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Other Lemmings Projects => Levels for other engines => Topic started by: mobius on June 01, 2014, 09:10:57 PM

Title: [Lemmini] MobiLems - Beta release!
Post by: mobius on June 01, 2014, 09:10:57 PM
download: <a href="https://dl.dropboxusercontent.com/u/72760678/MobiLemsINSTALL6.zip" class="bbc_link" target="_blank">https://dl.dropboxusercontent.com/u/72760678/MobiLemsINSTALL6.zip</a>
<del>OR check the attachment here.</del> Attachment isn't working for some reason.

NOTE: updated as of October 1, 2014 [version 6]

MobiLems is a Lemmings custom level pack made for Lemmini.

-To those that played my older levels; Many of my older levels are present however most have been altered greatly for this pack. Some even have completely new solutions! There are also over 30 brand new levels never seen before [by most people...]

-The difficulty curve on this pack should be closer to original lemmings rather than recent custom packs such as PimoLems or DoveLems. Most of the levels are easier, or have multiple solutions. The biggest place I'm worried about backroutes is Heinous and Brouhaha.
So if you're new to Lemmings, and don't consider yourself an expert player, my pack is for you!

-I often put little indications in the levels for spots where to build, dig, or bomb etc... If you need bomber timing or precision, look for these spots. There are also often things like this indicating hidden traps.

-Some levels in Friendly [and early Flap-doodle] have secret 'bonus' hidden exits. They are usually more difficult to reach than the regular exit. See if you can find them all!

<strong>INSTALLATION:</strong>
(if you do not follow these steps correctly the game will not work)

1. You need Lemmini to play this pack : <a href="http://www.lemmini.de/" class="bbc_link" target="_blank">http://www.lemmini.de/</a>
2. Backup all of your Lemmings/Lemmini folders (because this is always a good idea in any situation)
3. Extract the MobiLems install package folder.
4. Put the "MobiLems" folder into the "levels" folder of Lemmini. Put the Read-me file anywhere you want.
5. Replace the "styles" (...Lemmini/styles) folder with the styles in the MobiLems install package. [I have added a few terrain pieces to the existing tilesets]
6. Put everything from the "music" folder into your Lemmini music folder.

That should be it! If you have any problems let me know.

<strong>NOTES:</strong>
There is now custom music!

-I have not yet tested this game with SuperLemmini (the new upgraded Lemmini released on the forum by Tsyu) I will try to do this in the near future.

-remember the code to unlock all levels is without passwords is: 0xdeadbeef


<div class="quoteheader"><div class="topslice_quote"><a href="http://www.lemmingsforums.com/index.php?topic=947.msg19835#msg19835">Quote from: DynaLem on 2014-04-09 21:52:02</a></div></div><blockquote class="bbc_standard_quote">Can't wait to play this pack!

A few questions about the pack:
1. Will you add steel to the bubble set? (I know you said you're editing existing tiles, but I'm wondering if you added steel anyway.)
2. I've played some levels in Revenge of the Lemmings, and saw that some of your levels were there. Will you also use those levels in your pack?
3. I saw that you had two versions of "Hard to Port!" Will you use the Crystal version or the Snow version?
</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>
1. Yes! I did just that. Thanks to somebody who I forget, uploaded that steel on the forum somewhere. I did not draw the steel myself. Ironically it's only used in one level  <img src="http://www.lemmingsforums.com/Smileys/lemmings/XD.gif" alt=":XD:" title="XD" class="smiley" />
2. Yes, however like mentioned above most have been altered.
3. you'll have to play and find out!  <img src="http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />

<strong>credits:</strong>
thanks to Akseli, Pieuw, geoo, IS, Proxima, Clam, Nepster, Gronkling, ccx, rtw and everyone else who helped test the levels and gave other help
Title: Re: MobiLems - Aplha release!
Post by: Tsyu on June 02, 2014, 12:35:47 AM
If you do make a SuperLemmini version of this pack, I strongly recommend using the mod feature rather than requiring the user to back up and replace files. I also recommend against including files that were not added or modified; not only does it undo any future updates to those files, doing so with stuff extracted from Windows Lemmings violates the Lemmini (and, by extension, SuperLemmini) EULA. (For example, if all you changed is dirt_13, then include just that file, not the whole dirt set.)

And yes, I still need to write the compatibility guide; there are a number of changes in SuperLemmini that can make older assets not work correctly. Hopefully I'll have it done within a few days.
Title: Re: MobiLems - Aplha release!
Post by: mobius on June 02, 2014, 11:57:35 PM
NOTICE: this is important and will save you frustration;
If you ever have to re-extract the resources; [which because it's dumb you may have to do this a lot] you must replace the styles folder again. I suggest copying/keeping a version of my styles folder somewhere else to do this. Some levels won't work properly because of this.
--------------

I updated the pack with a change to two levels. *see first post. Just because I did them today so I figured why not.

the levels changed were:
You Never Know
Put your back into it, laddy

Others are likely to come but I'll try to wait to do more at a time.

Levels with known/possible problems:
take giant nose dive
Portrait of a Lemming
Welcome back, Kotter
Lemming still no climb hill
Operation Barbarossa
Title: Re: MobiLems - Aplha release!
Post by: namida on June 03, 2014, 03:00:04 AM
I had a look at a few of the levels in the lowest and highest ranks. Looks quite nice. You have some pretty interesting designs.
Title: Re: MobiLems - Aplha release!
Post by: Wafflem on June 03, 2014, 12:23:58 PM
Thank you very much for this pack. Right now, I'm in Flapdoodle 17. The levels so far aren't easy, but at the same time not too hard - they require a decent amount of thinking (Flapdoodle 9 and 13, for example).

So far, my favorites are Friendly 12, 13, 15 16, 18, 19, 20, 30, Flapdoodle 2, 7 and 11.

I'm not sure if I did Flapdoodle 3 correctly; here's the replay.

It's also nice that you also made changes to the Xmas set by adding the ice blower trap.
Title: Re: MobiLems - Alpha release!
Post by: mobius on June 03, 2014, 08:10:39 PM
thanks for the comments guys!

here's something I forgot [I put it in the first post as well]
-Some levels in Friendly [and early Flap-doodle] have secret 'bonus' hidden exits. They are usually more difficult to reach than the regular exit. See if you can find them all!

also @DynaLem; you solved that level correctly. The other skills are just a ruse. A lot of my levels may have extra useless skills. [the easier ones anyway]

NOTE: Akseli brought to my attention Brouhaha 5 is much harder than its position and sort of unfair, I will be altering this level.
I also just found a frustrating incorrect skill allotment in "Lemmings in Motion" It should be 10 climbers, not 20. I fixed this before and somehow it came back  >:(
Title: Re: MobiLems - Alpha release!
Post by: mobius on June 10, 2014, 08:27:54 PM
I don't have time right now to look through all the replays people have given me yet so I'm releasing this which has just a few major fixes to some levels.

check the first thread for the new download links or attachment.

Levels fixed: The Road Less Traveled, Something's Burning Baby, Lemmings in Motion, Babylon Fading

Title: Re: MobiLems - Alpha release!
Post by: mobius on June 13, 2014, 01:41:40 AM
in the first post I should've said "..has a LOT of problems"  :( many levels with backroutes, some that were unsolvable and etc... [I've fixed most of those however in the last update.

- anyway, thanks to Akseli [and the others who tested] I'll be making major backroute fixes and some small changes to the level  order in the near future.
Title: Re: MobiLems - Alpha release!
Post by: Nepster on June 14, 2014, 06:50:04 PM
I (nearly) played through all of the levels in V3. Most of then were quite fun, except for some long and repetitive ones (like "Path to Mahimah") and the two levels I would put in the category "fool the player" (namely "Puzzlin' Evidence" and "Nothing Gold Can Stay"). Apart from them:  :thumbsup:  :thumbsup:
My favourites are: Going down, Another funeral... (at least after simplifying the digger placement), Five for Fighting, Suspended Animation and the last three levels in Heinous.

Attached is a bunch of replays. Names like "S2L13" stand for "stage 2, level 13". Most of them should (hopefully) be rather close to the intended solutions. Those I believe are not (or have other interesting things going on) are mentioned below.

S1L1 - Lesson 1 - Block: Good blocker tutorial, but imo not trivial enough for the very first level. You have two hatches, lemmings will die when left alone and some traps are around...
S1L3 - It's A-Bashing: If you bash too low on the bottom right end, it's impossible to still solve the level. I don't know if that's a good thing to have in a tutorial level?
S1L11 - Send in the Lemmings: The ceiling route is trivial and uninteresting.
S1L23 - Workin' on a chain: Way too hard for Friendly. There is a 1-pixel gap in the vertical chain on the right, which can have annoying consequences. And I doubt my solution is intended...
S1L25 - Ice Cave: Boring - just dig down and then bash!
S1L26 - Lemming Overboard: In the rocks in the middle there is a 1-pixel gap that will trap the lemmings between it and the steel wall on the right. Depending on whether this is inteded, I would suggest to remove this gap or make it more visible. On the top platform at the right I noticed that you made it slightly thinner unter the rock. You did this probably to disallow digging down and then bashing along the platform. Right now it isn't a priori clear that this won't work, so maybe make the whole platform several pixels thinner?
S1L30 - Oh Lemming, where art thou?: I was slightly disappointed that there was no repeat for this level with a reduced skill set.

S2L6 - And the Long Shadows: No need to bash through any one-way-wall, cf. replay.
S2L12 - The Path to Mahimah: Way too long and not really intersting.
S2L17 - What's for dinner?: Not my type of level and more of a Friendly level.
S2L20 - The Six o'clock Rush: Good level, but too hard for Flapdoodle.
S2L22 - Hard to Port!: There is a backroute which is much harder than the intended solution, but doesn't need the blocker.
S2L28 - Loophole: My solution needs a Lemmini-only behaviour, which I consider a glitch.

S3L1 - The Icarus Agenda: At the bottom of the one-way-wall there is steel that goes way further than the graphics suggest. This had me placing the miner wrongly on my first try.
S3L5 - Eight Slippery Lemmings: How did changing the RR make the level easier? (OK, at least when considering only my solution, which is likely to be unintended)
S3L6 - Lemmings in Motion: The hardest level in MobiLems. Not yet solved (and neither the Lix version).
S3L7 - Going Down?: Have some spare skills...
S3L16 - Another Funeral...: The hidden steel makes the digger placement complicated.
S3L17 - Puzzlin' Evidence: No fan of this level - the solution is rather easy and uninteresting, but you never expect this to work.
S3L19 - It Takes Time to Build: Backrouted.
S3L24 - Road to Nowhere: 98% without the bomber possible.
S3L25 - Babylon Fading: Not yet solved. But this level seems the same as in V1. What have you changed?

S4L5 - Nothing Gold Can Stay: Not a fan of such levels, especially with what you did to the exit object.
S4L6 - Every Which Way But Loose: Backrouted.
S4L11 - Honey, I have shrunk the levels II: 100% possible.
S4L13 - Suspended Animation: 93% possible.
S4L21 - Eye of the Needle: The second builder has to be placed rather precisely. It would be easier if the exit platform would be 1 pixel lower or if the steel flag starts a few pixels higher.
S4L23 - Tres Hombres: The builder placement needs to be extremly precise. Is there no possibility to modify the level to allow for one or two pixels leeway?
S4L24 - Lemmings with the Golden Gun: 91% possible.
S4L26 - Passing Engagement: Backrouted
Title: Re: MobiLems - Alpha release!
Post by: Proxima on June 14, 2014, 07:11:31 PM
S2L22 - Hard to Port!: There is a backroute which is much harder than the intended solution

Are you by any chance a married bachelor?  :P
Title: Re: MobiLems - Alpha release!
Post by: Nepster on June 14, 2014, 07:45:52 PM
S2L22 - Hard to Port!: There is a backroute which is much harder than the intended solution

Are you by any chance a married bachelor?  :P
Yeah, kind of. The point is, that I believe that möbius made the level with one specific theme in mind, which can be circumvented using this approach. Moreover my solution is harder mainly because one needs some very precise skill assignments, so "much more annoying in its execution" instead of "much harder" would have been a better descrption.
Title: Re: MobiLems - Alpha release!
Post by: mobius on June 15, 2014, 05:40:34 PM
thanks very much for the replays, I will get to them as soon as I can.

has anybody found any of the secret exits yet?
Title: Re: MobiLems - Alpha release!
Post by: mobius on June 15, 2014, 09:58:12 PM
I've began going through some of Nepster's replays [and Akseli's too]. I'm not done but found something important [at the bottom of this post];

S1L23 - Workin' on a chain: you over thought this level; it's much easier going to the left. The other way you found is a backroute that's harder but I'll add an extra fire trap to discourage it. When you mention a small gap do you mean the one around the corners of the two overlapping chains? I can't really do anything about that it was the only way to get the overlapping effect [I used small circle erasers]

S1L30 - Oh Lemming, where art thou?: I actually planned on having a repeat of this but ran out of room.

S2L22 - Hard to Port!: There is a backroute -- that's pretty neat, you solved Eye of the needle in this level! I think i'll leave it.

S2L28 - Loophole: this glitch is not required. Unfortunately I don't know how to avoid this. One nice thing is that this glitch is fixed in SuperLemmini, which I may end up recommending for my pack. This level may be a little too early however so I think I'll move it up.
Quote
the solution requires a little RR jiggering

S3L5 - Eight Slippery Lemmings: How did changing the RR make the level easier? (OK, at least when considering only my solution, which is likely to be unintended)

This level's supposed to have multiple solutions, and yours was pretty interesting. The solution before was too tight with the RR higher so it was ridiculously hard [done my way anyway]

S3L6 - Lemmings in Motion: The hardest level in MobiLems. Not yet solved (and neither the Lix version).
I'm a little surprised at this, some people have agreed with you but some people, Akseli for one I think thought this one very easy. One thing that helps is that I finally fixed it. [after having corrected the level several times and somehow have it revert back to the way it was or not really get saved]

S3L25 - Babylon Fading: Not yet solved. But this level seems the same as in V1. What have you changed?

this is because what I mentioned above came true once again. I made a change to the level, and I saved it and closed Lemmix, to later find that IT DID NOT SAVE, ONCE AGAIN.  >:(  >:(
so yeah, the level's busted. It's supposed to have 80% requirement not 100%

I'm tired of having to triple check my game everytime I make a save.  >:(
Title: Re: MobiLems - Alpha release!
Post by: namida on June 15, 2014, 10:00:45 PM
Just wondering, if Lemmix is giving you problems, did you try using jLevelBuilder? It also supports Lemmini (in fact, it supports Lemmini far better than it supports DOS/Lemmix) and IMO is more user-friendly.

(I also plan on most likely adding Lemmini support to NeoLemEdit at some point, but it won't be until after LPIII is completed.)
Title: Re: MobiLems - Alpha release!
Post by: mobius on June 23, 2014, 05:10:42 PM
I'm still fixing all the backroutes. I'm also changing the level order a little and even added 1 or two new levels (and getting rid of older ones)

here's some more comments and replies:

@Nepster: I took most of your advice about levels with precision problems.

Quote
S3L17 - Puzzlin' Evidence: No fan of this level - the solution is rather easy and uninteresting, but you never expect this to work.
This isn't really a guessing game. Look closely at the level for clues...

Loophole: Akseli also found another solution without a glitch, but I'll still move this level to a harder position.

Just wondering, if Lemmix is giving you problems, did you try using jLevelBuilder? It also supports Lemmini (in fact, it supports Lemmini far better than it supports DOS/Lemmix) and IMO is more user-friendly.
(I also plan on most likely adding Lemmini support to NeoLemEdit at some point, but it won't be until after LPIII is completed.)

I have tried and it's pretty nice but like anything it takes getting used to and I've gotten very used to Lemmix. For the most part I really have very few complaints about Lemmix. The worst part is getting it set up for a new person. It's quick and easy and pretty user friendly imo. As to this glitch lately I can't get it to happen consistently and it's also possible it was only a mistake by me.

I'd try NeoLemEdit But I really hate DosBox and everything about it.
Title: Re: MobiLems - Alpha release!
Post by: ccexplore on June 23, 2014, 07:40:46 PM
I'd try NeoLemEdit But I really hate DosBox and everything about it.

 ??? Despite containing the word "LemEdit" in it, NeoLemEdit is actually a Windows program and doesn't use DOSBox.

Also not sure why the hate on DOSBox?  Whatever its shortcomings, it is currently the best chance for people to get their old DOS games to run the way they used to on old hardware.  Not all such games are as lucky as Lemmings to have a dedicated, talented community of people to rewrite for modern platforms you know.
Title: Re: MobiLems - Alpha release!
Post by: namida on June 24, 2014, 10:56:53 AM
I'd try NeoLemEdit But I really hate DosBox and everything about it.

 ??? Despite containing the word "LemEdit" in it, NeoLemEdit is actually a Windows program and doesn't use DOSBox.

Indeed. The name comes from "Neo" from "NeoLemmix" combined with "LemEdit" because it's a remake of LemEdit; but it's a Windows program, not a DOS one. Unlike NeoLemmix, which uses the existing Lemmix code as a starting point and expands on it, NeoLemEdit is made from scratch. I considered naming it "NeoLE", so that it makes a reference to it without being confusing, but... I just didn't, no real reason. xD
Title: Re: MobiLems - Alpha release!
Post by: mobius on July 06, 2014, 07:41:17 PM
Getting close to releasing the much improved Beta Version with tons of fixes. :thumbsup: I've also been told recently of a Facebook Lemmini group. I'll be uploading my game there.

I'd try NeoLemEdit But I really hate DosBox and everything about it.

 ??? Despite containing the word "LemEdit" in it, NeoLemEdit is actually a Windows program and doesn't use DOSBox.

Indeed. The name comes from "Neo" from "NeoLemmix" combined with "LemEdit" because it's a remake of LemEdit; but it's a Windows program, not a DOS one. Unlike NeoLemmix, which uses the existing Lemmix code as a starting point and expands on it, NeoLemEdit is made from scratch. I considered naming it "NeoLE", so that it makes a reference to it without being confusing, but... I just didn't, no real reason. xD

oh cool, I didn't realize this at first.

about DOS Box; it lacks a lot of things most emulators have like speed up and save states. It's also a major pain to use, as ccx stated a long time ago once you're used to it or if you actually used DOS in the old days maybe it's fine but otherwise its not like most emulators again, where you simply load game and play. I personally have no reason to use it as Lemmings is literally the only DOS game I can even name.
Title: Re: MobiLems - Beta release!
Post by: mobius on July 09, 2014, 10:06:34 PM
https://dl.dropboxusercontent.com/u/72760678/MobiLems%20InstallPack4.zip

Beta version (version much closer to a final product) is finally here!  :)

Many things were changed; see the Read-Me file for a full list. I made hints for most of the levels. I will try to finish the hints soon.
Title: Re: MobiLems - Beta release!
Post by: exit on September 01, 2014, 01:56:02 PM
Some of you might not be aware of this, but roundthewheelrtw is doing a let's play on MobiLems.
Title: Re: MobiLems - Beta release!
Post by: mobius on September 10, 2014, 06:42:47 PM
pack has been updated (version 5). Not a major update but around 5 levels have been altered. And a few removed from Oh no more levels making the whole pack slightly shorter.

https://dl.dropboxusercontent.com/u/72760678/MobiLems%20InstallPack5.zip
Title: Re: MobiLems - Beta release!
Post by: mobius on October 01, 2014, 08:24:24 PM
updated on October 1. There is now custom music. Thanks to Kewlio for finding some of the songs I used.  :thumbsup:
Title: Re: MobiLems - Beta release!
Post by: rtw on October 24, 2014, 07:44:38 PM
I am absolutely stumped on Take a Giant Nose Dive. Hints?
Title: Re: MobiLems - Beta release!
Post by: Akseli on October 24, 2014, 08:00:38 PM
I am absolutely stumped on Take a Giant Nose Dive. Hints?
Ooh, I was baffled for a moment by this level too, I found it quite clever. I played it in the initial release, so if the level hasn't changed after that, then these hints should help, highlight to read.

Hint 1:
Quote
You need to send three lemmings ahead; two floaters and the bomber.

Hint 2:
Quote
Assign the first floater a blocker -- really close to the wall.
Title: Re: MobiLems - Beta release!
Post by: rtw on October 24, 2014, 08:52:49 PM
Oh man. That was really clever. I don't know that I'd have ever figured that out all by my lonesome, but those hints were exactly the push I needed. That was brilliant.
Title: Re: MobiLems - Beta release!
Post by: Nepster on October 25, 2014, 04:32:55 AM
There is a slightly less interesting way to solve it (which saves even 95%).

Hint:
Quote
Send only two lemmings ahead; one floater and the bomber. Then make good use of the one-way wall.
Title: Re: MobiLems - Beta release!
Post by: rtw on October 27, 2014, 03:10:41 PM
Okay, what funky building trick am I not seeing in "Inventions and Dimensions"?
Title: Re: MobiLems - Beta release!
Post by: Nepster on October 27, 2014, 04:38:42 PM
Hint:
Quote
The first builder has to face left.
Hope this is enough.
Title: Re: MobiLems - Beta release!
Post by: IchoTolot on October 30, 2014, 02:03:43 AM
I am finally done with the Pack! Exellent work möbius! :thumbsup:
But I propably backrouted "tres hombres" (I dont think the basher glitch is needed there) and "eye of the needle" (saved 1 more yay :)).
Maybe when I have finished uploading my "Revenge of the Lemmings" solutions, I will do Mobilems, too.(slowly getting into the record stuff :D)
And just as I saw rtw here: I hope you will also do the "Revenge" Pack. There can't be enough Lemming vids with uncle roundie :D
Title: Re: MobiLems - Beta release!
Post by: IchoTolot on December 07, 2014, 12:03:29 AM
So, the solutions of the 6th version are all uploaded! :) (Playlist link: https://www.youtube.com/playlist?list=PLKR1N9oJTTlK4VUD4M2wdbW8oBVj-z8Cm)
Next on the list will be PacGuy765's Challenge Pack (Pack1, 2 and 3).
Title: Re: MobiLems - Beta release!
Post by: Mariachi Skeletron Prime on December 07, 2014, 09:21:12 AM
Wow, this is a great level pack (so far, I'm stuck on A Fearful Symmetry; I just don't know what I'm missing). My favourite level has got to be Lemmings in Motion. I don't think I've backrouted anything, but the level 'Clues' is a little uninteresting, and 'Roundabout' felt a little too difficult for it's rating. Other than that, it's been really fun to play.
Title: Re: MobiLems - Beta release!
Post by: mobius on March 22, 2015, 02:51:42 PM
thanks Mariachi you're levels also look interesting [though I haven't gotten much chance to play yours or anyone elses levels lately] And thanks to IchoTolot and rtw for the videos and everyone else who played.

I've made an update to MobiLems (version 7). Some levels were re-ordered due to difficulty reasons and the oh no more levels rating was removed [for reasons].
This will probably be the last update to MobiLems.

download 7:
https://dl.dropboxusercontent.com/u/72760678/MobiLemsInstallpackage7.zip

download version 6:
https://dl.dropboxusercontent.com/u/72760678/MobiLemsINSTALL6.zip

I'm keeping version 6 available for now in case there are problems with 7, because I don't have a lot of time to test everything as much as I'd like in it.
Title: Re: MobiLems - Beta release!
Post by: GigaLem on April 03, 2015, 04:33:51 AM
I don't mean to bother but i've heard that mobilems II will get a neolemmix release
will there be a Mobilems neolemmix release though?
Title: Re: MobiLems - Beta release!
Post by: mobius on April 04, 2015, 02:55:06 PM
I don't mean to bother but i've heard that mobilems II will get a neolemmix release
will there be a Mobilems neolemmix release though?

did you mean will it get a superlemmini or something else release? The answer is probably no.
I've been making a few levels recently that use the new features of neolemmix like the closed exit so that wouldn't be compatible with superlemmini. Honestly now that I'm getting used to the controls of NeoLemmix I'm liking it a lot better. It's very user-friendly.

On other notes; there may be a few levels co-created by other people like in my first pack. Having the author field is nice for being able to have notes like that. I don't think I'll divulge any other secrets right now. :D

an idea I just had for having levels that use a gimmick-- to make it simpler than having some kind of warning message I might put all of "x" type levels into one rating and etc. [like PimoLems]
Title: Re: MobiLems - Beta release!
Post by: GigaLem on April 04, 2015, 03:11:43 PM
I don't mean to bother but i've heard that mobilems II will get a neolemmix release
will there be a Mobilems neolemmix release though?

did you mean will it get a superlemmini or something else release? The answer is probably no.
I've been making a few levels recently that use the new features of neolemmix like the closed exit so that wouldn't be compatible with superlemmini. Honestly now that I'm getting used to the controls of NeoLemmix I'm liking it a lot better. It's very user-friendly.

On other notes; there may be a few levels co-created by other people like in my first pack. Having the author field is nice for being able to have notes like that. I don't think I'll divulge any other secrets right now. :D

an idea I just had for having levels that use a gimmick-- to make it simpler than having some kind of warning message I might put all of "x" type levels into one rating and etc. [like PimoLems]
Neolemmix as in like a flexi lemmix player version just like GigaLems was created on flexilemmix
Title: Re: MobiLems - Beta release!
Post by: Wafflem on April 04, 2015, 03:12:28 PM

I've been making a few levels recently that use the new features of neolemmix like the closed exit so that wouldn't be compatible with superlemmini. Honestly now that I'm getting used to the controls of NeoLemmix I'm liking it a lot better. It's very user-friendly.

Now I really can't wait for this pack! Sorry...can't resist, everyone here knows locked exits are my favorite types of puzzles, hence why so far every pack I've released (including the Unused Gimmicks Pack) has at least one level using them :P. Of course, my second contest level "Super Starship" uses them. I've even made a remake of an Orig Lemmings level using them in my third pack.

I can't wait to play this pack, but as I'll be taking a break from Lemmings for a few months, I won't be able to help testing out. But if you haven't released the pack by the time I come back, I'll be willing to help.
Title: Re: MobiLems - Beta release!
Post by: namida on April 04, 2015, 03:18:43 PM
I agree with the idea of keeping the gimmick levels seperate somehow. Not including the bonus packs (which primarily focus on gimmick levels), the only pack I've done where the two were mixed together was LPII.

LPIII had a couple of frenzy levels among the normal ones, but the only difference on those is the lack of pause. The gimmick levels were all secret levels.
Lemmings Plus Omega had a dedicated, seperate rank for the gimmick levels, just like you're suggesting. I think this is the best solution, since secret levels can be quite annoying in and of themself.