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In Development / Re: Lemmings Hall of Fame [65/120 levels completed] (DEMO available now!)
« on: July 29, 2023, 10:50:00 PM »
Here's the next batch of ten; only 7 more levels left to go!
OUTDOOR
These Lems are made for walking
Heads, shoulders, bees, and toads
MEDIEVAL
Avalon
Ai vis lo lop
The name of the rose
POLAR
Lem from the North Country
A winter's tale
CAVELEM
Sacrifice
Fade to grey
A face in the crowd
I find it somewhat hard to work with the irregular terrain shapes of the Cavelem tileset. Especially because most of the other L2 tilesets are so "blocky". The only thing that comes in perfect squares in Cavelem are the steel pieces, and for perfect rectangles, there only exist 1 or 2 pieces at max. Simultaneously, there are no huge clumps of terrain, like in other tilesets with lots of irregular shapes (e.g., orig_dirt). This makes a lot of the Cavelem levels somewhat "skeletal" in their appearance. Which I guess fits the stone-age theme, to some extent - but it also makes it tough to create pretty and mechanically interesting Cavelem levels.
Finally, I've also made two changes to existing levels. Both of them benefitted massively from having the Slider added:
Theater
This one used to require a Climber leaping off the wall on the right and transition into a Shimmier. Before that, he would obviously have to float down. I've shifted this trick to a later level, when the player is already familiar with the Slider, so that the player might actually end up missing the Slider at that point, if I don't provide it on that level.
"Theater" meanwhile seemed tailor-made to become the Slider-introduction level (it's on the second rank). I've added a few more chunks of terrain at the top, to enforce wall-jumping from the Slider state (since the lemming would bump his head against the ceiling if he tries to jump directly from the top of each block to the next climbable wall).
Can't hold us
This flow-control level is much more interesting with the Slider! Before that, it featured an excess amount of Jumpers (many of which were substitutes for the L2 Runner). Here, the Slider can actually save time, by turning corners earlier than the crowd does.
Also, I had to fill that tennis racket up with tennis balls, so that you can't merely fence or bash into it partially (=using one of the gaps to cancel the skill and thereby turn around the entire crowd). Now, it's one solid chunk of terrain, so any destructive skill you assign will pass all the way through it. I think this should fix some of the backroutes that the early testers had already found.
I've also been making progress on the music front: 7 out of 12 tracks are done, at least in their rough form.
I can still edit them for details and minor fixes while the pack undergoes testing. The ones that I still have to do are Classic, Shadow, Polar, Space, and Circus.
Classic merely requires me to combine the tracks 2 and 4 from the Lemmings World Tour rotation (the Pachelbel canon and the "Now use miners and climbers" tune), by putting 2 behind 4.
I still want to remix track 4 a little, though, before combining it with 2 for the Classic track. Many of the World Tour tracks have some unpleasant spikes in the upper mids, guitar fret noises, overly punchy kick drums, etc. I didn't have as much experience with mixing five years ago, compared to now, so I may also release an updated version of the World Tour tracks eventually.
The Shadow and Polar tracks are pretty straightforward (despite the 5/8 time on Shadow). The main challenge with several of the L2 tracks is the increased use of chromatic notes, compared to the original and ONML tunes. So I have to listen more closely to identify correctly what I need to play in the first place. The fun part, in exchange, is adding a little more atmosphere to them, with various soundscape pads in the background. So far, I've done that on Egyptian and Cavelem.
The most challenging ones are Space (The Blue Danube) and Circus (Entry of the Gladiators / Over the Waves).
For these two, I've downloaded free MIDI files for The Blue Danube and Entry of the Gladiators. So I'll pick matching software instruments for those, and then add guitars, drums, and bass "manually" on top of that, as usual.
Therefore, the Space and Circus tracks may end up sounding closer to the original classical music pieces. Much like, on the World Tour tracks, I also ended up playing the real Rondo Alla Turca on guitar, rather than the Lemmings track that combines it with some other melodies halfway through. I do want Circus to eventually transition into Over the Waves, though. And that would be challenging to do only by ear and recording on the fly, because of the shift in tempo that goes along with it. Such sudden tempo changes should be programmed into the recording software before recording, so that the metronome considers them.
The problem is that the Lemmings tracks (for original Lemmings, ONML, and The Tribes) don't seem to have been recorded to a metronome. Therefore, recording the drums by just playing along with the original tracks always results in a huge timing hassle afterwards.
OUTDOOR
These Lems are made for walking
Heads, shoulders, bees, and toads
MEDIEVAL
Avalon
Ai vis lo lop
The name of the rose
POLAR
Lem from the North Country
A winter's tale
CAVELEM
Sacrifice
Fade to grey
A face in the crowd
I find it somewhat hard to work with the irregular terrain shapes of the Cavelem tileset. Especially because most of the other L2 tilesets are so "blocky". The only thing that comes in perfect squares in Cavelem are the steel pieces, and for perfect rectangles, there only exist 1 or 2 pieces at max. Simultaneously, there are no huge clumps of terrain, like in other tilesets with lots of irregular shapes (e.g., orig_dirt). This makes a lot of the Cavelem levels somewhat "skeletal" in their appearance. Which I guess fits the stone-age theme, to some extent - but it also makes it tough to create pretty and mechanically interesting Cavelem levels.
Finally, I've also made two changes to existing levels. Both of them benefitted massively from having the Slider added:
Theater
This one used to require a Climber leaping off the wall on the right and transition into a Shimmier. Before that, he would obviously have to float down. I've shifted this trick to a later level, when the player is already familiar with the Slider, so that the player might actually end up missing the Slider at that point, if I don't provide it on that level.
"Theater" meanwhile seemed tailor-made to become the Slider-introduction level (it's on the second rank). I've added a few more chunks of terrain at the top, to enforce wall-jumping from the Slider state (since the lemming would bump his head against the ceiling if he tries to jump directly from the top of each block to the next climbable wall).
Can't hold us
This flow-control level is much more interesting with the Slider! Before that, it featured an excess amount of Jumpers (many of which were substitutes for the L2 Runner). Here, the Slider can actually save time, by turning corners earlier than the crowd does.
Also, I had to fill that tennis racket up with tennis balls, so that you can't merely fence or bash into it partially (=using one of the gaps to cancel the skill and thereby turn around the entire crowd). Now, it's one solid chunk of terrain, so any destructive skill you assign will pass all the way through it. I think this should fix some of the backroutes that the early testers had already found.
I've also been making progress on the music front: 7 out of 12 tracks are done, at least in their rough form.
I can still edit them for details and minor fixes while the pack undergoes testing. The ones that I still have to do are Classic, Shadow, Polar, Space, and Circus.
Classic merely requires me to combine the tracks 2 and 4 from the Lemmings World Tour rotation (the Pachelbel canon and the "Now use miners and climbers" tune), by putting 2 behind 4.
I still want to remix track 4 a little, though, before combining it with 2 for the Classic track. Many of the World Tour tracks have some unpleasant spikes in the upper mids, guitar fret noises, overly punchy kick drums, etc. I didn't have as much experience with mixing five years ago, compared to now, so I may also release an updated version of the World Tour tracks eventually.
The Shadow and Polar tracks are pretty straightforward (despite the 5/8 time on Shadow). The main challenge with several of the L2 tracks is the increased use of chromatic notes, compared to the original and ONML tunes. So I have to listen more closely to identify correctly what I need to play in the first place. The fun part, in exchange, is adding a little more atmosphere to them, with various soundscape pads in the background. So far, I've done that on Egyptian and Cavelem.
The most challenging ones are Space (The Blue Danube) and Circus (Entry of the Gladiators / Over the Waves).
For these two, I've downloaded free MIDI files for The Blue Danube and Entry of the Gladiators. So I'll pick matching software instruments for those, and then add guitars, drums, and bass "manually" on top of that, as usual.
Therefore, the Space and Circus tracks may end up sounding closer to the original classical music pieces. Much like, on the World Tour tracks, I also ended up playing the real Rondo Alla Turca on guitar, rather than the Lemmings track that combines it with some other melodies halfway through. I do want Circus to eventually transition into Over the Waves, though. And that would be challenging to do only by ear and recording on the fly, because of the shift in tempo that goes along with it. Such sudden tempo changes should be programmed into the recording software before recording, so that the metronome considers them.
The problem is that the Lemmings tracks (for original Lemmings, ONML, and The Tribes) don't seem to have been recorded to a metronome. Therefore, recording the drums by just playing along with the original tracks always results in a huge timing hassle afterwards.