3. New objects. In most cases there'd be a single level for each new object, but obviously those that need to go together (teleporters + receivers, locked exits + unlock buttons, etc) would do so. Perhaps also combining into one level in the case of closely-related objects, such as splat pads and antisplat pads.
There are no custom graphic sets for this; it'll just use the standard ones. There'll be a few alterations to MAIN.DAT but mostly only the title logo and rank graphics.
4. Gimmicks. I don't know that I'd cover *all* gimmicks here (particularly those that primarily affect only the user interface, not the actual gameplay; eg. overflow, reverse skill counts, etc), but I'd want to primarily focus on the significant ones, that see (relatively) a lot of use, and/or offer a lot of versatility. Gimmicks like Karoshi or Zombies come to mind here.
The problem with not using custom graphic sets is that the radiation object only appears in the Desert, Sky, Lab, Space and Wasteland graphic sets. If you want to make a tutorial level for radiation (which would be very helpful), you should probably add radiation to one of the standard graphic sets (Fire would be the best choice) since there's lots more room for the objects.
I've uploaded a player containing the Skills rank to the first post. Let me know what you think of it - whether any of the levels should be revised (or replaced - I'm thinking the multi-skill Disarmer puzzle probably should be), whether the four levels at the end are too hard, and so on.
It follows the plan I suggested before: Each skill is introduced first with a very easy level using only that skill, then followed by a slightly harder level using the new skill in combination with some classic skills. Finally, the last four levels are puzzles which use multiple old and new skills in combination; between the four of them, all 8 new skills are used, some are used more than once. These levels are not intended to be very hard; let me know if you think any of them go beyond Taxing difficulty at most (in which case I'll probably make a new level to replace them, and instead submit those removed levels for the NeoLemmix Community Pack).
I'll probably work on the objects rank next, since I think further discussion / thinking is needed on what exactly the Mechanics rank should contain. With that being said, since they function more like a new mechanic than a new object type from the player's point of view, I'll probably include pre-placed lemmings in the Mechanics rank, not the Objects one.
The first 7 levels of Fun? :PNope. The original levels let you learn everything yourselves. In fact, they don't even teach you everything, they leave many things to figure out for yourselves. However, in this tutorial, everything gets presented to you, and the skill gets fully explained before the level even starts. For me, that would be a bit too much, I preferred the way the original did it.
Also, no level with changes in one-way arrow mechanics (e.g. in overlapping terrain, some terrains have them while others don't, one-way arrows are like steel mechanics in that they don't get partially destroyed by a destructive skill in the opposite direction)? This one is very important, especially when if you build to an area that would have displayed one-way walls on the bridge would no longer be the case in NeoLemmix.
I'm always interested in any packs. I don't care if there really old as I like all lemmings replays. Thanks alot Kaywhyn.
Not sure what made you bring up this pack out of the blue, but thx.
Also I didn't even know there was a 1.43 version until I put in the search bar for 1.43. Nepster even uploaded the old 1.43 pack.