One thing I do notice off the bat is that many levels say there is a time limit of 100 minutes. I think for those ones it's better to uncheck the time limit in the editor.
That way it will just say No time limit.
Technically, the intended music for this pack is the soundtrack from the Sega Master System version of Lemmings
And of course I would use the levelpack.ini with Namida's music since I always want my SL packs to have the Intended music.
I made a music pack for this using the music from Lemmings 2, 3d, and the others.
Still I have to admit, Jkapp76's music is pretty awesome.
https://u.pcloud.link/publink/show?code=XZ6DWMXZsVXjVkkH5qYKiCAc66dswhFdhujX
I made a music pack for this using the music from Lemmings 2, 3d, and the others.
Just unzip the midi files to your music folder and rename the correct levelpack file and remove the (bracketed) text.
I wanted to hear new Lemmings music instead of those same old tunes.
...Jeremy
https://1drv.ms/u/s!ArgLsDcAB7w8gbl5IGoogV2JnSrR_Q?e=Zmq2u2
Here's a link to my levelpack file to make use of the Original_SMS music provided by Namida above. Be sure to install that music pack first.
Also, Please feel free to use any of my icons, music or anything without need to contact or credit me.
...Jeremy Kapp
ok here is an edit to Wimpy 6 ... I added invisible terrain where those tiny blocks are at the very bottom middle area. Now the basher will continue bashing.
Why fix the level if it's not even broken to begin with? As the saying goes, "If it's not broken, don't fix it." It's still solvable, and that's what matters! NL and SL are not the same engine, and it's ok if levels play out slightly different
I watched the replay for (lemmingsense) level in medi.
The lemming built steps in front of the exit and jumped in and nothing else happened. a second lemming also jumped in.
I think he was supposed to go over the exit.
I installed your latest lemmingsense ini file and the replay from that same post.
Both lemmings still jump in to exit after the first one builds up.
required: 30
This new replay works fine, but he builds the steps much higher too.
Thanks for the replays guys, confirmed that they both work for me. Interesting little individual variations in both of your solutions which is always fun to see :lemcat:
Danger 25 in Superlemmini
bashing into that left steal vertical beam won't turn around the lemming (required for the solution)
Replay for Danger 25 attached proving it's still possible.
I think my issue is probably that I overwrote something with a file from an older SL version.
I can't get it to extract again... in the two minutes I had to try.
bashing into that left steal vertical beam won't turn around the lemming (required for the solution)
putting blockers on the end of builder steps while another one is building to turn him around seems to not work(especially builders building left). And to do it 4 times (2 times in each direction)
---
Also the flamethrowers need adjusting as one can just send the climbers up to either exit and they won't die from the flamethrowers (not supposed to happen)
Note that this is a left exit solution. The right exit appears to be impossible with the given skillset. With one more builder, then it will be possible.
I just noticed you forgot to remove the 100 minute timer for the changed level Psycho 6 (Lemming Crossover)
The level Psycho 8 (Snowed in!) I saved 33 (1 over the requirement) because the basher who bashes left instead of dying at the far left of the snow (as intended) turns back around (to the right) because in SL the sides aren't deadly
Either Psycho 16 is impossible or if it is it's extremely difficult to do
As kaywhyn demonstrated in his replay, it is possible, although it does require more precision in the assignment of the Basher. I personally think it's an acceptable trade-off rather than potentially messing up the level by changing its layout or skillset, so I'm leaving this one as it is.
Again, kaywhyn has demonstrated that it is possible, albeit slightly more fiddly. Also, I've personally speedrun Down, Along, Up. In That Order in SuperLemmini several times so... the trick is absolutely possible to execute several times in a row, even under pressure ;P
Meanwhile, I've fixed the flamethrowers because I agree with Eric here; although it's one of those "SL behaves differently" things, this is something that clearly ruins the level rather than just makes a NeoLemmix talisman impossible, or saves the odd extra lem.
I'm still finishing the Danger levels, you guys are way ahead of me! Since we're now making significant progress though, I'll wait until we've all finished playing through the whole pack and then release all level fixes in one update.
I did a fresh install of super lemmini. I installed lemmings plus and the replays.
The guy still jumps in the exit every time. No kidding.
I expected this to fix the issue. I'm out of ideas now.
Danger 26 With love from Trogdor - This one was very difficult due to getting the blockers placed at the end of the builders builder steps to turn around a builder to meet the wall (this one took me several tries. In SL it's much more difficult than in NL for sure.)
Psycho 2 The Parking lot I also agree was extremely difficult only because of the 1 minute timer
Turn back with care I didn't have too much problem solving with pixel precision.
Psycho 8 "Snowed in" was kinda annoying with pixel precison only to place those builders heading toward the exit. Every builder placement had to be stretched so the builder steps would reach onto the snow where the exit is. Perhaps just slightly move that snow area a tad left would help.
Psycho 5 Lightspeed lemming. This one was very difficult due to save requirement. I think adding a few more bashers would help stalling 1 lemming to get to OW block a tad later would make it less annoying.
Psycho 16 Crosswork. Of course this one is super hard in SL. Not sure how to fix this one to make it less difficult.
Psycho 17 A Perfect Nightmare was pretty hard too, with skill placement and timing.
Psycho 20 and 27 No Time to Die and No Time to Die (Part II) were very difficult due to timer. Precise placement of skills needed.
---
Of course Psycho 23 "Death Row" Needs some kind of fix. Not sure what you want to do with this one.
And Psycho 24 can only be backrouted due to masher traps big hitbox. Maybe something can be done to enforce the intended solution, otherwise leave as is and
accept the backroute solution. This one I can deal with either way. It's your decision what you want to do with this one.
Just posting my replay for the new Psycho 23 to show that the level's possible with all traps present, as honestly I was confused when I read that one of the traps was removed, as the time when I was doing some testing I was able to save the original requirement :P Otherwise, nice to see that my suggested fix was used ;)
edit: One more replay, for the new Psycho 24. Main intended blocker trick now works. Very well done here, WillLem! :)