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NeoLemmix => NeoLemmix Levels => Levels for v10 or older => Topic started by: mobius on July 22, 2015, 02:05:06 AM

Title: [NeoLemmix] Revenge of the Lemmings 2.0!
Post by: mobius on July 22, 2015, 02:05:06 AM
-Revenge of the Lemmings-

version: 2.0 exclusively for NeoLemmix

DOWNLOAD: alright, update finally here. This should fix the entrance problems

A new talisman has been added! thanks to crane.

thanks greatly to namida for making bug fixes and to others who have been playing and finding bugs.

If you have any questions or need help, please ask. You can post or PM me.


https://dl.dropboxusercontent.com/u/72760678/Revenge%20of%20the%20Lemmings2.08-9-2015.zip

Updated on August 9, 2015

or see attachment.


FINALLY! after a very long and often tedious process this project is finished!!!!!!!!!!!

Revenge of the Lemmings alpha version 2.0. This levelpack was originally made for Lemmini in 2013. It has been redone, with many changes for NeoLemmix. Made with the current version of Neo-FlexiLemmix __

This custom levelpack Lemmings game contains 7 ranks of 30 levels each PLUS and additional number of secret levels in each rank totaling over 210 levels. The number of secret levels is a secret.



FAQ:

What does this version have that the Lemmini version didn't?

-Easy installation; simply unzip the exe file and click. That's it!!
-Tons of backroute fixes as well as aesthetic and other fixes.
-Level re-arrangement to make the game more balanced. And a much better difficulty curve
-Some brand new levels! [technically not new, as all the levels are 'old' but levels not present in the Lemmini version]
-a few new custom graphic levels.
-secret levels
-Challenges! 'Talismans' which are unlocked when bonus challenges on a level are solved.
-The friendly interface and functions of NeoLemmix.

You may skip any level by pressing the arrow keys on the level menu screen.


----------------
I would like to thank everyone at the current incarnation of the Lemmingsforum who helped to put this pack together.
Many of these levels were originally designed for DOS or older programs and a lot of the people who made them are no longer around so a lot of work went into figureing them out and making them work as they do today.

for recommendations, nominations, play testing & technical help.

Akseli, Gronkling, Clam, geoo, Crane, Proxima, DynaLem, Nepster,

namida (for creating NeoLemmix and tools to design this pack. Also for additional help)
KewlioMZX (for providing some music)
Crane (for selecting the music tracks)
Mindless (for the database where many of these levels were stored)
Eric Lang (who created Lemmix, a Lemmings level editor)

DMA design for creating Lemmings in 1991

If I forgot to mention your name, please let me know.
-----------------
This is an alpha version [meaning the first version released], which means that as usual there will probably be issues that people find or the never-ending backroutes. If you find a problem or having problems playing this pack please let me know.
----------------
If you have an idea or suggestion for a new talisman achievement; let me know! I'd like to put more into the game.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Wafflem on July 22, 2015, 04:08:46 AM
:thumbsup:

So glad this came out! I like how you used repeat versions of the harder levels for the Picnic rating, and I also liked that you added a new rating to remove the "Bonus" rating.

Can't wait to play the other levels in this pack!

However, there are some glitches. In levels like Picnic 26 "Codrin, Iuliana & Stefan" and Hootenanny 1 "First Things First," not all the trapdoors spawn lemmings. Also:



Edit: I checked again, and it doesn't seem to be doing the above-mentioned glitches anymore.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on July 22, 2015, 02:20:31 PM
I'm glad I've got some levels in Armageddon at last!  It was fun selecting the music tracks and playtesting here and there.
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on July 22, 2015, 09:33:43 PM
:thumbsup:

So glad this came out! I like how you used repeat versions of the harder levels for the Picnic rating, and I also liked that you added a new rating to remove the "Bonus" rating.

Can't wait to play the other levels in this pack!

However, there are some glitches. In levels like Picnic 26 "Codrin, Iuliana & Stefan" and Hootenanny 1 "First Things First," not all the trapdoors spawn lemmings. Also:



Edit: I checked again, and it doesn't seem to be doing the above-mentioned glitches anymore.

Have ALL of these glitches stopped? The trap doors worked fine for me. When you first mentioned "First things first" I thought this might be a glitch with using the old mechanics but the other level wouldn't do that so I have no idea what caused that.
I'm more concerned with the secret level because I had this problem before.

-How do you skip to the next level once cheats is enabled? I need to edit the original post, I realize but you can enable cheats by entering "CHEATCODES" as a password. But then what do you do? Pressing 5 or arrows doesn't work.


Also; thanks again Crane, some really nice choices on music in there. :D
Title: Re: Revenge of the Lemmings 2.0!
Post by: Wafflem on July 22, 2015, 09:36:20 PM
You actually have to press 1 to skip the level.

Also, I've looked through the levels that you put in the game, but some levels like Carnage 19 give the error 'Bestand "g_.dat" staat neit in archief."
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on July 22, 2015, 09:55:50 PM
You actually have to press 1 to skip the level.

Also, I've looked through the levels that you put in the game, but some levels like Carnage 19 give the error 'Bestand "g_.dat" staat neit in archief."

okay, I'll need namida's help cause I don't know why it's doing that. Cane you tell me the name of the level please? 19 is Slipping, which is an ordinary marble level. Right after that is a special graphic level but it's a repeat and I know the first one works.

I need to go through the whole damn pack, >:( it seems like a bunch of random levels have this error and it crashes the game.
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on July 23, 2015, 01:12:34 AM
Rather than press 1 to skip the level, you can also just press Right on the level's preview screen. The cheat code also causes all levels to be treated as unlocked (but not as beaten), which is why it'll still only automatically jump to the first unbeaten level, but you can use Left / Right to navigate to any level.

In regards to these problematic levels, my first guess would be the LVL files pre-date when style files were referred to by name (so it only has a number). If you load and re-save the levels in the editor, this should fix it; if it doesn't, send me the source files (if they've changed since the last time) and I'll take a look.

EDIT: Using the files you sent me last time, I tested this level. Loading and re-saving it in the editor does fix the issue. At the same time, there's no reason the issue should've occurred in the first place - the level does contain the style name, and it's in 10KB format (which is still supported for loading, even in the player). So I'll look into what's causing that.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Wafflem on July 23, 2015, 02:36:27 AM
You actually have to press 1 to skip the level.

Also, I've looked through the levels that you put in the game, but some levels like Carnage 19 give the error 'Bestand "g_.dat" staat neit in archief."

okay, I'll need namida's help cause I don't know why it's doing that. Cane you tell me the name of the level please? 19 is Slipping, which is an ordinary marble level. Right after that is a special graphic level but it's a repeat and I know the first one works.

I need to go through the whole damn pack, >:( it seems like a bunch of random levels have this error and it crashes the game.

I'm not sure what the name of the level is due to the error.

I went through the levels, and the only two levels with the "g_.dat" error are Pain 9 and Carnage 19.

That trapdoor issue I've mentioned? It's happening again in Hootenanny 1 "First Things First". It has nothing to do with the transition from the traditional mechanics to the NeoLemmix mechancs. I think this happened after I played one of the Picnic secret levels.
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on July 23, 2015, 02:41:35 AM
Does that level work fine if you play it immediately (without playing any other level first)? If it works fine under that circumstance, it'd suggest the problem is the Window Order data not being cleared properly between levels, and thus that'd be something for me to fix in V1.35n-C. If it still has the issue, the problem might be with the level itself, and thus something Mobius would need to look at (but I'm happy to help track down the problem).
Title: Re: Revenge of the Lemmings 2.0!
Post by: Wafflem on July 23, 2015, 02:47:15 AM
Yes, it works fine when I play it immediately without playing any other level. This also happens with Picnic 26 "Codrin, Iuliana & Stefan", Picnic 27 "Neighbours" and similar levels.
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on July 23, 2015, 02:53:20 AM
Could you give me an example of exactly which two levels you play in a row that causes this to happen? Just one or two sets of levels will be fine. :) I think I've discovered the cause of this bug, but need to know exactly what combination of levels to test it on, in order to be sure.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Wafflem on July 23, 2015, 02:59:55 AM
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on July 23, 2015, 03:05:42 AM
Yep, I'd say I've fixed it then. :)
Title: Re: Revenge of the Lemmings 2.0!
Post by: Wafflem on July 23, 2015, 03:58:52 AM
Thanks!

Another thing I've noticed in the Configuration menu: I don't see the "Relative 'In' Count" option anywhere. I guess you can't fit everything on Page 1 of the menu since there's Challenge Mode, Timer mode and Steel Debug mode (as well as the forced gimmicks/skillsets in Page 2).

A very odd glitch - simply completing Hootenanny 23 "A Fair Old Lick" unlocks the talisman for Hootenanny 24 "Works on So Many Levels". Also, completing Hootenanny 24 itself, even using the diggers, unlocks the talisman.
Title: Re: Revenge of the Lemmings 2.0!
Post by: chaos_defrost on July 23, 2015, 05:08:36 AM
Downloaded this. I breezed through this pack with the cheats to see what it had, and from what I see, I much like this pack and its ordering and the replacing of levels a lot more than the first version.

There is a problem I have, though -- (at least) 2 levels, Pain 9 and Carnage 20, give me a non-English crash error and close the program when the game tries to retrieve the level.

"Bestand g_.dat staat niet in archief"
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on July 23, 2015, 05:31:51 AM
Thanks!

Another thing I've noticed in the Configuration menu: I don't see the "Relative 'In' Count" option anywhere. I guess you can't fit everything on Page 1 of the menu since there's Challenge Mode, Timer mode and Steel Debug mode (as well ass the forced gimmicks/skillsets in Page 2).

It should be on the zero key, just below "Fixed Skill Keys". It's not there because that option is added in V1.35n-C (which you have the pre-release version of); this game's player is V1.35n-B. If mobius uses V1.35n-C for an update (instead of just using the workarounds to avoid the errors on V1.35n-B), then the option will be there.

Quote
A very odd glitch - simply completing Hootenanny 23 "A Fair Old Lick" unlocks the talisman for Hootenanny 24 "Works on So Many Levels". Also, completing Hootenanny 24 itself, even using the diggers, unlocks the talisman.

This could be either an issue with the talismans file, or with the player. The former sounds like it's more likely to be a player issue (EDIT: Or not, see details below). The latter sounds like mobius may have simply forgotten to set the requirements properly; this is something I've often done myself too.

I'd need the updated source files from mobius in order to properly diagnose this issue; the pre-release copy he sent me (to diagnose some issues he was having earlier) is before most of the talismans were implemented, or at least before they were ordered correctly EDIT: nope, it seems they're all there, this pack just doesn't have a very large number of them. However, they do seem to point to the wrong levels in many cases. EG. in this, the Hootenanny 23 talisman has "Works on so many levels" in the description (and does indeed have "zero diggers" as the only requirement), so either these levels were re-ordered, or the talisman is outright assigned to the wrong level. There's also one in there for Hootenanny 24, with "Lem Squared" as the description; this one requires no floaters or bashers. Additionally, both of these talismans (and probably the others too) don't specify any save requirement, so all you'd have to do to unlock them is save one lemming without using the skills; not nessecerially reach the level's save requirement in full. This is why importing the level file into the Talisman Editor is recommended; because it'll automatically set the requirements to the level's save requirement / skillset / time limit, and you can further change them from there (of course, you can just set those manually, but it's quicker this way).

Downloaded this. I breezed through this pack with the cheats to see what it had, and from what I see, I much like this pack and its ordering and the replacing of levels a lot more than the first version.

There is a problem I have, though -- (at least) 2 levels, Pain 9 and Carnage 20, give me a non-English crash error and close the program when the game tries to retrieve the level.

"Bestand g_.dat staat niet in archief"

Known issue; I've given mobius instructions on how to fix it in the current NeoLemmix version, and the next update fixes the underlying bug that causes the issue anyway (mobius has access for testing purposes - but I've given the okay to release players made on it - of a preview version of V1.35n-C).



One more thing I noticed - in the credits (on the title screen scroller), in the section for testing, DynaLem is mentioned twice.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on July 23, 2015, 04:53:25 PM
I can confirm I'm also facing the trapdoor and "List index out of bounds" errors.

Some of the Talismans seem to be faulty - for example, the one for "works on so many levels" I achieved in the previous level, "A fair old lick".

EDIT: Looks like I was beaten to the punch on that one.  On a more minor note, because some of the levels were rearranged after I had selected music for them, some of them have matching tunes that are very close if adjacent to each other (Rattlesnake and Fall Guy spring to mind).  And the Talisman explanation for Fall Guy says 49 or 97%... this should be 39 or 97%.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on July 23, 2015, 08:52:44 PM
And I'm stuck on "Take it like a Lemming"!
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on July 23, 2015, 10:35:48 PM
Very sorry that for the past few days I could not work on this. After tomorrow I will be able.

When I re-build the pack I will re-check all the talisman levels and make sure those are correct.
Previously; I made it so after beating a secret level accessed from a talisman you would go to the next level after that talisman level. This was before I realized that it doesn't send you to the secret level right away anyway. Which level exactly should I make it send you to after completing said secret level?

I'd need the updated source files from mobius in order to properly diagnose this issue; the pre-release copy he sent me (to diagnose some issues he was having earlier) is before most of the talismans were implemented, or at least before they were ordered correctly EDIT: nope, it seems they're all there, this pack just doesn't have a very large number of them. However, they do seem to point to the wrong levels in many cases. EG. in this, the Hootenanny 23 talisman has "Works on so many levels" in the description (and does indeed have "zero diggers" as the only requirement), so either these levels were re-ordered, or the talisman is outright assigned to the wrong level. There's also one in there for Hootenanny 24, with "Lem Squared" as the description; this one requires no floaters or bashers. Additionally, both of these talismans (and probably the others too) don't specify any save requirement, so all you'd have to do to unlock them is save one lemming without using the skills; not nessecerially reach the level's save requirement in full. This is why importing the level file into the Talisman Editor is recommended; because it'll automatically set the requirements to the level's save requirement / skillset / time limit, and you can further change them from there (of course, you can just set those manually, but it's quicker this way).

shoot-- I didn't know about having those requirements or about importing the level data! :XD: I will fix this.

So, to be clear; I should use the latest version and all these graphical issues will be fixed? So far, it seems DynaLem is the only one experiencing the specific issue with entrances?
I did confirm problems with levels pain 9 and carnage 19.
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on July 24, 2015, 01:31:14 AM
The issues with graphic sets and trapdoors are caused by errors in the code for loading 10KB format levels. You could fix this either by using the newer version (where those issues have been fixed), or by opening and re-saving the levels in the editor (which will save them in the newer variable-size format, which doesn't have those issues in any version).

Talismans you'll need to fix the TALISMAN.DAT file, version won't make a difference.
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on July 24, 2015, 01:50:38 AM
Ok, that's awesome. I'll re-compile the pack and re-check everything. The main issue is I had a system of numbering all my files but when I needed to re-order things I got lazy and didn't keep it up so then I screwed up the Talisman.

[No glitches discovered yet  in the latest version player btw]

Downloaded this. I breezed through this pack with the cheats to see what it had, and from what I see, I much like this pack and its ordering and the replacing of levels a lot more than the first version.

thanks! I put a lot of work into making a better level order, with the help of all the people who tested and made suggestions and replays. Particularly Nepster and Crane who kept playing/discovering backroutes in recently added levels for this newer version.
The pack in whole still gets quite difficult but it should be a much more friendlier curve than the first Lemmini version. Especially since there is now a proper "fun" rank.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Wafflem on July 24, 2015, 03:28:36 AM
Some levels like Devious 21 "The One Way Block" uses the gimmick music (the one from Kirby Blockball) when there are no gimmicks, while some levels like Devious 29 "Betcha Can't Save Just One!" use the frenzy music (though you can still pause). Are these intended music choices?

Also, I'm not sure if this was mentioned before, but some levels like Pain 4 "A Towering Proposition" end up spitting a "List Index Out of bounds" error with blanked-out number on the skill panel, no objects, and nothing on the minimap. This doesn't occur if I play the level immediately when I open the player, but occurs if I play levels before this one.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on July 24, 2015, 07:59:57 AM
Yes, the gimmick and frenzy music were stylistic choices.  Some music choices may need to be changed later since rearrangements have caused some identical tracks to be placed on adjacent levels (and at least one case of this happening between a secret level and the level needed to access it).
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on July 24, 2015, 02:15:03 PM
Carnage 16: "Law of the Jungle" is impossible to complete.  The metal plate to the right of the exit is too high for Lemmings to walk over (this wasn't the case before), and you don't have a spare builder to make the step (all four have to be used to cross the writhing weeds)
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on July 25, 2015, 05:19:41 PM
Carnage 16: "Law of the Jungle" is impossible to complete.  The metal plate to the right of the exit is too high for Lemmings to walk over (this wasn't the case before), and you don't have a spare builder to make the step (all four have to be used to cross the writhing weeds)

I don't know how this happened, since I definitely play tested this and remember not having any problems; in any case; I fixed it.
I'm working on the other problems right now. So far, most of the errors have been resolved.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Ghia on July 28, 2015, 10:48:53 AM
Are there replays anywhere ? Hate skipping levels...when I get stuck, I see it as an opportunity to learn something.
I found replays for the old pack, sometimes they are of help. But not all leves are there, and some have changed too much.
When level packs are released, solutions should also be supplied, imho....
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on July 28, 2015, 01:55:49 PM
I don't think there is, I'm afraid.  I'd make one myself, but I'm stuck on a number of levels myself... I still can't complete "Take it like a lemming"!
Title: Re: Revenge of the Lemmings 2.0!
Post by: IchoTolot on July 28, 2015, 02:05:04 PM
Are there replays anywhere ? Hate skipping levels...when I get stuck, I see it as an opportunity to learn something.
I found replays for the old pack, sometimes they are of help. But not all leves are there, and some have changed too much.
When level packs are released, solutions should also be supplied, imho....

Well I completed the Lemmini version of the pack and uploaded my solutions on my YT channel, but quite a few levels have been changed or fixed so they will not help with all levels.
But maybe the videos can still help with some of them!

My channel: https://www.youtube.com/channel/UC4Elfo3E1jTl-SHlOy97kwA

Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on July 28, 2015, 08:50:55 PM
Are there replays anywhere ? Hate skipping levels...when I get stuck, I see it as an opportunity to learn something.
I found replays for the old pack, sometimes they are of help. But not all leves are there, and some have changed too much.
When level packs are released, solutions should also be supplied, imho....

Though I might be wrong I believe namida has intentions to make a video of this pack.
[As soon as the update with fixes comes along, which should be any day now] Also I forgot to add Icho Tolot to the credits, which I fixed. :)

until replays/solutions are made available, let me know which level you are having trouble with and I'll give you hints or tell you a solution.

I don't think there is, I'm afraid.  I'd make one myself, but I'm stuck on a number of levels myself... I still can't complete "Take it like a lemming"!
I double-checked to make sure this level is solvable, it is. :) It may be out of place difficulty wise, I'll wait to see what more people think.
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on July 28, 2015, 10:23:15 PM
Quote
Though I might be wrong I believe namida has intentions to make a video of this pack.
[As soon as the update with fixes comes along, which should be any day now] Also I forgot to add Icho Tolot to the credits, which I fixed. :)

When I'm finished Lemmings Reunion. :)
Title: Re: Revenge of the Lemmings 2.0!
Post by: Ghia on July 29, 2015, 07:57:57 AM
Well I completed the Lemmini version of the pack and uploaded my solutions on my YT channel, but quite a few levels have been changed or fixed so they will not help with all levels.
But maybe the videos can still help with some of them!

My channel: https://www.youtube.com/channel/UC4Elfo3E1jTl-SHlOy97kwA



Yes, I know...as I said, I found the old Lemmini version. Kudos to you for all the videos you have uploaded, they have helped me out many times :-)
Title: Re: Revenge of the Lemmings 2.0!
Post by: Ghia on July 29, 2015, 05:26:57 PM
Btw... is this a backroute ?
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on July 29, 2015, 05:53:32 PM
Unsure actually.  The solution I came up with saves 100% (tip: it uses the digger), yet I was told it wasn't a backroute.
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on July 29, 2015, 09:12:54 PM
nobody knows--the creator of this level isn't around. If it's too easy I think I'll make a minor change to remove that solution.

-------EDIT-------

alright, update finally here! This should fix the entrance problems :thumbsup:

Also a new talisman has been added! thanks to crane.

thanks greatly to namida for making bug fixes and to the others who have been playing and finding bugs.

If you have any questions or need help, please ask. You can post or PM me. I'll also update the original post with an attachment if you don't like using dropbox.

https://dl.dropboxusercontent.com/u/72760678/Revenge%20of%20the%20Lemmings%202.0.zip

Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on July 29, 2015, 10:05:56 PM
*whsipers* You didn't update the readme file to mention the new talisman.  It also didn't seem to reward me the talisman when I fulfilled the criteria: "Save 100% on The Shaft".
Title: Re: Revenge of the Lemmings 2.0!
Post by: Geoffster on August 01, 2015, 01:11:26 PM
I think there is a bug with Hootenanny 24 (works on so many levels)
It says 80 lemmings (70 to be saved), but only 40 come out of the gate. 

Edit: my bad, it's fine.

So far my favourite level is "Bat Country", but it was a bit difficult for it's ranking!
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on August 01, 2015, 03:44:31 PM
It looks okay to me.  Remember that 40 lemmings come out of each trapdoor, and it's easy to forget about the ones on top if you build over the digger trench.

I quite like Bat Country too, especially the detail in the scenery.  The start is a little bit tricky, although once you get out of Picnic, the levels reach a Mayhem level of difficulty quite quickly (indeed, I designed Crystal Caves to be a "classic Mayhem" level with the slightly awkward design, limited tools, and giving the player 20 bombers when you need to rescue 100%!)
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on August 01, 2015, 04:24:00 PM
there will be another update soon with some minor fixes. Nothing game breaking, just some aesthetic adjustments.

Also I might move a few levels around due to people saying their out of place in difficulty; however since this is kind of annoying and tedious I might not.

It can be tedious because I may have to also redo the talisman information and all the secret levels, especially if a level gets moved to a new rank.

Also I have removed a skill in Leap of Faith to remove Ghia's solution, this was in the previous update.
Title: Re: Revenge of the Lemmings 2.0!
Post by: GigaLem on August 05, 2015, 08:27:23 PM
don't forget i made the logo
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on August 07, 2015, 08:01:55 PM
https://dl.dropboxusercontent.com/u/72760678/Revenge%20of%20Lemmings2.0.zip

Update which fixes some minor issues and a adds two new talismans to the game. [thanks to crane]
I've updated the original post with an attachment as well.

Known issue: for some reason the talisman for level 30 of Picnic does not unlock when you complete it as intended. I don't know why yet, I'll need some more testing or feedback. At first I thought it might be because this one doesn't unlock a level but the other one recently added works fine.

Also I haven't/don't plan to include all talisman's in the readme. Maybe later I will but now I only have those which unlock secret levels. That list was there only for exposing the secret levels. Again, ideas for new talisman's are welcome.


Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on August 08, 2015, 03:44:42 PM
okay, I found the issue of the busted talisman problem and fixed it.
{I had it pointing to the wrong the rank and level}

I updated the first post.

https://dl.dropboxusercontent.com/u/72760678/Revenge%20of%20the%20Lemmings2.0-August82015.zip

There may be an another update later with some other additions not fixes.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Geoffster on August 08, 2015, 09:42:55 PM
Finished Devious.  :)
Favourites were 16 (Pyramid Puzzle) and 24 (Subterranean).

There are quite a few levels in this category where the main challenge is beating the clock...  good thing with NeoLemmix I can use the N key to optimize.
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on August 09, 2015, 07:43:14 PM
yet another update; this time fixing 1 major backroute issue "Leap of Faith" which somehow was reverted to the earlier version once again, and adding a ton of talisman's thanks to Crane and DynaLem. Updated the first post as usual.

https://dl.dropboxusercontent.com/u/72760678/Revenge%20of%20the%20Lemmings2.08-9-2015.zip
Title: Re: Revenge of the Lemmings 2.0!
Post by: Geoffster on August 09, 2015, 08:35:40 PM
So far I've found 2 or 3 solutions that seem like backroutes based on placement. Replays attached.
Devious 22
Devious 26 (not sure if it's a backroute)
Frenzy 11
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on August 09, 2015, 09:58:57 PM
Are you sure that's Frenzy 11 - Leap of Faith?  That replay doesn't work (it tries to assign a blocker to a lemming when you don't have any, among other things).
Title: Re: Revenge of the Lemmings 2.0!
Post by: Geoffster on August 09, 2015, 10:02:10 PM
Are you sure that's Frenzy 11 - Leap of Faith?  That replay doesn't work (it tries to assign a blocker to a lemming when you don't have any, among other things).
I'm still playing the July 21 version...  Frenzy 11 is named "Drop the Dead Lemming"
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on August 09, 2015, 10:04:45 PM
From a quick look at the data of the file, it'd appear to be for Rank 4 Level 11. I'm not familiar enough with this pack to say if that's *Frenzy* 11 or not.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on August 09, 2015, 10:05:48 PM
"Drop the Dead Lemming" is now Frenzy 19.

Hard to be sure.  This seems to be a level that has multiple solutions.  Here's my solution:
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on August 09, 2015, 11:34:03 PM
yes, I forgot to mention I swapped Leap of Faith and drop the dead lemming because people said it was too easy. Maybe it should even be put in the previous rank but I didn't feel like doing that.
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on August 15, 2015, 10:07:45 AM
So, I started playing this now. :)

https://www.youtube.com/playlist?list=PLVWvcY0oGEFzbrg5vKOjbwvKEFFn3mCm9
Title: Re: Revenge of the Lemmings 2.0!
Post by: Proxima on August 15, 2015, 01:03:35 PM
Yes, Geoffster's solution to Drop the Dead Lemming is a backroute. Please remove the pillar terrain under the lower-right L.

"MORE WEE CREATURES !" is misspelled in the talisman list (but correct on the level itself).

"A long, long way to fall part 2" is too long to fit in the preview window. I suggest naming the second level "It's a long, long way to fall" and the first "The Chopping Block".

I'd like the easier version of Changing of the Guards to be named "Somewhere Under the Rainbow", the original name of the level that CotG is itself a harder version of :P I know there's a couple of levels elsewhere with similar titles, so let me know if that's a problem.

Korobeiniki is an awesome choice for the music for Minesweeper Lemmings :thumbsup: and I loved the music for Lemmings of Persia and The Hotel in Hell. Also really impressed that you went to the trouble of remaking my custom fire object for Hotel.

I see I didn't get the music I requested for Behind Bars and Rhapsody in Blue. Is there any chance of that happening?
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on August 17, 2015, 01:53:40 AM
I'll keep all these notes in mind when making the next update. Can't be sure when that's going to be right now--this isn't my priority anymore since it's "done". I know a project is never totally done, at least with me it isn't.
Sorry about the music, I simply forgot about it. [failed to make a note of it apparently, I should say. I can't remember anything]
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on August 17, 2015, 02:42:37 AM
...
I see I didn't get the music I requested for Behind Bars and Rhapsody in Blue. Is there any chance of that happening?
I thought I got the correct music for Rhapsody in Blue - at least I thought I did, since I looked it up on the forum and matched the tune.  Which tunes did you want in particular? (If possible, so there's no mistake, name another level that uses it)

Oh, another Talisman suggestion.  Difficulty = Silver or Gold.  "Tree House - 1 Basher". (Difficult because you have to understand how bashers work when they approach diagonal gaps)
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on August 18, 2015, 02:27:09 AM
Oh, I managed to out-do the Altitude Training talisman.  I completed it with just three miners!

Notes... (click to show/hide)
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on August 23, 2015, 06:34:11 PM
Well, namida completely backrouted what was meant to be a challenging final level to Devious! I've made a fix though for the next release, once möbius gets back from a break from being pestered so much about the pack!
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on August 25, 2015, 03:07:57 PM
So, towards the end of Frenzy, I'm finally running into some major roadblocks. Frenzy 21 held me up for quite a while, and I'm currently stuck on Frenzy 26 - I really don't see any way to do this one! (just to be sure - can anyone else confirm they've solved this level in the NeoLemmix version? The reason I ask in particular for this level is that some steel pieces have been added; when this level was designed (I assume) the Bubble set didn't have steel, so I'm wondering if these are interfering with the level, especially because of something I put in a spoiler below. Of course, it's very possible I'm just overlooking something.)

Spoiler (click to show/hide)

No hints please; just a confirmation that it's been solved in NeoLemmix. :)
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on August 25, 2015, 09:22:12 PM
I just checked to make sure there was nothing funny going on: Everything seems to be in working order. It's definitely solvable in NeoLemmix.

It's not a hint but the steel is there to enforce a solution found recently. This is an old level and another one of those- 'nobody knows the author's original solution'
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on August 25, 2015, 10:30:16 PM
Given the difficulty that both namida and myself have had with solving this level, I'm wondering if its difficulty is closer to Armageddon than Frenzy.  Granted, two people is nowhere close to a census on difficulty.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on August 25, 2015, 10:37:01 PM
SOLVED IT!

Spoiler (click to show/hide)

EDIT: *sighs* Screwed up again with misreading and making errors in judgement (replay is fine).
Title: Re: Revenge of the Lemmings 2.0!
Post by: IchoTolot on August 25, 2015, 11:02:58 PM
I am rather impressed about how many people are stucked on Frenzy 26. After namida's post I was very corious about the change and played it myself, before Simon came to visit me today. Obviously my backroute was taken care of with steel, but even with that I found another solution rather quickly (watched Cranes solution afterwards and it is exactly the same, so no real point in double post it).
Wrote the exact changes to the Lemmini version under your video namida maybe this will be of help.
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on August 25, 2015, 11:44:40 PM
hey no spoilers! put that in spoiler tag Crane. It's the 'radtiation' symbol.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on August 25, 2015, 11:46:25 PM
I thought that was vague enough though, as it's not a complete solution (other than the replay download).  I guess I messed up again.

EDIT: Doubly so because I somehow misread namida's post and thought he was after hints.
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on August 26, 2015, 12:07:54 AM
that's okay- namida (or anyone else) probably didn't see it in time.
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on August 26, 2015, 02:19:08 AM
I definitely think it needs to be in a higher ranking. Especially if it's been touched by IchoTolot. :p

that's okay- namida (or anyone else) probably didn't see it in time.

Yeah, it was spoiler tagged by the time I saw it. :)
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on August 26, 2015, 06:29:22 AM
I've beaten it now. The actual solution, in the end, didn't seem too tricky; but based on the difficulty I had finding it (and so did Crane, it seems), I'd still say it should probably be moved to a later rank...
Frenzy is definitely my favorite rank so far. Almost entirely good levels here, and even at worst they're "okay", not "bad". A lot of them are short, puzzle-type levels, which tend to be my favorite.

It'd also seem, based on the comment, that my solution is different to Crane's, because...
Spoiler (click to show/hide)

EDIT: Indeed, my solution is very different from Crane's, apart from the very end bit.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Proxima on August 26, 2015, 07:00:21 PM
Non-solution to Frenzy 20 (Four Lemmings and a Funeral), substantially different from the actual solution, that fails by a fraction of a second. I'm pointing this out because it's not ideal for a solution to fail this narrowly, as the player may get into the rut of thinking it's the right solution and just needs tweaking to work (as Simon has pointed out in the various arguments about time limits).
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on August 26, 2015, 09:26:46 PM
One thing I want to bring up about Frenzy 26 again... if it's an old level whose intended solution is unknown, is it really a wise idea to remove the climber? Granted, I haven't yet found a solution that would use it, but if there is an intended solution that uses it, it would possibly pull the level back to the Frenzy rating (and hence save rearrangement of the pack, which is a tricky operation due to the secret levels and talismans).
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on August 26, 2015, 10:08:54 PM
Take it like a lemming; original had quite a large number of solutions and was easy [imo]. I honestly don't remember if I ever found one that used the climber. But without the steel this allowed a lot of other things possible. Not to mention the non-working trap in the original which we don't know was intended or not.
I tried to find a solution that involved trapping lemmings in the mesh but never did. I'm alright with this level having a few different solutions as is, because it's still hard.

It makes things easier to re-arrange a level if you swap it with another. If you can find a later level which is easier and could replace that one.

If the climber actually has no real use it would make the level harder with it in because it would be a red-herring. But just because I couldn't find a solution with it doesn't mean there isn't one.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Proxima on August 26, 2015, 10:15:38 PM
It makes things easier to re-arrange a level if you swap it with another. If you can find a later level which is easier and could replace that one.
Well, I pointed out a while ago that "It's a long way up" (Carnage 15) is overtiered....
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on August 29, 2015, 12:46:35 AM
Just a random thing.  I think namida backrouted "A Bid Farewell", a famous historical level by Matthias Witt, because I remember reading an interview somewhere where...

Spoiler (click to show/hide)

As a result, I think this was his intended solution, although theoretically I don't have to cut my bridge short and thus can save a Basher - I should still have a couple of seconds to spare, although I do try to be as efficient as I can with the other tools to save time.  What do you guys think?

Spoiler (click to show/hide)
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on September 02, 2015, 11:00:26 PM
So I've updated "Oil Refinery" to fix namida's backroute as well as others that I had spotted myself.  Admittedly the extra scenery does take away the "oil refinery" theme slightly as well as the effect of seeing the Lemmings pretty much walking the plank.  My question is though... given everything is patched now, is this still a "Pain" level?
Title: Re: Revenge of the Lemmings 2.0!
Post by: Proxima on September 06, 2015, 07:50:12 PM
I have just noticed that The Hotel in Hell has incorrect stats: 2 bashers, 2 miners, save 25/30. I checked in the Cheapo editor and the level should have the same stats as the Lix version: 5 bashers (only 4 are needed, but this gives a 2-2-2-5-5 pattern), 0 miners, save 24/30. In fact, I don't think it's possible to save 25 with the intended solution.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on September 06, 2015, 10:44:14 PM
I confess I haven't got that far conventionally to check - I'm still stuck on Armageddon 7 (another one of your levels actually, Proxima!).  I sent möbius a load of updates and recommendations as well - just need to be patient now.

By the way, namida... good to see you back and getting stuck on Carnage - hopefully by the time Armageddon comes around it won't be 1 level per video!

ADDENDUM: I don't think you were supposed to be able to bash under the floors like that in "Please save us!" - I guess the steel plates are too high.
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on September 08, 2015, 04:34:22 PM
The secret level trigger in...

Spoiler (click to show/hide)

... is extremely annoying. It's somewhere that one might reasonably think is part of the solution; not out-of-the-way where it's unlikely to accidentally run into it, or at least not by simply assigning one skill that the terrain looks like you're meant to use there. I'd suggest putting it somewhere a bit less in the way, such as perhaps...

Spoiler (click to show/hide)
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on September 08, 2015, 09:00:55 PM
Not sure if it would work there because...

Spoiler (click to show/hide)

I do agree though that it isn't in a good place.
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on September 09, 2015, 05:14:27 AM
Spoiler (click to show/hide)
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on September 10, 2015, 10:46:08 AM
D'oh! Of course!
Title: Re: Revenge of the Lemmings 2.0!
Post by: Proxima on September 10, 2015, 01:53:53 PM
mobius asked me again about my music preferences, and I had a new idea 8-) "Waltz in C Sharp Miner" should really play to the music it's named after. How about it?
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on September 10, 2015, 02:21:43 PM
Hmmm - I'm not entirely certain if it works as Lemmings music, but I'll have to try it for real before passing judgement (can NeoLemmix accept Ogg Vorbis files?).

I'm starting to think that the "Tetris B" music should be replaced though because it seems to be annoying for most people, or at least namida (recall his comment when he first started playing the level in question!)
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on September 10, 2015, 02:41:56 PM
Perhaps consider replacing it with a remix that has a bit more substance to it?

Quote
(can NeoLemmix accept Ogg Vorbis files?)

Indeed it can. Though I generally don't recommend using them built into the EXE (but rather, in music packs); but this is only an issue of filesize, nothing else.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Proxima on September 10, 2015, 05:26:49 PM
Sorry, I'm still struggling to find my way around this music editing thing :) I think this is an IT of the piece. I haven't worked out how to make it loop correctly.

I'd certainly be open to replacing it with a remix if anyone can find a good one.

If we end up not using this piece, my second preference would be simply for the level to play Korobeiniki, to match its earlier version (Minesweeper Lemmings). Scratch that, Korobeiniki is used in another level very close to Waltz.
Title: Re: Revenge of the Lemmings 2.0!
Post by: ccexplore on September 11, 2015, 02:57:27 AM
Sorry, I'm still struggling to find my way around this music editing thing :) I think this is an IT of the piece. I haven't worked out how to make it loop correctly.

I'm not sure I did it correctly either (it is surprisingly hard to test this other than just actually trying it out via NeoLemmix or whatever game engine this music is destined for, which I'm not ready to set up at the moment), but try this and see if it works better.  The looping is not carefully set, I just set it to loop back to beginning when it reaches the very end, assuming it works.

The thing that makes it so hard to test is that, it looks like a lot of media players tend to ignore any built-in looping in MOD-type files, probably because most of the time you want to play the music as part of a playlist, and thus wouldn't want any built-in looping to hijack the playlist and prevent the player from moving into other music in the list.  Even with specialized MOD editing tools, sometimes it seems you have to dig around for the right setting to make it to honor the looping-related commands in the ways you expect them to be honored during playback in a game.  (For reference, I believe you achieve looping in IT files via use of the Bxx effects command.)  In other words, if this doesn't seem to loop correctly, maybe it's because of the player and not intrinsic problem with the contents of the file.  The only surest way to tell is actually trying it out in NeoLemmix or whatever engine this music is destined for, and see hear what happens.

Anyway, as for the music itself, I actually think it could work, at least the OGG version.  Sure, it's solo piano and very concert-y in style and thus very different from the typical Lemmings music, but maybe the better way to think about this one is to treat it like a special graphics level music.  One may not want the "A Beast of a Level" music to be part of the regular rotation, but it works well as a special one-time music for that particular level.  In other words, I actually like the idea that this is going to be different from the other typical music in use.  It helps highlight the deliberate nature of choosing this music for the title reference.  But I can understand other people finding it distracting for this one level to be potentially so musically different from other ones in the pack.

I call out the OGG version specifically because the IT version sounds inferior in comparison.  It's probably impossible to fully replicate the OGG experience in the confines of the IT format, but maybe further digging around the Internet can find you at least a better IT/MOD version, including possible remixes that might work better stylistically with other Lemmings music used in the pack.  I don't think it's worth our time trying to manually improve on this particular IT version, especially when it looks like neither you nor I really have the skills nor time to handle this sort of thing.

Still, I provided this updated version just to see if you can validate whether looping works in the game with this version.  Then at least I know I'm doing it right, and can help add the looping for you whenever you manage to find other IT/MOD candidates.  It's also fortuitous that this music is so loop-friendly, the ending and the beginning seems to loop perfectly as-is (ie. unlike other music where the ending tends to sound too final to be loopable).
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on September 11, 2015, 03:48:53 AM
Bxx effects set the pattern number to jump to, while Cxx sets which line within that pattern. A Bxx without a Cxx on the same line jumps to the start of the pattern; I don't think I've ever tried seeing what Cxx by itself does but I would assume jumps to the line number in the current pattern.
Title: Re: Revenge of the Lemmings 2.0!
Post by: GigaLem on September 11, 2015, 07:01:33 PM
A little off topic
but i was bored one day and made this
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on September 13, 2015, 08:31:08 AM
Solved up to the end of Carnage now. A lot of great levels so far!

Some of the ones that really stood out to me - enough so that I can recognize and remember them as good levels looking back at them later (although some I had seen before, which might also contribute to them standing out more) - were:
Spoiler (click to show/hide)

EDIT: In regards to Armageddon 1, I feel there's very little setting this level apart from its earlier version, despite the earlier version being in the first rank. The only changes are the time limit is halved (and it's still plenty, the time isn't tight at all), and the save requirement increased (which does make it harder, but not nearly enough to justify putting them at opposite ends of the pack). In both cases, both variants feel like they should be closer to the middle of the pack.
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on September 13, 2015, 01:31:13 PM
EDIT: In regards to Armageddon 1, I feel there's very little setting this level apart from its earlier version, despite the earlier version being in the first rank. The only changes are the time limit is halved (and it's still plenty, the time isn't tight at all), and the save requirement increased (which does make it harder, but not nearly enough to justify putting them at opposite ends of the pack). In both cases, both variants feel like they should be closer to the middle of the pack.

This is because the easy version in the first rating has a MUCH simpler solution that the one you found.
Spoiler (click to show/hide)
I put the harder version in Armageddon because earlier on it was given a pretty high difficulty rating. The actual difficulty may have been reduced because it required a lot of precision so I moved the terrain around a little bit to make it easier. Also direct drop wasn't intended on either.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on September 13, 2015, 03:21:48 PM
Spoiler (click to show/hide)

You actually backrouted Prize Catch - you're not supposed to use the Miner like that, but I'll give you that victory, since you used all the tools!  Well done!

Spoiler (click to show/hide)

After watching your solution of "Spiralling Snowstorm", I'm starting to think that I backrouted that one.  Here's my replay, which results in a Basher and most of the Climbers left over.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on September 13, 2015, 04:28:39 PM
Here's one for Dodochacalo: an apparent backroute for Vegetation Reign (I save 13/20 and I have a Bomber and Basher left over).
Title: Re: Revenge of the Lemmings 2.0!
Post by: Proxima on September 14, 2015, 06:07:43 PM
To remove namida's backroute on Rhapsody in Blue, please delete the large crystal at the lower-left of the main terrain block.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on September 14, 2015, 08:40:21 PM
Best way to remove backroutes in our levels: have namida and IchTol0t rip them apart!
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on September 20, 2015, 09:09:34 AM
Can anyone confirm Armageddon 22 is possible? I've been stuck on it for a while now, and from what I hear even the creator of this level (Clam) can't remember how to solve it (and mobius has previously mentioned that the NeoLemmix conversions haven't been 100% thoroughly tested; although I would think this is the kind of level that if it works on Lemmini, it should work on NeoLemmix too). I've been able to find multiple solutions that would work if it weren't for the time limit, including some that only need around 15 seconds extra; but nothing that ultimately succeeds.
Title: Re: Revenge of the Lemmings 2.0!
Post by: IchoTolot on September 20, 2015, 11:06:55 AM
Can anyone confirm Armageddon 22 is possible? I've been stuck on it for a while now, and from what I hear even the creator of this level (Clam) can't remember how to solve it (and mobius has previously mentioned that the NeoLemmix conversions haven't been 100% thoroughly tested; although I would think this is the kind of level that if it works on Lemmini, it should work on NeoLemmix too). I've been able to find multiple solutions that would work if it weren't for the time limit, including some that only need around 15 seconds extra; but nothing that ultimately succeeds.

In the Lemmini version there were 8 min and my solution took ..I think... a bit above 5 min (prob optimisable to ~ 4-5 min). It was one of my favorites of the pack, but with 3 min time limit as i saw it I wouldn't be so sure of this now ;P

(and mobius has previously mentioned that the NeoLemmix conversions haven't been 100% thoroughly tested; although I would think this is the kind of level that if it works on Lemmini, it should work on NeoLemmix too)

Well, at least of solvability it should be tested before releasing. >:( 
Even more if the creator himself cannot remember the solution or has a replay of it.

My advice: Scrap the time limit! (If Crane cannot confirm a 3min solution)
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on September 20, 2015, 11:08:47 AM
geoo confirmed a 3min solution under Lemmix, but not nessecerially NeoLemmix (beyond "no obvious reason why it shouldn't work). My best attempt so far would need about 3:15 (it's solved, aside from waiting for some lemmings to reach the exit).
Title: Re: Revenge of the Lemmings 2.0!
Post by: geoo on September 20, 2015, 11:32:09 AM
Confirmed solvable in NeoLemmix/RotL.

Note about the time limit:
Spoiler (click to show/hide)
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on September 20, 2015, 11:54:02 AM
I also managed to solve it now, with about 7 seconds left on the clock.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on September 20, 2015, 05:56:21 PM
Just an idea for how to improve this situation for the next iteration:

- Increase the time limit to 4 minutes (or whatever keeps the level difficult but not unfair).
- Add a gold-level talisman for completing it in under 3 minutes.
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on September 20, 2015, 06:52:16 PM
Quote
a bit above 5 min (prob optimisable to ~ 4-5 min)

Based on this (especially coming from IchoTolot), I'd say you probably don't want to make the limit much lower than 5 minutes. A talisman for a 3 minute victory is a good idea. I think even without time problems, the level is well-placed.
Title: Re: Revenge of the Lemmings 2.0!
Post by: geoo on September 20, 2015, 07:41:44 PM
I think it depends on what exactly the 5 minute solution looks like.
For instance, if you give too much time, you can have a single floater cycle around the level over and over again to do a lot of the work.
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on September 25, 2015, 06:44:23 AM
So, I finally completed the pack (apart from the secret levels). A very nice selection of levels here! The semi-final level was very easy IMO; the final level was a good challenge, but I do think there are better contenders for that spot. Overall though, it's a great collection. :)
Title: Re: Revenge of the Lemmings 2.0!
Post by: Crane on September 25, 2015, 02:16:06 PM
While you did backroute level 29 (to my knowledge), I do agree that it isn't much harder than Carnage, that's for sure.  Personally I'm not sure if Duality is that difficult either, although I do think it has a very beautiful solution.  Now to get to work in fixing the bugs and backroutes that you found!
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on September 28, 2015, 09:36:29 PM
So what's the agreed best time limit for Floodgates Open? 4-5 minutes? Is 4:30 minutes acceptable?

Also should I set Feel the Pressure to save 48 out of 50? Has this version ever been confirmed to work in NeoLemmix?
By the way, I probably mentioned this way back during the contest but the original version of this level had no steel on the top platform, and I hadn't solved it yet. But once the steel was there I found a solution utitlizing it which was obviously a backroute, but I think Akseli okay-ed it, I can't quite remember.

Also, how should I fix Hotel in Hell? Even if remove the miners namida said he had a backroute for it. Should I make it closer to the lix version? Could you specify Proxima?

oh yeah perhaps I should mention; well firstly I apologize for not testing Floodgate Open properly enough but there's a good reason for that.

Due to various reasons, including the way Lemmix handles terrain pieces, when I converted this level to work in Lemmini for the first version of this pack it was a

MAJOR MAJOR MAJOR PAIN IN THE BAZOO.

The tedium I had to go through to fix this level drove me insane. A hundred little pieces of terrain had to be moved around a thousand times over and over and by the time I was done I was so frustrated the time limit was the last thing on my mind. Unfortunately I had never read that post by Clam on this particular situation. When I realized it was backrouted with 8 minutes, I dared not go through the process of touching this level again so I simply took the time limit from the original. Yes, I realize this was a poor choice in the end.
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on September 28, 2015, 11:49:38 PM
Personally I'd go with 4 minutes - it's short enough that some time-saving techniques are required (rather than just looping around the level again and again with one or two lemmings), but long enough that it's not to the extent where it gets frustrating.
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on January 17, 2016, 10:37:34 AM
For those who wanted an NXP: http://www.neolemmix.com/old/levelpacks/RevengeOfTheLemmings.nxp
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on January 17, 2016, 06:27:13 PM
Since I've gotten several requests and questions about the music for the pack; I've zipped all the songs used and uploaded it here: :)

Most of the songs were taken from modarchive.org. I don't have much detailed info on any of them, other than most [if not all] of them came from other video games.

note: these are MOD files and you need a program like VLC media player to listen to them on their own.
Title: Re: Revenge of the Lemmings 2.0!
Post by: joshescue18 on January 22, 2016, 02:04:12 AM
How can I solve Armageddon 33?
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on January 22, 2016, 08:53:34 PM
I'll post hints and solution here so anyone else can see if they want/need.
This level is quite unique and difficult. It requires a good understanding of the game, but nothing glitchy.

HINTS:
Spoiler (click to show/hide)

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big spoilers:
Spoiler (click to show/hide)

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SOLUTION:

Spoiler (click to show/hide)

Let me know if this is not sufficient, if you don't understand anything. When I made this pack this was before I started making replays of everything [and keeping them organized].
Title: Re: Revenge of the Lemmings 2.0!
Post by: Wafflem on March 06, 2016, 05:46:55 PM
​Since secret levels triggers are being removed, what are we to do with the secret levels themselves?

What I think should happen is that all secret levels should be moved among the regular levels. These includes the secret levels that are unlocked by talisman. If one hasn't noticed yet, the secret levels unlocked by talismans only occur in the first four ranks, and it is very difficult to make talismans for the later ranks.

An advantage of doing this is that people won't be missing out on the secret levels, because many of these are of excellent quality like Into the Countree and Tier Drops.

This, however, can cause an uneven number of levels in each rank (i.e. Picnic has 33 levels, Hootenanny has 34 levels, Carnage has 32 levels, etc.). I'm wondering if we should even this out, by either removing unnecessary levels or adding more, or if we should leave it as is.

Another issue - what do we do with Cheapo-converted levels like Picnic 24 "Minesweeper Lemmings", Devious 18 "Lemmings of Persia" and Armageddon 12 "The Hotel in Hell"?
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on March 06, 2016, 07:28:17 PM
​Since secret levels triggers are being removed, what are we to do with the secret levels themselves?

What I think should happen is that all secret levels should be moved among the regular levels. These includes the secret levels that are unlocked by talisman. If one hasn't noticed yet, the secret levels unlocked by talismans only occur in the first four ranks, and it is very difficult to make talismans for the later ranks.

An advantage of doing this is that people won't be missing out on the secret levels, because many of these are of excellent quality like Into the Countree and Tier Drops.

This, however, can cause an uneven number of levels in each rank (i.e. Picnic has 33 levels, Hootenanny has 34 levels, Carnage has 32 levels, etc.). I'm wondering if we should even this out, by either removing unnecessary levels or adding more, or if we should leave it as is.

Another issue - what do we do with Cheapo-converted levels like Picnic 24 "Minesweeper Lemmings", Devious 18 "Lemmings of Persia" and Armageddon 12 "The Hotel in Hell"?

If people don't like there being an odd number of levels in the rank, Another option is to add them to a new rank. I'm not sure how this can work with the talisman achievements however.
If anybody wants to work on this immediately; remember this is an open source project, just ask me for info and I'll give you the tools to work on it. I don't really have much time to do it now, myself.

Why do we need to do anything with Cheapo-converted levels?
Title: Re: Revenge of the Lemmings 2.0!
Post by: Proxima on March 06, 2016, 07:32:05 PM
Why do we need to do anything with Cheapo-converted levels?

Because, apparently, these levels have been set to "Cheapo Mode", which changes the max fall distance. This should not have been done in the first place -- it's not fair on the player to vary max fall distance within a level pack without warning -- and namida has said the feature will be removed from NeoLemmix.

All the levels in question are mine, so I'm happy to take a look at them and decide how best to change them to keep the concepts as close as possible to the originals.
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on March 06, 2016, 07:35:24 PM
oh, that's a big mistake. I don't remember doing that, at least not on purpose.

ACtually, unfortunately I can't remember doing these at all  :XD: . Did I re-create the levels or convert them with the converter [so that they're large images?] I know Hotel in hell is like this, but I thought I re-created the others.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Wafflem on March 06, 2016, 07:52:34 PM
I believe that you recreated SeriousGamer/Ben Bryant's levels and some of Proxima's (like Carnage 6 "Behind Bars"), but directly converted the ones like Minesweeper Lemmings and The Hotel In Hell from Cheapo.

Anyway, if we are going to move secret levels to regular ranks, should we include Frenzy 31 "The Land of Nightmares"? I'm not too sure about this one because it would be very frustrating finding where the exit is (and even I haven't beaten that one yet). I'm very impressed with the design of the level though and the mixture of the three VGASpec levels.
Title: Re: Revenge of the Lemmings 2.0!
Post by: mobius on March 06, 2016, 08:19:25 PM
Proxima is okay with removing Land of Nightmares altogether. I sent him his levels so he can review them. Those were the only ones that had this cheapo issue.
Title: Re: Revenge of the Lemmings 2.0!
Post by: Proxima on March 07, 2016, 01:12:17 AM
It's up to you whether you think the level is worth keeping. If you don't like the hidden-exit aspect, you could move the exit directly up until the trigger is exposed.

I've just tested the problematic levels. Unfortunately Waltz in C Sharp Miner (the harder version of Minesweeper) and The Hotel in Hell are broken due to the shorter safe fall distance when Cheapo Mode is turned off. (Also, the direct conversion of The Hotel in Hell has made it a vertical scrolling level, which it shouldn't be.) Lemmings of Persia is still solvable, but maybe not 100%able. Minesweeper Lemmings is fine as it's 20-of-all.

I'll find some way to fix all these as soon as I can :)
Title: Re: Revenge of the Lemmings 2.0!
Post by: namida on March 07, 2016, 09:36:25 AM
Quote
(Also, the direct conversion of The Hotel in Hell has made it a vertical scrolling level, which it shouldn't be.)

This is because standard height of a level in Cheapo is 200px, whereas in NL it's 160px.

Another problem with Cheapo levels is that Cheapo doesn't save a list of terrain pieces and locations; it saves a single huge bitmap. That's why conversions use VGASPECs. This does of course make them hard to edit; though fortunately NL supports mixing VGASPECs and regular terrain (including erasers, if need be) in a single level.