Although I am in favor of reducing the number of lemmings, I don't agree with those blanket reductions based on just their original numbers. Here are some reasons:
- Some reductions may add backroutes, e.g. in "No added colors and lemmings".
- Some reductions may prevent some solutions, e.g. in "I have a cunning plan".
- In some levels, the number of lemmings in the hatch after finishing the route to the exit might still be considerable.
- Some reductions may now allow to ignore one or more hatches, where previously lemmings from all hatches have to be saved.
(Note that I haven't looked at namida's version whether the last one occurs or not.)
I just played through the whole Redux pack in the version namida attached to post #253. Here is a list of lemmings number, that I would personally change, together with the number of lemmings spawned after I finished building the route to the exit. The numbers are displayed as "save requirement / total number of lemmings".
Fun 3: 5/20 instead of 5/50
Fun 5: 5/20 instead of 5/50
Fun 6: 5/20 instead of 10/50
Fun 7: 10/20 instead of 25/50
Fun 8: 10/20 instead of 25/50
Fun 9: 10/20 instead of 25/50
Fun 10: 10/20 instead of 25/50
Fun 11: 15/20 instead of 75/80
Fun 12: 30/40 instead of 50/60
Fun 13: 18/20 instead of 48/50 (spawns all)
Fun 14: 12/20 or 22/30 instead of 42/50
Fun 15: 20/50 instead of 20/100 (allow at least 20 lems to die)
Fun 16: 30/50 instead of 80/100 (spawns all)
Fun 18: 15/30 instead of 60/100
Fun 19: 10/20 instead of 25/50
Fun 20: 15/20 instead of 45/50 (spawns ~30)
Fun 21: 29/30 instead of 99/100
Fun 23: 15/20 instead of 75/80
Fun 24: 20/30 instead of 40/50 (spawns ~40)
Fun 25: 16/20 instead of 56/60 (spawns ~30)
Fun 27: 20/20 instead of 40/40 (spawns ~25)
Fun 28: 20/30 instead of 90/100
Tricky 2: 30/50 instead of 80/100 (spawns ~50)
Tricky 4: 20/20 instead of 80/80 (why need any more??)
Tricky 6: 20/20 instead of 50/50
Tricky 8: 10/10 instead of 80/80 (spawns ~7)
Tricky 10: 20/20 instead of 50/50 (spawns ~30)
Tricky 11: 60/60 instead of 100/100 (one solution requires ~50 lemmings)
Tricky 12: 15/20 or 20/25 instead of 45/50 (spawns ~25)
Tricky 14: 15/20 or 25/30 instead of 75/80 (spawns ~40)
Tricky 15: 15/20 instead of 45/50 (spawns ~25)
Tricky 16: 20/30 instead of 70/80 (spawns all)
Tricky 17: 10/20 or 20/30 instead of 50/60 (spawns ~40 until digging)
Tricky 21: 20/30 instead of 90/100 (spawns ~35)
Tricky 23: 33/40 instead of 53/60 (spawns ~10, but needs more lems to avoid saving only some of the hatches)
Tricky 24: 20/20 instead of 80/80 (spawns ~30)
Tricky 25: 20/20 instead of 80/80 (spawns ~15)
Tricky 26: 15/20 instead of 45/50 (spawns ~25)
Tricky 27: 20/30 instead of 40/50 (spawns ~35)
Tricky 30: 40/50 instead of 90/100 (spawns ~20, but needs more lems to avoid saving only some of the hatches)
Wild 1: 20/30 instead of 90/100 (spawns ~65)
Wild 2: 20/20 instead of 50/50 (spawns ~15)
Wild 5: 20/20 instead of 50/50 (spawns ~25)
Wild 8: 5/30 instead of 25/50 (spawns ~25, but need 25 to lose)
Wild 9: 5/10 instead of 45/50 (spawns ~7)
Wild 10: 20/20 instead of 50/50 (spawns ~25)
Wild 11: 19/20 instead of 99/100 (spawns ~20)
Wild 12: 20/20 instead of 50/50 (spawns ~40)
Wild 14: 29/30 instead of 49/50 (spawns ~25)
Wild 16: 30/50 instead of 80/100 (spawns all)
Wild 17: 18/20 instead of 58/60 (spawns ~40)
Wild 18: 90/90 instead of 100/100 (to fill the upper loop completely)
Wild 20: 19/20 instead of 49/50 (needs last lemming)
Wild 22: 17/20 instead of 47/50 (spawns ~10)
Wild 26: 29/30 instead of 99/100 (spawns ~60)
Wild 27: 14/20 instead of 44/50 (spawns ~20)
Wild 28: 20/20 instead of 50/50 (spawns ~30)
Wild 29: 18/20 instead of 48/50 (spawns ~40)
Mayhem 1: 20/20 instead of 50/50 (spawns ~30)
Mayhem 2: 20/20 instead of 50/50 (spawns ~30)
Mayhem 3: 20/20 instead of 100/100 (spawns ~60)
Mayhem 4: 20/20 instead of 75/75 (spawns all)
Mayhem 5: 20/20 instead of 50/50 (spawns ~20)
Mayhem 6: 30/30 instead of 50/50 (spawns ~30)
Mayhem 7: 20/20 instead of 70/70 (spawns ~50)
Mayhem 9: 10/20 instead of 40/50 (spawns all)
Mayhem 10: 10/20 instead of 40/50 (spawns ~30)
Mayhem 11: 16/20 instead of 76/80 (spawns ~20)
Mayhem 12: 20/20 instead of 85/85 (needs last lemming)
Mayhem 13: 20/20 instead of 80/80 (spawns ~20 without RR change)
Mayhem 15: 20/20 instead of 100/100 (spawns ~30)
Mayhem 16: 20/30 instead of 85/100 (spawns all)
Mayhem 17: 20/30 instead of 40/50 (spawns ~20)
Mayhem 19: 15/15 instead of 80/80 (spawns ~12)
Mayhem 20: 13/40 instead of 83/100 (spawns ~40)
Mayhem 21: 10/20 instead of 40/50 (spawns all)
Mayhem 22: 18/30 instead of 48/60 (spawns ~10)
Mayhem 23: 19/20 instead of 49/50 (spawns ~30)
Mayhem 24: 15/20 instead of 75/80 (spawns ~40). I guess this reduction allows saving one more lemmings than in the original version by a more precise version of the standard solution.
Mayhem 26: 9/10 instead of 29/30 (spawns ~10)
Mayhem 28: 20/20 instead of 50/50 (spawns all)
Mayhem 29: 20/20 instead of 50/50 (spawns ~35)
Mayhem 30: 20/50 instead of 70/100 (spawns ~40)
Havoc 4: 15/20 instead of 45/50 (spawns all)
Havoc 5: 19/20 instead of 79/80 (spawns ~30)
Havoc 6: 15/20 instead of 45/50 (spawns all)
Havoc 8: 20/40 instead of 60/80 (spawns all)
Havoc 9: 20/20 instead of 60/60 (spawns ~30)
Havoc 10: 8/10 instead of 68/70 (spawns ~10)
Havoc 13: 19/20 instead of 49/50 (spawns ~30)
Havoc 14: 6/10 instead of 46/50 (spawns ~6)
Havoc 15: 20/20 instead of 50/50 (spawns ~20)
Havoc 17: 20/20 instead of 60/60
Havoc 18: 15/20 instead of 45/50 (spawns all)
Havoc 19: 9/10 instead of 29/30 (spawns ~15)
Havoc 20: 20/20 instead of 100/100 (spawns all)
Havoc 21: unsure whether to change at all, perhaps to 34/40?
Havoc 22: 19/20 instead of 49/60 (spawns ~25)
Havoc 23: 28/30 instead of 68/70 (spawns all, but 30 are sufficient to fill to crowd area)
Havoc 25: 30/30 instead of 80/80 (spawns ~40)
Havoc 26: 20/20 instead of 80/80 (spawns ~8)
Havoc 28: 59/60 instead of 99/100 (spawns ~50)
Havoc 29: 20/40 instead of 80/100 (spawns 90)
Havoc 30: 20/20 instead of 50/50 (spawns all)
And now regarding time limits. I generally would remove even more time limits than namida:
Tricky 8 "Just A Quicky": If we reduce the number of lemmings, then the current time limit does not pose any problems at all. Can anyone show me solutions that are only possible if we remove this time limit? If not, then I prefer to remove the time limit here.
Tricky 28 "Speed Trap": I agree - keep this time limit.
Wild 15 "No Time for a Detour": I agree - keep this time limit.
Wild 21 "Four Play": I agree - keep this time limit.
Mayhem 8 "Five Alive": I don't see any way to solve the level using more than one minute. So remove the time limit.
Mayhem 13 "Synchronized Lemmings": I agree - keep this time limit.
Mayhem 14 "Just A Minute": I agree - keep this time limit.
Mayhem 17 "The Silence of the Lemmings": I, too, don't know what function the time limit has in this level. So I vote to remove.
Mayhem 18 "The race against cliches": I would add this to the list of levels that keep their time limit. Otherwise there is no race at all in this level: The top lemming finishes his work and then the bottom lemmings start...
Mayhem 24 "Onward and Upward": I don't see any reason to keep the time limit here, especially if we reduce the number of lemmings so that the player doesn't has to set the RR to 99. My solution doesn't use any obscure tricks.
Havoc 1 "Its Hero Time": I can see a few additional ways to solve the level without the time limit. Fixing all those would be a major task. Moreover I always thought the title of this level to have a double meaning, one referring to the very tight time limit. So keep this time limit.
Havoc 6 "Lemming About Town": Remove the time limit here. I don't know any reason to keep it.
Havoc 12 "Just A Minute (Part Two)": I agree - keep this time limit.
Havoc 18 "Scaling the Heights": I had roughly one minute left on the clock and don't know of any solutions requiring more time than given. So what is the reason the time limit should stay?
Havoc 24 "Hello John Got A New Lemming": The time limit is very tight, but what function does it serve beyond anoying the player? I vote for removing this time limit.
Havoc 26 "Oh No! Squish": This is another level where reducing the number of lemmings makes the time limit pointless. Currently one has to think about setting the RR to 99 early enough. But is there any solution that requires more time than the given two minutes?
Finally some general comments and questions:
- Fun 9 has lots of space on the left-hand side and the whole playing are is a single screen on the right edge. Should we crop the level a bit?
- Fun 22 has a screen start at the right edge, away from the hatch and exit. This should be changed. Moreover I would prefer enlarging the OWWs to cover the whole terrain piece and not only the middle part. This should just be an aesthetic change.
- Tricky 17 has a wrong screen start position, too.
- Tricky 28: Same problem with the screen start position.
- Havoc 17: Is is intended that one can start digging directly from the starting platform?
- Havoc 22: Give another builder to adapt to stricter builder terrain checks? Currently the level is solvable, but I don't know any nice and elegant solution.
- Havoc 24: Why the deadly fall out of both hatches? What do you think about moving them down and giving only one floater?
- Havoc 30: Has anyone solved this level in NeoLemmix? My old solution with building from the basher tunnel into the miner tunnel no longer works.
- There are a lot of levels where either the hatch or the exit are not set to no-overwrite, e.g. Fun 30. This creates problems when one wants to build in that area.