When converting level packs from NeoLemmix to SuperLemmix (which should ideally only be done either by the original author, or with their permission), it's important to be aware that SLX features several significant gameplay and physics differences which may affect certain levels; these levels may need to be modified or even replaced altogether if a conversion is to be successful.
To name a few:
1) Direct drop is now possible (aka lemmings can fall directly into the Exit from a great height, as long as they hit the Exit trigger before they hit the ground). This also allows mid-air exiting.
2) Jumpers and Reachers can now jump into a mid-air Exit.
3) Sides are forcefields rather than deadly ,so lems encountering the side will behave the same as if they encountered a Blocker.
4) The top of the level is now open to allow Jumpers and Projectile skills to continue their arc of trajectory back into the level. Other lems will stop what they're doing if they reach 1px below the top, and either walk forwards (if possible) or turn around if there's a terrain/steel barrier.
5) Shimmiers can be assigned to Climbers at any time.
6) Shimmiers that are also Climbers will turn and Climb if they encounter climbable terrain at the end of shimmyable terrain (as they do in L2).
7) The Laserer's range is now 3200px instead of 112px (so, it's
effectively infinite given the 2400 x 2400 limit on NeoLemmix levels)
8) Timebombers and Bombers now bypass the OhNo! phase if they are either Climbing or Sliding - this is to maintain consistency with other movement-based skills such as Swimming, Floating, Gliding and Falling, all of which bypass the OhNo! phase.
9) The water graphics from the following styles have been changed:
orig_fire water is now "lava," an unswimmable object which triggers the burner animation
orig_marble water is now "poison", a swimmable object which changes the lems into zombies
ohno_bubble water is now "blasticine", an unswimmable object which triggers the explosion animation (no surrounding terrain destruction occurs)
ohno_rock water is now is now "vinewater", an unswimmable object which triggers the vinetrap animation
It's very quick and easy to replace the graphics if needed, I've posted instructions for how to do so
here.
If I think of anything else I'll post it here, but these are the main things which will affect level solutions between the engines.
If porting one of your NeoLemmix levels to SuperLemmix, I would advise the following:
1) If the level contains Stoners, swap these out for either Blockers, Freezers or Stackers depending on how they're used in the level. For most levels, this shouldn't affect the intended solution too much. If any levels rely on the pixel-precision that the Stoner's shape affords, then consider redesigning the level to allow a wider margin for error; this will make it play much more nicely with SLX's Classic Mode. What is sacrificed in precision will be made up for in playability, which is what SLX is aiming towards in general.
2) If the Exit can be accessed from directly overhead (albeit from a great height), consider blocking this route off if you don't want players to able to drop the lems directly into the Exit. Otherwise, leave it as an alternative solution for players to find
3) If the Exit is in midair, consider whether you want it to be accessible by any of the following: Jumpers, Reachers, Floaters, Gliders, Fallers. If so, leave it, if not then you might need to fix the level to prevent this.
4) If the level contains Laserers, then tbh there's not a great deal you can do if the solution relies on the original limited range. I would consider redesigning or replacing the level in this case.
5) Any levels containing the water graphic from
orig_fire,
orig_marble,
ohno_rock and/or
ohno_bubble will need to have the graphic replaced (
I've posted some step-by-step instructions for how to do this here) - it's also worth keeping in mind that these water objects are deadly in SuperLemmix, even to Swimmers. If your level relies on being able to swim in one of these objects, consider replacing it with the blue water object (which is now included with all of these styles for ease of replacement).
With all of this said, of course it would be great to have some NeoLemmix packs ported over to SuperLemmix, and I'll do what I can to help anyone taking on this task. But, it may be even better to create new levels which make use of the new features and mechanics.
I'll be essentially re-writing my own packs for this platform (eventually!). Some levels will copy over nicely, others will need to be redesigned or replaced entirely.