[SuperLemmini] SubLems

Started by Colorful Arty, May 12, 2016, 12:46:34 PM

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Colorful Arty

Finally, after 2.5 years of making levels, editing them, finding music, testing, tweaking, and perfecting, SubLems is finally available for release!

SubLems is a large pack with 130 levels across 7 difficulties exclusive for SuperLemmini. The pack has a very gentle learning curve, so even beginners can play and have fun. But be warned, don't take the pack too lightly; the later difficulties have levels hard enough to stump even the most skilled Lemmings experts! Each level has its own unique music track that plays only on that level, so boredom will never be a problem! There are also BOSS FIGHTS! One per main difficulty.

Download instructions:

Download the full version of SubLems here (I highly recommend the full version as it features great music that perfectly fits every level):
https://www.dropbox.com/s/bmdia0aioqupxm1/SubLems%20Full.zip?dl=0

If you don't want the music (which massively cuts down the download time) you can download SubLems Lite here (Recommended if you plan on playing this on Youtube, since you won't get copyright claims):
https://www.dropbox.com/s/3yujapvjh82l0hr/SubLems%20Lite.zip?dl=0

If you downloaded a previous version and just want the updated levels, download them here:
https://www.dropbox.com/s/93xc1q3gwqj3450/SubLems%201.2%20levels.zip?dl=0

Install instructions:

Step 1: download the latest version of SuperLemmini at http://www.lemmingsforums.net/index.php?topic=1793.0
I'm not sure if it will work for early versions of SuperLemmini, but I know for a fact it works on versions 0.102a and 0.102b.

Step 2: extract the folder titled "SubLems" (without the quotes) into the "levels" folder in SuperLemmini.

Step 3: extract the folder titled "sublems music" (without the quotes) into the "music" folder in SuperLemmini. (Only for the full version of SubLems)

Step 4: extract the folder titled "all" (without the quotes) into the "styles" folder in SuperLemmini.

The folder titled "SubLems Replays" contains all of my replays for every level, which contain the official solutions to each level. It is not necessary to extract it to play SubLems, neither is the README file.

And that's it! Have fun playing! :D

I want feedback! I cannot tell you how much I want your feedback on this pack, both good and bad. Tell me what you liked, what you didn't, what I could do better, and why. I want to know your favorite and least favorite levels so I can learn to be a better designer. Also, if you solve a level and think you backrouted it; please send me a replay or a link to a video of said solution. I know there are a lot of backroutes in the game, and I intend on releasing updates to patch backroutes.

Here are some sneak peaks at the various difficulties in SubLems:

Newbie

Are you new to Lemmings? Is this your first custom levelpack? Do you want a refresher on the basics of Lemmings? Do you want to get to know SuperLemmini? Do you want to appreciate architecture and/or great music? If you answered "yes" to any of these questions, you should play this difficulty. This has 10 tutorial levels that introduce you to the basic mechanics of Lemmings and SuperLemmini. Even if you are an expert, I still recommend you play this pack; it is really short, has great music, and at least one level returns in a later difficulty.


Just don't expect all of the levels to be walks in the park

Difficulty: early Fun

Sweet

The first of the main difficulties, which all have 20 levels! Sweet is a warm and inviting difficulty, which builds on what you learned in Newbie. You'll find beautiful architecture and music, as well as simple levels that can be easily solved. Sweet also rewards players for their intelligence; a smart player can use more advanced techniques to solve levels more quickly and easily than beginners. Also, don't expect all of the levels to be easy as pie; the levels get challenging at the end.


All aboard the SubLems express!

Difficulty: Fun-Tricky

Scary

Gone are the warm and inviting levels of Sweet; these levels are starting to get intimidating. Suddenly, environments are more hostile, traps are starting to pop-up, and tasks are getting more scarce. The levels may start as easy as Sweet, but they quickly climb in difficulty, which will give players much more challenge than the Sweet levels. This is also where you will start to encounter puzzle levels, which force you to find new ways of using these tasks. Get that brain working; you'll need to...


The solutions won't always be crystal clear here

Difficulty: Tricky-Taxing

Chaotic

As the name implies, this is where the levels start to get chaotic. Now, skills are even more limited, the release rates are high, more and more hatches need to be attended to, and now, time isn't always on your side. You'll encounter even harder puzzles now, and they only get harder from here on out. Think hard, and get used to hitting that pause button; it will become your best friend before this difficulty is over.


If you want to go through the fire and flames, you'd best do it quickly...

Difficulty: Taxing-Mayhem

Insane

This is where we separate the boys from the men and the girls from the women. No more punches are pulled; these levels are downright diabolical! Highly advanced tricks are needed for these levels, as well as speed, patience, and extreme intelligence. These levels will give even experts trouble, and novices have no chance, since Insane demands tricks even more advanced than those used in the official games!


I AM PIPE MONSTER! I WILL DESTROY YOUR LEMMINGS AND HOPE!

Difficulty: Mayhem-Sunsoft

Hellish

Welcome to Hell. Abandon all hope of leaving unscathed. This is where the game shows its true colors. All of the most diabolical and devious puzzles have been saved for last. Experts will tremble at the might of Hellish! Even the music is showing how tense the levels are now, and the environments are as crazy as the difficulty. Do try to finish, as the final level is quite spectacular. Prepare to be here for a while, possibly FOREVER! :devil:


You thought Lemmings' Ark was hard? Try beating it with only ONE miner! :devil:

Difficulty: WELL BEYOND SUNSOFT!!!

Retro

Bonus time! Savvy Lemmings players will get deja vu here, as this difficulty contains an extra 20 levels from Lemmings and Oh no! More Lemmings! with different skill assignments. This has its own difficulty curve, and while it starts easy, it becomes brutally difficult at the end. I look forward to seeing if anyone can beat the final level...


Don't let nostalgia cloud your brain, you'll need the neurons.

Difficulty: Tricky-WELL BEYOND SUNSOFT!!!

607


Nepster

I found only eight tracks in the SubLem music folder and SuperLemmini crashes on the second level of the first rank due to the missing music track.

Colorful Arty

Sorry about that Nepster. Not sure why that happened, but the download link is fixed.

grams88

#4
(A walk in the park) That's a very interestring level :). Ill try not to say too much early on but the levels seem quite well done. That's me onto the sweet difficulty. The first 10 levels are very good introductory levels where it gets you used to the skills on the super Lemmini program. I think (block o tron) is a good one for example as it teaches us something that frustrates many lemmings players. :)  :) :)

I'll see if I can add some replays to this message, I think I must have around 20 replays or something like that. Lol

Okay only four attachments at the moment. A lot of the levels were quite nice.

grams88

Oh I remember the Sandpolis act 1 a sonic level and that music, that level in sonic seemed not too hard for me but I remember having to help my brother at that sonic one a long time ago. There is some music that reminds me of a popular TV show in america which I like a lot well maybe in the past. :thumbsup:

Here's another four more replays Colorful Arty, hoping they will work okay. :)

The lemming playhouse level I feel might of been backrouted not 100% in relation to the traps then again it may of been the intended one to trick us. :)

(Lemmings playhouse a really good level in my opinion) :thumbsup::thumbsup:

Sorry the replays are not in the right order, I think when I was saving them it went in a alphabetical list.



Colorful Arty

Nicely done grams! :thumbsup: It's really interesting to see the way other people go about the early levels where there are multiple routes to take. I've noticed you use builders more than I do, but to each their own.

Also, nice job saving everyone on Bubblewonder; even I didn't do that! :thumbsup:

IchoTolot

Alright finished the Hellish rating :)

Replays attached.

Some nice puzzles in there, but a lot of the fun was taken away when I had to watch ~ 1h or more of FF replays :devil:
The engine has it's limitations with precision and a lot of the stuff is A REALLY nice puzzle, but simply does not fit into the SuperLemmini engine.

I must say once more: There are very good levels here (and awesome music which partly would be troublesome on YT :)), but the engine locks away it's true potential.

Now some detailed feedback where I will mostly rant about SuperLemmini and BUG behaviors (I see me turning into Simon here :P) and about my slowly building rage which peeked at the last level :devil:


Childeren under 18 years please skip this post :XD:  *strong language*

Spoiler

Level 1:  This would be a very nice medium difficulty level, if it weren't for that flamethrower bug required in there and yes I call that 100% a bug as you should not be able to climb through a flamethrower!  Even more if you die fallng back down (discovered this in level 20) ! :devil::devil::devil::devil: It only came to my mind as I remembered you talking about it in of of your PimoLems videos and it saved me from trying a 1000 different things.

Level 2: I saw the trick here right from the start (digger + basher crossing), but ~ 20 tries later I said  screw this and used your replay. Without any features this is just a pain to execute.

Level 3: Nice trick again! Would again be a good level, if it weren't for the 10 retries it took to get this right (I expected even more to be honest)

Level 4: Well the -1 miner didn't have that much of an impact here in  my opinion. Just try to place that builder + miner right an you are fine. + Spend another 5mins of replay watching :devil:

Level 5: This was very good! Not very difficult, but good level nevertheless. Even that one bomber was correct in the 3rd try.

Level 6: What the heck are these climber mechanics in SuperLemmini! I sent a climber ahead and I ripped my hair out as he continues to climb through pipes......
              As I saw I had to take the crowed with me and reached the botton I thought: Why do I have 30 builders for this ???    Tried to bash.......and just thought WHY??? :devil:
              Why does this area where you have to build the upper basher row have to be this long :devil::devil:! A 5 builders long area would have done the trick here. I was impressed I made it
              in the 3rd try though. If zthe area would have been smaller it would have been an alright level.

Level 7: And my rage grew :devil:   80 climbers and diggers ..... even if i made it in the 2nd try this costs so much nerves to do in SuperLemmini :(

Level 8: This was a very nice puzzle! Solved it quickly and it doesnt took a lot of tries to execute :thumbsup:

Level 9: I wasn't a big fan of that trick in Dodo's pack, as I find it unlogical. Also it is precise in the execution. Just 3 or so places where you have to do it would have done the trick.

Level 10: Well this was a nightmare to execute. Again as I know the trick and saw the terrain the solution was there, but after raging after 10+ tries to get it right  :devil::devil:  I used your
                replay for the 2nd time to get the initial setup right.

Level 11: This was a very good level even if I don't like that jumping miner :thumbsup:

Level 12: First I had to get a closer look to forge my plan here and always came a destructive skill short. But than after another builder I placed at the start I found out that when you place it pixel
               perfect, you are able to gwet up that part using only 1 builder :lem-shocked:      Why not simply remove that diagonal thing there and remove the unnessesary precision.  Without that
               start that would be a very fun level actually :), it has more to offer than that start!

Level 13: This one is a genius level :thumbsup:  , buuuuuut landing on that hook without untimed bombers + framestepping is a nightmare to do here :devil:

Level 14: I may have backrouted this ???

Level 15: After spending 15 mins trying to find any way to solve this, I gladfully thought of that BUG (yes this should be considered as a bug :devil:) behavior where a climber gets stuck in
                a basher/minertunnel....turned RR to 68 and level done.

Level 16: This was a very nice level :thumbsup:  Not very difficult but very nice with not too much precision.

Level 17: Glad I remembered the magic box here as I saw just a few pixels lower would achieve me the victory. The steel could be a bit bigger to make it more visible. but again this may be my favorite level so far:thumbsup:

Level 18: I think I backrouted the crap out of this level 8-)    4 builders to spare...this can't be right.

Level 19: This one should be backrouted as well.

Again if the engine of your choice limits the speed and precision of excecution you should take this into account and design around that. That's one of the main reasons why I converted Reunion to NeoLemmix, as I thought after the creation that the engine was making it bad because of it's limits.

Level 20 deserves it's own post where I will tell you my story of pure anger playing through it :devil:   and this comers from a LOVER of huge levels!

IchoTolot

Ok level 20...........:devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil:

It is not easy to make me rage, as I sit through mostly everything, but at a certain point........Giga knows what I mean in ResidentGigaLems ;)    let's hide some mines, buttons, pick-up skills etc in the terrain! :devil:

Spoiler

The good thing: It looks awesome :thumbsup:

Alright but now I start:    I saw the size + obstickles + the skillset and thought about why am I doing this to myself this must have been like Nepster playing through some of the old lemmix levels, but at least old Lemmix has savestates, frameskipping etc now........... this would not be half has bad with just one savestate, but no all I have is just that replay with only one way too slow Fast Forward....

First part wasn't bad, crowd was contained, sent a climber out and started building to the top. Then I saw the trap icecles in the next thingy and though let's stay at the top till the steel....figured out that I have to fall down...bashed through... started to build again.......and i saw red:devil::devil::devil:    WHY WHY WHY WHY must there be a hiden trap/s and yes you can see tinnnny things at the edges, but I thought that they were just decoration!

......replay watching.......

ok now I go the bottom path there...at least I saw the bear trap.......bashed through get to the ice teeth and there it hit me again as I missed the assignment and couldn't fix the mistake as my rescue assignment got him while he was a jumper :devil::devil::devil::devil::devil::devil::devil:

......replay watching.......

Ok let's try the top path again....I use a basher stairbase to gain enough height for the zapper trap... got over the monster.....got onto the mouth of the next face.....................................
:devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil:
Why are there hidden traps again !!!!!!!!!!!!!!!!!!!!!!!!
There is no reason to put them there other than to piss off the player, laugh at him and make him watch the replay allllllll over again!

......replay watching.......    at this point I got some chips to bring me through the waiting time........

ok now bash through the eyes of the face and go over all possible traps there....... build over the two next gaps ... I saw that nearly hidden bubble zapper at the top route! ---> go down
annnnd figured out that the stomper  trigger area is a bit higher than I thought :devil:    (well but me to blame here)................

......replay watching.......

ok this time go under the stomper and to the near end part.....................that part........................you know what's up with this :devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil:

Why must it be at the end and not the start? So that I can at least get this over with at the beginning and not the end ???

Tried to reach the other side with extreme builder stretching (a dream to do in SuperLemmini...not :devil:) and burned........ :devil:
Saw that I had to get another guy to go under and climb through the flamethrower again to seal this from both sides. :(

......replay watching.......      for about 5mins at this point :devil::devil:

ok the first guy goes under prepares the right edge while the other comes so that they can start ~ at the same time........ missed the right guy, but hey he can surly fall through the flamethrower when he can climb through it..............................................NOPE.EXE   :devil::devil::devil::devil::devil::devil:

......replay watching.......      furiosly eating chips

next try failed at the 3rd step as doing 2x extreme builder streching in SuperLemmini is stressful as hell :devil::devil:   I don't wanna stress, I want puzzles!!

......replay watching.......

failed again midway through :(

......replay watching.......

FINALLY GOT THE GAP SEALED!    Fiddle up my way at the right edge and notice that weird gap in the game area......let the crowd out    and finally I don't have to play that again! (at least in SuperLemmini)

and i think I even missed some replays here!

Again this is a good pack with awesome looking levels + music :thumbsup:, but this can be a ragefest in this engine :(   
I owe you to be honest here!
Sry for the rant and the hard words but I had to get this out of me! :8():

Colorful Arty

Thank you for your feedback Icho! :) I greatly appreciate getting both the good and the bad feedback.

Some things I want to address as a whole:

Spoiler


1. There is frustration over the replay feature being the only way to reach a certain part again. I understand this is frustrating, especially on long levels like level 20, but I really don't mind it. I don't find it that much worse than constantly rewinding and restarting in NeoLemmix. There is really nothing I can do about this.

2. You say many of the levels use glitches. I disagree. I believe the only levels in Hellish that REQUIRE glitches are Hellish 1 and Hellish 14, and you backrouted the glitch on that level. The rest I call "quirky behavior", because it makes sense. It makes sense climbers can continue through a basher tunnel without turning around while it is being made. It makes sense miners can cross small pits because of the way they move. They warp a few pixels while diggers and bashers move smoothly. etc.

Now for some level specifics:

Hellish 1 you made WAY HARDER than it needed to be. Watch my replay, and you will see.

Hellish 2 I thought was arguably easier than its Insane counterpart due to there being 1 trick to execute as opposed to 2, and the terrain is marked where you should dig. After that, it is just timing the basher.

Hellish 3 and 4 you solved perfectly, and I think those are not that hard to execute. Hellish 3 will take a few replays, but it is not too bad.

Hellish 5 you backrouted slightly, but it is an easy fix.

Hellish 6 I agree with what you said; I will make the basher path shorter to reduce aggravation. That was a good idea! :thumbsup:

Hellish 7 I didn't realize until well after I made it that people dislike that kind of level, but I felt I added a new twist to it and gave it awesome music, so I felt it wasn't too bad. I also can't tell if you made that level easier or harder than it should have been.

Hellish 8 you backrouted, and I'll have to think about how to patch it.

Hellish 9 I didn't think have to "jump" multiple times was a problem since it is the same exact timing every single time and I though it would be too easy if you only had to do it a few times. I will limit the amount of times you have to do it though.

Hellish 10 I ALMOST put in Insane, because I felt everyone knows that trick. However, I realized it would be really hard for someone who didn't know the trick, so I put it in Hellish. It is more tedious than anything.

Hellish 11 and 12 were solved perfectly! Well done! :thumbsup: I will remove the diagonal thing at the beginning of Hellish 12; it used to be necessary, but not anymore! Good catch!

Hellish 13 was flawlessly solved! That took a LONG TIME to eliminate backroutes, and if the hardest part was timing a bomber at the very beginning, then that is not bad at all!

Hellish 14 was heavily backrouted, but easily patched. I'll just remove the blocker, which was a red-herring to begin with! :devil:

Hellish 15 is one of my favorite levels, and it is one of the main reasons I did not want to convert to NeoLemmix; there is no way to keeps this level, and that is NOT A GLITCH!

Hellish 16 was minorly backrouted, but not enough to break the solution.

Hellish 17 was flawlessly solved, and one of my favorite levels! It changed quite a few times over the course of development. You originally only had the right exit and 2 minutes to solve it.

Hellish 18 was backrouted something AWFUL! That will take some serious work.

Hellish 19 was also heavily backrouted. The original solution required a bit too much precision, even in my opinion, which is why it is the second-to-last level.

And finally, Hellish 20. I did NOT expect this level to make you rage at all. I thought it was extremely easy except for the bridge-digger trick at the end. I think I see a really simple solution to this problem though; I'll make it so you only have to save 50% as opposed to 100%. This way, if you screw up, you can just send in another lemming. The reason the traps are hidden was because they make the level look good and give the monsters more life. The original version had WAY MORE jerkish traps, that I removed.


Again, thank you very much for the feedback, and if you thought these levels were hard and rage-inducing, be glad I decided to NOT include the Impossible rating in the final game... :devil::devil::devil::devil::devil:

Good luck with Retro 20! You'll really need it...

IchoTolot

That would make level 20 a lot better! :thumbsup:   Good call!    Will continue with the pack rating by rating over the days. :)

Nepster

Replays to all of Newbie, Sweet and Hellish (except level 20) attached. Especially in Sweet I did sometimes nonsense, which was caused by hitting the wrong hotkeys in SuperLemmini. So please ignore all stupid stuff I do ;).

There are lots of very good level with amazing design and/or excellent level idea. But before I comment on the single levels, some general comments first:
1) I noticed that quite often exits, hatches and traps are not set to no-overwrite. The problem I have with this is, that this hides bridges constructed by builders and hides the terrain layout below the exit (which can sometimes be important for levels with bumpy terrain).
2) Hidden traps: Please, please, pretty please make all traps visible! Nothing is more frustrating for me than having to restart all of the level again, just because some lemming got killed due to an invisible trap. Especially because this takes 30sec-1min in SuperLemmini instead of one keypress "go 1sec back" that is available in NeoLemmix and Lix.
3) Time limits: SuperLemmini supports infinite time and you already have a few such levels. So why have time limits in levels, where one has more than enough time anyway? Once or twice I forgot to release the crowd in time and failed the level. I had to replay the second half again, release the crowd earlier and then finished with more than 1min left. This caused unnecessary frustration for me.
4) Long waiting periods: In several levels one just has to wait for quite some time for a lemming to walk to a specific place, a basher to finish his tunnel through some terrain, ... But as a player I want to click at lemmings! Perhaps sometimes the waiting period can be shortened, either by adding a few more obstacles or by by removing some terrain in the middle?

Newbie

1) This should be Newbie 9, because changing the RR is something much more advanced than assigning skills and if a player doesn't know how to change the RR (which isn't as self-explanatory as the skills), they will be stumped already at the very first level. That would be bad.
And you might consider reducing the number of lemmings and making the level smaller, to make it more obvious that the RR has to be changed. I failed this level the first time I played it, because I didn't expect the RR-change. I am not sure, whether it is really that good when an already experienced players fails the very first intro level ???.

2), 3), 4) Very good levels to introduce the skills.

5) I would make the small gaps one pixel wider. This level took me longer than all other Newbie levels together, because I simply didn't see these gaps and thought them to be solid terrain. The first (of many) very good looking level!

6), 7), 8), 9) Another set of very good level to teach the various skills.

10) Not sure whether nuking needs really be taught, if you don't use this trick/glitch again later on. Explicitely teaching steel and one-way-arrows might be prepare new players better for the rest of the pack.
Sweet

1) A good start into the first real rank with a very nice looking level.
2) Excellent level idea with very good visuals! The exit is missing its top though.
3) Another level great looking level. Especially the wheels were brilliantly done. Unfortunately one can just bash through almost all of the train, which is somewhat repetitive and has long waits where I didn't have anything to do. The level would be better in my opinion, if the player would be forced to go over the top of some of the wagons.
4) This is kind of the one-way-arrow intro level, I wanted in Newbie. But for players that have already played the original lemmings, this level is simply uninteresting, because they have already solved it (twice).
5) Good easy level to teach players the blocker-bomber combo.
6) Very nice level, though far harder than its position suggests.
7) This level was fun, though the long time of pure bashing was a bit boring. You might move this level to a leter position as well, due to the very restricted skill set and 100% save requirement.
8) Fun level, though slightly heavy on the builder side.
9) A very good level, though it really should be made shorter. Currently one spends way too much time just watching the lemming walking around. And given that I missed builder assignments quite a few times, I had to watch that walking around several times, which certainly doesn't make it any more interesting.
10) The hardest Sweet level, and very good.
11) An excellent level :thumbsup:. But why on earth give 165min time limit? ???
12) This is another level that suffers from too much walking around without any obstacles in the path. What does the middle third do, except stretching the level?
13) This level has the potential to become a very good level. There is a very boring and backrouty way to solve the level though.
14) Interesting level idea! :thumbsup:
15) Another level with lots of walking around and not much to do. The hang-the-lem trap doesn't trigger when walking by, only when building up to it (which I stupidly did :-[). If you add some more obstacles this may become a good level.
16) I am really glad to have directional select. Another candidate to be moved to Newbie, because it does a good job in teaching directional select, which is already useful in some of the previous Sweet levels.
17) Some backrouty solution as in Sweet 13. This level again shows potential, but unfortunately is quite boring with the current backroute in place.
18) I don't understand how the title fits the level. But the level itself has lots of different obstacles and only a few waiting periods, making this level fun.
19) Building, building, building... Why not making the gap smaller and raise the left ledge?
20) Hidden traps are not fun!

Hellish

1) Very good level idea! But climbing past the flame-thrower (which is NOT possible for some of the other flame-throwers) feels quite glitchy. Is there any reason to have such a strict time limit? I had to restart the level several times just time the third climber currectly, so that I stay within the time limit.
2) Nice twist to this trick with the additional miner :thumbsup:. But the missing framestepping in SuperLemmini makes setting up the trick quite frustrating. (Not your fault, but still frustrating)
3) Excellent trick with many misleading "alternative" paths! But again the missing frame-stepping and the very precise positioning required for the basher, reduces the fun factor.
4) Easier than the original Ark, but still a very fun level!
5) Much, much, much too much walking, even though it looks beautiful. Given that I had to time three bombers correctly, I needed about 15 tries to get them all correctly, making the huge size of the level into a big problem. If the level had half or a third of the current size it would have been a very good level, but so...
6) I have mixed feelings about this level. On the one hand, there is the nice part getting through tha maze. But on the other hand, there is this annoying building an almost solid layer of bricks at the bottom, where it is very easy to leave big enough gaps to stop the basher (resulting again in watching fast-forward all of the level).
7) In principal a good level, but I have seen this idea already way too often by now. And compared with the other similar levels, it adds nothing new.
8) Excellent level! :thumbsup:
9) In current SuperLemmini this level is extremely frustrating, due to 7(!!!) pixel-precise assignments that one needs to get right the very first time the lemming passes the corresponding place. If SuperLemmini had frame-stepping or other advanced game comtrol options, this level would be much better. But under the current circumstances...
10) Very nice twist of this trick, having to build back to the other side at the end. :thumbsup: But I would make the gap one bridge-length shorter to reduce the amount of building needed. I already knew this to be very fiddly to set up, so I build three bridge layers above, so the building time was considerable.
11) The best level in all of Hellish! :thumbsup::thumbsup::thumbsup: Timing the floater/climber needed quite a few tries. Is having this timing really necessary? Why not making the ledge slightly longer, so that the floater can block there, turning around the climber, who can then build up to the bar?
12) This very much feels like a backroute.
13) This is likely a backroute as well. But even then, it has the feeling of an excellent and very interesting level.
14) Very good level. I would only make it a bit easier to build the bridge directly above the exit. Currently this needs quite a bit of precision.
15) Hidden trap!!! Otherwise nice trick, that abuses the game mechanics.
16) Principally another great level. However the long walking periods and the time limit which forces the player to release the lemming crowd quite early, reduce the fun quite a bit.
17) Not sure this is 100% intended. Nevertheless a very nice little level with many misleading paths. :thumbsup:
18) I fear my solution is not quite intended here. A very ugly surprise were the air pixels in the middle of the blue wall: A miner stops halfway through and the basher steps down twice...
19) Another very good level! :thumbsup:
20) This level looks excellent, but given the missing game control features in SuperLemmini, I will likely never play&solve this level - it would just require too much restarting and fast-forwarding while simply waiting and staring at the screen. The several barely visible traps don't help to motivate me either...

grams88

I hear that you tube is getting more strict with certain music, it seems to be catching everybody these days.  :(


I've got two attachments where one of them only has four levels that I have done of scary, the other attachment with I think the remaining sweet difficulty levels I've completed.

Colorful Arty

#13
Thanks for the replays everyone! :D

Heads up, next update, I'll give an option to download WITHOUT the music, since that makes the download MUCH slower and that way, people can play on Youtube without fear of copyright claims. I'll try to do a Let's Play of it with music after an update patch comes out, hopefully, no copyright claims will occur...

Here are some replies to Nepster:

Spoiler


The exits set to no overwrite should be easy to fix, so never fear! :)

The reason I put in time limits for almost every level is because that IS the way Lemmings is meant to be played. If you look at the official lemmings games, they all have time limits. There are exactly 2 levels in SubLems that give unlimited time: Sweet 5 and Chaotic 15. The reason Sweet 5 has unlimited time is because, it was initially a mistake that I forgot to give a time limit. I then realized it fit the theme of the level "A lemming party NEVER STOPS!" Chaotic 15 has unlimited time because it is an EXTREMELY long level. I originally gave 10 minutes, and that was a time crunch. I changed it to avoid aggravating players. I personally like time limits. They force you to be quick as well as smart, which are two important skillsets to have in Lemmings, and time limits can help you determine how long a level will take.

I will make sure to make the traps more visible in the next update, with the exception of retractable boulders from the dirt tileset, since that is kind of their point, and I only use them secretly on one level, which is EXTREMELY short, so no harm done.

As far as long waiting periods go, I don't mind them at all. I find those help me make more detailed levels and let people appreciate the music. Also, most of the levels with long periods of just walking were some of my first levels; I tend to avoid those long spaces of nothing now.

As far as individual levels go:

Newbie 1: I thought that was the perfect way to start the game, but I understand that the release rate is not always intuitive. I'll try to find a way to fix that.

Newbie 5: One of my favorite level designs! I'll try to make the gaps more obvious without making Block-O-Tron look broken.

Newbie 10: the only level that requires the nuke. I thought that was just a fun way to end the difficulty. It also teaches people the importance of waiting in lemmings.

Sweet 3: I agree, that level is pretty long, but it really is as boring as you make it. You can alternate upper and lower routes if you like. This was also the first level I made for SubLems!

Sweet 4: It's a rip-off, yes! But I thought recreating one of my favorite levels from Fun in winter theme was cool (pun intended). This admittedly could be in Newbie.

Sweet 6 and 7: good to know these were a bit of a difficulty spike. I'll probably move these back.

Sweet 9: Agreed, this level is a bit too large, but part of that is 1: it is one of the first levels I made and 2: it gets repeated later, and more space is used.

Sweet 10: this was the hardest? Really? Interesting, I almost put this earlier.

Sweet 11: I gave 165 minutes because that is the length of the play Much Ado about Nothing.

Sweet 12: I originally made a harder version for Hellish that used more of the space, but that didn't work out, but I kept the Sweet version as it is.

Sweet 13 and 17: these levels are as fun as you make them, and smart players can solve them easily, so I'll leave the backroutes in. They're boring, but reward players for their intelligence.

Sweet 15: better fix the noose. This level ALMOST got the boot from the pack, but I kept it in for nostalgia. If I can come up with better level ideas, this one and its sequel may get the boot in an update.

Sweet 16: this would be the hardest level ever in DOS Lemmings, but I think it is a good intro to directional selection in SuperLemmini. This is not in Newbie because it is less intuitive than the release rate.

Sweet 18: I call it "masterpiece" because of the architecture. I think it may be the prettiest level in the pack, but that's just me.

Sweet 19: I made the gap so big because I wanted it to be a true "abyss". If this bothers people, I can make it smaller.

Sweet 20: the traps are invisible because I wanted you to have to "kill" the boss by bashing through him, but making the traps visible made the boss look stupid. It's a short level, so I think they're all right.

Hellish 1: like Icho, you made that level MUCH HARDER than you needed to.

Hellish 2: if you perform the trick from the opposite side, then the ground is marked where you should put the digger. I'll try to mark the other side as well.

Hellish 5: the only reason (and I do mean the ONLY reason) the level is so big is because it would look awful if only the crucial parts were in. Seriously, it looked TERRIBLE.

Hellish 6: never fear! I will reduce the amount of building necessary for this level.

Hellish 7: I made this level LONG before I realized it was a jaded solution. Sorry! At least the music is awesome...

Hellish 8: backrouted HEAVILY. :( Going to have to fix that AND Icho's backroute...

Hellish 9: I will significantly reduce the number of "jumps" needed in the update.

Hellish 10: there's an idea. I think I will shorten the gap between the ice cream dishes. Thanks for the suggestion! :thumbsup:

Hellish 11: one of my favorites as well! I feel if I made the ledge longer, the level would be too easy for the Hellish rating. Hellish is supposed to be REALLY hard. I may change that though...

Hellish 12: indeed, backrouted something AWFUL! Easy enough fix though...

Hellish 13: I thought for sure I found all the backroutes to that level! Darn it! ;)

Hellish 14: HOW DID I NOT SEE THAT BACKROUTE!? I don't think it will be possible to fix that one...

Hellish 15: this is one of the main reasons I can't convert to NeoLemmix; it gets rid of awesome tricks like this!

Hellish 16: slightly different beginning than I planned, but same solution overall. The long walks actually WERE intended for this level, as the point is these Lemmings are marching for the galactic empire. Just imagine them marching to the Imperial March.

Hellish 17: backrouted slightly, but I may leave that in. It is still really hard to figure out and difficult to execute.

I didn't even check Hellish 18 because Icho discovered a GIGANTIC backroute. I too am really puzzled by the strange brick mechanics. There are no empty pixels; it is solid, but lemmings still treat it like empty space. I'll try to fix that as well.

Hellish 19: backrouted on one of the hardest levels in the game. Shouldn't be hard to fix. You were not supposed to build over the basher tunnel entrance.

Hellish 20: don't worry, I'm halving the amount of lemmings you need to solve and making traps more visible!


Very well done on beating the Hellish rating so quickly! :thumbsup:

Nepster

Quotethis is one of the main reasons I can't convert to NeoLemmix; it gets rid of awesome tricks like this!
Noone says that the NeoLemmix version needs to contain all levels! One of my current projects is to convert my NepsterLems from NeoLemmix to Lix: Of the 111 NeoLemmix levels, only about 80-90 will appear in the Lix version and about 5-10 new levels will be added. My goal is not to port all my levels precisely (not even the original Lemmings did that!), but to provide a version of my level pack for people who prefer Lix over NeoLemmix.

QuoteThere are no empty pixels; it is solid, but lemmings still treat it like empty space. I'll try to fix that as well.
I am not completely familiar with the SuperLemmini code and how it recognizes air vs. solid terrain. If SuperLemmini automatically sets all pixels with the background color to air, then the problem might simply be that some pixels in the blue terrain pieces have precisely that color. So it might be worth a try to change the background color in this level slightly, which (if I remember correctly) can be done in SuperLemmini.

Regarding Hellish 1

QuoteHellish 1: like Icho, you made that level MUCH HARDER than you needed to.
Having looked at your solution, I think yours might be a little bit easier to execute, but on the other hand is MUCH harder to come up with. I would go even so far and say, that blocking my backroute/alternative solution would make the level far harder!

Attached the replays to Scary, and here some comments:

Scary spoilers

1) Fitting scary beginning.
2) see my comments in the contest thread.
3) Very good looking level. My solution was quite fiddly and hard to execute though.
4) The end might not be totally intended here...
5) You might not mind the waiting periods, but I really do! This was a horrible level in that aspect.
6) Nice idea!
7) Clever level! :thumbsup:
8) Another clever and fun level!
9) I would have preferred a slightly smaller version of this level.
10) Excellent looking level and fun to solve, except for that fake ice blower that was NOT fun at all!!! Perhaps put it either on the high tower or below the main steel platform, i.e. out of the way of the lemmings?
11) Very similar to one of the original lemmings levels.
12) A very intimidating level with an extremely fiddly solution!
13) Nice little level teaching basher mechanics.
14) I am 100% sure that simply building straight to the top is not intended...
15) A good level to teach the builder wall, which the title already hints at.
16) Very good level! :thumbsup:
17) A certain little steel piece is too well hidden for my taste. Otherwise a good level.
18) At first I tried to dig between the water and the steel, which failed because the water reaches well into the terrain. Perhaps you could add a bit more steel here, to make it clear that this will not work? Apart from that a very good level that introduces this trick.
19) Very hard to execute with timed bombers, fairly precise builder assignments, ... In NeoLemmix of Lix this level would have been much more fun.
20) WARNING! Hidden trap!!! Without the trap, it would have been much more fun. And it would look even better in my opinion, if you set the water to no-overwrite.