2) This is intended and is one of the changes namida did very early on, when he started working on NeoLemmix. Why he made all of the builder terrain checks stricter (and this doesn't apply just to the top checks), you have to ask him. But I distinctly remember someone posting a fixed version of Sunsoft 24 to fix this exact issue. I will leave it to Nessy (or whoever feels responsible for this pack at the moment) to find this fixed level and upload it.
If I remember correctly, the NeoLemmix version of this level has an extra basher, which makes it solvable.
But reaching a thin ceiling with just 1 builder feels just totally wrong for me (also in the original game as you mentioned that Sunsoft level).
Most ceilings are especially there to interrupt and turn builders and I include thin ones in there as well. A hole is needed to reach up in one builder or you have to invest more builders.
Also, welcome back DragonsLover :)
I fixed the exploder sprite issue for the next release.
And yes, coming from the original mechanics, the new builder behavior takes a while to get used to. I remember being annoyed by it, when I first encountered it in namida's Lemmings Plus packs, but I can certainly say: After a while you will get used to it. ;)
I think so, yeah. I think I'll just deal with it. 8-) But that still doesn't answer my question: Why? Why is it like that?
But reaching a thin ceiling with just 1 builder feels just totally wrong for me (also in the original game as you mentioned that Sunsoft level).
The feet area prevents those situations where a lem can build until a connection has been made between a thin ceiling and a bridge/floor closely under it, where the free middle space makes the interruptions a bit more forgiving in some scenarios, as a complete opposite of the tiny genesis checkbox would be very unforgiving.
I think the old genesis version simply misses the feet checkbox and creates these rather weird scenarios.
I remember how it confused me several times because no other Lemmings-like game checks like this.
it merely makes you spend 2 more builders than before.....Had the check been extended greatly such that you somehow stay fully in brick-by-brick mode in order to brute-force through a thin ceiling once builder gets close enough to it, then at least one can more convincingly argue "prevention". Instead, right now you just get a halfhearted bit of extra resistance towards the end. :-\
Even Simon found the NeoLemmix behavior initially confusing and surprising, not the Genesis version
no other Lemmings-like game checks like this
A builder stopping once when his head hits a 1-pixel platform, and the next builder continuing until the bridge connects, is no weirder than lemmings being able to walk through 1-pixel gaps, or step up from point (x,y) to point (x+1, y+5) when all surrounding pixels are wall.
It can also enable intended solutions -- and NL forcing an extra builder (or other skill, as in Sunsoft 24) to be added to the skillset may enable backroutes elsewhere.
It's probably not worth considering changing the behaviour now, as there are a large number of existing levels that could be affected in unpredictable ways.
- The step up is discovered natutally with lemmings walking up through builder-bridges. The ceiling thing is mostly discovered by accident with players making big eyes.
This will only count for the original levels as all other content was created with NL mechanics in mind
Yes, a change of basic builder behavior would be devastating for the already established pack culture. Even more as the final result is unpredictable in contrast to things like the big deadly-ceiling change where you saw where to need to step in.
That's why I would say here Lemmix and DOSBOX is the right way to go for people who prefer the 100% authentic original experience with all it's quirks.
Unsupported assertion. As I've stated, I didn't find it surprising, and several other responses in this topic have said the same.
We have to keep NL mechanics in mind while making NL levels, but that doesn't mean we have to embrace them. Often the mechanics present difficulties in level design that have to be worked around.
Of course, I never said anything about "preferring the 100% original experience". Do have fun beating up your straw man.
Still this doesn't invalidate my argument that it will only allow for intended original Lemmings 1 solutions out of the current content. Of course you can always come up with new levels that uses this behavior, but that counts for everything.
And I did not say otherwise there. I was just saying that if someone wants that experience without any changes made to them the person can get it. I made no assumptions about you.Okay, then I'm sorry I misunderstood what you were saying. It felt like you were lumping me together with people who want the original experience, since otherwise I'm not sure what the point is of bringing them into this discussion at all.
But my point is that the imagination isn't constrained by mechanics in the same way that actual gameplay is. I don't have your copious experience of designing Lemmings / NL levels, but certain in Repton and DROD, again and again I've had the experience of coming up with an interesting level concept, trying to implement it, and realising that the mechanics don't allow it to work, or would force me to accept unintended solutions.