I randomly stumbled upon Revenge of the Lemmings the other day and was pleasantly surprised to find some of my levels on there! I wish I was still around when this project was being created so I could have cleared up all the back-routes in my levels. I am working my way through carnage now and I am inspired to start making some new levels. I am assuming Neolemmix is the new standard that I should be creating levels for in this day and age?
I am assuming Neolemmix is the new standard that I should be creating levels for in this day and age?
Also I recognise we certainly like the same kind of music recalling from your levels ;):
If you are going to use NeoLemmix, I'd highly recommend playing the NeoLemmix Introduction Pack before you start designing levels. You might decide you don't like the new features, and would prefer to just design levels for NeoLemmix using the classic features (or perhaps them plus a subset of the new features); this is perfectly fine, and I would say close to half of the available NeoLemmix content does something along these lines. However, it's good to at least know what they are and have at least some basic experience with how they work in practice - as well as some of the slight changes to how NeoLemmix works compared to other engines (in particular - bombers no longer have a countdown before exploding).
And I’m really curious about the intended solutions to many of your old packs. I and plenty of other people have solved some in only glitch ways
For example; this was one I always wondered about from your 5th pack. I have a solution attached which uses the stuck-climber glitch. Is there a solution with no glitch?
I hope to see more from you in the future! :)Me too! Thanks
that replay I posted is from Old Lemmix. I don't have any for NeoLemmix unfortunately. Anyways, now that you say it's possible without glitches, I think I'll try to solve it on my own again, I haven't tried in ages, I might get somewhere now. So I won't watch that replay yet, unless I get super stuck :P .
Maybe I'll think of some more levels. The only one that comes to mind at the moment is the one titled "BulletRide" part 1 and 2. Both of which have the same backroute saving 100%. [note; this replay is for NeoLemmix] press L to load a replay. If I think of anymore I'll PM you instead of discussing it here.
Was there a change to the height that builders can hit their heads on in NeoLemmix vs Lemmix?
In general, NeoLemmix's terrain checks on builders are a fair bit stricter than those in Lemmix.
I am also thinking of getting back into level making and would like to know if there are any major mechanical differences (other than the bug fixes, completely new features, and bomber countdown changes) that I should be aware of when using NeoLemmix (compared to the DOS version of Lemmings).