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Levels for other engines / Re: [Lemmings 2] Tribes of Steel - WIP Thread (12 tribes complete, needs testing)
« on: March 06, 2022, 12:07:33 AM »
Another update, this time focusing on the 10-trapdoor levels that end each tribe. These are meant to be an epic finale that fits my design philosophy (which favours innovative ideas/concepts) along with a review of what you've learned from the tribe. I really want these levels to work, as it's such an unusual concept that really changes things up. I've shifted some of the new tricks/puzzles into other levels wherever I could, along with making some improvements for reliability and execution. (as the logistical challenge is great enough with these levels)
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Version 13.3 has been released
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Highland 10 (Ten Brown Barrels) - added metal to the thin shaft (to prevent twistering all the way down) and 2 mortars for flexibility.
Circus 10 (Deca-Dance) - added metal to one trapdoor, and 3 ballooners to cover any mishaps at the bottom. (I really wanted to add more twisters, but doing so would break the yellow trapdoors)
Classic 4 (Bridging the Gap) - added 1 builder and 2 diggers, to cover all possible mishaps with the climber.
Classic 5 (Old Ways, New Tiles) - reworked the right-side trapdoor area and added 3 climbers, to allow more reliable ways of releasing the blocker.
Classic 7 (Stepping Up and Down) - added 2 builders and 1 climber to increase the margin of error. (also small blocks to prevent the new backroute)
Medieval 10 (The Siege of Lemcastle) - compressed the top section a little. (not that it really changes much apart from looks)
Egyptian 8 (The Chambers of Cain) - reworked the top to accommodate the puzzle from L10.
Egyptian 10 (Mandatory Pyramid Level) - moved the puzzle in the bottom-right corner to L8 and simplified the area. Removed 2 stompers.
Outdoor 10 (The Plantshaft) - cosmetic changes to the exit area, which also helps the roper.
Beach 10 (Artificial Resort) - reworked the skillset a little, to hopefully offer more pointers.
Sports 4 (A Mountain to Climb) - moved back 2 places to L6.
Sports 5 (Hold the Line) - moved forward 1 place to L4.
Sports 6 (Dynamic Duo) - moved forward 1 place to L5.
Sports 7 (The Gulf in Class) - added the puzzle from L10, replaced the large red ball with a small white ball (to make the first arrows easier to place), also added skills to ensure that the end tunnel can be done reliably.
Sports 10 (Mastered Doubles) - replaced the puzzle in the top-left corner with a different one (moving it to L7), tweaked some parts of the level to make things a little more reliable.
Shadow 2 (Urban Gymnastics) - slight tweak to one of the climbing sections. (in case you don't know about shimmying directly onto an upward 45° slope)
Shadow 10 (Pockets of Resistance) - altered the amount of construction skills, to focus more on ropers with the builders as support.
Cavelem 10 (Dinosaur Islands) - tweaked the bottom section, which also enables the double-dino-flick to the exit area. It should now be much clearer where to build, as well as consistent enough to avoid a spare builder breaking the exit puzzle. Skills altered as a result, notably 5 less builders are required now.
Space 9 (Space Glue Factory) - added some metal blocks to the underside of the top section, to make the fiddly part easier.
Space 10 (The Colonies of Desyat) - tweaked the long underground cave and enlarged the metal box above it, to make things easier.
Polar 10 (Escape from Hawker Island) - slight tweaks to the mini-caves under the ice patch, to make it a touch easier.
I've also updated the savegame file (save.dat) so it has the correct data now.
In case you're wondering about Classic 10, it didn't need any changes. Thanks to geoo's video, the solution was altered last time round and I think it's spot-on now.
====================
Version 13.3 has been released
====================
Highland 10 (Ten Brown Barrels) - added metal to the thin shaft (to prevent twistering all the way down) and 2 mortars for flexibility.
Circus 10 (Deca-Dance) - added metal to one trapdoor, and 3 ballooners to cover any mishaps at the bottom. (I really wanted to add more twisters, but doing so would break the yellow trapdoors)
Classic 4 (Bridging the Gap) - added 1 builder and 2 diggers, to cover all possible mishaps with the climber.
Classic 5 (Old Ways, New Tiles) - reworked the right-side trapdoor area and added 3 climbers, to allow more reliable ways of releasing the blocker.
Classic 7 (Stepping Up and Down) - added 2 builders and 1 climber to increase the margin of error. (also small blocks to prevent the new backroute)
Medieval 10 (The Siege of Lemcastle) - compressed the top section a little. (not that it really changes much apart from looks)
Egyptian 8 (The Chambers of Cain) - reworked the top to accommodate the puzzle from L10.
Egyptian 10 (Mandatory Pyramid Level) - moved the puzzle in the bottom-right corner to L8 and simplified the area. Removed 2 stompers.
Outdoor 10 (The Plantshaft) - cosmetic changes to the exit area, which also helps the roper.
Beach 10 (Artificial Resort) - reworked the skillset a little, to hopefully offer more pointers.
Sports 4 (A Mountain to Climb) - moved back 2 places to L6.
Sports 5 (Hold the Line) - moved forward 1 place to L4.
Sports 6 (Dynamic Duo) - moved forward 1 place to L5.
Sports 7 (The Gulf in Class) - added the puzzle from L10, replaced the large red ball with a small white ball (to make the first arrows easier to place), also added skills to ensure that the end tunnel can be done reliably.
Sports 10 (Mastered Doubles) - replaced the puzzle in the top-left corner with a different one (moving it to L7), tweaked some parts of the level to make things a little more reliable.
Shadow 2 (Urban Gymnastics) - slight tweak to one of the climbing sections. (in case you don't know about shimmying directly onto an upward 45° slope)
Shadow 10 (Pockets of Resistance) - altered the amount of construction skills, to focus more on ropers with the builders as support.
Cavelem 10 (Dinosaur Islands) - tweaked the bottom section, which also enables the double-dino-flick to the exit area. It should now be much clearer where to build, as well as consistent enough to avoid a spare builder breaking the exit puzzle. Skills altered as a result, notably 5 less builders are required now.
Space 9 (Space Glue Factory) - added some metal blocks to the underside of the top section, to make the fiddly part easier.
Space 10 (The Colonies of Desyat) - tweaked the long underground cave and enlarged the metal box above it, to make things easier.
Polar 10 (Escape from Hawker Island) - slight tweaks to the mini-caves under the ice patch, to make it a touch easier.
I've also updated the savegame file (save.dat) so it has the correct data now.
In case you're wondering about Classic 10, it didn't need any changes. Thanks to geoo's video, the solution was altered last time round and I think it's spot-on now.