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Messages - mobius

#1
I'd be down to contribute towards this, though likely not much. I'm getting a new job in about a week and I'm going to be extremely busy from then onward (most likely). But I already have a folder of levels, some finished, some not that could possibly work here.

I do have a week off presently that I will have some time to re-familiarize myself with ROTL and maybe offer some feedback and thoughts on ROTL in general. I do have some idea of the age of most of the levels.

my #1 recommendation would be: set a goal for WAY fewer levels than ROTL had/has. Trust me that was too much work :P Like around 100 or fewer levels would probably be best. I'd also recommend starting something totally new that has little or nothing to do with ROTL [other than being like a sequel as it seems you already may have in mind].
ROTL really started to continue/finish what was started prior to 2009; and consolidate really old levels that stood by themselves when everyone like Pieuw was making big packs and that was becoming popular. My addition of newer levels seems a bad idea in hindsight.

Honestly I wasn't even aware that Eric or anyone else made these other recent conversions. I don't have any opinions on those; that's up to them.

Which brings up another point: when dealing with ROTL you're dealing with levels by people who aren't here to answer "is this a backroute or not" etc. So that just adds another layer of difficulty. I know for a fact for instance; that the celebrated Duality that's in the current states of all versions of ROTL isn't "accurate" (though its still a very good level imo) because I managed to get a replay from him from geoo. (but only for his 6th pack!) Yawg hasn't been active here in years. So again; it would be far better and easier today to make a pack based on people that are here and can address questions and issues with there levels in real time.

Also it would be nice to utilize the new skills and features of modern games [which the old levels obviously don't have].


To add to what Proxima said: part of why I got frustrated with the project was that besides the end result being too large lots of people came in saying they wanted to contribute but in the end I did most of the work; because nobody else was really willing/able to do much (except a few people, namely Akseli who brought most of the levels to my attention in the first place), and there were generally only a few people coming forward with opinions that disagreed, so they ended up at an impasse. And I was kind of just left to make the decision. ROTL has plenty of flaws, but I'm overall happy with the result. But it wouldn't bother me at all if it was greatly altered. I had plans to do what (wafflem and I) we did for ISteve's and Clam's pack with other older levels; like Yawg's and Ben Bryant's, but I never got time to do all that. If someone ever did that it would make those levels in the big pack redundant (which is why in the latest version I removed ISteve and Clam's levels). WeirdyBeardy also made his own pack consolidating all of his levels a year or so ago didn't he? But that's just one suggestion. Anyways, like I already said; since there;s a lot of new people and ROTL has old levels that are now well known, I'd recommend starting something totally new and separate from that.

edit: I forgot that actually I already started to do this with Ben Bryant's levels but its not finished.
#2
I found a version of the Lemmix copy from 2015, I believe this is the oldest one I have. I don't remember much from this and I think namida, and possibly other people also helped convert this and maintain it, so I don't really know many details about it (compared to the Lemmini version, which I don't remember much of that either just because it was so long ago)
#3
Reviews / Re: Level Review--Lemmings Revolution
December 15, 2025, 04:37:48 PM
Quote from: whoever on December 08, 2025, 02:11:42 PM
Quote from: LemSteven on August 15, 2020, 02:22:31 AM11-4: Let's get those fingers moving
Bad: ... although it really doesn't affect the solution much, there is a big chunk of steel that is actually mineable.

Very short video of the mineable steel mentioned by LemSteven.


Quote from: whoever on December 02, 2025, 11:20:10 AM
Quote from: mobius on December 05, 2022, 12:39:42 AM12-6 Last One to the Top.....
[...]

I've never had a weasel be set free and not die from the shredders but that seems like a remote possibility.

It is indeed possible. I was a bit shocked today when I thought I had won the game with 100% and suddenly the weasel appeared...



Fascinating! Youve answered an age old quesion. They went out of their way on this one to make it look visually interesting,  while sacrificing playability again...
#4
In Development / Re: Levels by Crane
December 06, 2025, 12:59:58 AM
wow, that was 10 days ago I posted???? It felt like yeserday... well I skimmed over the topic quickly and I don't think you've updated these two in that time??
I solved these two with the help of SQRon, The Oubliette particularly was very tough imo, but very clever solution, if it's correct. Outside the box is likely a backroute, I saved the blocker, but it felt as least partially intended, the overall jist anyway; I don't see how else to go about it... this solution does not work for the second one.
#5
In Development / Re: Levels by Crane
November 26, 2025, 02:06:28 AM
I've been having a look at some of these: as usual Crane's levels are visually enticing and deceptively difficult! Some of them I feel like I'm close but others I feel utterly lost. I'll be sure to post if I solve anything.
#6
In Development / Re: Ah yes, PimoreLems!
November 03, 2025, 10:30:19 PM
 :thumbsup: looking awesome so far!
#7
Reviews / Re: Level Review--Lemmings Revolution
November 01, 2025, 12:42:15 AM
good effort on Two Laps Finale!

There are actually a bunch of spots in the game where Lemmings seemingly randomly disappear, though always in the same spot on the level. My money is on either a trap that's misplaced/invisible or buggy trigger areas.
#8
Lix Levels / Re: Lix Community Level Set
October 14, 2025, 12:22:50 AM
I've been going through and reminiscing on my old posts and the times we had doing this. Hard to believe that's 10+ years ago now...  And I'll say a little thank you; those were good times indeed and interacting with people here helped me grow as an individual.  :lix-smile:  :thumbsup:
#9
Site Discussion / Re: Upcoming server move
October 13, 2025, 11:08:28 PM
As a US citizen I completely understand and support that decision  :D  :XD:

And while I'm not active anymore; I agree I think generally speaking, this site doesn't need much if any advanced features that the most basic forum can't achieve.
#10
awww that really sucks. Nothing more frustrating or depressing than losing work. I've had it happen myself and I completely understand the decision.
#11
Reviews / Re: Level Review--Lemmings Revolution
April 27, 2025, 10:11:54 PM
now that the review of the entire game is finished:

My ending general thoughts on the game  :thumbsup:

my favorite Lemmings Revolution levels:

Water Way to Go
Designed with Love
Swarthy Seadogs
Turn On, Tune in, Switch On
Battle o'Lemmuckburn
Green with Envy
Feeling Gravity's Pull

Lemmings Revolution in summary:

here is an interview with one of the creators from lemmings universe many years ago:
http://www.lemmingsuniverse.net/interview.html

It was probably mentioned on this thread before but the development of this game was fraught with problems. The publishing company was bought out and changed during production multiple times and some things were changed mid-production as a result as is explained in that interview. And the platform it was originally going to be on changed from Playstation to PC. (and some issues were created from that change as is determined by examining some of the in-game files. For example the balloon was originally going to be the FF button... so interacting with buttons if the balloon is nearby is a bit glitchy.)

Much of the design feels like or suggests that while testing when they found backroutes or glitches and other issues with the game that made it either too difficult or impossible; instead of fixing the glitch or issue they instead did a sort of flex-seal style work around to make an alternative solution possible and as a result many levels are far too easy for their place while some are too hard.

In closing I still love the game immensely, probably mostly for nostalgic reasons. But also while the graphics may be kind of odd, I always liked them quite a bit. And while the level design is even stranger it turned out to have lots of interesting replay value. I loved applying some of the forum challenges to this game for example, and still have a lot do cover there.
#12
NeoLemmix Levels / Re: [NL] Mobilems (2022)
April 27, 2025, 09:17:43 PM
I've made a major update to my pack:
-backroute fixes.
-Complete re-order and a bunch of levels removed. An outtakes rank was added.

Levels that got a fix or change:

double entendre  (renamed Lemming Polar Plunge Club)
Copenhagen Interpretation
Going down
Over my head
It Takes time to build
Lemmings in Arms; renamed (The Lemming, the Witch and the wardrobe)
Baptism by Fire; readded from previous version of pack
Oblique Strategy
Even You Brutus
Off the Deep End part 2

https://www.mediafire.com/file/f0ufoca52agynwb/mobilems_2025.zip/file
(link is also replaced in the original post)
#13
Other Projects / Re: NeoLemmixSharp
March 12, 2025, 07:17:33 PM
Quote from: WillLem on March 07, 2025, 09:27:16 PMI do wonder whether it would be better at this point for us to all put our heads together and see if we can come up with a Revolutions clone (see this topic on the subject). There are enough programmers active on the Forum at the moment and a flurry of ideas, and we don't yet have a Revolutions clone or level editor...

I'd be more than happy to be a big part in such a project and do a lot of the work, but it's not something I'd want to take on by myself with no help.

While a revolution clone would be neat, im honestly more excited for a new engine that can be better than it. After playing neolemmix playing the original with its issues is not very fun for me anymore. And the same can be said for revolution.
#14
Other Projects / Re: NeoLemmixSharp
March 07, 2025, 08:47:11 PM
I skimmed through the design doc and can only say I completely agree with the initial goals/themes. These are things I always felt were really important (for honestly most games not just Lemmings).

When adding new features there's always a period where the game feels overwhelming until players get used to everything then it seems normal. The reason I always pushed for new features is why I'm presently not very active at all; eventually the game gets stale and uninteresting.

Some of the most interesting (and at times complex) challenges I've seen is trying challenge solutions to Lemmings Revolution; such as (assign 1 skill to each lemming or only one lemming.)

to give some feedback answer questions:

Moveable/expandable gadgets:
this sounds quite fascinating. Moving platforms make sense though sound very complicated to implement in practice. Stretchable terrain (apart from rising water) sounds totally foreign to me.

-on what should happen if a builder encounters and open door; what you call a metal grate:
 I always understood yet found Revolution's mechanic to feel wonky. What would make more sense to me is if the builder could build straight through open doors. If the doors were to close later, the builder bricks that are inside the door should be destroyed. That seems logical to me and fits with the grinder gadget's behavior as well.
 
-the game Chips Challenge 2 has logic gates with its many buttons and you can literally build a mini-computer inside of a level :D This also makes for some mind-boggling possibilities like essentially re-creating other games like simon says or Tetris within the game. Here, more simply, I could see it useful for example, for demanding that one or a group of lemmings get to specific spots of a level that would be difficult to enforce otherwise.

aw I'm sad you won't have lemming mining into water. <joking> :D

NGL my thoughts on Revolutions "walk on water" mechanic while interesting was always kinda janky. What always made more sense to me was a "water lemmings" either being kind of permanently a swimmer or just walking through/under water (on the bottom of the tank say) ignoring it completely. Although I admit at first glance that doesn't really add much to the game?
#15
Reviews / Re: Level Review--Lemmings Revolution
January 23, 2025, 01:15:11 AM
12-13 Race Against Time
Lemmings: 45
Save: 45
3:00 minutes
2 Climbers, floaters, 5 builders, 1 basher, 5 miners, 1 digger


Good: It's a decent time management puzzle and overall and interesting layout, sans timing puzzles. Kind of has some "How do I dig up the way" vibes but more complicated.

Bad: This level really has nothing unique to offer; yet another one that could easily be remade in the original with no Revolution features. Is too easy for it's position and isn't even that much of a timing puzzle, despite its title. Certainly not compared to some other levels in this game which shall remain nameless (or the very next level for example...), this level's time management is practically a cake walk. Definitely lackluster as the penultimate level, but keep in mind that the game wasn't really intended to be played in this linear way so it's not *really* the penultimate level. It certainly wasn't for me but then this level along with the chunk of four in the corner were locked for me for the longest time because of the previous levels I could not beat (including Waste Not Want Not part 2)

It's best I'm not the one to review the final level because I've never beaten it!