MobiLems II

Started by mobius, March 28, 2015, 09:49:35 PM

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mobius

I've begun work on a second level pack, a sequel to my first (MobiLems)
here's a link in case your interested in that:
MobiLems (1) version 7: http://www.lemmingsforums.net/index.php?topic=1800.msg50363#msg50363

This will initially be for NeoLemmix format. I may or may not make a version also for SuperLemmini.
When complete it will have approximately 100 levels. Most of these are new, never seen before.

If anybody would like to play test any of them to help be back-route-proof just send me a PM  :) .
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


GigaLem

Can there be a possible neolemmix (i doubt it happening but it'll be nice)

namida

Um... he said right there that the first release will be for NeoLemmix, and that only later he might consider doing a SuperLemmini version as well...
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

GigaLem

Quote from: namida on March 29, 2015, 08:54:58 AM
Um... he said right there that the first release will be for NeoLemmix, and that only later he might consider doing a SuperLemmini version as well...
I did not see that ... my bad

mobius

after some more thought; I may very well end up using some mechanics exclusive to NeoLemmix and I might even make some levels in the new terrains. I liked Lemmini/SuperLemmini for the graphics but now that I've gotten used to NeoLemmix it's features are so much more handy. It's controls are the best imo; the only thing I could complain about is being permanent full screen but it's not a big deal.

So; that means there probably won't be a superLemmini version, sorry to anyone who wanted that. This version will be easier to install anyway.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


GigaLem

so if im correct you're making it for Flexi/Neolemmix
so i'd be happy to test them

namida

I might wait until post-testing so that I can do a video playthrough of it. Looking forward to it though, especially if it's going to use NeoLemmix features!
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

mobius

I'll get together a set of levels for people to playtest sometime soon. It may be awhile as I'm simultaneously working on Revenge of the Lemmings. It will be for FlexiLemmix.

For Mobilems II I had a bunch of ideas then suddenly they went dry. I seem to have creative bursts where I get ideas for all my projects at once then nothing. >:( Not a very efficient system.

But I already have ~50 levels made. [10 or more are repeats however].
15 of the levels are from two old Lemmix packs one of which I uploaded recently, Nepster and Akseli played them [and back routed severely of course]. The other I never finished or uploaded anywhere. The rest are new. About 5 levels so far using new features. One of which I had the idea for long ago, from playing Lemmings Revolution. For example I had ideas for levels with weasels. Now Zombies function almost exactly like weasels; the main difference is weasels were always floaters and functioned like a single kill trap. In a way I'm almost getting to use a Revolution editor, the search for which is what brought me to this website in the first place. :D
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


mobius

For those that wanted to test: attached is a zip of some levels to test. Some are from the pack which Akseli and Nepster backrouted, some are brand new.
Unstoppable, over the top, and endless road have some new features for those interested.

The other level attached is one I'm probably not going to put in the pack. It's an altered form of BulletRide's level but I didn't really alter it hardly enough to call it something very new or interesting imo. I've been going through ideas with it however. [I kind of just wanted to see if other people could find my solution to this level :P
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


GigaLem

These are some good but i couldn't solve all of them you stumped me
but the problem is i can never figure out these kind of things but i was able to solve these ones
nicely done and here are the replays
the ones i came close to solving was
Obsticol 2
Five easy steps
over the top
and General tsao lemmings
also i forgot to save the replay for endless road

mobius

thanks; you backrouted most of them. Some I don't care too much because they're easier levels. Endless Road is an example.
The ones you are stumped on have been backrouted before so they've gotten some fixes already. At least so far they don't have any easy solutions.

Chinese Firedrill seems like some lucky timing was involved with letting the lemmings all fall out to the right. [that is mostly a backroute]
Way down in the hole,  this level had appeared in MobiLems I but it was backrouted and changed and I plan on removing it from there.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


GigaLem

I could not for the life of me solve Cliffs of insanity Part 2
how am i going to get the the other side and use a floater with out builders
and obstacle 2 had a good solution but i think the level is one skill short of being solvable
because i can free the other lemmings

mobius

these two levels both use some rare tricks and are, at least at the moment imo, pretty hard levels and will be in the final rank most likely.

hints:
Spoiler
Cliffs: remember that some skills may be just a decoy. I can only remember seeing this trick in one level by Pieuw.

Obstacle 2:  This trick was used once before in MobiLems1 but besides that I've only seen it in 1 level by ccexplore. It's a clever building trick to isolate one lemming.

Five easy steps: the intended solution here is a little similar to "No added colors or lemmings"

Over the top: the big thing here (unless there are backroutes) is the order in which you send climbers around to do the work [and use the cloners].

Over the top is my first attempt to make a level with pick-up skills. Well all of them are my first attempts at making levels with the new features so I have no idea how they're going to turn out.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


mobius

Finally got back to working on this. I made some new levels recently; if anybody wants to see a preview or play test some let me know.
I finally got some good ideas for the new features. A lot of my levels are inspired by Lemmings Revolution. One is actually basically a re-creation of a level from that game but the solution is different.

I found having pre-assigned lemmings is pretty cool. This allows for sort of the puzzles in Revolution revolving around the water and acid lemmings. [Sort of logic based-choose a path puzzle and many step puzzles]

Don't know yet when it'll be done but it must be at least half way there. I have 85 levels (out of 100 goal). 20 are not complete however.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


mobius

I'm going to make a bit of a change to my plans for MobiLems 2:

Although I have a good amount of levels at at least decent quality right now, my goal of 100 levels is looking pretty dismal because I'm simply running out of good ideas for brand new levels.

My original plan was to make a NeoLemmix remake of MobiLems 1 alongside 2, to be released at the same time, but considering a lot of the levels for mobilems1 were filler and/or less than spectacular I've decided to instead, merge the two packs together into one. So; this mobiLems 2 will consist of:

-brand new levels
-the "best of" Lemmini Mobilems
-some rehashes or fixes of mobilems levels or some levels that have been re-purposed and changed quite a bit from their original state.

Don't worry; there are still going to be quite a few levels with the new features of NeoLemmix. And you'll be able to skip levels if you've already played them.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain