Okay. The vote ended inconclusively, which isn't a huge surprise given not everyone has had time to play all the talismans. I'm going to make an executive decision and downrank
Creature Discomforts.
For the other questions, I've wanted to keep things moving quickly as we are very near the end of the project, so I've also asked those present in IRC and on Arty's stream for feedback, in addition to the responses above. The results are:
* Everyone seems happy with the ordering, backroute fixes and talisman choices. I've noticed one more backroute, which should be easy to fix.
* A decent majority prefer to use dirt_md for Genesis levels, so we'll go with that, and I'll re-import some levels for consistency.
* Everyone's fine with removing the one-way wall on
Cascade.
* A substantial majority prefer keeping decorative terrain, even on the levels where namida has removed some. I also favour this, even though it means more work for me, so I'll try to get this done soon, though probably not for the very next update. However, I'm going to concentrate on the wide levels, like
Turn around, young lemmings and
Have a nice day; for levels like
Downwardly mobile lemmings I think it is a good idea to keep to a single screen if this doesn't remove too much.
* Because we're keeping decorative terrain, I won't remove the middle structure on
Snuggle up to a Lemming. I also won't move the exit since I don't think we have a majority in favour of that.
Genesis / ONML levels:We have four votes on these so far, so I'm going to close discussion on the ones where all four of us agree:
*
Lunch time (not
Time waits for no lemming) (would still like feedback about the extra terrain)
*
Dolly Dimple (not
Dangerous balcony)
*
ROCKY VI (not
Watch right and left) (
Watch right and left Part Two is in Redux, but that's okay; Redux is explicitly a "best of" pack so players will be able to figure out that Part One just didn't make the cut. Same applies to SEGA Four.)
For the others:
* We're split 2-2 on
And now the end is near /
Exodus, so I'll make that the next poll. I really hope
Exodus wins, because I love the solemn, a little creepy, atmosphere it has in the sand set.
* Similarly, I strongly prefer
Keep all enemies out over
The Stack, so I'll hang on a little longer to see if anyone chimes in. If I'm alone in this then I guess I'll concede
* I can't decide between
Worra load of old blocks and
Leftovers are not always a waste, and I'd like to hear whether bsmith has changed his view after I pointed out the under-platform solution is possible on both levels. However, it does mean the gameplay is slightly different between the two, so I might marginally favour
Worra load for that reason.
And now, there are a couple more issues I'd like feedback on:
* I spotted a slight backroute in
Tension Sheet. The intended solution is to dig before the gap so the builder hits the terrain, which is a neat linchpin that I don't think appears anywhere else, at least not in this pure form. However, in NL you can mine into the steel after the gap to turn round. In this case, we know for certain which was intended because miners don't turn on steel in L2. One possible fix (assuming we keep bsmith's version) is to replace the second miner with a digger.
*
It's all a matter of timing: Should we duplicate the middle hatch, restoring the 1-2-3-2 ordering of the original game? We could do this for all 3-hatch levels, but really I'm only worried about this level because it makes a crucial difference to the solution, although both versions are solvable.
* Special graphics levels: Keep the (full-length) Amiga versions, or use the reduced Genesis versions? Earlier in the topic, ccexplore suggested using Genesis for
Beast and
MENACING, since the full versions just add more trees / tentacles, but using Amiga for
Awesome and
BeastII, whose reduced versions do cut out part of the play of the level. I would agree, but I want to hear what everyone else has to say.
If I get a good amount of feedback on the above questions, we could have the entire project wrapped up and ready to go in another week or so! Huge thanks to everyone who contributed