Fleech what's those circles that is covering a small part of the level?
Custlemm is dead.
I can't even get it to work that well, really. Its only use these days is for Linux.
Fleech what's those circles that is covering a small part of the level?
They are terrain pieces, and their function is to fill gaps, usually. Not the most decorative... But maybe it's an autograph
Fleech: sorry, I feel I backrouted... some of them
I'll send you some fresh replays when I can. Would you give me your e-adress?
I still can't figure out how the Tame 01 challenge is possible. Anyone know how to do it? I'd at least like proof that it can be done.
Impressive
And I was starting to think there was no interest in the Tame challenges...
There are still major problems in Elfpak01 and you moved to 02 already? Wow.
Have you had a look at the glitch thread? There's some useful stuff in there for level designers.
It looks like you had both versions in mind right from the start, or did you design the challenges first and then simplified them for the regular levels?
First two lemmings dig immediately upon exiting. The other six must exit the pit and walk into the holding area on the right. Bash to the left from the pit, when the first lemming breaches there should be a large gap between the two lemmings. Have the front lemming build to the pillar on the left across the small pit from the lowest point on the arch, and make the back lemming a climber. The front lemming should turn, have him mine after crossing the arch but before the traps. The climber needs to mine down from the wall facing right in a specific spot so he breaches the wall at the same time he turns around hitting the steel. After making the lemming a miner, make the other lemming a basher when he's low enough to collect the crowd. The climber, after turning, needs to build into the rock formation near the top of the level, then bashes all the way through that top section until the area right in front of the exit, then builds above the wedge to the exit. Saves 100%, should have abour 40 or so seconds left.
[...]I found a few more backroutes making use of your red herrings.
I knew putting that triangle at the end of the ext's platform would haunt me -- I love to put things like that in my levels to try to hide the real route expect like 99% of the time it actually opens up an easier route, hahaha. At least that looks like a fairly simple to fix backroute -- even lowering the height of the collection pit on the right would do it.
[...]
I hope you used it twice.
YES no dirt/rock/snow levels from me EVER
Umm... no. Just once, I'm afraid.Hmm, I've had another look, but I can't find anything else but my intended solution (creator's blind eye?). Could you give a hint on what you did? (I suspect you used the trick in the lower part, and somehow did something else for the top.)
Hmm, I've had another look, but I can't find anything else but my intended solution (creator's blind eye?). Could you give a hint on what you did? (I suspect you used the trick in the lower part, and somehow did something else for the top.)
It's probably easiest to explain it with a replay.Ah, I assumed you did the lower part the intended way and not the upper one. I somehow ignored that the lemmings could get pressed into that tight space and thus a timing-based solution for the lower part possible. I hope I can throw off that timing by widening the gap to 24 pixels again.
I'll give you a challenging snow level right here.
A bunch of random marble terrain pieces? Did you make this level in Oh No More Lemmings mode?
I might be interested in your 3rd set. I'll put up a review eventually.
Cool. Maybe review it on the review thread after the current pack review is finished
Cool. Maybe review it on the review thread after the current pack review is finished
I've put some of them up in the Lemmix level reviews.
By the way, one of them is open review, and the other is a game. I wonder why...
Make the first lemming a climber and a floater. After clearing the big obstacle, make him a basher at the rough wall. Build at the edge, and use digging tools (bashers, diggers, and miners, bombers are less reccomended but usable) to get through the last obstacles.Level 2 - You can't get through the steel!
Alternate solutions backroutes? No.
Make the first lemming bash at the wall, then use a builder when you are past all the steel. Now have a lemming dig, and make it build to stop it after a while, and bash to the exit.Level 3 - Pillars in Space!
Alternate solutions backroutes? No.
Make the first lemming a floater, and use builders to get up to the top to save the lemmings. Use of builders in fairly straightforward, if you didn't know, you can build up to the exit to make it usable. It may be possible to get the floater stuck in a wall, and to make it a climber, although I am not sure whether this will be faster or not. Either way is acceptable.Level 4 - Death and Dying all Around
Alternate solutions backroutes? Yes.
Make the first lemming a floater. When he is moving left, make him a builder under the trapdoor to negate the splat start. Now make a lemming a bomber to explode a hole through the ground. Bash through the wall, and assign 1 lemming a climber. Bash through the bricks (you may want to build up to the wall a little first), then build to the exit. Assign four lemmings climbers, and make them blockers in the appropriate places (where lemmings cannot get up by them selves). There should be one blocker per block too large for lemmings to step up to. Make sure they are on top (see attached screenshot). Make them bombers to free the rest of the lemmings. Note that it is a splat start in both Custom Lemmings and DOS Lemmings.
Alternate solutions backroutes? Yes, UNLESS they contain a majority of the solution elements.
That reminds me of something: On the lemmings file archive all level packs are used for Custom lemmings. Personally, I don't like that idea anymore. I wish that the level pack downloads were split into different categories like: Levels which are specifically used for Oh No more lemmings graphics or Holiday lemmings.
(eg. Fun 1 and Fun 2 are stored in different files)
That reminds me of something: On the lemmings file archive all level packs are used for Custom lemmings. Personally, I don't like that idea anymore. I wish that the level pack downloads were split into different categories like: Levels which are specifically used for Oh No more lemmings graphics or Holiday lemmings.
I'm not sure I fully understand what you mean. Are you referring to level packs that need to be played in the ONML program rather than CustLemm, because it uses ONML's graphics set numbering rather than CustLemm's? (eg. Brick is set #0 rather than #5)
It is a wtf level. He posted it in another thread earlier. (And I know which level he made it from too )
I forget if I mentioned this, so Clam Spammer, let's see if you know. What level is it?
Think you can a remake pillars in space it looks more of a wtf level
sry dullstar
Yea, definitely put A place to climb in there, that's a good level.
1.4 seems a LOT (like, exactly) like a level I made a while back
Let lemming 1L climb left. Build over the gap. After he crosses the steel dig a little bit the mine to free the lemmings from the right side. Inside the miner's tunnel let someone mine left and bash when under the steel (This saves the left side). Now build a stair to the left to cross the 2nd miner's gap, and this will get all of them to the exit.
Yes, it's bomber timing. Learn to live with it. It's not like a single mis-timed bomber is going to force a replay anyway - there's plenty more bombers to cover your mistakes.
The level editor part? Maybe, haven't tried it.
The playing levels part? No. It doesn't work.
Well, I think it's silly that you forgot to put in the steel areas.
I'll get back to you once I actually manage to solve the less silly version of the level.
I find that if you are provided more blockers, so that you can proceed less efficiently but keeping the blockers close together (ie. pretty much as close as the game would allow), it actually seems to become a little easier to execute. Though unfortunately, thanks to the alignment of blocker fields, this only works best when you started mining in particular x positions (though the nice positions repeat every 4 pixels horizontally, so your luck is not too bad, and you can tell after a few moves whether you started at a good position or not).
Just my personal experience, your mileage may vary.
Custlemm is largely a thing of the past, so now it's the Lemmix levelpack topic. Hope you're not too upset by this (I can change it back if you really want )
I'll assume this is an appropriate place to post this.Well it's not at all obvious from the board layout, but the best place for new levelpacks is the Lemmix Levelpack Topic.
make first lem a climber and bomber to leave a hole in the thin platform on the left side. Make second lem climber and build up to the thin platform, then mine away some more of the thin platform to make more room then build a second time to get up it. Wait till he gets up climbs up and over to the other side then when he turns around mine him down to free everybody. This solution saves all but one.
I've just been playing the pack Eymerich02, which geoo recommended on the IRC last night. Completed all except 4 and 7. (I manually corrected the three-entrance levels before playing; I assume this is correct procedure.) Are these two definitely possible? Also, does anyone know who "Eymerich" is? Some of these levels are really good, and might be candidates for remaking in Lix.
On Empty Space is hardly a waste, I also found another (other than the one I uploaded) which I think is only possible on Lemini and it’s extremely difficult. It involves building up to the left exit platform from the left using only two builders and you bash once at the top and he’s high enough that he stops. It’s extremely difficult to build at the right spot to make this achievable.
I still don't quite understand the intended solution even after reading it in your help file.
The idea is that the middle lemming needs to mine in a pixel precise spot directly over the dividing wall between the two rightmost chambers under the starting spot. A miner on a platform of that thickness will dig out four pixels, and the wall between them is two pixels wide. By mining in exactly the right spot, you can make one pixel gaps on both sides of the wall with one swing. Using the middle lemming allows seven lemmings to fall in the middle chamber (where you can assign floaters to them and get them out by bashing from the left) and seven lemmings to fall in the right chamber (where they can fall safely and be assigned climbers to exit the pit). The 15th lemming is your worker.
This is probably the most backroute prone level in the pack. I'm not sure if anyone actually did it the intended way their first time actually
I liked how every level in this set seems to be tougher than the previous one.I noticed this too! Quite a few levepacks have a steady difficulty curve, which makes playing a levelpack more enjoyable to my mind. The only level in ISteve10 which felt unplaced for me (but only a little!) was Jumping the Shark, which I beated after the levels 1-4.
If I can beat this whole levelpack maybe I’ll move on to geoo’s which are even harder I think. It would be nice if people still discussed their level packs for people like me who still play these.
However 'A fearful symmetry is definitely possible. (I'll check anyway). The solution is deceptively simple
As for Empty Space's intended solution: etc...
Hehe I beated that level like two months ago but it was a quite cunning level. So möbius, your other levels are all for Lix? Maybe I should get more familiarised with Lix and play it more.
woah, Steve has a youtube channel?Ha, there's only one video and that's The duct rise lemmings. I can't remember how I ended up there, probably through a recommendation of some other Lemmings video.
I plan on playing Bullet’s levels sometime soon. Somebody (I’m assuming you Akseli?) rated his as pretty hard.Yeah, I rated them five stars. They're definitely the easiest 5 stars packs, but I still found them to be harder than those packs which I've rated 4 stars, and I decided to follow Simon's advice and rate packs so that there would be approximately equal amount of each ratings. So, I find BulletRide's packs like 4,5 stars. ;D I can possibly change my mind and lower some of them to 4 stars, though. Anyway, they're quite tough and many levels use tricks. I've also thought of writing here some kind of a review of BulletRide's packs, we'll see.
By any chance have you beat Tseug’s level Oh no not again? That one is infamous as being incredibly hard for unknown reasons. (I'm kind of obsessed with it)Actually, I originally registered to these forums when I found tseug's levelpack and I wanted to see solutions for those levels from Tseug's levelpack topic, so the same thing happened to me which happened to you: I watched ccexplore's replays of those levels last winter and I was like 'Whoaaah!!' but after that I decided that I would never again spoil my fun like that and I'll try myself to solve levels. That was then when I was just starting to play custom levels and so. But now later when I played Tseug's pack I passed "Oh No, Not Again!" quite trivially without using climber or floater and keeping RR the same all the time, replay attached.
If you ever make some levels keep in note that some of the people here, notably ccexplore and geoo are savages when it comes to puzzle solving and backroute finding. So if you need to find backroutes go to them.I'm fully aware of geoo's, ccexplore's and also some others' skills, what I've read and seen during these months on these forums, I always get amazed when I see some solutions of them for example, in the Challenges board. For instance, geoo's "Tame 13, 1 builder, 100% saved" challenge is totally out of this world. I've myself done backroute testing for some people already, too! That's great fun.
I myself haven't ever seriously done level editing stuff although that was my dream when I was a little kid, but nowadays when making levels is possible, I don't feel to have enough will and time for that, and I haven't get used to Lemmix editor for example. But I love to play other lemmings people's levels and I find it fun to review and talk people's levels, like I did very briefly about möbius' levels last July. Maybe it is ok to write that kind of stuff about different levelpacks in this topic and I'd like to do more that some time.It can't hurt to try out designing a few levels, can it? I think the Lix level editor is quite a bit easier to get into than Lemmix. Level designing can be pretty fun and rewarding if you have some good ideas and people playing them. I think for a level designer, getting a review and discussion is the best thing that can happen. It lets you know there's someone appreciating your levels, and also give feedback what they like and what they don't, something to learn from. I know from myself that I immensely like reading someone's review on my levels, it's really rewarding. Definitely don't hesitate to review levels, I hope I'd find the time to join into discussions. Of course, reviewing levels from someone who's still active here would be nicest, but of course also levels by some other designer can be discussed.
This is one of my favourite topics in these forums and I'd like too that there would be more action here. Geoo's levels are the very hardest levels of the Lemmings Level Database for me, so take a look at them if you want some insane challenges. I've now played almost half of the levelpacks from the database and rated the difficulties for them, check those out. And I could also recommend some nice levelpacks with different difficulties and so!From my old levels, some are pretty elegant, but some also rely on glitches a lot (and are near impossible if you don't know the glitches), so looking back at them with the additional experience in level design I gained over the years, I think the packs aren't too nice except for a couple of levels.
Actually, I originally registered to these forums when I found tseug's levelpack and I wanted to see solutions for those levels from Tseug's levelpack topic, so the same thing happened to me which happened to you: I watched ccexplore's replays of those levels last winter and I was like 'Whoaaah!!' but after that I decided that I would never again spoil my fun like that and I'll try myself to solve levels. That was then when I was just starting to play custom levels and so. But now later when I played Tseug's pack I passed "Oh No, Not Again!" quite trivially without using climber or floater and keeping RR the same all the time, replay attached.Haha, I had the same experience with a different game called Supaplex. There was one amazing levelset which I watched the solutions to before seriously trying, and I remembered some of them later, so I regretted it and swore to myself to never do that again. So when I came to playing Lemmings, I didn't do the same mistake again. (I do watch challenge replays every now and then though, as there's way too many for me to ever do, and even though some solutions are pretty elegant, I feel that there's not someone else's level design idea intrinsic to them, so on average I think they are more technical and less elegant.) I have a clean slate here, not watching any replay before solving the level, and so far I think I've managed to solve every level I've seriously tried (except for ccx' Lix level Brickout, which I'll have to wait out on until the backroutes are fixed).
Hehe I beated that level like two months ago but it was a quite cunning level. So möbius, your other levels are all for Lix? Maybe I should get more familiarised with Lix and play it more.Lix has over 400 levels by now and counting, by RubiX, Clam, and from the community pack. What I think is remarkable about them is that they've been made with a lot of experience from designing previous levels. So I feel the levels we got for Lix now are of really good quality! I find the usability and customizability a bit better than in Lemmix too, and as I said I think the editor is a bit easier to use.
By the way, does anybody know any lemmings level download sites other than the next ones?I think you've listed all of the ones I remember off the top of my head. But I think I still have quite a bunch of levels lying around on my computer, some of which you'll probably already have, but probably also some that are hard to find by now, I remember Shvegait's, Ben Conway's or tumbleweed's for instance. I'm happy to dig through these a bit for you if you want and bundle them up; perhaps they could also be put on the levelpack database at some point, so everything is in one place and they could be rated.
Also, it came upon my mind, that is it totally wrong if Lemmini level packs are discussed in this "Lemmix Level Pack Topic" as well? For instance, Gronkling's great levels from Lemmings Level Database are for Lemmini. And I'm very fond of some other stunning Lemmini packs, too, which I certainly want to review sometime!
I also have an assortment of individual levels, my level organization is a bit of a mess though. I upload the entire batch though if you want.Both sounds nice, I'm interested for all the levels which can be found. Thank you!
For cheapo levels, the ones I'd definitely recommend are Steve's levelset, obviously, Proxima/Michael's Preview sets, and Why Bother by the purpletraitor I think, which is a pretty unique set with interesting techniques. I got a lot more, even though I lost a bunch almost a decade ago in a crash. Tell me if you want me to send you what I've got.
With Fleech/SgB the backroute back and forth was even worth. I think I have 10 versions of his levelpack. The first one actually contains 9 levels, while in the final one on the database only 5 remain. I'm not sure why exactly.The 9-level pack can be found in The Lemmings File Portal. Fleech itself commented this level decreasing thing on the first page of this topic (Reply #7). :b
I like Lemmini a lot. Sounds, music, directional select, prettier graphics, opportunity to add levelpacks to the "Select Level" menu which shows the levels and also the ratings in the packs, how the player gets access to the next level .....
I think I backrouted most of the levels, perhaps notably "The Exit is Right There!!" "Eye of the Needle" and "Conundrum". When I play a level for my first time, I always try to approach it starting with the most simplest solution, and then proceeding to more and more complicated solutions. Especially "Conundrum" was a level in which the simplest solution worked and I passed it immediately. The difficultiest level for me was The Picard Maneuver Part 2, which I had to try well over half an hour. My solution contains pixel precise skill assignments here.
Both sounds nice, I'm interested for all the levels which can be found. Thank you!Sorry for taking so long, but here are the archives.
- I'm not interested in playing the unrated levelpacks in the near future, they look... well, builder heavy and such. (Except PSP levels, I'm definitely going to play those when Luis will get his packs in a permanent state and won't update those all the time! )
I see why you're hesitant rating levelpacks by enjoyability. Sometimes it's also just a matter of taste, and advanced players might not enjoy very easy levels too much even if they're perfectly well designed for beginners.Yeah, I guess that's how it is for most experienced players. However, I personally think that difficulty or easiness isn't related to how "good" a level is. There are difficult levels which I dislike and easy levels I enjoy, for example, due to issues like aesthetics, creative details or methods etc. In the case of rating enjoyability in the Lemmings Level Database, I'd think that it's possible that one star pack by difficulty can earn a high amount of stars for fun rating, if the levels are excellently designed and this levelpack is superior in comparison to other 1 star difficulty levelpacks, for instance. So, what I mean, a player can look both fun and difficulty ratings at the database and see, that there are, for example, an awesome levelpack for beginners, or a super difficult but boring levelpack or an average fun pack for intermediate players. The reason why I'm not so willing to rate all packs by their enjoyability is that I don't want to insult anybody by rating their packs with only few stars. :-/ I respect all people who have uploaded their levels there for other people's amusement.
I'll have some time for lemmings too; so what I decided is to have you guys recommend me a pack and I'll play that one (barring I can successfully). To give you more incentive I'll record myself playing, for amusement.That sounds super fun! I started to think suitable packs for this before minimac attached his one, but it wasn't too easy to decide any pack, because it wouldn't work well if the pack would be too hard and you would just get stuck for levels too long and all that, and too easy packs would also probably be too boring to watch from your video. I was thinking at least ClamSpam05 (but you might have played those levels in Lix perhaps?). Fortunately minimac has got a nice 32-levels pack which I already played through, Christmas theme certainly fits for this time of the year and the levels start from very easy and become tougher when proceeding. I found that pack to be as difficult as the original Xmas levels, and for me, there was one cunning level which managed to hide the solution at first - level 28. I played this pack in EricLang's LemmixPlayer for Holiday Lemmings '93 with the "LookForLVLFiles=1" thing, so there were sounds, title screens and winning screens etc.
By the way, I was wondering about these Sega packs: http://lemmings-db.camanis.net/levelpack/ag1zfmxlbW1pbmdzLWRicg8LEglMZXZlbFBhY2sYAQw/
Are all the terrains there were placed at the same exact spot as the ones from the real Sega Lemmings? If so, that must have been a lot of work and with over 100 levels.
I guess I'm old-fashioned but I'm really starting to like the graphics of the original game.I think the same way. I also like Lemmini/Lemmings for Windows graphics very much although they're more accurate, and I absolutely love it when somebody designs levels which are stunning looking. I tend to pay attention to aesthetics pretty much.
Are there any levelpacks that has levels with solutions that relies on a glitch? I'm asking because I don't want to play those.
In many packs I’ve played, not all but one or a few of the levels inside use glitches, but few of them are all glitch related.
Insane Steve made notes with most of his sets which lets you know if a glitch is required or not. Those can be found on that grey site. (Serj-Gerjen something.net) Something tells me Nortaneous and finlay don’t use a lot of glitches but I’m not sure.
Steel digging and starting to build standing on nothing but air.Moreover, the first level of BulletRide2, The Final Call, is definitely glitchy in my opinion. I used glitches in Fall Guy, pack 5 level 10, but I guess there may be a glitchless solution for that.
I'm not sure about the levels being easier than original Lemmings. Especially if my solution to Back to the Net! is intended, then I dare say it's slightly harder than the hardest of original Lemmings. I general I find the difficulty comparable, it's just that the PSP levels take less time to execute because it's a lot less grinding (I think everyone knows by now my disdain for the majority of the original levels ). I rated them with 2 stars for now (except for the first 10 levels).
No justice for the hero is a really beautiful level, but a lot of these levels are (unlike original lemmings ). I'm a big fan of levels with few lemmings as well.
No justice for the hero is a really beautiful level,
Moreover, the first level of BulletRide2, The Final Call, is definitely glitchy in my opinion. I used glitches in Fall Guy, pack 5 level 10, but I guess there may be a glitchless solution for that.Yeah, the behaviour used for Final Call is definitely not totally expected, and it took me quite a while to figure this level for the first time, but then again, it also happens e.g. in Lix, so it's not entirely unnatural. The Lemmix replays I have for Fall Guy all employ a glitch, but I remember solving this level in Lemmini saving 100%. I have a replay of it which I just tried to open, but it causes Lemmini to crash. Yeah, I don't like Lemmini, perhaps somehow changing the setup can fix that.
The first level in mobius1 has a backroute. I would fix it myself and uploaded it to the database and even put his name as the creator, but then there will be two mobius1, since I can't delete the other one.In many cases levels can have multiple solutions and that's not a bad thing. Actually, I guess many people think that some levels are even better when they can be solved in different ways. Maybe we let authors to do level editing to their own levels. I also know that möbius wants that this level (Roundabout) can't be solved in only one way, and many of his other levels are similar having multiple solutions.
I don't think building on thin-air is a glitch, I mean, what else would you expect to happen. The underlying issue is that the digger just continues digging as long as there's something to dig away under him, even if it's just a pixel at the very left/right.I principally meant that last row when a lemming has dug everything around him but he still can be assigned builder, and this trick is needed in some BulletRide's levels.
He said that backroute in Roundabout is fine, since the level was suppose to be easy. I'm still playing mobius1. I was busy with other games. According to my solution in "Jacob's Ladder", the level has five Bashers, but you only need two of them and it was a test of trying to pay attention to the Lemmings on both sides. It was fun, even though it hurt my arms, because I wasn't using the rewind feature and no pausing to see which Lemming is the climber.
The level editor part? Maybe, haven't tried it.
The playing levels part? No. It doesn't work.
Thank you All levels are created with Lemmix. I see that spoiler tag is not available thus I've sent you a PM with solution. I can only tell that all levels are mostly about precision
Quote from: SpoilersText goes here.
Text goes here.
You have to set falling lemming to floater and then right at the ground turn him into builder. It's all about pixel-perfect precision and practice. Fifth level contains the same thing. In general levels require greater precision to accomplish subsequent procedures. Sometimes one pixel can change everything
In many cases levels can have multiple solutions and that's not a bad thing. Actually, I guess many people think that some levels are even better when they can be solved in different ways.
The chains seem to show the spots for bomber assignments.Crystal Clearance was a nice level with few skills. You might want to use "no overwrite" option for exit, so it doesn't seem to be on terrain, if you don't like it in that way (I don't). The same issue is in the fourth level. Moss And Iron is my clear favourite level of yours, every skill has to be placed wisely, I really enjoyed this level.
You have to use different paths on both sides.Level 5: Your backroute shouldn't be hard to fix. The amount of builders is indeed pretty tight, but sadly even one more builder allows for several backroutes. Your solution nevertheless gave me some ideas, which might lead to non-glitch backroutes. I will have to do some more playtesting the next days.
Oneway-walls cancel steel areas.I like a bit more this solution for level 7 than my first one, this is harder to spot I think.
@Akseli:Yes that's fine, but please notice that my replay won't work anymore for level 3 because you changed that level a bit after V2, so you need to record a new replay for my solution.
I would like to include the replays of your solutions to levels 3 (for the max saved), 7 (the new one) and 10 in V5. May I do so?
@Turrican: I would be interested to include your solution to level 7 as well. OK with that?
here's a preview of my upcoming levelset mobius05. "Plinto" was my fourth pack.
I'm trying to make these levels my hardest yet. I don't want to focus on glitches or bizarre tricks but this one level here is supposed to feature a very bizarre trick.
I've put the community pack on hold for now. Mostyl because I don't have an abundance of time still and there are things i still need to figure out how to do about it [like making custom graphic levels].
The unreachable heights is magic. I knew the glitch existed but never saw that working. Added to my collection!
As well as the reachable heights.
Here is my new Lemmix level, called "The Crystal Coves".
Here is my new Lemmix level, called "The Crystal Coves".
Opened this level in SuperLemmini - it looks great, but I'm wondering if it is supposed to include skills that aren't available in SL:Spoiler (click to show/hide)
Here is my new Lemmix level, called "The Crystal Coves".
Opened this level in SuperLemmini - it looks great, but I'm wondering if it is supposed to include skills that aren't available in SL:Spoiler (click to show/hide)
Personally I don't like glitches at all, I'm glad NL and Superlemmini don't allow them, I think skills should act appropriatly. Also since I converted Pimolems from Lemmini to Superlemmini,Personally , I really like glitches! I design also non-gltch levels , but glitch levels are my favourites! Large reason for that is because when I started browsing the forums (back in 2012) , the challenges board is what got my attention the most! Also some of my favourite Lemmings youtubers back in the day were into challenges! Glitches had a major , and often a vital role in challenge and record solutions! Also some of my all-time favourite custom levels of all time are glitch levels ( like "More steel works" by Tseug , "Now you're stuck" by Clam , or "Don't stop me now" by Geoo ) !
I had to recreate 6 ot those glitch levels. Glitches make it difficult to port levels into NL or Superlemmini(annoying quite honestly). Too bad lemmini and custom lemmix allows them otherwise
glitches wouldn't appear in levels(which would be better for the game).