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Other Lemmings Projects => Lemmini => Topic started by: Colorful Arty on May 12, 2016, 12:46:34 PM

Title: [SuperLemmini] SubLems
Post by: Colorful Arty on May 12, 2016, 12:46:34 PM
Finally, after 2.5 years of making levels, editing them, finding music, testing, tweaking, and perfecting, SubLems is finally available for release!

SubLems is a large pack with 130 levels across 7 difficulties exclusive for SuperLemmini. The pack has a very gentle learning curve, so even beginners can play and have fun. But be warned, don't take the pack too lightly; the later difficulties have levels hard enough to stump even the most skilled Lemmings experts! Each level has its own unique music track that plays only on that level, so boredom will never be a problem! There are also BOSS FIGHTS! One per main difficulty.

Download instructions:

Download the full version of SubLems here (I highly recommend the full version as it features great music that perfectly fits every level):
https://www.dropbox.com/s/bmdia0aioqupxm1/SubLems%20Full.zip?dl=0

If you don't want the music (which massively cuts down the download time) you can download SubLems Lite here (Recommended if you plan on playing this on Youtube, since you won't get copyright claims):
https://www.dropbox.com/s/3yujapvjh82l0hr/SubLems%20Lite.zip?dl=0

If you downloaded a previous version and just want the updated levels, download them here:
https://www.dropbox.com/s/93xc1q3gwqj3450/SubLems%201.2%20levels.zip?dl=0

Install instructions:

Step 1: download the latest version of SuperLemmini at http://www.lemmingsforums.net/index.php?topic=1793.0
I'm not sure if it will work for early versions of SuperLemmini, but I know for a fact it works on versions 0.102a and 0.102b.

Step 2: extract the folder titled "SubLems" (without the quotes) into the "levels" folder in SuperLemmini.

Step 3: extract the folder titled "sublems music" (without the quotes) into the "music" folder in SuperLemmini. (Only for the full version of SubLems)

Step 4: extract the folder titled "all" (without the quotes) into the "styles" folder in SuperLemmini.

The folder titled "SubLems Replays" contains all of my replays for every level, which contain the official solutions to each level. It is not necessary to extract it to play SubLems, neither is the README file.

And that's it! Have fun playing! :D

I want feedback! I cannot tell you how much I want your feedback on this pack, both good and bad. Tell me what you liked, what you didn't, what I could do better, and why. I want to know your favorite and least favorite levels so I can learn to be a better designer. Also, if you solve a level and think you backrouted it; please send me a replay or a link to a video of said solution. I know there are a lot of backroutes in the game, and I intend on releasing updates to patch backroutes.

Here are some sneak peaks at the various difficulties in SubLems:

Newbie

Are you new to Lemmings? Is this your first custom levelpack? Do you want a refresher on the basics of Lemmings? Do you want to get to know SuperLemmini? Do you want to appreciate architecture and/or great music? If you answered "yes" to any of these questions, you should play this difficulty. This has 10 tutorial levels that introduce you to the basic mechanics of Lemmings and SuperLemmini. Even if you are an expert, I still recommend you play this pack; it is really short, has great music, and at least one level returns in a later difficulty.

(http://i.imgur.com/lgxD8cs.png)
Just don't expect all of the levels to be walks in the park

Difficulty: early Fun

Sweet

The first of the main difficulties, which all have 20 levels! Sweet is a warm and inviting difficulty, which builds on what you learned in Newbie. You'll find beautiful architecture and music, as well as simple levels that can be easily solved. Sweet also rewards players for their intelligence; a smart player can use more advanced techniques to solve levels more quickly and easily than beginners. Also, don't expect all of the levels to be easy as pie; the levels get challenging at the end.

(http://i.imgur.com/srSkb39.png)
All aboard the SubLems express!

Difficulty: Fun-Tricky

Scary

Gone are the warm and inviting levels of Sweet; these levels are starting to get intimidating. Suddenly, environments are more hostile, traps are starting to pop-up, and tasks are getting more scarce. The levels may start as easy as Sweet, but they quickly climb in difficulty, which will give players much more challenge than the Sweet levels. This is also where you will start to encounter puzzle levels, which force you to find new ways of using these tasks. Get that brain working; you'll need to...

(http://i.imgur.com/gTOO6HN.png)
The solutions won't always be crystal clear here

Difficulty: Tricky-Taxing

Chaotic

As the name implies, this is where the levels start to get chaotic. Now, skills are even more limited, the release rates are high, more and more hatches need to be attended to, and now, time isn't always on your side. You'll encounter even harder puzzles now, and they only get harder from here on out. Think hard, and get used to hitting that pause button; it will become your best friend before this difficulty is over.

(http://i.imgur.com/atdvbdy.png)
If you want to go through the fire and flames, you'd best do it quickly...

Difficulty: Taxing-Mayhem

Insane

This is where we separate the boys from the men and the girls from the women. No more punches are pulled; these levels are downright diabolical! Highly advanced tricks are needed for these levels, as well as speed, patience, and extreme intelligence. These levels will give even experts trouble, and novices have no chance, since Insane demands tricks even more advanced than those used in the official games!

(http://i.imgur.com/82mRDhu.png)
I AM PIPE MONSTER! I WILL DESTROY YOUR LEMMINGS AND HOPE!

Difficulty: Mayhem-Sunsoft

Hellish

Welcome to Hell. Abandon all hope of leaving unscathed. This is where the game shows its true colors. All of the most diabolical and devious puzzles have been saved for last. Experts will tremble at the might of Hellish! Even the music is showing how tense the levels are now, and the environments are as crazy as the difficulty. Do try to finish, as the final level is quite spectacular. Prepare to be here for a while, possibly FOREVER! :devil:

(http://i.imgur.com/CpT9EgP.png)
You thought Lemmings' Ark was hard? Try beating it with only ONE miner! :devil:

Difficulty: WELL BEYOND SUNSOFT!!!

Retro

Bonus time! Savvy Lemmings players will get deja vu here, as this difficulty contains an extra 20 levels from Lemmings and Oh no! More Lemmings! with different skill assignments. This has its own difficulty curve, and while it starts easy, it becomes brutally difficult at the end. I look forward to seeing if anyone can beat the final level...

(http://i.imgur.com/YaKxMcq.png)
Don't let nostalgia cloud your brain, you'll need the neurons.

Difficulty: Tricky-WELL BEYOND SUNSOFT!!!
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: 607 on May 12, 2016, 03:34:18 PM
Seems very nice!
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Nepster on May 12, 2016, 03:50:32 PM
I found only eight tracks in the SubLem music folder and SuperLemmini crashes on the second level of the first rank due to the missing music track.
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Colorful Arty on May 12, 2016, 05:02:51 PM
Sorry about that Nepster. Not sure why that happened, but the download link is fixed.
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: grams88 on May 12, 2016, 08:36:30 PM
(A walk in the park) That's a very interestring level :). Ill try not to say too much early on but the levels seem quite well done. That's me onto the sweet difficulty. The first 10 levels are very good introductory levels where it gets you used to the skills on the super Lemmini program. I think (block o tron) is a good one for example as it teaches us something that frustrates many lemmings players. :)  :) :)

I'll see if I can add some replays to this message, I think I must have around 20 replays or something like that. Lol

Okay only four attachments at the moment. A lot of the levels were quite nice.
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: grams88 on May 12, 2016, 10:25:30 PM
Oh I remember the Sandpolis act 1 a sonic level and that music, that level in sonic seemed not too hard for me but I remember having to help my brother at that sonic one a long time ago. There is some music that reminds me of a popular TV show in america which I like a lot well maybe in the past. :thumbsup:

Here's another four more replays Colorful Arty, hoping they will work okay. :)

The lemming playhouse level I feel might of been backrouted not 100% in relation to the traps then again it may of been the intended one to trick us. :)

(Lemmings playhouse a really good level in my opinion) :thumbsup::thumbsup:

Sorry the replays are not in the right order, I think when I was saving them it went in a alphabetical list.


Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Colorful Arty on May 13, 2016, 12:26:42 AM
Nicely done grams! :thumbsup: It's really interesting to see the way other people go about the early levels where there are multiple routes to take. I've noticed you use builders more than I do, but to each their own.

Also, nice job saving everyone on Bubblewonder; even I didn't do that! :thumbsup:
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: IchoTolot on May 13, 2016, 04:12:48 PM
Alright finished the Hellish rating :)

Replays attached.

Some nice puzzles in there, but a lot of the fun was taken away when I had to watch ~ 1h or more of FF replays :devil:
The engine has it's limitations with precision and a lot of the stuff is A REALLY nice puzzle, but simply does not fit into the SuperLemmini engine.

I must say once more: There are very good levels here (and awesome music which partly would be troublesome on YT :)), but the engine locks away it's true potential.

Now some detailed feedback where I will mostly rant about SuperLemmini and BUG behaviors (I see me turning into Simon here :P) and about my slowly building rage which peeked at the last level :devil:


Childeren under 18 years please skip this post :XD:  *strong language*

Spoiler (click to show/hide)

Again if the engine of your choice limits the speed and precision of excecution you should take this into account and design around that. That's one of the main reasons why I converted Reunion to NeoLemmix, as I thought after the creation that the engine was making it bad because of it's limits.

Level 20 deserves it's own post where I will tell you my story of pure anger playing through it :devil:   and this comers from a LOVER of huge levels!
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: IchoTolot on May 13, 2016, 04:49:45 PM
Ok level 20...........:devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil:

It is not easy to make me rage, as I sit through mostly everything, but at a certain point........Giga knows what I mean in ResidentGigaLems ;)    let's hide some mines, buttons, pick-up skills etc in the terrain! :devil:

Spoiler (click to show/hide)

Again this is a good pack with awesome looking levels + music :thumbsup:, but this can be a ragefest in this engine :(   
I owe you to be honest here!
Sry for the rant and the hard words but I had to get this out of me! :8():
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Colorful Arty on May 13, 2016, 05:19:05 PM
Thank you for your feedback Icho! :) I greatly appreciate getting both the good and the bad feedback.

Some things I want to address as a whole:

Spoiler (click to show/hide)

Again, thank you very much for the feedback, and if you thought these levels were hard and rage-inducing, be glad I decided to NOT include the Impossible rating in the final game... :devil::devil::devil::devil::devil:

Good luck with Retro 20! You'll really need it...
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: IchoTolot on May 13, 2016, 05:26:08 PM
That would make level 20 a lot better! :thumbsup:   Good call!    Will continue with the pack rating by rating over the days. :)
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Nepster on May 13, 2016, 08:39:30 PM
Replays to all of Newbie, Sweet and Hellish (except level 20) attached. Especially in Sweet I did sometimes nonsense, which was caused by hitting the wrong hotkeys in SuperLemmini. So please ignore all stupid stuff I do ;).

There are lots of very good level with amazing design and/or excellent level idea. But before I comment on the single levels, some general comments first:
1) I noticed that quite often exits, hatches and traps are not set to no-overwrite. The problem I have with this is, that this hides bridges constructed by builders and hides the terrain layout below the exit (which can sometimes be important for levels with bumpy terrain).
2) Hidden traps: Please, please, pretty please make all traps visible! Nothing is more frustrating for me than having to restart all of the level again, just because some lemming got killed due to an invisible trap. Especially because this takes 30sec-1min in SuperLemmini instead of one keypress "go 1sec back" that is available in NeoLemmix and Lix.
3) Time limits: SuperLemmini supports infinite time and you already have a few such levels. So why have time limits in levels, where one has more than enough time anyway? Once or twice I forgot to release the crowd in time and failed the level. I had to replay the second half again, release the crowd earlier and then finished with more than 1min left. This caused unnecessary frustration for me.
4) Long waiting periods: In several levels one just has to wait for quite some time for a lemming to walk to a specific place, a basher to finish his tunnel through some terrain, ... But as a player I want to click at lemmings! Perhaps sometimes the waiting period can be shortened, either by adding a few more obstacles or by by removing some terrain in the middle?

Newbie (click to show/hide)

Sweet (click to show/hide)

Hellish (click to show/hide)
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: grams88 on May 13, 2016, 08:53:57 PM
I hear that you tube is getting more strict with certain music, it seems to be catching everybody these days.  :(


I've got two attachments where one of them only has four levels that I have done of scary, the other attachment with I think the remaining sweet difficulty levels I've completed.
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Colorful Arty on May 13, 2016, 10:06:30 PM
Thanks for the replays everyone! :D

Heads up, next update, I'll give an option to download WITHOUT the music, since that makes the download MUCH slower and that way, people can play on Youtube without fear of copyright claims. I'll try to do a Let's Play of it with music after an update patch comes out, hopefully, no copyright claims will occur...

Here are some replies to Nepster:

Spoiler (click to show/hide)

Very well done on beating the Hellish rating so quickly! :thumbsup:
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Nepster on May 14, 2016, 10:36:14 AM
Quote
this is one of the main reasons I can't convert to NeoLemmix; it gets rid of awesome tricks like this!
Noone says that the NeoLemmix version needs to contain all levels! One of my current projects is to convert my NepsterLems from NeoLemmix to Lix: Of the 111 NeoLemmix levels, only about 80-90 will appear in the Lix version and about 5-10 new levels will be added. My goal is not to port all my levels precisely (not even the original Lemmings did that!), but to provide a version of my level pack for people who prefer Lix over NeoLemmix.

Quote
There are no empty pixels; it is solid, but lemmings still treat it like empty space. I'll try to fix that as well.
I am not completely familiar with the SuperLemmini code and how it recognizes air vs. solid terrain. If SuperLemmini automatically sets all pixels with the background color to air, then the problem might simply be that some pixels in the blue terrain pieces have precisely that color. So it might be worth a try to change the background color in this level slightly, which (if I remember correctly) can be done in SuperLemmini.

Regarding Hellish 1 (click to show/hide)

Attached the replays to Scary, and here some comments:

Scary spoilers (click to show/hide)
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Colorful Arty on May 14, 2016, 01:17:55 PM
Thanks Nepster! Glad to hear you liked some of those levels! :)

Spoiler (click to show/hide)

Once again, thanks for all of the feedback! :D Good luck with Chaotic!
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Ben H on May 14, 2016, 01:39:42 PM
Nice to see SuperLemmini getting some love. :thumbsup:

It is my favourite Lemmings engine, but it doesn't seem to get too much love around here.
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: namida on May 14, 2016, 01:45:11 PM
Nice to see SuperLemmini getting some love. :thumbsup:

It is my favourite Lemmings engine, but it doesn't seem to get too much love around here.

If you look at what the two engines that do see significant use (NeoLemmix and Lix) have that SuperLemmini doesn't, you might see why. ;)
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Colorful Arty on May 14, 2016, 03:00:43 PM
While NeoLemmix (and to some Lix) are quite good, there are a few reasons I like SuperLemmini over them.

1. SuperLemmini has better graphics and more fluid animation.

2. SuperLemmini gets rid of glitches, but keeps quirky behavior, while NeoLemmix removes them both.

3. I find most NeoLemmix packs I have seen use entirely custom graphics. While that is cool, I prefer the original and ONML tilesets, as they seem better done and (in my opinion) have much more potential than the new ones. The new ones seem very monochrome. Again, no offense meant toward the new tilesets.

4. I find creating levelpacks is a LOT easier in SuperLemmini. (Mainly because I don't know how to make a NeoLemmix pack.
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: IchoTolot on May 14, 2016, 04:49:51 PM
While NeoLemmix (and to some Lix) are quite good, there are a few reasons I like SuperLemmini over them.

1. SuperLemmini has better graphics and more fluid animation.

2. SuperLemmini gets rid of glitches, but keeps quirky behavior, while NeoLemmix removes them both.

3. I find most NeoLemmix packs I have seen use entirely custom graphics. While that is cool, I prefer the original and ONML tilesets, as they seem better done and (in my opinion) have much more potential than the new ones. The new ones seem very monochrome. Again, no offense meant toward the new tilesets.

4. I find creating levelpacks is a LOT easier in SuperLemmini. (Mainly because I don't know how to make a NeoLemmix pack.

1.) Ok, personally Graphics don't matter to me. If I want graphics I play sth else.

2.) Flamethrower climb, climber miner tunnel, "Retro 20" == Glitch :8():    These are not quirky anymore...they are just unlogical. You can't climb through fire....Lemmings turn in a tunnel....Lemmings cannot walk through walls! These are basic rules which are violated!

3.) The old ones are still there. You just got more to choose from. + Lemmings 2  tilesets look even more awesome than the Lemmings 1 tilesets in my opinion :8():

4.) Lemmini/Superlemmini pack creation is a nightmare compared to NeoLemmix. Writing a huge text file + getting all the folders together is just a hazzle. In NL simply get the FlexiToolkit, give it all your levels+music+png-graphics(optional) and done! You got your pack! + you get a written tutorial on the NL homepage.
If you don't know the other way you can't simply say the old one is better :8():

And now the ONLY argument I would possibly need:  Frameskipping!  This alone accomplishes more than everything combined!

I don't want to waste hours of my life watching replays of what I just did over and over + I love levels with awesome, but often precise tricks. These require precision which SuperLemmini doesn't provide. I also like huge and hard levels which is made worse with replay watching as well.
The level is about the puzzle and not getting the execution right for hours!
I hated this back in my Lemmini days when I knew the solution right at the start but could not quickly execute it and get quickly on to the next level.


Alright enough SuperLemmini rant for now... will later sent more feedback replays :)

The far biggest criticism I have about the (really good :thumbsup:) pack so far is the engine :P  (Nepster pointed this out about my feedback in IRC as well)
Followed by sometimes the usage of glitches (I will continue to use that term!) + hidden traps (this can easily be fixed)     
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Gronkling on May 14, 2016, 04:53:25 PM
I will wait for a playthrough of this pack on youtube or similar as I don't want to install Java. It looks pretty from what I've seen though :>
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Nepster on May 14, 2016, 06:23:44 PM
And let the Chaos rule... (click to show/hide)
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Tsyu on May 14, 2016, 07:09:19 PM
Quote
There are no empty pixels; it is solid, but lemmings still treat it like empty space. I'll try to fix that as well.
I am not completely familiar with the SuperLemmini code and how it recognizes air vs. solid terrain. If SuperLemmini automatically sets all pixels with the background color to air, then the problem might simply be that some pixels in the blue terrain pieces have precisely that color. So it might be worth a try to change the background color in this level slightly, which (if I remember correctly) can be done in SuperLemmini.
SuperLemmini uses transparency, not color, to determine whether a pixel is solid. And if mask ([stylename]m_*) exists for a terrain piece, then SuperLemmini uses that instead of the graphic (([stylename]_*) to make this decision. (The mask feature exists so that the high-resolution graphics don't drastically change how some levels like Mayhem 26 play.)

What's really going on is that the visual graphic for terrain piece 28 in the Fire set is one pixel thicker than its mask, and Colorful Arty aligned the pieces based on the visual graphic (I blame the people who made Windows Lemmings' high-resolution graphics). I'll have discrepancies like this fixed in SuperLemmini 0.103.

Level 15: After spending 15 mins trying to find any way to solve this, I gladfully thought of that BUG (yes this should be considered as a bug :devil:) behavior where a climber gets stuck in
                a basher/minertunnel....turned RR to 68 and level done.
I don't think I've encountered this before. Could you attach a replay demonstrating this?

11) Not sure, if this is intended, because it abuses SuperLemmini mechanics: One-way-arrows cancel steel :lem-mindblown:.
This behavior will be fixed in SuperLemmini 0.103. (This also means that the nukers in Newbie 10 will no longer leave a gap under the exit.)
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: IchoTolot on May 14, 2016, 07:13:22 PM

Level 15: After spending 15 mins trying to find any way to solve this, I gladfully thought of that BUG (yes this should be considered as a bug :devil:) behavior where a climber gets stuck in
                a basher/minertunnel....turned RR to 68 and level done.
I don't think I've encountered this before. Could you attach a replay demonstrating this?

Replay is already attached in the zip file. Level: DON'T TURN AROUND!
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: IchoTolot on May 14, 2016, 07:54:24 PM
Alright here is Retro :)

Spoiler (click to show/hide)

I felt no real difficulty here for most of the levels, but I assume I nearly saw EVERYTHING done with the original L1 levels by now over all the years.  They mostly bring nothing really new to the table anymore. Also it can be that I solved so much until now that all these old little tricks just fall right into my eyes.
+ some of them could differ a bit more from the original.

The DOS music is still awesome though :thumbsup:
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: grams88 on May 14, 2016, 10:40:26 PM
Hope all is well. :thumbsup:

I quite like the updated version of lemmini which is superlemmini. :thumbsup: It looks like you did a lot of work there Tsyu, :thumbsup: one thing I did notice was that you are able to click on the lemmings to build in about the same place as in the one before it was difficult or sometimes it did not work. Sorry If I never explained that too well. I've not really tried Neolemmix myself yet so it would probably be hard for me to compare.

Oh got to love those walking bombers Ichotolot. :lem-mindblown: Well maybe they can get annoying at times.

I've been trying some of the retro levels as well, that's me onto the 5th level. Kind of reminds me of my small pack where you play some of the original levels and make a different puzzle out of them. :thumbsup:


Here's some more replays for yourself ColorfulArty.
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Colorful Arty on May 15, 2016, 12:53:38 AM
Glad you're enjoying the pack grams! It's always nice to see SuperLemmini get appreciated! :D

Replies to Nepster's Chaotic solutions...

Spoiler (click to show/hide)

For IchoTolot

Spoiler (click to show/hide)
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Nepster on May 15, 2016, 09:18:33 AM
Regarding Chaotic 10, 17 and 20 (click to show/hide)

Insane (click to show/hide)
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Colorful Arty on May 15, 2016, 01:48:05 PM
Regarding Insane:

Spoiler (click to show/hide)
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Nepster on May 15, 2016, 02:04:45 PM
Oops, I forgot to attach the replays :-[. Here are they.

Regarding Insane 1, 7, 9 (click to show/hide)
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: IchoTolot on May 15, 2016, 03:38:28 PM
And here are Chaotic + Insane

Insane:
Spoiler (click to show/hide)

Chaotic:
Spoiler (click to show/hide)

So far Insane + Chaotic were mostly a lot more fun (sometimes even harder) than Hellish + Retro for me, but this could also be a part of how often I had to sit through replays ;P
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Nepster on May 15, 2016, 06:08:38 PM
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Colorful Arty on May 15, 2016, 08:21:21 PM
Took a look over the Insane/Chaotic Replays

Spoiler (click to show/hide)
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Nepster on May 15, 2016, 08:51:01 PM
Insane 12: I was wondering if Nepster was going to finish with 100%. That would have shocked me.
Then be shocked now. ;P
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: IchoTolot on May 16, 2016, 04:31:37 PM
Here is the rest of my replays :)

Detailed feedback I will write later or over the next days.
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: grams88 on May 17, 2016, 10:52:36 PM
Hi ColorfulArty, Hi everyone

That's me completed the SCary ranking of your sublems pack. :thumbsup:

You guys seem very fast at completing the levels I see Ichotolot is on to the more advanced levels and Nepster seems to be around the harder levels as well.  Good going guys. :thumbsup:

Okay lets see if I can get the spoiler tag to work lol. Oh no if it does not work please don't read the next part, well I try not to give too much away just in case it does not work.

Spoiler (click to show/hide)

There was that one level (la cassa del leming) where I tried my best to backroute but the back route itself was a lot harder than the intended solution, well me thinks the replay is the intended solution for the level, I could  be wrong. :8:()[:

They might be replays that you have seen before but most of them should be new ones.

So far it seems a very good pack, I like a lot of the puzzles so far. The one that had me stumped for a couple of days was the basher one but I was trying something so different that it was probably never going to work anyway but that's me completed that level. okay anyway.
 
You made an interesting point about hidden exits ColorfulArty, yeah I like the whole hidden exit thing myself. I like a level where you have to search for the exit, like a treasure hunt adventure. I wonder if the hidden exit thing is popular with other lemmings player, could be or maybe not. I would say I like them for myself. I guess it comes down to the thing like how often it appears maybe if it appears a lot it can get annoying.

Seems a good pack still. :thumbsup:
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Colorful Arty on May 17, 2016, 11:22:20 PM
Thanks grams! :D I really like the feedback! I wish you the best of luck with the Chaotic levels, as the difficulty really starts picking up there.

By the way, SubLems 1.1 is already well underway. I have completely changed a few levels that were unpopular (especially Chaotic 15) and I just have to make exits "no overwrite" and massively fix Hellish 18, which is backroutable to a ridiculous level. I will also make a "lite" version for people who either don't want a large download and/or don't want the music.
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Minim on May 18, 2016, 05:08:58 PM
You made an interesting point about hidden exits ColorfulArty, yeah I like the whole hidden exit thing myself. I like a level where you have to search for the exit, like a treasure hunt adventure. I wonder if the hidden exit thing is popular with other lemmings player, could be or maybe not. I would say I like them for myself. I guess it comes down to the thing like how often it appears maybe if it appears a lot it can get annoying.

The problem with hidden exit levels is that once you find it, you know where it is the next time you play it. Unless if it plays like a solid puzzle or if there's more than one method to reach it, these types of levels otherwise become bad replay value.
Title: Re: SubLems 1.0 release for SuperLemmini!
Post by: Tsyu on May 19, 2016, 04:57:02 AM
Replay is already attached in the zip file. Level: DON'T TURN AROUND!
I checked the Amiga, Atari ST, and DOS versions and the same thing happens in all of them (although in the DOS version I had to use a release rate of 67). So, SuperLemmini is mimicking the climber mechanics of those games quite well. The only thing I can really do is detect when this happens and prevent the lemming from climbing in such a case.

You said this happens with miner tunnels too. I haven't been able to make this happen with miner tunnels myself, so can you give instructions on how to do it (or upload a replay)?
Title: Re: SubLems 1.1 release for SuperLemmini!
Post by: Colorful Arty on May 20, 2016, 02:50:31 PM
SubLems 1.1 just came out! The new update features backroute fixes, levels being in different order, and even a few levels that have been massively changed! It also has one new music track to replace the old one.

With the new update out, I will probably start a Let's play of this very soon!
Title: Re: SubLems 1.1 release for SuperLemmini!
Post by: Colorful Arty on May 23, 2016, 02:30:51 PM
Just started a Let's Play of SubLems! My channel's link is below:
https://www.youtube.com/channel/UCiRPZ5j87ft_clSRLFCESQA (https://www.youtube.com/channel/UCiRPZ5j87ft_clSRLFCESQA)
Title: Re: SubLems 1.1 release for SuperLemmini!
Post by: grams88 on May 24, 2016, 12:17:48 AM
That sounds like a good plan ColorfulArty. :thumbsup:
Title: Re: SubLems 1.1 release for SuperLemmini!
Post by: Colorful Arty on June 13, 2016, 12:00:18 AM
Heads up everyone, I have officially started converting SubLems to NeoLemmix! Thank you to everyone who suggested this; I would never have done this without being asked, so thank you!

Thus far, I have converted all of the Newbie levels and made a (tentative) title screen image which admittedly leaves something to be desired. Also, since several levels in the SuperLemmini version require tricks not present in NeoLemmix, a few levels will be brand new! I can tell you one of these is "Play it like a flute!" which was shown on rtw's last lemmings stream as well as a few levels that were removed from the SuperLemmini version.

A few things to note. First, would people like me to change the Retro levels to include NL exclusive skills? Second, since the final level uses a custom SuperLemmini tileset I made, I will have to make that level from scratch in NL which will take a lot of time, just a heads up. Is there a NL graphic set that is all of the tilesets combined? If so, please give me the link for that; it would be greatly appreciated. :)

(http://i.imgur.com/FJke0vN.png)
Title: Re: SubLems 1.1 release for SuperLemmini!
Post by: namida on June 13, 2016, 05:08:08 AM
Quote
Second, since the final level uses a custom SuperLemmini tileset I made, I will have to make that level from scratch in NL which will take a lot of time, just a heads up. Is there a NL graphic set that is all of the tilesets combined?

First point - no, you won't! The NeoLemmix Graphic Set tool can load SuperLemmini tilesets and save them as NeoLemmix ones. (The reverse is also possible, although SuperLemmini sets support only a limited subset of what NL ones do so it may not be a perfect conversion; also, it doesn't upscale the graphics at all (it merely resizes), so they will be low-res.) In most cases this will be very straightforward - open the GSTool, click "Import > (Super)Lemmini", if asked whether it's a Lemmini (not SuperLemmini) set say "No"*, then click "File > Save" to save it as a NeoLemmix set. As usual, pop onto #neolemmix if you need any help with this. :)

Second point - yes, IchoTolot's "Epic" set, which is a Lemmini conversion - no idea who originally made it. It's not on the auto-downloadable list, so if you use it, be sure to build a copy into your NXP (or include a link to where to find it alongside the download, at least). I don't have the link handy (and don't want to attach my own copy in case it's out of date), but I'm sure Icho or someone else will post it soon enough, or you can try to look for it. :)

* This happens because it's virtually impossible for the tool to tell whether a graphic set is a Lemmini set, or a SuperLemmini set that doesn't use any SuperLemmini-exclusive features. If it detects SuperLemmini features, it generally won't ask this question, but if it doesn't, it has to ask due to differences in how the trigger areas are set out.
Title: Re: SubLems 1.1 release for SuperLemmini!
Post by: IchoTolot on June 13, 2016, 11:37:52 AM
Link to my Lemmini conversions (Epic included): https://www.dropbox.com/s/aiclh9kv6q0dbfa/Lemmini%20Conversion%20V%201.1.zip?dl=1

Epic was made by PacGuy originally.

Please consider that maybe some rework will be there when converting "Epic" levels to the new file system in the future as tileset mixing will be a natural thing then ---> no more need for the tileset then ;P. Namida is planning an auto-comvert of those levels as far as I know, but there "can" be a bit of extra work, at least retesting if it's still solvable.
Title: Re: SubLems 1.1 release for SuperLemmini!
Post by: namida on June 13, 2016, 09:34:59 PM
Quote
Please consider that maybe some rework will be there when converting "Epic" levels to the new file system in the future as tileset mixing will be a natural thing then ---> no more need for the tileset then ;P. Namida is planning an auto-comvert of those levels as far as I know, but there "can" be a bit of extra work, at least retesting if it's still solvable.

Re-testing will be important for all levels. I would imagine most tilesets won't require too much beyond that, unless they're custom ones that weren't put onto the auto-downloadable list. (Technically Epic does fall into this, but I'll probably make a special case for it due to its relatively widespread use.)
Title: Re: SubLems 1.1 release for SuperLemmini!
Post by: Colorful Arty on June 13, 2016, 09:43:51 PM
I still can't get the "all" tileset I made for SubLems to load into the graphic editor. When I hit import -> (Super)Lemmini and then the .ini file, it tells me "Color table is empty" and doesn't load. Know how to fix this?
Title: Re: SubLems 1.1 release for SuperLemmini!
Post by: namida on June 13, 2016, 09:54:15 PM
I still can't get the "all" tileset I made for SubLems to load into the graphic editor. When I hit import -> (Super)Lemmini and then the .ini file, it tells me "Color table is empty" and doesn't load. Know how to fix this?

Can you come on #neolemmix?

If you can't at the moment, can you possibly send me a copy of the tileset via PM?
Title: Re: SubLems 1.1 release for SuperLemmini!
Post by: Colorful Arty on June 17, 2016, 03:09:34 AM
Thanks to namida, the SuperLemmini tileset was converted easily and now the conversion is well underway! I have Hellish, Retro, and the second half on Insane left to convert. Thus far, only one level has had to bite the dust, and I have three new levels already planned for the inevitable time when more will have to be removed. Hopefully, SubLems will be released for NeoLemmix fairly soon!

Also, I'm already starting work on a new NeoLemmix pack. Not saying anymore, just putting it out there.
Title: Re: SubLems 1.2 release for SuperLemmini!
Post by: Colorful Arty on June 27, 2016, 02:30:14 AM
Version 1.2 just got released. Hopefully all of the stupid mistakes have been fixed.
Title: Re: SubLems 1.2 release for SuperLemmini!
Post by: Ben H on June 27, 2016, 06:49:54 AM
Version 1.2 just got released. Hopefully all of the stupid mistakes have been fixed.

Great, thanks. (:
Title: Re: [SuperLemmini] SubLems
Post by: ericderkovits on August 26, 2020, 08:42:42 PM
ok here is my Sublems levels(including the 4 levels I did backroute fixes from the neolemmix version) and a different Retro 20 that I created since the old one relied on a glitch that no longer works due to Updated Superlemmini Versions.


Also included replays.

so this upload will work with this Superlemmini version. also had to correct many replays as they were broken(but they all work now). Just extract this .rar file to your main Superlemmini
folder, after downloading Arty's version of Sublems.