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Messages - Proxima

#1
NeoLemmix Styles / Re: Style updates topic
October 27, 2026, 07:50:50 PM
This is a recolor of the water from ohno_rock using the colours of gronkling_beast. I'd like to recommend it be added to the beast tileset, if gronkling is okay with that.

EDIT: Added a second version. The first one only replaces the colours of the green vines (since the original bright green really clashes with the terrain); the second one replaces the white vines as well, making the tile much darker. Up to you which one you prefer! (Although if you don't have a preference, I prefer the second version -- just rename it to "vines" so it matches the nxmo.)
#2
It doesn't matter. And honestly, I think it's rather rude to take up so much of lemmkeev20's topic with posts that are nothing to do with their levels. Please just let them call the topic whatever they want.
#3
That name works for me!
#4
Quote from: namida on October 12, 2026, 11:28:01 PMBut, could they be used (at least as a starting point) for supplied, rather than upscaled, high-res graphics for the default styles?

That was the idea when Will and I started doing exactly that a couple of years ago, with a copy of the Mac graphics sourced from, I believe, ccexplore. We got through most of the pillar style, and I still have those graphics on my installation of NL.
#5
There are eight replays for Q15 Decompression Method in the master collection, but the Load Replay button doesn't find any of them. Any ideas?
#6
Okay, thanks. I've gone over the Lovely replays again, deleted the failed ones and some duplicates, and renamed all replays with a [levelname-player-judgment] scheme. For the judgments, I used the following criteria:

* Left blank if there is only 1 replay for a level (unless important information needed to be added, like "backroute", but that hasn't happened yet).
* If a noteworthy challenge was achieved, e.g. 0 climbers or save all, marked this. Sometimes two replays have identical judgments, e.g. sekti's and mine for L27 are both save all but show different solutions. That's okay.
* Indicated "main" for (what I take to be) the level's main route, often contrasted with "shortcut". So far, "intended" has only been used for geoo's L28 (as he is the level author) but it's likely to get more use later.
* If a level has multiple routes with no "main" route, indicated the route taken in some way, e.g. "top route" or "reverse miner".
* If nothing stands out as descriptive of the route (e.g. geoo's and mine for L20), left blank for both.

I also tidied things up a bit by recording some more replays:

* L1: Replaced "digger" and "save all" replays with a 1-digger save all.
* L14: Recorded a 0-jumper solution to pair with Simon's 0-climber solution.
* L28: Since Simon's replay sets everything up for the 2-cuber solution and then uses a 3rd cuber anyway, tweaked it to use only 2. (Kept Simon's name on the replay.)
* L32: Tweaked my solution into a save-all.

I'm done with Lovely now and ready to move on  :thumbsup:
#7
Covered all the replays I felt were missing for the Lovely rank:

L10 Escape the Pit, right-side-only solution
L15 Alternative Route Recommended, down-then-right and straight-down solutions (maybe these are too similar to keep both?)
L19 Let's All Go Down the Strand, turn round at top and build up solutions
L33 The Lion, Lix and the Wardrobe, save all

How do you feel about deleting failed and identical replays? Should I continue to point these out?

As for renaming replays, for the main proof collection, I'd prefer it to be all or nothing: either it's okay to rename any replays (not just mine) to be more informative about what solution they show, or we just leave all of them with the default timestamps.

Either way, it would be a useful feature for my own personal use.
#8
I've decided to look through all replays for levels that I've solved in the past, to make sure we have replays for the intended solutions or (if there is doubt) what I think most likely to be intended. This will take a while, so I'm doing it in little chunks.

Lovely is done. I've attached my comments, as well as replays for L4 Diamond Dash (intended solution) and L21 Lix Potion Number Nine (save all). I've noted a couple of levels where we don't have a replay for an interesting alternative solution, so I might record these later.

In the comments, I've noted all replays that fail, as well as replays that are identical or very similar, in case we feel it's a good idea to trim these down to one replay per solution.
#9
Tweak to L16 Solar Eclipse so it works with only the classic skills. Since removing the jumper and platformer hatches would leave an ugly gap, I've added a floater hatch to use up the space.

In this topic I suggested switching (what was then) L11 Beneath the Lab and Solar Eclipse. Simon rejected moving Solar Eclipse earlier, feeling "it's not trivial to see every assignment". The level has become easier now that you don't have to worry about how to allocate the climber, jumper, builder and platformer, and I think it's fine for this level to be L11 now (which would be its position, with other levels being discarded or moved later).
#10
One thing that occurs to me is that lower-ranked levels, especially Fun-style ones, are more likely to be salvageable with classic skills only, so if we go by a strict criterion of salvaging all levels that can be salvaged, we'll end up with an unbalanced pack with more in the lower than higher ranks. Still, we can see how things look and decide later on cutting more levels (or moving them to an outtakes pack).

To start with, I've attached my thoughts on a first look through the Lovely rank. In summary:

* Of 40 levels, 10 (indicated with parentheses) should remain dropped.
* Two ("Snow Really" and "The Lion, Lix and the Wardrobe") should move to Quirky.
* Two (indicated with question marks) are filler-ish and could either stay or go.

That leaves us with a rank of 26 to 28 levels, and we could easily cut that down to 25 if we decide to aim for a pack of six equal ranks (150 being a nice round number). Alternatively, if it turns out we can't salvage 150 levels in total, we could shift the rank boundary by moving more Lovely levels to Quirky and aim for six ranks of 20 levels each.
#11
I appreciate that this may be a lot of work, but could you give us a list of included levels? As the maintainer of the lemforum pack, I'd like to be able to take a look over it and offer suggestions.

In particular, it sounds like you've discarded all levels that offer skills other than the classic eight. But some of the discarded levels are 20-of-everything levels that would (most likely) work just as well with the classic skills only; even some of the puzzle levels may be adaptable. And discarding levels carelessly is likely to leave gaps in the intended progression and difficulty curve.
#12
I just want to reassure everyone that this pack has not been forgotten! In fact I've made a burst of progress over the last week, and the pack is now more than one-third complete!


Topaz 8 - Hell or High Water

This level, which I finished today, is one of my favourites so far. You can go for either the left or right exit, but neither is trivial, and there is a 100% talisman that is also possible with either exit! Which way will you choose?
#13
Level Design / Re: Easing the Difficulty Curve
September 29, 2026, 03:38:31 PM
I haven't looked in depth at the list (500 levels is a lot to look through, and I don't know all of the levels anyway) but my first thought is that the project's premise seems rather misguided. Putting together all the levels from every version of Lemmings, arranging them in difficulty order and then recommending new players to play them in order means that the difficulty level stays at "very, very easy" for much too long and players will most likely get bored. A quick glance at your list bears this out -- "Only floaters can survive this" as level 93, really? This is a tutorial level whose entire purpose is to be a first introduction to floaters. If floaters have appeared on any previous level, it should be cut. If you have several different floater tutorial levels, select just one. (And the same with each of the other skills.)

This is more or less what we did with Lemmings Redux. I'm not saying we got it perfectly right, but we looked over all the levels we were considering adding to the easy rank and made sure each one contributed something distinct that justified its place -- e.g. "Snuggle up to a lemming" introduces steel; "Downwardly mobile lemmings" requires you to think about where to dig down to avoid creating a splat distance.

(I'm not saying you should remove a bunch of levels from the engine; having one source from which all levels can be played is a worthy goal. But the main recommended way to play should be more selective.)
#14
Quote from: WillLem on September 28, 2026, 11:09:26 PMHonestly, I think we should just get rid of the "In Development" board. If authors wish to release unfinished work, maybe we could encourage the practice of a [WIP] topic in the regular "Levels" board which subsequently gets deleted when the finished product is ready. This would help to reduce Forum clutter and seems good practice anyway.

Very strong disagree from me too. "In Development" topics are not just a place for authors to post progress updates; they are a place for other users to discuss the in-progress pack, post feedback and replays. Keeping the old topic when a pack is finished and released is useful for the author, and interesting for everyone else. But the old topics need to be kept out of the way so it's easier to find finished packs, and a sub-board is the perfect de-cluttering solution for that.
#15
Contests / Re: Level Design Contest #34
September 27, 2026, 09:59:15 PM
In the original contest #3 it was randomly selected by the host, from among the people who entered, so everyone who submitted terrain for a level was implicitly marking themselves available for receiving someone else's terrain to complete.

As I said, though, another contest using the same general idea doesn't necessarily have to do exactly the same thing; it's up to the new host to decide on the rules.