Lemmings Forums

Other Lemmings Projects => Levels for other engines => Topic started by: exit on December 18, 2014, 11:08:41 PM

Title: cLemmings
Post by: exit on December 18, 2014, 11:08:41 PM
cLemmings is a set of levelpacks mimicking the actual game(in number of levels and the styles used).

These are the current cLemmings levelpacks:

cLemmings
The original cLemmings pack. Levels are somewhat similar in style to the original, but different at the same time.

Oh No! More cLemmings
The ONML version of cLemmings. Consisting of very non-original style levels, difficulties vary extremely.

Holiday cLemmings 1994
The Holiday Lemmings entry in cLemmings. Levels are very different in style to the original.

cLemmings Ultimate Edition
A cLemmings pack not based on any game. Difficulty is very standard throughout the whole pack.
Just released!

Download links can be found here: http://www.clemmings.altervista.org/download.html

If you have any comments/suggestions/ideas, post them here!

Thanks to Eric Langedjik for the original lemmix engine.
Thanks to namida for help with custom players.
Title: Re: cLemmings
Post by: exit on December 28, 2014, 04:50:04 PM
Well, due to me having quite a bit of trouble with the player builder, I've decided to release cLUE in levelpack form.

And, yes, all of the levels are possible.


I ran into some problems, so to play these you'll need to use this somewhat customized style setting file.
Title: Re: cLemmings
Post by: namida on December 29, 2014, 01:26:46 AM
Hey, what trouble were you having with Flexi? Did it not work properly, or did you just find it too hard to use? If it's the former, can you PM me with details (including, can you attach a ZIP of your "data" folder)?
Title: Re: cLemmings
Post by: exit on December 29, 2014, 01:46:04 AM
It didn't work properly, so I posted on the CustLemmix topic.

You replied to my post, and I replied back, but then the server move started and probably didn't have time to reply.

Anyways, I'll still PM you my data folder.

Thanks.
Title: Re: cLemmings
Post by: exit on December 31, 2014, 02:10:03 AM
Here it is!
The all-in-one cLemmings Ultimate Edition player!

I'm looking forward to any feedback you have to offer!
Title: Re: cLemmings
Post by: namida on December 31, 2014, 02:24:44 AM
I'll give this a go very soon! :)
By the way, you might want to add the download for it to your website. :)

EDIT: One suggestion. Rename the EXE to something specific to your pack, like "cLUE.exe". It will still work fine. :)
Title: Re: cLemmings
Post by: exit on December 31, 2014, 02:46:48 AM
I've moved the download to the website.
Please redownload the pack if you've already downloaded it, because it changes simple 4 to not be impossible(sorry)! :-[
Title: Re: cLemmings
Post by: namida on December 31, 2014, 02:57:22 AM
I wondered about that - that's the level I got up to so far! I'll have a go on the new version.

Anyway, as far as the first three levels go - quite nice, though I think I might've backrouted Simple 2. I'll send you my replays when I get a bit further. :)
Title: Re: cLemmings
Post by: exit on December 31, 2014, 03:03:26 AM
I know which backroute you're talking about. I'll fix that when I update it.
Title: Re: cLemmings
Post by: namida on December 31, 2014, 03:17:38 AM
I redownloaded it and Simple 4 still seems to be impossible - I don't notice any changes to it, to be honest. If you hadn't actually fixed it yet (I did notice Cheat Codes are enabled in the new download, so your intention might've just been for people to skip that level for now?), my suggestion would be to get rid of the sign by the exit (on the right) - there's a very clever solution that would work without that sign in the way and still remain quite tricky to discover.

Spoiler (click to show/hide)

EDIT: Indeed, I checked the timestamps of both the original and "updated" version and they're identical. If you did change the level, you forgot to upload the correct updated version.
Title: Re: cLemmings
Post by: namida on December 31, 2014, 04:20:26 AM
I skipped that level, but I've solved every other level up to Simple 16 so far. As for Simple 15 - is it meant to have a 0% save requirement? :O I was able to get 98% here, I think 100% might even be possible.

(By the way, weren't the ranks meant to be 32 levels each? Or is it 32 levels total? Simple only seems to have 16...)

Simple 16 was definitely the best level so far! :)

EDIT: Up to Complex 6 now, still thinking about how to beat it.
Title: Re: cLemmings
Post by: namida on December 31, 2014, 01:31:17 PM
I've played through the whole pack, and beaten all except Simple 4, Complex 6 and Complex 8. Check your PMs for replays and more info. :)
Title: Re: cLemmings
Post by: exit on December 31, 2014, 01:51:36 PM
Oh gosh. You've done a lot of things.

The updated version lowers the save requirement on simple 4 to 93%. I think you might've overlooked it.

Complex 6 is 100% possible.

Complex 8 won't take you too long(if you use the spacebar to skip every ten seconds, bridges take about ten seconds to build, so the long waiting is completely removed).

I guess I forgot to put in a save requirement. :scared: It's meant to be 98%. Will definitely fix that.
Title: Re: cLemmings
Post by: namida on December 31, 2014, 01:59:53 PM
Nope. I downloaded it right after you posted saying it had been updated, and again just now, and both times it's still 98%.

I'll take another look at Complex 6 and Complex 8 either soon or tomorrow.


I got 98% on Simple 15, so looks like I'm fine there. I think 100% might be possible even, but I didn't bother making further effort to achieve this (yet, anyway).
Title: Re: cLemmings
Post by: exit on December 31, 2014, 02:12:07 PM
Here's what I get when I run it(image attached).

I don't know why you're getting 98%.
Title: Re: cLemmings
Post by: namida on December 31, 2014, 02:16:57 PM
Just checking:
- You are testing with the version that's on your website (not just a copy on your hard drive that you might not've uploaded)?
- You don't have an 0104.LVL file in the folder with it do you?
Title: Re: cLemmings
Post by: exit on December 31, 2014, 02:27:57 PM
Yes to the first one. I just went and downloaded from both links, and it has the 93% save rate.

And no to the second one.
Title: Re: cLemmings
Post by: exit on December 31, 2014, 02:49:45 PM
You can redownload the file from the site now. It makes complex 6 MUCH easier.
Title: Re: cLemmings
Post by: namida on December 31, 2014, 03:07:01 PM
Both links?

Anyway, I tried downloading it on my phone via 3G (instead of the wifi here) and indeed, it's updated. I guess there must be some weird caching on either the router or the ISP here...
I'd still quite like to see how Complex 6 is done with the original save requirement, but anyway, the new version is indeed a lot easier. :)
Title: Re: cLemmings
Post by: namida on January 01, 2015, 05:24:36 AM
Okay, unless there's a hidden exit somewhere, Complex 8 is definitely impossible. Even getting through the pillars near the start with only two bashers, you don't have enough bashers to go through underneath the pillars near the end. You can dig and bash under them, but then you don't have the digger and will certianly run out of builders due to building over the spinning fire trap half way through the level. Even ignoring all this, there isn't enough builders for any solution.

If this isn't the case and I'm overlooking something, I'd be very interested to see the replay for it. Same goes for saving 100% (the original requirement) on Complex 6.
Title: Re: cLemmings
Post by: exit on January 01, 2015, 09:50:37 PM
For Complex 6, I made this level a long time ago, so I honestly forgot how to 100% it. Sorry(if you want proof, you can check the "last modified" dates, as you may see, I made most of these in early October).

For complex 8, I'll give you a hint:
Spoiler (click to show/hide)
Title: Re: cLemmings
Post by: namida on January 01, 2015, 09:54:16 PM
Yes, I'm aware of that. Notice what I said above - You can dig and bash under them, but then you don't have the digger and will certianly run out of builders due to building over the spinning fire trap half way through the level.

I did actually find a way to have one more basher when getting that far, but it still leaves you with only 5 builders when you get to that point. In the best of cases you need 2 to get through the diagonal platform after this, and 3 is not enough to cross the final gap. I assume the intention is to go through the semicircle bridges at the top, but you don't have enough to get up to that either, even ignoring that you have no way to turn around without using at least 3 more.


Anyway, all three of these cases come back to one point I made on your earlier pack - you need to test your levels before release. I know playing through them all can be somewhat tiring when you just want to get your pack out there - my usual approach is to save a replay to each level as I make and playtest them, so that when it comes release time, I can just check that all the replays still work.
Title: Re: cLemmings
Post by: exit on January 01, 2015, 09:55:52 PM
I'll raise the builder count to 25, then.

There. It should be updated.

As for testing levels, I did test all of them.
I played through all of them.
So, yes, Complex 6 is 100%able. I wouldn't put 100% in unless I had gotten it.
But I have an idea for Complex 8. I remember that the level was supposed to have a climber(not lying), but I must've forgotten to click out of the climbers box when I saved the level(it's a somewhat unknown bug in traditional lemmix editor, where the box you have selected is counted as 0/blank when you save the level).

I'm very sorry. Truly.
Title: Re: cLemmings
Post by: namida on January 01, 2015, 10:03:33 PM
So, you didn't test that one properly either?

These cases highlight why testing your levels is so important - I thought you would've learnt this from the two impossible levels in the early versions of ONMcL (one of which turned out to be a great level once it was fixed and made possible). Don't get me wrong, some of your levels are completely brilliant, but this is more important than ever with hard levels - to someone who doesn't already know how to solve them, it can be almost impossible to tell the difference between a level that's impossible and one that's just extremely hard. If you're known to release untested levels that are actually impossible, it's also going to mean people are more likely to just assume "this level must be impossible too" on one that's actually just really hard.
Title: Re: cLemmings
Post by: namida on January 14, 2015, 05:08:02 AM
Hm, did anyone else try cLemmings Ultimate Edition yet?

Aside from the 3 impossible levels (two of which have been fixed in the update), it is a really good pack - I'd still recommend it! :)
Title: Re: cLemmings
Post by: Nepster on January 16, 2015, 06:47:34 PM
@exit: Do you still update Ultimate Edition to remove backroutes? If yes, I would record my solutions.

@namida: What is the one level that is still impossible?

I just played through most of Ultimate Edition. The lack of hidden traps and the only very few builder-heavy levels were a very pleasant surprise. Even though there are some excellent levels, many of my solutions feel like backroutes. Some comments:
Spoiler (click to show/hide)
Title: Re: cLemmings
Post by: namida on January 16, 2015, 07:39:34 PM
Complex 8, unless there's something I'm overlooking. (Simple 4 and Complex 6 have been fixed; although apparently the original version of Complex 6 was possible but he "forgot how to solve it". The only difference from the current version was a 100% requirement.)
Title: Re: cLemmings
Post by: Nepster on January 16, 2015, 08:20:06 PM
Just for your information: Complex 8 is solvable (though the solution is not really interesting) and Complex 6 still has the 100% requirement (and is solvable as well).
Title: Re: cLemmings
Post by: namida on January 17, 2015, 12:25:27 AM
What's the save requirement on Simple 4 in the version you have? If it isn't 93% you have the old version... if it is, looks like exit has done another update without mentioning it.

EDIT: Indeed, we have different versions; your replay for Complex 8 runs out of builders about 2/3rds of the way through. It has 16 builders in the version I've got.

For Complex 6, I couldn't find any way to solve it, unless the version you have changes the skillset (in the original it was 1-of-each, 100%; the update changed this to still 1-of-each but required only 98%). Exit also mentioned he couldn't remember how to solve it and thus changed it - though I guess it's to be expected that if anyone could find a working solution, it'd be you. :P For Simple 4, the only thing changed again was the save requirement, which was 98% in the original version.

I'll have to redownload it and take a look at the current state.
Title: Re: cLemmings
Post by: Nepster on January 17, 2015, 10:04:44 AM
I downloaded Ultimate Endition a few days ago.
Simple 4: It has 93% save requirement in my version.
Complex 6: It seems to be the same as in your version. I attached my solution, but I recommend having another try at this level first - it is really an excellent level.
Complex 8: Has now 25 builders (and all of them are needed!).
Title: Re: cLemmings
Post by: exit on January 18, 2015, 07:53:10 PM
Wow, lots of things go on while you're gone.

The 93% save requirement was fixed the first time you mentioned the level was impossible.
Thanks Nepster for 100%ing Complex 6 for me.
For the if I'm going to fix backroutes, I will say yes, though I won't be able to all the time.

I forgot to mention that, namida, I don't know if you have some sort of personal vendetta towards me, or if you just really enjoy doubting me.
Just because something's not that believable doesn't mean it isn't true.
(This isn't to be harsh, but doing
Quote from: namida
. . . but he "forgot how to solve it".
is somewhat overboard)
Title: Re: cLemmings
Post by: Nepster on January 18, 2015, 09:32:25 PM
Here you are.
Title: Re: cLemmings
Post by: namida on January 18, 2015, 11:25:24 PM
Wow, lots of things go on while you're gone.

The 93% save requirement was fixed the first time you mentioned the level was impossible.
Thanks Nepster for 100%ing Complex 6 for me.
For the if I'm going to fix backroutes, I will say yes, though I won't be able to all the time.

I forgot to mention that, namida, I don't know if you have some sort of personal vendetta towards me, or if you just really enjoy doubting me.
Just because something's not that believable doesn't mean it isn't true.
(This isn't to be harsh, but doing
Quote from: namida
. . . but he "forgot how to solve it".
is somewhat overboard)

I don't have anything against you. I do tend to be honest - at the same time I've pointed out flaws in your pack, I've also mentioned that despite these flaws they're overall very good packs.

As for that comment, that's what you yourself said...

For Complex 6, I made this level a long time ago, so I honestly forgot how to 100% it.
Title: Re: cLemmings
Post by: exit on January 24, 2015, 01:41:04 PM
Well, sorry about that(and for your information, no, I haven'the been purposely avoiding the forums).