[NeoLemmix] Classical Lemmings

Started by LB999, December 23, 2018, 04:42:48 PM

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LB999


Arriving at the classic terrains of Lemmings in NeoLemmix in its new format
Those levels are my progress and now they are in Demo. ;)

This format is the new NeoLemmix and so it will not be the old.

Download them now
Levels Pack: http://www.mediafire.com/file/yl4bcv1l4i87gmz/Classical+Lemmings+Levels.zip
Music Pack: http://www.mediafire.com/file/g2a91h5a1ek5g3p/Classical+Lemmings+Musics.zip

Latest Versions:
Spoiler
Updated Version DEMO 0.3: January 9, 2019 - Added the level rating "Roman Marble".
Released Version DEMO 0.2: Dicember 22, 2018 - Initial release.

:thumbsup: And happy new year 2019! :thumbsup:

Credits:
MandelSoft for the music of Lemmings
namida & Nepster for creating the NeoLemmix Engine

Yippie!
Coming... "Crystal Underground", "Doomed Fire".

joshescue18


Proxima

Desert Pillars 8 completed in 2:20 8-)

I'll post more detailed feedback when I've gone through all the levels, but for now I'll just say, mostly the Under Earth set is a fun set of easy, open-ended levels, but on Level 3, putting a hidden trap right in front of the exit is a bad idea, it wastes the player's time for no reason.

LB999

#3
Well, it explains why to do levels but be careful with the traps if I had any idea why I would save the Lemmings and thank you for having replays for the solution.

Strato Incendus

Hi LB999, welcome to the forums!

I like the basic approach of making separate ranks for the different terrain styles, akin to Lemmings 2: The Tribes. It does get a bit repetitive to see the same tileset over and over again for an entire rank - but that's just me, and was also my main pet peeve with Lemmings 2: The Tribes. In contrast to Lemmings 2, however, where also the same music would repeat for all the tribe levels, the classical themes mix things up quite nicely! I like how you went with orchestra versions of pieces that were actually part of original Lemmings, like the Can-Can or the Pachelbel Canon. Hall of the Mountain King is a new addition, but I've used it repeatedly myself on levels using namida's Mineshaft graphic set.

My solutions are attached, it took about one hour to get through everything.

Some general remarks


  • Proxima already mentioned the unfairness of putting traps behind exits. They really caught me off-guard on the third level, even though I normally use true physics mode right away on Dirt levels to look for retractable-boulder traps. But since none of them appeared on this level, I did not inspect the exits any further.
    I liked putting hidden traps and hidden exits in my levels in my early days as well ;) , I admit - but only traps or exits hidden inside terrain. Alternatively, one of my levels from Pit Lems featured a clearly visible trap behind an exit, because switching off that trap was part of the solution. However, putting an invisible trap behind an exit to make it inaccessible is something I only did on a single level which was announced in advance as a complete and utter troll level. I strongly advise against slipping this into levels casually, and least of all on a regular basis. ;)
  • The high amount of skills you provide give the levels a lot of degrees of freedom, thereby enabling many different solutions. If you take a look at my replays, I'm pretty certain most of these were not the approaches you intended. ;) This is what we call a backroute - a solution which is too easy and usually unwanted by the level creator. Reducing the number of skills is usually the first step in fixing them; sometimes, modifications of the terrain are also in order (for example, adding steel or one-way arrows to prevent shortcuts that can be taken with bashers / miners / diggers / fencers, a.k.a. "destructive skills").
  • Re-check the trigger areas of your traps - sometimes, especially for the rope trap from the Pillar tileset, they don't touch the ground, meaning a lemming can just walk through them. I still bypassed them as if they were working, but you'll probably want to correct the position by lowering the traps one or two pixels.

More feedback later. For the time being: Merry Christmas! :)
My packs so far:
Lemmings World Tour (New & Old Formats), my music-themed flagship pack, 320 levels - Let's Played by Colorful Arty
Lemmings Open Air, my newest release and follow-up to World Tour, 120 levels
Paralems (Old Formats), a more flavour-driven one, 150 levels
Pit Lems (Old Formats), a more puzzly one, 100 levels - Let's Played by nin10doadict
Lemmicks, a pack for (very old) NeoLemmix 1.43 full of gimmicks, 170 levels

nin10doadict

The trap in front of the exit thing was rude, but I can accept trolls like that every now and then. I've created plenty of troll levels myself.
Then it started happening repeatedly and all trust was lost. :evil: Having to use clear physics at the start of every level to search for hidden nonsense gets old.

Music balance was a little off... There was one track that was so quiet I couldn't tell if it was actually playing at first. Still, using custom music is a big plus for me. :laugh:

Time limits in every level is frowned upon by some. Sure, it does make the game have a bit more of a classic feel, but is it worth it to potentially block a valid solution because of an arbitrary timer? That said, these timers didn't cause me any issues.

Decoration is very pretty. The levels look quite good. :thumbsup:

Some of the solutions that I found seem easier than intended. The high number of allowed skills ends up creating some routes that are simpler than you might think. For instance, in Desert Pillar 9, it seems like you are intended to have the stray lemming rescue the group in the corner. However, it's fairly easy to have that group free themselves and then the stray lemming just has to be rescued separately, which nulls the whole feeling of the level.
Desert Pillar 2 has a release rate that is so slow that the level can just be brute forced without having to do much of anything.
Desert Pillar 4 gives 75 skills but you can easily complete the level with just 4.
Having early levels be open ended like this is fine, but these (and a few others) seem like backroutes to me.

There was one level that used an object that I didn't have (Desert Pillar 6, I don't have the blue fire object).

Overall, a good start despite some issues!

LB999

Demo version 0.3
A Happy New Year came a new rating 3 of the levels "Roman Marble" with some difficulty levels and especially use the new skill "Shimmier" in this sixth rating level. (https://www.lemmingsforums.net/index.php?topic=4070.msg73740#msg73740)
But in this experimental version of NeoLemix there will be in the link: https://www.lemmingsforums.net/index.php?topic=4079.0

ericderkovits

ok, here is my Roman Marble rank replays(only 10 levels in the rank). I found these levels rather easy. And for the 6th level I didn't even use the shimmier.