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Lemmings Boards => Level Design => Topic started by: bulletride on April 07, 2016, 07:59:07 PM

Title: Getting back into level making
Post by: bulletride on April 07, 2016, 07:59:07 PM
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?
Title: Re: Getting back into level making
Post by: 607 on April 07, 2016, 08:19:52 PM
Ah, nice! Yeah, NeoLemmix definitely seems to be the most popular here. It's relatively close to the DOS version but with bug fixes, major changes added to take away the timing skills needed and make it more of a puzzle game, and some new, interesting mechanics like 8 new skills and pick-up skills.
I hope to see more from you in the future! :)
Title: Re: Getting back into level making
Post by: IchoTolot on April 07, 2016, 08:23:07 PM
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?


Welcome Back! :)

NeoLemmix (with the NeoLemmix editor) or Lix is the standard for most people here.
NL manual to get you informed about the new features to greatly ease your life: http://www.lemmingsforums.net/index.php?topic=2414.0

As I also played through Revenge of the Lemmings I encountered quite a few of your levels and they were a lot of fun to solve :thumbsup:
Wayfearer especially comes to my mind.

Also I recognise we certainly like the same kind of music recalling from your levels ;):

"The Chainheart Machine"
"Bullet Ride"
"The Jester Race"
"Clayman"
"Food for the Gods"

This cannot be a coinsidance and I would bet you know the meaning of my avatar ;P 
Title: Re: Getting back into level making
Post by: namida on April 07, 2016, 08:41:21 PM
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I am assuming Neolemmix is the new standard that I should be creating levels for in this day and age?

NeoLemmix is by far the most popular engine for creating / playing content these days. Lix is also quite viable.

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).

http://www.neolemmix.com/old/neolemmix/NeoLemmixIntroduction.nxp

(NXP files are NeoLemmix packs; which can range from a few levels to packs the size of (or even larger than) the official games. You'll need a copy of NeoLemmix (http://www.neolemmix.com/old/NeoLemmix.exe) to play them.)

Note that secret levels and gimmicks (except zombies) are going to be removed in the near future, so don't worry too much about those parts; and even more so, I'd advise not using them in your own content.
Title: Re: Getting back into level making
Post by: IchoTolot on April 07, 2016, 08:46:47 PM
Also if you want: Come into the neolemmix IRC channel :)

Instructions:
http://www.lemmingsforums.net/index.php?topic=2515.0

Quicker than to make a forum post all the time ;)
Title: Re: Getting back into level making
Post by: mobius on April 07, 2016, 08:54:29 PM
nice to see you again!
[well I never saw you the first time but I enjoyed playing your levels] :) And I look forward to any new ones you create!

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?
Title: Re: Getting back into level making
Post by: bulletride on April 07, 2016, 09:02:51 PM
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Also I recognise we certainly like the same kind of music recalling from your levels ;):

Ya I used to be really into that kind of music. I still enjoy it but don't listen to it as much anymore :p

Quote
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).

Thanks I will check this out right now. I love the lack of timers on bombers already!

Quote
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?

How do I watch this replay on Neolemmix? I believe my intended solution did not use any glitches. I remember being particularly proud of that level but I would need to get my hands on it to try to figure out my exact solution (I think I have the general idea).

If you want the intended solutions of certain levels let me know and I will try to remember how I beat them :p

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I hope to see more from you in the future! :)
Me too! Thanks

edit:
I beat Fall Guy let me know if you were close!
Title: Re: Getting back into level making
Post by: mobius on April 07, 2016, 10:31:55 PM
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.
Title: Re: Getting back into level making
Post by: bulletride on April 07, 2016, 11:17:07 PM
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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.

I get an error when I try to play your replay but this is how I beat the first one. I can't remember the exact solution to part 2 I feel like it involved some sort of bombing on the left pillars.  I think I have a bunch of replays saved on my old laptop but I wont be able to get it for few weeks. Was there a change to the height that builders can hit their heads on in NeoLemmix vs Lemmix? Either way if you managed to 100% both of them I obviously didn't design these 2 very well lol.

Let me know if you want a hint on Fall Guy.
Title: Re: Getting back into level making
Post by: namida on April 08, 2016, 12:18:11 AM
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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.
Title: Re: Getting back into level making
Post by: bulletride on April 08, 2016, 12:43:33 AM
Quote
In general, NeoLemmix's terrain checks on builders are a fair bit stricter than those in Lemmix.

That makes sense because I am 90% sure my intended solution for part 2 involved trapping the lemmings with a digger and then freeing then by simply building out of the hole but when I tried it he kept being a pixel or two off when I tried to escape.
Title: Re: Getting back into level making
Post by: mobius on April 08, 2016, 01:51:01 AM
here's my solution:
Spoiler (click to show/hide)

also Akseli and geoo have other solutions not saving 100% if your interested in seeing those.
Title: Re: Getting back into level making
Post by: bulletride on April 08, 2016, 08:20:37 PM
Wow I don't know how I missed such an obvious route like that. I think I should be able fix both levels so that the intended solution's will still work. Ill get around to it when I start fixing the rest of my levels lol.
Title: Re: Getting back into level making
Post by: Dullstar on April 22, 2016, 08:50:58 PM
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).
Title: Re: Getting back into level making
Post by: namida on April 23, 2016, 12:52:26 PM
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).

If you test everything, you should be fine. :) After the bombers, the next most significant one is probably the builders being a bit more sensitive with their terrain checks.