Alright, it's finally here. I didn't come up with the full 10 levels, but the included LEVELPAK.DAT (with NeoCustLemmix) contains one tutorial level for
each new skill as well as a normal level that uses most of the new skills (as well as a couple of the old ones).
So yeah, that's what it is. I added some new skills. Not hundreds like L2 has, that's overkill; there's 7 new ones, and the way I've implemented them only leaves room to add one more at a future point. I probably won't even do
one though, although if any really really good ideas come up I might consider it. Oh and indeed, all style files (official, LPII, LPIII and Sega) have been updated to include pickup skill graphics for the new skills.
I won't describe them here; play the LEVELPAK.DAT included with the new version of NeoCustLemmix if you want some training levels for them.
Note that said LEVELPAK.DAT has a somewhat strange structure (this is intentional). Specifically, it has 8 levels total, and rather than fill both Step5 levels with a filler level, the second level each in Step4 and Step5 are fillers while both first levels are proper levels. So remember - Step4 Level 2 is a filler, but Step5 Level 1 is an actual level.
Hope you enjoy these levels! Apart from being (I hope) good introductions to the new skills; they're also the first levels in over 4 years I've made using the official styles rather than my own custom ones, and also my first levels made in the Lemmix editor (LPIII was done about 10% in LemEdit and 90% in NeoLemEdit).
NeoLemmix V1.15n Update--------------------------------------
* Seven new skills have been added. The NeoLemmix Editor makes it easy to
handle using these; the one thing to be aware of is when creating styles,
specifically for pickup skills, the order is *not* the new skill order,
but rather, it is first the old skills in order, then the new skills in
order. A LEVELPAK.DAT is included with CustLemmix which contains a tutorial
level for each skill, plus three relatively easy levels using a combination
of new and old skills.
* Two changes have been made to the scoring system. Firstly, the maximum
is now 50,000 (so just add 30,000 to existing scores), secondly the
penalty for not acheiving 100% has been reduced to 1,500 (so add 500 to
any scores obtained on a non-100% result).
* Secret level triggers can now go up to Level 255 instead of only 99.
* Secret level triggers can now go up to Rank 15 instead of only 7.
* Which level a secret level redirects to can now be set in the level
file itself.
* Fixed the glitch where the congrats message would show after completing
a secret level that redirects to Level 1 of the first rank.
* Fixed a glitch where SuperLemming would become stuck after playing one
SuperLemming level. The same thing also happened to the preview/postview
screen texts (but not actual gameplay) for Karoshi, this is also fixed.
* The player will detect and correct screen start positions that are set
further right than should be possible (for example, level 2 of Xmas91).
* Lemmings Plus III is now finalized, and as such, LookForLVLFiles, secret
levels via cheats, and extra modes (Challenge Mode, etc) have been enabled.NeoLemmix Editor V1.15n-A----------------------------
> Can now edit the skillset (new feature in V1.15n)
> Adds a quick-select box for pickup skills
> When creating a new level, the AutoSteel, Custom Gimmick
and Custom Skillset options are enabled by default.
> Fixed the bug where black parts of objects/terrains are
rendered as transparent even when they shouldn't be.
> No longer crashes if a left-facing pre-placed lemming
exists in the level but the graphic set in use doesn't
have a left-facing image for it.
> Now loads negative object Y coordinates correctly.Links:
NeoLemmix V1.15n PlayersNeoLemmix Editor V1.15n-ALemMain V6 - This new version is needed to make MAIN.DATs for NeoLemmix V1.15n
I'd be interested to hear feedback on the actual proper level (well all the levels, really). It's not meant to be overly hard - to give an estimate, if it was an LPIII level, it'd probably be mid-Dodgy, late-Dodgy at the most.
By the way, I've also added a
"Misc Documents" subfolder under the NeoLemmix folder. I eventually plan to properly document the NeoLemmix file formats and put them in here, but at the moment this just contains one document - the details of the scoring system mechanics. I did post them somewhere in this topic, but firstly that'd be a pain to dig up now, and secondly that would have the old maximum score and 100% penalty (only those two things have changed since the system was implemented) and also wouldn't have the score values for the new skills; the document in that folder *does* have them. If you're one of those people who like to have a general idea of things but don't want the full details:
> the Walker has a smaller penalty than any other skill, but it does still have one
> in general, the impact of the new skills is fairly similar to the skills that they're similar to (eg: Platformer's is similar to Builder's)
>> the one exception to the above is the Stacker, which has an impact only about half that of the Builder
EDIT: NeoLemmix level format documentation has now been added. I'll add documentation for MAIN.DAT and graphic sets... hm, I have not-Lemmings-related stuff I need to do over the next couple of days, then girlfriend visiting this weekend... so it might be a while, but I'll get them up eventually! (Although MAIN.DAT still uses the same format as always, it's just where exactly certain images are that's changed.)