Thanks for doing the PS3 remakes! With all the NeoLemmix features being added back then like pickup skills, teleporters and cloners, I was wondering if it would ever be possible to do PS3 remakes, and you've made it possible using the best of NeoLemmix's capabilities! :thumbsup:
I've started a video playthrough (https://www.youtube.com/playlist?list=PLlDMIC0cEHj3fvekXZra9VL-hBgeEkDlh).
Anyway, I do happen to actually have the PS3 version of Lemmings, so at some point I'll have to give this pack a go maybe alongside playing that to see how good these conversions are. :P (At least the conversions won't have that purely annoying "dark level" mechanic!)
Tileset suggestion for Factory: The blue block on top of the gears trap can be very misleading as it looks very much like terrain. I would suggest making the blue block of a different color instead; even in the PS3 version the blocks on top of the gears are green.
Also, is it possible if you can have add a green teleporter/receiver pair in the graphic sets? The PS3 version has a red teleporter/receiver pair and a green teleporter/receiver pair in some levels, while in the remakes all the teleporters are all red, which can be confusing (Trial 5 and Fun 7, for example).
Another thing to point out: for the Factory style, the naming should be 16 characters long, as NeoLemmix only accepts graphic sets with a character length of sixteen characters. "minim_ps3factorye" is 17 characters long.
Perhaps you should remove the "e" at the end for both graphic sets.
I played a level by Flopsy and Wafflem in the Factory style. While there are some amazing terrain pieces, I have some problems with the objects. Please see the attached screenshot for the object corresponding to the following numbers:
1) This looks pretty much like a trap, but as there are already a few other traps in this style, I wonder whether it could be a teleporter, a radiation or a slowfreeze object? If it is just normal terrain, then it looks far more interactive than a lot of other stuff.
2) In my opinion, exits should look like the most friendly object in the whole level. In this case it looks much more like usual terrain or a trap than an exit. Why not keep the L1-rule with blue sky and green grass in the middle of the exit?
3) The blue block on top of this trap looks exactly like a solid terrain block, while it isn't solid. This is very confusing.
4) I took this to be the exit. Somehow the wooden frame looks much more inviting than the actual exit. But (at least according to IchoTolot) this is a trap! I am completely missing any signs of danger on the object (to distinguish it from exits, teleporters, radiation or slowfreeze objects).
5) This I took to be usual solid terrain, instead of recognizing it as a trap. And even knowing that it is a trap, I would have expected the trigger area to be at the door in the middle, not to the side of the object.
All of these objects are nice to look at, but could you please modify them slightly and add more visual clues as to their identity?