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Topics - Crane

#1
Challenges / Lemmings Cranium - Challenge Rank
March 04, 2025, 03:59:03 AM
So most people know this already, but the 4th rank in Lemmings Cranium, named "Challenge", are 30 levels that are purely subsets of levels from Amiga Lemmings, Oh No! More Lemmings and Genesis/MegaDrive Lemmings.  Some of these challenges are rather specific with their limited toolsets, but it could be a good test to see how much you can minimise the skill usage and, in some cases, maximise the lemmings saved.

So if you're looking for 30 unique challenges based on the original game, that rank is for you!
#2
So after noticing a commonality that's appeared in a couple of levels in Contest #30, I've come to realise that a level sometimes becomes a stand-out inspiration for future design.  It's not necessarily the best level (sometimes it's not even nominated for Level of the Year, assuming its age is not so old that it precedes NeoLemmix) but something about it inspires other creators to add elements of its design into their own levels.

So I'm curious... what levels do you think are truly stand-out in this regard?

To start, I'll name one of the originals:
- Mayhem 3: "It's hero time!".  The original 1-of-everything puzzle really sang to custom level creators!  I think virtually everyone has made one of these at some point in time.
#3
If you try to build near a trap that has been disabled with a Disarmer, the shadow, if it passes through the trigger area, implies the lemming will get eaten by the trap even though they will build through it without incident.

Find attached pictures of the level "Cloning Vats" from Lemmings Cranium showing this in practice... first the laser trap is disabled, and then the truncated builder shadow is shown in the next two images... the first from the Disarmer just as they finish, and the second from another lemming approaching the disabled trap.

Other skill shadows have not been tested, but I imagine the bug to be common to all projections that approach traps.
#4
With special thanks to jkapp76 for converting the level pack.  Lemmings Cranium is now available for SuperLemmix.  Attachment is at the bottom of this post.

Please note that is largely unofficial and a few levels have confirmed to be unsolvable due to the Stoner being replaced with the Freezer.  There may be other faults that have yet to be identified.

Full details of the pack can be found on the NeoLemmix post here.

Note: The music ZIP is quite a hefty 50 MB download and can be found here on Dropbox.

Custom backgrounds used:

- flopsy_deathegg:deathegg_act2
- flopsy_starlight:starlight
- gigalem_desertmd:night
- gigalem_skymd:cloudtops_night
- l3_shadow:mines_sky
- namida_bridge:night_small
- namida_clockwork:cogs
- namida_mineshaft:rocky
- orig_marble:marble_level
- orig_dirt_md:genesis_blue
- orig_fire:fire_level
- ray_snow:back_repeat_snow
- ray_spooky:spooky_inside
- ray_spooky:spooky_night
- special:amiga_blue
- zanzindorf_agony:agony_night

Custom styles used (more than just backgrounds)

- Tree (namida)
- Biolab (Raymanni)
- Thorn (bulletride)
- L3 Biolab
- L2 Space
- Machine (namida)
#5

CURRENT VERSION: v1.07

It is finally here, the one everyone has been waiting for!  Lemmings Cranium, 150 levels from Crane!  Some old, some new, some with a twist.

I tend to be a traditionalist with level design, so most of these levels use only the original 8 skills and game mechanics.  However, that's not to say I don't branch out into new ideas, and you will find plenty of levels using the new skills.  Enjoy the ride!

Cute
A nice, gentle start to the journey, but don't get complacent.


Curious
Some advanced tricks start to be introduced in this rank.  Make sure you think ahead.


Cunning
Now it starts to get difficult.  How good are your lateral thinking skills?


Challenge
Take a step back for a moment and revisit some original levels with a twist... less time, higher save requirements or fewer tools provide a new challenge.


Chaos
Playtime's over.  Abandon all hope, ye who enter here.  Think you're good enough?


Note: The music ZIP is quite a hefty 50 MB download and can be found here on Dropbox.

Changelog (possible spoilers):
Spoiler

v1.00

- Initial release.

v1.01

- Added kaywhyn to the menu credits for converting my old CUSTLEMM levels.

v1.02

- Spelling mistake in Armani's name fixed.
- Music track "prophecy1" added (you'll have to redownload the music ZIP if you don't have this track).
- Background music for Curious 21, Challenge 26 and Chaos 27 changed to "prophecy1".
- Cute: The positions of "Element", "Lemming Popsicle", "Fluid Mechanics", "Dream Eater" and "The needs of the few" have changed.
- Cunning: The positions of "Ball Bearing", "Around the Block" and "Faithful Friends" have changed.
- Chaos 10: "Wrong-side Failure" - backroutes fixed.
- Chaos 17: "Divisive Action" - backroutes fixed and talisman removed.
- Chaos 24: "Halls of Reflection" - Backroutes fixed.
- Chaos 28: "Denial" - backroutes fixed.

v1.03

- Paiy and kaywhyn added to tester credits.
- Cute 8: "Lemming Popsicle" - backroute fixes from Chaos 2.
- Cute 11: "Element" - new gold talisman.
- Cute 12: "Fluid Mechanics" - backroute fixes from Chaos 9.
- Cute 13: "Dream Eater" - new silver talisman.
- Cute 17: "Battery Lemmings" - fixed trapdoor overwrite flag.
- Cute 20: "Tia Na Nog" - backroute fixes from Chaos 22.
- Cute 22: "A Bridge Too Far" - backroute fixes from Curious 29.
- Cute 27: "Not as simple as it looks" - backroutes fixed.
- Curious 2: "We need a blow torch NOW!" - increased height of one-way arrows and fixed terrain anomaly.
- Curious 13: "Overhang" - backroutes fixed and extra decoration.
- Curious 26: "Virtue?" - talisman renamed and requirements made stricter.
- Curious 27: "Sharing a Climber?" - fixed trapdoor overwrite flag.
- Curious 29: "Blockout" - backroutes fixed.
- Cunning 18: "Crunch Time" - design and solution changed slightly; bronze talisman upgraded to silver talisman and requirement tightened.
- Cunning 22: "Pipe Burst" - backroutes fixed.
- Chaos 1: "SUNSOFT Swindle" - backroutes fixed.
- Chaos 2: "Polar Pass" - backroutes fixed.
- Chaos 4: "Containment" - backroutes fixed.
- Chaos 6: "Mind the gap!" - backroutes fixed.
- Chaos 9: "Overflow" - backroutes fixed.
- Chaos 11: "Stonecrest Bay" - backroutes fixed.
- Chaos 14: "There's One Small Problem..." - backroutes fixed and minor graphical update.
- Chaos 18: "Splashdown" - backroutes fixed.
- Chaos 22: "Hallowed Ground" - backroutes fixed.
- Chaos 24: "Halls of Reflection" - graphical artefact fixed.
- Chaos 27: "Dodge This!" - now has a time limit of 4 minutes.

v1.04

- Cute: The positions of Cute 9: "The needs of the few" and Cute 13: "Dream Eater" have been swapped.
- Cute 24: "Printing Press" - some graphical updates.
- Curious: The positions of Curious 18: "Stop, Look and Listen" and Curious 23: "Glide Slope" have been swapped.
- Curious 7: "The Long Way 'Round" - time limit increased from 2 minutes to 3 minutes; new bronze talisman added for completing in under 2 minutes.
- Curious 9: "Reverse Engineer" - new gold talisman.
- Curious 17: "Island Hopping" - backroutes fixed.
- Curious 21: "Going Down . . . . ." - bronze talisman upgraded to silver talisman and requirement tightened from 5 bashers to 4.
- Cunning 13: "Compression Method 2" - some graphical updates; new gold talisman.
- Chaos 12: "Chilly Disposition" - backroutes fixed.
- Chaos 19: "JAILBBEAK!" - backroutes fixed.
- Chaos 20: "Hell's Challenger" - talismans removed; new toolset.
- Chaos 23: "Thanatos Gambit" - map error fixed (compressor trap was too low).
- Chaos 24: "Halls of Reflection" - minor terrain change to reduce the precision required.
- Chaos 25: "Immortal" - backroutes fixed; builders increased from 3 to 5.

v1.05

- Added missing music tracks "passage" and "Prophecy1" (you'll have to redownload the music ZIP if you don't have this track).
- MASTER-88 added to tester credits.
- Cute 9: "Dream Eater" - backroute fixes from Cunning 17 ported over.  Talisman promoted from silver to gold.
- Cute 12: "Fluid Mechanics" - backroute fixes from Chaos 9 ported over.
- Cute 17: "Battery Lemmings" - release rate locked to match Curious 27.
- Cute 20: "Tia Na Nog" - backroute fixes from Chaos 22 ported over.
- Curious 16: "Nelson's Column" - backroutes fixed.
- Curious 18: "Glide Slope" - backroutes fixed.
- Curious 20: "Precarious Construction" - backroute fixes from Cunning 5 ported over.
- Curious 27: "Sharing a Climber?" - release rate locked to prevent backroute (this was the only way it could be done).
- Curious 28: "Cold Burn" - toolset changed to fix backroute.
- Cunning 3: "Lemming Cathodes" - backroutes fixed.
- Cunning 5: "Precarious Construction (Part 2)" - backroutes fixed.
- Cunning 13: "Compression Method 2" - gold talisman requirements changed.  New bronze talisman.
- Cunning 15: "S.C.R.O.O.G.E." - moved to Chaos 5 slot.
- Cunning 17: "Nemesis" - backroutes fixed.
- Cunning 18: "Crunch Time" - backroute fixes from Chaos 1 ported over.
- Cunning 19: "Shim-Shimminy Shim-Shimminy" - backroutes fixed.  Now has a time limit of 2 minutes.
- Cunning 20: "The Ziggurat" - backroutes fixed - moved to Cunning 25 slot.
- Cunning 21: "That's it????!!!!" - metal placed under the water container.
- Cunning 22: "Pipe Burst" - backroutes fixed.  Renamed to "Water Hammer".
- Cunning 23: "Oil Refinery" - solution and layout changed slightly.
- Cunning 25: "Cloning Vats" - backroutes fixed.  Background changed.  Moved to Cunning 15 slot.
- Cunning 26: "Prize Catch" - backroutes fixed.
- Cunning 27: "Die Doppelgaenger" - backroutes fixed.
- Cunning 28: "The Wishing Well" - backroutes fixed.
- Cunning 30: "Run!" - backroutes fixed.
- Chaos 1: "SUNSOFT Swindle" - backroutes fixed.
- Chaos 2: "Polar Pass" - backroutes fixed.
- Chaos 4: "Containment" - backroutes fixed.
- Chaos 5: "Perilous Parkour" - moved to Cunning 20 slot.
- Chaos 6: "Mind the gap!" - backroutes fixed.
- Chaos 7: "Don't Bother!" - backroutes fixed.
- Chaos 9: "Overflow" - backroutes fixed.
- Chaos 10: "Wrong-side Failure" - backroutes fixed.  Now has a time limit of 1:30.  Talisman requirements tightened from 0:50 to 0:45 and promoted from bronze to gold.
- Chaos 11: "Stonecrest Bay" - backroutes fixed.  Time reduced from 5 minutes to 4 minutes.
- Chaos 12: "Chilly Disposition" - backroutes fixed.
- Chaos 14: "There's One Small Problem" - new toolset.  One-way wall is now wholly right-pointing.
- Chaos 15: "Dropship 12" - backroutes fixed.  Now has a time limit of 5 minutes.
- Chaos 17: "Divisive Action" - time limit decreased from 3 minutes to 2.  Backroutes fixed.
- Chaos 18: "Splashdown" - backroutes fixed.
- Chaos 20: "Hell's Challenger" - backroutes fixed.
- Chaos 22: "Hallowed Ground" - backroutes fixed.  Background changed.
- Chaos 25: "Immortal" - backroutes fixed.
- Chaos 27: "Dodge This!" - backroutes fixed.  New bronze talisman.
- Chaos 30: "Last Lemming Standing" - fixed typos in the postview text.  Gold talisman time requirement reduced from 5 minutes to 3 minutes.

v1.06

- Cute 6: "Ice Station II" - backroute fixes from Curious 28 ported over.
- Cute 8: "Lemming Popsicle" - fixed issue where the interactive objects didn't exactly match the level's repeat, Chaos 2: "Polar Pass".
- Cute 9: "Dream Eater" - backroute fixes from Cunning 17 ported over.
- Cute 12: "Fluid Mechanics" - backroute fixes from Chaos 9 ported over.
- Cute 18: "Keystone" - changes from Cunning 1 ported over.
- Cute 22: "A Bridge Too Far" - backroute fixes from Curious 29 ported over.
- Cute 26: "Castles in the Sky" - upper platform lowered slightly to reduce precision required.
- Curious: The positions of Curious 15: "Deep Freeze" and Chaos 20: "Precarious Construction" have been swapped.
- Curious: The positions of Curious 18: "Triad" and Chaos 22: "Release The Hounds!" have been swapped.
- Curious 2: "We need a blow torch NOW!" - extra terrain added so the solution is more obvious.
- Curious 9: "Reverse Engineer" - time limit increased from 3 minutes to 4 minutes.
- Curious 10: "Two Steps Forward, One Step Back" - renamed to just "One Step Back". Talisman renamed from "Efficiency Drive" to "Two Steps Forward".
- Curious 12: "Arch-Nemesis" - level replaced with a brand new level: "Just Try It!"
- Curious 13: "Overhang" - backroutes fixed.
- Curious 15: "Precarious Construction" - backroute fixes from Cunning 5 ported over.
- Curious 17: "Island Hopping" - backroutes fixed.  Time reduced from 8 minutes to 7 minutes.  Paiy listed in credits for aiding in backroute fixes.
- Curious 18: "Glide Slope" - backroutes fixed.
- Curious 19: "Release The Hounds!" - changes from Cunning 11 ported over.
- Curious 26: "Virtue?" - silver talisman upgraded to gold talisman.
- Curious 28: "Cold Burn" - backroutes fixed.
- Curious 29: "Blockout" - backroutes fixed.  Level compressed slightly to alleviate time crunch.
- Cunning 1: "Build it up with iron and steel" - pillars moved further away so time-saving strategies are required.
- Cunning 5: "Precarious Construction (Part 2)" - backroutes fixed.
- Cunning 7: "Two's company..." - backroutes fixed.
- Cunning 11: "Steeplechase" - changed shape of wooden obstructions so they can't contain the crowd in order to prevent unfairly precise alternative solution.
- Cunning 12: "Around the Block" - backroutes fixed.
- Cunning 15: "Cloning Vats" - backroutes fixed.
- Cunning 17: "Nemesis" - backroutes fixed.
- Cunning 25: "The Ziggurat" - backroutes fixed.
- Cunning 27: "Die Doppelgaenger" - backroutes fixed.
- Cunning 28: "The Wishing Well" - backroutes fixed.
- Challenge 21: "The Expanse" - music changed.
- Chaos: The positions of Chaos 3: "Incompressible" and Chaos 8: "Tier Drops" have been swapped.
- Chaos 6: "Mind the gap!" - backroutes fixed.
- Chaos 9: "Overflow" - backroutes fixed.
- Chaos 10: "Wrong-side Failure" - backroutes fixed.  Talisman time required loosened from 0:45 to 0:50 and demoted from gold to silver.
- Chaos 11: "Chilly Disposition" - backroutes fixed.
- Chaos 12: "Stonecrest Bay" - backroutes fixed.
- Chaos 14: "There's One Small Problem..." - backroutes fixed.
- Chaos 18: "Splashdown" - backroutes fixed.
- Chaos 19: "JAILBREAK!" - backroutes fixed.
- Chaos 20: "Hell's Challenger" - backroutes fixed.
- Chaos 22: "Hallowed Ground" - backroutes fixed.
- Chaos 25: "Immortal" - backroutes fixed.  Number of builders reduced from 5 to 4.
- Chaos 27: "Dodge This!" - backroutes fixed.
- Chaos 30: "Last Lemming Standing" - fixed typos and formatting in the postview text.

v1.07
- Curious: The positions of Curious 13: "Overhang" and Curious 17: "Island Hopping" have been swapped.
- Curious 2: "We need a blow torch NOW!" - terrain adjusted to remove newly-introduced backroute while hopefully keeping intended solution more obvious.
- Curious 13: "Island Hopping" - backroutes fixed.
- Curious 17: "Overhang" - backroutes fixed and more greenery added.
- Curious 18: "Glide Slope" - incorrect version of level supplied in v1.06 fixed.
- Cunning 17: "Nemesis" - incorrect version of level supplied in v1.06 fixed.
- Cunning 21: "That's it????!!!!" - backroutes fixed.
- Cunning 28: "The Wishing Well" - backroutes fixed.
- Chaos 11: "Stonecrest Bay" - backroutes fixed.
#6
The Fencer skill is inconsistent if they hit a steel ceiling.  Exactly how much terrain they removed in their last stroke dictates whether they "chink" the steel and turn around, or stop and walk forward.

Observe the two images... in Fencer_Chink.png, the Fencer will "chink" the steel and turn around, while in Fencer_NoChink.png, they will stop because they no longer have any terrain they can remove.  This might lead to some unexpected behaviour in contrived circumstances, as well as the audible "chink" sound not playing when you might expect it to.  In all cases the Fencer should "chink" a steel ceiling and reverse.

(ADDENDUM: It seems to be a very particular configuration of how much terrain the Fencer can remove and how close they are to the edge of the steel zone)
#7
I fear it might be too late for this suggestion.

I would like to propose a couple of options (using either radio buttons in a frame or combo boxes) in regards to how the player behaves when certain failure conditions are met:

Time over: (timer reaches 0:00)

  • End level (traditional behaviour)
  • Pause (you can resume if you want)
  • Continue (current behaviour)

Only zombies left: (all regular and neutral lemmings are either dead or converted - doesn't apply if there are no zombies; level ends as normal in this case)

  • End level (current behaviour)
  • Pause (continue option unavailable... you cannot go past this frame)

I bring up the latter one especially because some levels where you have many zombies and few (or just one) regular lemming can get very annoying if you get your timing slightly off and a lemming gets converted.  For an example where this can get annoying, I suggest my level Perilous Parkour from the Level Design Contest #26 - at one point you have to jump from wall to wall while avoiding zombies that are falling from above - getting the timing slightly wrong immediately ends the level, where it would be better to instead step back a few frames and jump slightly earlier.  Also doubly annoying when you want to retry and press space to skip ahead 10 seconds, only for the level to end again because you tried to skip past where the lemming was converted.

For the default option on both, I would suggest Pause.
#8
If you delete or rename etc. the file that corresponds to the level that was last played when the program closes (so it is the one that's selected when you next start up), the program crashes with the message "An error occured while trying to save data.", and then when that dialog box is cleared, the standard Delphi exception message appears: "Exception TIconImage in module NeoLemmix.exe at 003252EA" before terminating.

This should be handled more cleanly, either displaying a warning or silently ignoring it and setting the last played level to something default.
#9
Hi everyone!

I got an early Christmas present for everyone... a showcase of the Challenge rating, which will be a bit of a break from the normal flow of things in Lemmings Cranium.  This rank consists purely of subset levels, ranging from relatively straightforward to fiendishly difficult.  See just how well you can use the original 8 skills.







For those who plan to play the pack on YouTube, note that the music for level 15 is from Streets of Rage 2 and also reappears in Streets of Rage 4... just in case anyone is worried about getting into trouble (it's a separate attachment... expander.mp3).  The rest of the music is from the Sega MegaDrive version of Lemmings and stock tracks used in custom levels.

SEE THIS POST FOR DOWNLOADS
#10
A brief discussion on the forum mentioned the possibility of platinum and diamond talismans after I was shown a replay of my level "Deep Freeze" where all 80 lemmings are saved (anything above 78 requires extremely precise and fiddly gameplay).

Besides challenges that are harder than gold-level talismans (although this is open to debate), I am in support of a higher level, such as emerald or diamond, for those challenges that require ridiculous precision, but I'm wondering if actually a better option would be to have a level of talisman that is hidden in the player... that is, you can see the level has a diamond talisman, but you don't know its prerequisites, possibly because very few people know about the solution or the prequisites give too much of a clue as to what you have to do.  For example:
Spoiler
No added colours or lemmings - complete without using Climbers.

Granted you can cheat by opening the level in a text editor or the NeoLemmix Editor, and there may be other ways to disguise the solution.  Still, maybe something can be salvaged from this.
#11
Currently, zombie trapdoors show the "lemmings remaining" count on trapdoors all the time (tested on level "Last Lemming Standing").  I can sort of understand the need for this because you haven't got the counter on the toolbar to go by - nevertheless, can I suggest the number only appears in "clear physics mode" rather than all the time?  It looks rather unneat and might cause confusion if there's terrain above the trapdoor that can get removed.
#12
Non-Lemmings Projects / Doom levels
March 06, 2021, 07:28:00 PM
Hi everyone!

So one set of games that I design levels for, besides Lemmings, is the original Doom games, namely Doom II.  I'm still getting to grips with making levels that are beautiful to look at, as compatible as possible with the original DOS executables (and not just source ports) and are fair despite their difficulty, and not based so much on blind luck.

I've got 2 complete levels so far, although I'm still polishing them up where I can (specifically, I may need help at some point to develop some nice 'curtain' textures, since I have a placeholder for a closed curtain in MAP19 of the attached WAD below).

I would love feedback if you're up for it.  Find attached my first two levels and their supporting files (as a standard WAD file).  Note that my levels take the slots of map 6 and map 19, so you will need to type IDCLEV06 and IDCLEV19 to actually play them once you enter a game.  Enjoy!

NOTE: These levels are not easy.  Even if you've completed the original games on Ultra-Violence, I would recommend playing these on Hurt Me Plenty first (I think John Romero made the same recommendation for this recent Sigil episode).

UPDATED - SEE BELOW
#13
I apologise but I think this has been discussed before, but I can't find the topic in question.

I would like to suggest two new configuration options for the engine:

1. Three 'radio' buttons (the circular boxes that you can only choose one of) for choosing the engine's behaviour if you run out of time:

  • Exit level (original behaviour - takes you to the score screen)
  • Pause (game pauses at 0:00, allowing you to step back or restart etc.  You can unpause if you like, which leads to...)
  • Continue (what happens currently - timer turns pink, the level continues playing, but lemmings can no longer exit)

2. A "on/off" option for if a sound effect should be played if you run out of time: (e.g. a boxer bell: https://www.youtube.com/watch?v=TvvTacquttk - this would play even if "Exit level" is selected above)

Thoughts?

ADDENDUM: A combo box (drop-down list) instead of radio buttons might be a better design choice if space is limited.
#14
Just another idea I thought of.  This is an 'instant' skill in the same category as Walker, Cloner and Jumper.

When assigned, the Lemming accelerates straight upwards with a flame jet coming from their feet (or a jetpack).  They continue until they hit their head on an obstruction or die by hitting a trap or the deadly ceiling.

Some thoughts on the mechanics and their uses:

* If the lemming is assigned a Shimmier just before they hit their head, they will latch on and attempt to shimmy across the ceiling.
* The lemming cannot be interrupted while rocketing skywards (even with a Walker), although they can be sacrificed in their current position with a Bomber or Stoner.
* A Rocketer will explode instantly when given a Bomber or when the countdown reaches 0 with the nuke.
* Cloning a Rocketer will create a 2nd Rocketer facing the other direction.
* Gliders and Floaters can be assigned the skill, and will fly straight up from their current position.  After hitting their head, they will resume gliding or floating, whichever is applicable.
* Drowners can be assigned the skill and will save them from death (assuming they don't hit their head and fall straight back in the drink).
* Swimmers can be assigned the skill.
* Fallers can be assigned the skill.
* Jumpers can be assigned the skill.
* Blockers cannot be assigned the skill.
* Climbers cannot be assigned the skill.
* Lemmings performing constructive (e.g. Builder) or destructive tasks (e.g. Basher) can be assigned the skill and will stop their current task to become a Rocketer.

By itself, the skill can be used to delay a lemming but otherwise doesn't do much else.  The skill's main use would be its synergy with other tasks, like reaching very high ceilings with a Shimmier, a degree of flight control with a Glider, or attempting to land on a Builder or Platformer's bridge above them while it is being built.  As one example, if you need to traverse a stretch of water with a relatively low ceiling and don't have a Swimmer available, it can be traversed with a Glider and one or two Rocketers.

If the dead vertical direction is too restrictive, then it could be slightly changed to be a very sharp angle instead, so there is a small element of horizontal motion so they can land on high ledges (e.g. 4 pixels up for every 1 pixel across).  Hitting a wall would act the same way as hitting the roof (not sure if the should instantly start climbing if they're a Climber).
#15
Contests / Level Solving Contest #6
November 10, 2019, 06:00:02 PM
Roll up, roll up for the first contest since neutral lemmings were revealed!  How good are you at saving apathetic civilians on the brink of a zombie apocalypse?!

I'm going to try something a bit different this time... there will be two categories.
----

Category 1 - Speed

Primary: Time taken to save the required number of lemmings.
Secondary: Number of lemmings saved.
Tertiary: Number of skills used.

Category 2 - Conservation

Primary: Number of skills used.
Secondary: Number of lemmings saved.
Tertiary: Time taken to save the required number of lemmings.

----

Note... this level uses neutral lemmings, so you will need the most recent release of NeoLemmix to play it.

----

To judge the speed category, I'll be looking at the time displayed in the stats screen, and for the conservation category, I'll be looking at the number of assignments in the replay file.

----

Deadline for this contest will be Sunday, 1st December 2019 at 23:59 GMT.  When submitting replays, make sure you specify clearly which category it's for.  Above all, enjoy yourself!

----

Submissions for speed category:

* Minim
* Nessy
* möbius

Submissions for conservation category:

* Minim
* Nessy
* möbius
#16
Currently, the in-game timer is displayed in red digits if it is not infinite.  I would like to propose a change to this:

I would request that the timer only have red digits if you have a minute left or less - I say "a minute or less" and not "less than a minute" because it starting green on a 1:00 level then immediately turning red at 0:59 would be a bit distracting.

The reason behind this is that the digits suddenly turning red would catch the player's eye and remind them of the urgency, while a lot of old levels have a time limit that is quite high and is usually not a concern.  Usually it might only become a problem if you forget to up the release rate after making a path to the exit.
#17
So as randomly suggested on Discord, I have an idea for a new skill, the Shielder.

The lemming deploys a large tower shield (either medieval-style or a riot shield) then begins pushing slowly forward, as if trying to shove a heavy box by pushing their shoulder into it.  Any lemmings in front of the Shielder get turned around - in effect it's a moving Blocker, but it only affects lemmings in one direction (lemmings coming from behind the Shielder are not affected).

  • The Shielder moves at about the same speed as a Basher
  • The Shielder stops if they start falling or hit a wall they cannot step up, but don't immediately turn around (in case they're a climber)
  • The Shielder can be assigned a skill to make them stop; a Walker won't make them change direction
  • Because they have a large shield deployed, the Shielder is actually immune to zombies that walk into it. Conversely, a Zombie Shielder won't infect lemmings that they're pushing with their shield.  However, if the Shielder pushes the lemmings into a wall, everyone will get infected the moment the Shielder reverts to a walker.  The Shielder can still get infected by zombies coming from behind (and will infect regular lemmings coming from behind in the case of a Zombie Shielder)

The idea behind the skill is that it's a new means of crowd control, specifically they can sweep an entire section of floor from one end to the other, as a means of compressing a crowd to get through a trap, say, and it also has the secondary use of slowing an individual lemming down for a long period.  It's also a unique, special and potentially cruel way of dealing with zombie lemmings (e.g. pushing them all into a pool of water!).

Questions that I haven't figured out an answer to yet:

  • Should the Shielder stop at a completely impassable wall (more than 6 pixels high) or also at a wall they need to ascend (more than 3 pixels high)?
  • What happens if a lemming performing a skill (e.g. a Builder) hits the Shielder's shield? Do they stop what they're doing or do they continue building but change direction? (The Shielder would end up overtaking the Builder or might stop completely because of the need to ascend the Builder's steps).
  • What happens if they hit a Blocker? Does the Blocker start walking, or does the Shielder reverse direction? Does the Blocker then face the original direction of the Shielder? (e.g. if a Shielder moving left touches a Blocker facing right, the Shielder will reverse direction, now moving right, but the Blocker will now be facing left).
  • What happens if two Shielders push into each other?

I'm sure there's a few other edge cases that I haven't thought about, but how does it look on the surface?
#18
If a Blocker is on a 45-degree slope, zombies walking downhill towards it will get turned around, but will not turn the Blocker into a zombie (unlike what happens if the Blocker is on flat ground).

My suggestion here to fix it, so as to not mess up some of the more precise levels when it comes to their field of influence, is to make an exceptional check... if a zombie is to be turned around by a Blocker's force field, it will always infect the Blocker that owns it.
#19
Normally, if a climbing Lemming is about to hit their head on the ceiling, they have a few grace frames where they can be assigned the Shimmier tool so they traverse along the roof instead of falling back down.  However, the Shimmier cannot be assigned via right-click on a highlighted Lemming who is in that situation.
#20
This is a suggestion on the new numbered entrances and exits suggestion...

When a trapdoor count reaches zero, can it close up again (play its opening animation in reverse)? Similarly for the exit, when its count reaches zero, it plays its unlocking animation in reverse? With the big "0" over the exit, it shouldn't be mistaken for a locked exit after that, or even if it is, the fact it says zero means you can't use it.

[edit by ccexplore: hope you don't mind me updating the thread title to be more clear]