Well, here it is! =D This is a beta version at the moment, since I'm not 100% confident that everything that needs to be has been ironed out in the NeoLemmix player, nor am I 100% sure that I caught everything while fixing up the levels. However, it HAS been tested to ensure that every level is possible, and some levels modified to ensure this.
As mentioned, it also has some minor difficulty tweaks. The only level with major changes is PSYCHO 23... I couldn't resist taking one last shot at making that a decent level deserving of its position. I had to deviate it from the original design again, it seems my original plan simply doesn't work outside of Cheapo, but I quite like the result anyway.
Since these are 5-years-old levels we're all well and truly familiar with (new members aside xD), I'm including the replays from Day 1 here.
Just for reference; the player supports gimmicks just like any version of NeoLemmix, even though no LPDOS level actually uses them. Therefore, once I release the lvl files (I'll do that once it seems there's no major issues - partly because I'd have to regenerate them from the level order table and ODDTABLE.DAT, unlike with LPII where they're all neatly arranged by positions), you can also try playing them with gimmicks in effect. And the cheat code (if anyone uses that, I know most people just edit the INI) is the same as it was in V7.
Click here to begin your journey in the new age of Lemmings Plus.Medi 21, Danger 11, and PSYCHO 4, 15, 16, 21 and 24 have become a bit more interesting, and PSYCHO 23 and 29 (although the former is due to it being the one level I actually *did* make heavy modifications to; but the latter is unmodified apart from improving steel alignment) a lot more. =) Also, while the old solution still works just fine, the included replay for Danger 13 shows off a more obscure solution.
Issues I'm aware of:
- Mild 21 / Danger 22, one flamethrower has been moved a bit TOO far, while the other one was missed altogether.
- Medi 15 was modified, but DynaLem has discovered a solution that would work even on the unmodified version and is still simple enough for its position, so the changes will most likely be reverted.
- Medi 19 / Danger 11, I missed the steel pieces near the exit when doing the alignments. It does not affect the solution at all.
- Medi 21, the animated part of the exit is not lined up correctly with the static part.
- Medi 26, I missed the flamethrowers when doing alignments.
- Engine glitch - It is possible to, by precise positioning and timing, use a builder to stop a miner and turn him around... which may sound normal, except it's possible to do this with the builder being a different lemming than the miner. This is due to a terrain check that normally would only be triggered in the case of steel/oneways not being removed, but instead is triggered by the builder filling in that pixel inbetween the miner removing it and the terrain check (which is only a one frame space, so it needs to be VERY precisely done). I have already fixed this, haven't uploaded a fixed version though. (I'll at least fix the above level problems first too.)