample levels 4 - Wyrmwood Much easier than I thought. Sample levels 3 - Total Construction Breather level. Bit harder than the previous level, but not that much harder. Sample levels 2 - The Problematic Gap One of my favorites. Once again, not paying close attention to the save requirement in relation to the cloners got me into trouble again, as I kept thinking I needed to rescue the blockers that are used too It's actually an easy level. Sample levels 1 - A Fine Display! Nicely designed, somewhat challenging level to start off the demo. ![]() Ok, now feedback on the individual levels. Not to mention that some are of these should definitely be backroutes Hence why it's a sampler of things to come from you possibly at a later time. Honestly, many of your levels from your earlier packs were far harder, but to be fair, this is only a demo of 10 levels and thus I have yet to see some of your nastier levels for this pack. The longest I've taken on any single level in this demo was about 10-15 minutes. I have, after all, solved some of the most difficult packs currently available, including United, Lemmings Plus Alpha, SEB Lems, etc. I think the only reason why I managed to breeze through the pack more quickly than I thought I would is due to all the training/experience I've gained from solving so many level packs over the years. I can certainly agree with the difficulty of hard to an extent. However, this appears to be a remix? It sounds slightly different than the one that plays on the Millas levels in that pack. That's really cool that the music that plays on level 8 is a track that also plays in the United pack. I can see how it can get in the way at times, but I generally didn't have any problems with that while solving the levels. That's also a really interesting triangular warning symbol to mark the trigger area for that trap. The frog-like trap kind of reminds me of Yoshi from Mario Brothers, where he generally uses his tongue to eat stuff. Really interesting looking traps and custom objects here, especially the buttons on level 7 and 9. Otherwise, you've made some pretty levels in your other packs that I have played, and it continues to hold with this demo. Also on level 7 the window bars can easily be mistaken for solid terrain when it's actually background. ![]() Hence, I don't take the easy way out and use CPM to see what's background, what's terrain, what's a button/trap, etc. If you must know, I'm one of those players who almost never uses CPM, not because I don't find it useful, but rather as a Lemmings player I believe in figuring stuff out as I go. My only gripe is that on level 6 it's extremely difficult to tell what's background and what's terrain. As usual, these are wonderfully designed levels! Excellently made tilesets and many are quite eye pleasing to look at, especially with a great choice of a background. ![]() I have attached my replays.įirst, let me describe the visuals. ![]()
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