Hey Proxima, welcome back!
I think it's reasonable to take a break when you're too occupied with things in real life. I know at some point I was also only quickly scanning through the new posts, and skipping the challenges topic even, though I guess in my case it was just work piling up, fortunately. It's certainly nice to see you back!
The most notable feature in Lix is probably that you can play multiplayer (up to 8 players) over network. This isn't relevant to this level project, but it sure is great fun.
It runs under Windows, Linux and Mac (though I think the Mac version is slightly outdated right now, not sure).
The are a few new skills, and usability features like savestates and fast forward. While it technically supports the old DOS lemmings level format, these require the DOS graphics files, and as the game is supposed to be free, these cannot be used in the project.
But the game comes with new terrain styles instead, e.g. mine are currently in progress and if you want, you can also design your own so they can be added to the game, or just some custom objects to be added. Level editor is included, the level format doesn't have the limitations of the original game, so yes, you can make levels that scroll vertically (and even wrap around if you want).
Quote from: Clam Spammer on 2012-01-18 04:37:48Quote from: ccexplore on 2012-01-18 03:18:10As a side comment, it seems that the current styles in Lix are severely lacking in hazard objects? Most of them are in geoo's "construction" set, and they are very good. But I feel like I'm not getting enough variety of the more traditional hazards (triggered and constant traps) like I do in Lemmings?
IIRC the first 'remake' tilesets were abandoned (or at least put on hold for a long time) close to completion, when most of the tiles were done but there were no traps besides just water. I don't know whether there were any traps planned for these sets though.
Those styles were made with the intention that each terrain piece's mask matches one of the pieces from the original game. The idea was to allow players who don't have to original styles still play the many old levels we made. It had downsides, like sticking to low-res so that e.g. slopes didn't look too nice, and some tiles just had masks unique enough that it was hard to remake them. Eventually the effort was abandoned, some of the tiles are still used in Matt's new styles though.
Matt isn't much of a level designer, so the styles weren't made with all the intricacies of level design in mind. Not sure whether the lack of traps is a result of that as well.
In any case, I'm still working on my styles, so if you have some objects/terrain tiles in mind you'd like to see, drop me a note. (In that regard, some design ideas for the hatch/exit of the shadow style would be nice.) I can probably also add objects to Matt's styles if you have something specific that fits there.
btw, for sandstone levels, you can also use the torches/braziers as fire hazards, they look nice there.
Solved the new version of the level (old backroute attached for completeness), "Top Gear". It's a bit tricky to execute, yeah. I usually try to add terrain hints or shape the terrain to fix the skill placement that the execution gets easier in these cases, but it's a bit harder in non-bumpy styles (Perhaps adding a terrain hint at the bottom, and then heighten the tower such that mining from the very right does that job could help?). I was wondering why you misaligned the blocks, initially I thought it was to subtly decrease the total fall distance, but my current solution doesn't make use of that. Did you perhaps think that the black borders at the bottom of the blocks are not terrain? Because if you use the grid, everything will align nicely.
Apart from that, I like the level idea, and design-wise it looks pretty nice and clean as well (save for the overlap of the blocks which bugs me a bit).
I finally remade 'Level with strange blocks', and Clam got a good new name for it. It's quite a bit different, so I don't know whether it gets easier or harder; perhaps you should refrain from trying this level if you still want to have a go at the original Cheapo version (though I think you really shouldn't have (had) that much trouble with it if you give it another go). There was a 4-builder version of it while designing it, but I opted for the 5 builder one because I find it to be cleaner like that. 3-builder version like in Cheapo would be possible as well theoretically. But don't let yourself be confused by these comments. Anyway, due to the 2 additional builders, I kinda expect backroutes, though Clam did some testing already. And it's kinda ugly...
Clam's remake of finlay's levels looks nice as well, especially the one-way gadget looks a bit better than in Santa's Workshop.
Perhaps I should make some endpieces for the pillars, them being cut off bugs me a bit.
I'll add these new levels to the list when you think they're final if you don't mind.
Mod Edit: Restored attachments.