Lemmings Forums

NeoLemmix => NeoLemmix Levels => In Development => Topic started by: mobius on March 28, 2015, 09:49:35 PM

Title: MobiLems II
Post by: mobius on March 28, 2015, 09:49:35 PM
I've begun work on a second level pack, a sequel to my first (MobiLems)
here's a link in case your interested in that:
MobiLems (1) version 7: http://www.lemmingsforums.net/index.php?topic=1800.msg50363#msg50363 (http://www.lemmingsforums.net/index.php?topic=1800.msg50363#msg50363)

This will initially be for NeoLemmix format. I may or may not make a version also for SuperLemmini.
When complete it will have approximately 100 levels. Most of these are new, never seen before.

If anybody would like to play test any of them to help be back-route-proof just send me a PM  :) .
Title: Re: MobiLems II
Post by: GigaLem on March 29, 2015, 05:08:42 AM
Can there be a possible neolemmix (i doubt it happening but it'll be nice)
Title: Re: MobiLems II
Post by: namida on March 29, 2015, 08:54:58 AM
Um... he said right there that the first release will be for NeoLemmix, and that only later he might consider doing a SuperLemmini version as well...
Title: Re: MobiLems II
Post by: GigaLem on March 29, 2015, 03:17:09 PM
Um... he said right there that the first release will be for NeoLemmix, and that only later he might consider doing a SuperLemmini version as well...
I did not see that ... my bad
Title: Re: MobiLems II
Post by: mobius on March 29, 2015, 05:59:16 PM
after some more thought; I may very well end up using some mechanics exclusive to NeoLemmix and I might even make some levels in the new terrains. I liked Lemmini/SuperLemmini for the graphics but now that I've gotten used to NeoLemmix it's features are so much more handy. It's controls are the best imo; the only thing I could complain about is being permanent full screen but it's not a big deal.

So; that means there probably won't be a superLemmini version, sorry to anyone who wanted that. This version will be easier to install anyway.
Title: Re: MobiLems II
Post by: GigaLem on April 16, 2015, 11:41:52 PM
so if im correct you're making it for Flexi/Neolemmix
so i'd be happy to test them
Title: Re: MobiLems II
Post by: namida on April 17, 2015, 12:34:45 AM
I might wait until post-testing so that I can do a video playthrough of it. Looking forward to it though, especially if it's going to use NeoLemmix features!
Title: Re: MobiLems II
Post by: mobius on April 17, 2015, 06:57:43 PM
I'll get together a set of levels for people to playtest sometime soon. It may be awhile as I'm simultaneously working on Revenge of the Lemmings. It will be for FlexiLemmix.

For Mobilems II I had a bunch of ideas then suddenly they went dry. I seem to have creative bursts where I get ideas for all my projects at once then nothing. >:( Not a very efficient system.

But I already have ~50 levels made. [10 or more are repeats however].
15 of the levels are from two old Lemmix packs one of which I uploaded recently, Nepster and Akseli played them [and back routed severely of course]. The other I never finished or uploaded anywhere. The rest are new. About 5 levels so far using new features. One of which I had the idea for long ago, from playing Lemmings Revolution. For example I had ideas for levels with weasels. Now Zombies function almost exactly like weasels; the main difference is weasels were always floaters and functioned like a single kill trap. In a way I'm almost getting to use a Revolution editor, the search for which is what brought me to this website in the first place. :D
Title: Re: MobiLems II
Post by: mobius on April 19, 2015, 12:21:27 AM
For those that wanted to test: attached is a zip of some levels to test. Some are from the pack which Akseli and Nepster backrouted, some are brand new.
Unstoppable, over the top, and endless road have some new features for those interested.

The other level attached is one I'm probably not going to put in the pack. It's an altered form of BulletRide's level but I didn't really alter it hardly enough to call it something very new or interesting imo. I've been going through ideas with it however. [I kind of just wanted to see if other people could find my solution to this level :P
Title: Re: MobiLems II
Post by: GigaLem on April 19, 2015, 08:19:47 AM
These are some good but i couldn't solve all of them you stumped me
but the problem is i can never figure out these kind of things but i was able to solve these ones
nicely done and here are the replays
the ones i came close to solving was
Obsticol 2
Five easy steps
over the top
and General tsao lemmings
also i forgot to save the replay for endless road
Title: Re: MobiLems II
Post by: mobius on April 19, 2015, 04:51:40 PM
thanks; you backrouted most of them. Some I don't care too much because they're easier levels. Endless Road is an example.
The ones you are stumped on have been backrouted before so they've gotten some fixes already. At least so far they don't have any easy solutions.

Chinese Firedrill seems like some lucky timing was involved with letting the lemmings all fall out to the right. [that is mostly a backroute]
Way down in the hole,  this level had appeared in MobiLems I but it was backrouted and changed and I plan on removing it from there.
Title: Re: MobiLems II
Post by: GigaLem on April 19, 2015, 05:14:33 PM
I could not for the life of me solve Cliffs of insanity Part 2
how am i going to get the the other side and use a floater with out builders
and obstacle 2 had a good solution but i think the level is one skill short of being solvable
because i can free the other lemmings
Title: Re: MobiLems II
Post by: mobius on April 19, 2015, 08:49:13 PM
these two levels both use some rare tricks and are, at least at the moment imo, pretty hard levels and will be in the final rank most likely.

hints:
Spoiler (click to show/hide)

Over the top is my first attempt to make a level with pick-up skills. Well all of them are my first attempts at making levels with the new features so I have no idea how they're going to turn out.
Title: Re: MobiLems II
Post by: mobius on August 13, 2015, 09:26:13 PM
Finally got back to working on this. I made some new levels recently; if anybody wants to see a preview or play test some let me know.
I finally got some good ideas for the new features. A lot of my levels are inspired by Lemmings Revolution. One is actually basically a re-creation of a level from that game but the solution is different.

I found having pre-assigned lemmings is pretty cool. This allows for sort of the puzzles in Revolution revolving around the water and acid lemmings. [Sort of logic based-choose a path puzzle and many step puzzles]

Don't know yet when it'll be done but it must be at least half way there. I have 85 levels (out of 100 goal). 20 are not complete however.
Title: Re: MobiLems II
Post by: mobius on August 30, 2015, 12:55:29 AM
I'm going to make a bit of a change to my plans for MobiLems 2:

Although I have a good amount of levels at at least decent quality right now, my goal of 100 levels is looking pretty dismal because I'm simply running out of good ideas for brand new levels.

My original plan was to make a NeoLemmix remake of MobiLems 1 alongside 2, to be released at the same time, but considering a lot of the levels for mobilems1 were filler and/or less than spectacular I've decided to instead, merge the two packs together into one. So; this mobiLems 2 will consist of:

-brand new levels
-the "best of" Lemmini Mobilems
-some rehashes or fixes of mobilems levels or some levels that have been re-purposed and changed quite a bit from their original state.

Don't worry; there are still going to be quite a few levels with the new features of NeoLemmix. And you'll be able to skip levels if you've already played them.
Title: Re: MobiLems II
Post by: Crane on August 30, 2015, 02:02:06 AM
I'm looking forward to playing this actually!  Best of luck with finishing it off.
Title: Re: MobiLems II
Post by: namida on August 30, 2015, 07:39:21 AM
Sounds good! I haven't played the first one, so it'll all be new to me. :)
Title: Re: MobiLems II
Post by: mobius on October 05, 2015, 09:59:07 PM
<Levels to test>

if anyone is interested in playtesting [backroute finding] some of my levels for MobiLems2, let me know and I'll give some to you. Let me know how many levels you'd be comfortable with.
Thank you
Title: Re: MobiLems II
Post by: mobius on October 20, 2015, 09:24:33 PM
It seems I very suddenly lost interest in Lemmings again, plus busy with work and other things, I haven't worked on this in a few weeks. It may be a while until I start working on it again. But if anyone still wants to test level you may.
Title: Re: MobiLems II
Post by: mobius on December 22, 2015, 01:19:37 AM
about 2 months went by and I think I'm going to try and finish this up. There are a few issues (some of which I already mentioned).

-quite a few levels have backroutes which I need to fix.
-some need a little more reqorking to get nice. Some I've forgotten and lost solutions to :(
-I had a goal of completing all the incomplete levels I made. [I have a LOT of partially made levels] I wasn't able to do that before; not sure if I can/want to now, I'd like to focus on getting the pack finished and released.

so if all goes well I will finally finish mobilems  2 sometime in the near future.
Title: Re: MobiLems II
Post by: IchoTolot on December 22, 2015, 11:33:32 AM
-some need a little more reqorking to get nice. Some I've forgotten and lost solutions to :(

I cannot resist to comment and say my inner mantra when I read this (little Simonish rant incomming hehe ;))

When someone makes a level: It should ALWAYS be bundled with a functional replay!

I would have forgotten details of ~ 10% of my own solutions, too (and I also can't remember everything right now). But I have made replays and sometimes even a video. Projects like this need to be managed carefully with sorted folders and emergency backups and especially replays are a must. :8():


But I am also very exited for MobiLems 2 to end with some nice words :) (hm as I write this I thought: We need also a angel-lem simley with a halo and not just the devil one :laugh:)
Title: Re: MobiLems II
Post by: mobius on December 22, 2015, 10:10:20 PM
I always make replays of every level I make. The problem is I accidentally wrote-over some of them while testing. You don't know how frustrated I was to discover that the replay I was supposed to freaking have for this one level in particular is not correct.
Title: Re: MobiLems II
Post by: IchoTolot on December 23, 2015, 12:50:26 PM
I always make replays of every level I make. The problem is I accidentally wrote-over some of them while testing. You don't know how frustrated I was to discover that the replay I was supposed to freaking have for this one level in particular is not correct.

Sry for sounding a bit harsh there, but I already met people offereing help with backroute fixing and when I ask for the intended solution via replay....there were none avialable.
Hm... yes that problem of quickly overwriting replays in NL is a problem. Especially if the replay is kept in the standard output folder it can happen easily and sadly I know the feeling of that loss, but until now just level I still had the solution in mind were affected.
Maybe this tipp can help preventing this in the future: To counteract the overwriting by accident of replays I make extra folders outside of the standard output folder to have (at least) 2 copies of them.
Title: Re: MobiLems II
Post by: mobius on December 23, 2015, 09:02:34 PM
Actually I usually do those things too yet somehow I still managed to screw this one up :XD:
I shouldn't have even bothered mentioning this in the first place actually; because the level whose replay I lost was busted anyway and I need to find a new/better solution for it.

In any case with this pack I will have a replay available for every single level :)

oh and one other thing: I can't remember if I asked you this already or not; do you mind if I include our collab level [from the earlier contest] "deserted cities of the heart" in my pack?
Title: Re: MobiLems II
Post by: IchoTolot on December 26, 2015, 11:45:33 AM
The collab level is all yours :)
Title: Re: MobiLems II --last minute testing--
Post by: mobius on December 31, 2015, 02:34:40 AM
Im' getting ready to release my pack soon, but there are still a few levels which have not been thoroughly backroute tested.  please let me know if you're interested to test some levels. 

It will not be very many, I have only 2 right now that I know definitely need testing.

Title: Re: MobiLems II
Post by: mobius on January 19, 2016, 12:42:26 AM
I've compiled a test version of my pack and I'm currently checking to see if it's going to work properly. I'm having an issue editing my MAIN.DAt [graphics] but I'm sure if I'm going to bother doing that anyway. I really want to get this pack released and in a condition that's at least working and free of game-stopping problems. I've lost all Lemmings-gaming creativity so I'm not in the mood to fiddle with this much anymore.

In any case; I should be uploading my finished pack very soon! :thumbsup:
Title: Re: MobiLems II --- released!
Post by: mobius on January 22, 2016, 10:47:23 PM
The long awaited MobiLems 2 is here!

available by dropbox:
https://dl.dropboxusercontent.com/u/72760678/MobiLemsII%20v2.zip

Note: I have not uploaded here due to the fileszie [mostly due to music files I think].

to be used with the newest NeoLemmix format.

This level pack begins easy [and gets hard] but there are no tutorials. I recommend playing the NeoLemmix introduction pack before my levelpack if you are unfamiliar with the new features of NeoLemmix.

Feedback is welcome. FYI: I will try to address issues if they come up, but I am not real active with level design now so I can't promise serious issues like backroute fixing etc, happening soon. e.i. I will probably only quickly fix something like "game crashes at this point".

Included with each level is a replay [in the solutions folder]

If you would like to ask me for help, please do so at Lemmingsforum.net; or my email at whatshuh@gmail.com

big thanks to all the people who helped and test and such.
In particular; recent testers (mostly for the newer levels) were Nepster, DynaLem and Akseli) GigaLem made the title icon and gave me the rank names.
Title: Re: MobiLems II
Post by: namida on January 23, 2016, 12:23:46 AM
Oooh, awesome! I'll give this a go sometime soon, and most likely video my playthrough. :)
Title: Re: MobiLems II
Post by: GigaLem on January 23, 2016, 05:45:23 AM
Need any rank signs?
and wasn't the first rank....Pleasant?
Title: Re: MobiLems II
Post by: Wafflem on January 23, 2016, 12:59:40 PM
Awesome!!! :thumbsup:

I've played through most of the pack so far and you've got a lot of challenging levels! You've also managed to make very great use of NeoLemmix features! :thumbsup: My favorites so far are (note that I didn't play the levels in order):

Cake 2 "Pigeon Holes" (good use of pre-placed lemmings!)
Cake 5 "Tiny-Huge Island"
Cake 11 "Deep Undercover"
Crafty 2 "Blocks of Various Size and Shape" (though I felt the level had some tight precision, the level design idea and the 2-of-each skill are both pretty cool)
Crafty 8 "Peter Paul and Lemmy"
Crafty 9 "The Kobayashi Maru"
Crafty 14 "Transit Timing Variations"
Crafty 25 "The Icarus Agenda" (nice use of the pre-placed lemming!)
Crafty 26 "The Whole Kit and Caboodle" (great job with the pre-assigned trapdoors!)
Crafty 27 "Eternity's Breath"
Madness 22 "Unstoppable" (the only locked exit level, but nevertheless a very original and interesting concept! :thumbsup: :thumbsup: :thumbsup:)
Madness 26 "Tribute to R.L. Burnside"
Grueling 3 "Fractures" (I'd really put this one in Crafty)
Grueling 28 "Over the Top" (this one should probably go into late-Madness)

I'll get replays to you on whatever I can finish. Some of the levels appear to be very out of order; I feel that even the very first level Cake 1 "Walkabout" is way too hard, because I keep running out of walkers. Is there a trick I am missing? It's even harder than most Cake levels. I think it should be moved into Crafty or maybe Madness.

Awesome work so far! :thumbsup:
Title: Re: MobiLems II
Post by: IchoTolot on January 23, 2016, 02:47:22 PM
Great! :thumbsup::thumbsup:

New stuff to play, yay :)  Will prob look into it the next days.
Title: Re: MobiLems II
Post by: mobius on January 23, 2016, 07:44:26 PM
new download: [Updated already]

https://dl.dropboxusercontent.com/u/72760678/MobiLemsII%20v2.zip

Okay I managed to do the work needed to work a few things out. And I included two levels I left out. It turned out not to be as hard or time-consuming as I thought. One was Tres Hombres, which was my 1st contest level. It was left out because somehow I lost it and had to get it from an old Flash drive. The other was a new one that I couldn't get to work right but I decided to include it anyway.

thanks for the quick feedback!

GigaLem, if you'd like to make rank signs for me, I would accept them. I would only put them in however, at a time when I was already going to rebuild the pack for updates or problem fixes.

I fixed a small problem with Fractures that may have caused backroutes.

Is the first level Walkabout really that difficult? What do other people think? I could move it but I don't know about way up to Crafty or madness... I didn't expect this one to be thought much of at all; I wasn't even sure of including it I just threw it together out of the old blocker tutorial I had.

Crafty 2 Blocks of Various Size and Shape has many solutions and some require no precision.
Title: Re: MobiLems II
Post by: namida on January 24, 2016, 07:04:56 AM
I'd like to recommend editing the download link into the first post of the topic (or creating a seperate release topic). Anyway, I'm going to start playing this now. :)

EDIT: https://www.youtube.com/playlist?list=PLVWvcY0oGEFw5Q6HQyLy9PwBWfun67Nmn
If there's nothing there yet, give the first video time to upload and finish processing. I completed up to Cake 15 (inclusive) so far.
Title: Re: MobiLems II
Post by: mobius on January 24, 2016, 02:03:26 PM
good idea; I'll lock this topic and put discussion of the released levelpack elsewhere