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736
In Development / Lemmings Plus Omega (100% complete, now in testing)
« on: November 10, 2014, 12:13:50 PM »


Well, I figured it was about time to make a topic for Lemmings Plus Omega (formerly known as "Lemmings Plus Z Project").

Lemmings Plus Omega is a currently-in-development large pack, which will be somewhere between LPDOS and LPII in terms of size, and will be the final major entry in the Lemmings Plus series, if not the final entry in it full stop - this doesn't mean for sure I won't be making more levels after it, just that it's the end of the Lemmings Plus brand, so to speak. This is indeed the motive behind the name, with "Omega" somewhat referring to the concept of being final - a previous title that was considered, and nearly ended up being used, was "Lemmings Plus Finale".

Lemmings Plus Omega will, as you probably expected, be based on the NeoLemmix engine, and take full advantage of most of NeoLemmix's capabilities; one feature that won't be used this time is secret levels. However, expect to see the new skills in full swing, plenty of levels with vertical scrolling, and a couple of new gimmicks too (including some that won't be revealed or made available in NeoLemmix until Omega's release). There won't be new graphic sets; the levels will be made using both the LPII and LPIII styles.

The levels will be split into five ranks. Four of these are the standard progressive difficulty ranks - these are titled "Breezy", "Puzzling", "Perplexing" and "Mental". The last one, titled "Playtime", is somewhat of a bonus rank, and could almost in a way be thought of being Lemmings Plus Omega Bonus Pack but included with the main game itself - all the gimmick and frenzy levels will be in this rank. Playtime will be a bit shorter than the other ranks.

Playtime will contain some levels using never-seen-before gimmicks, as well as some levels using existing gimmicks, and possibly even some levels using old and new gimmicks in combination. There will be exactly one Frenzy level, which is pure-Frenzy (not combined with any other gimmick).

"What about repeats?" Well, Lemmings Plus Omega will, like LPDOS, have repeats throughout the main levels. This is something I kind of missed doing in my last couple of packs (and thus why the Bonus Packs had repeats of the main games' levels). Therefore, Playtime won't have simple repeat levels - though there are repeats of standard levels with a gimmick added to them.


So, how much content to expect? The main ranks have 30 levels each, while Playtime has 15 levels, giving a total of 135 levels. That makes it the largest entry in the Lemmings Plus series, apart from LPDOS. Part of my logic here is that given that I don't need to spend time on making new styles, or do much unique coding for the player, I should expand the level count a bit. And on that note, the completion percent in the topic title refers solely to level design; there are some other minor details (such as MAIN.DAT) but for this pack, these are so small that they're pretty much negligable.

Current progress is:
- Breezy: 30 of 30 (100%)
- Puzzling: 30 of 30 levels (100%)
- Perplexing: 30 of 30 levels (100%)
- Mental: 30 of 30 levels (100%)
- Playtime: 15 of 15 levels (100%)

Style usage so far (note: includes repeats):
- Tree: 15
- Purple: 15
- Psychedelic: 15
- Metal: 15
- Desert: 15
- Sky: 15
- Circuit: 15
- Martian: 15
- Lab: 15

Some more detailed preview info, trivia and a few level maps are available on the Lemmings Plus Omega page of the NeoLemmix website.

Two demos are available.
Demo 1 - 2 levels each from the standard ranks.
Demo 2 - 2 levels each from the standard ranks plus 1 from Playtime using a new gimmick.

737
Lemmings Main / Original Lemmings Level Voteoff (WINNER: Mayhem 20)
« on: November 09, 2014, 05:25:50 PM »
So, like I did with my packs, I'm now running voteoffs for the official lemmings games. Starting, logically, with the Original Game.

One change I'm making is that I'm not entering the levels in chronological order, but rather, it's randomized. The lists are determined by first running all the levels through a randomizer, dividing the result into sets of however many levels according to the rules for that round, and then putting the levels within each section back into chronological order. If a single section contains certain conditions, it was rerolled together with the following section until the conditions no longer occur. These conditions are:
  • - If the section does not contain levels from at least three difficulty ranks
  • - If the section contains too many levels from the same rank
  • - If the section contains both a level and its repeat version
  • - If the section contains more than one VGASPEC level
  • - If the section contains any set of more than 3 consecutive levels
Another section is added into the rerolling if the problem still persisted after three re-rolls. This is continued until the entire list is free of these issues. Also, these things are not applied during the later rounds; only the early ones. The breakdown of the sections can be found in the second post.


As for the breakdown of the rounds, this will be done in six rounds. Each round has a varying amount of levels that qualify for the next round, and a varying amount of votes allowed per user. Qualifying for the next round is based on the following rules:

1) First place - All levels tied for first place qualify, no matter what (even if it exceeds the qualifying levels limit).
2) Second place - If the first place levels do not reach the limit of qualifying levels, all levels tied for second place qualify (even if it exceeds the qualifying levels limit) as long as they have at least one vote.
3) Third place - If the first two places do not reach the limit, and adding the third place levels would not exceed the limit, the third place levels also qualify as long as they have at least one vote (in the first round) or at least half as many votes as the first place level (all other rounds).

If the limit still isn't reached after third place, then the same rule as for 3rd is applied to 4th place and so on.

Original Lemmings round rules

For the "too many levels from same rank" rule, the limit is set at 7 levels; any more than this from a single rank and a re-roll occurs.

First Round
Levels are broken into sets of 10. Three votes are allowed per set per person. The qualifying levels limit is 5. Re-rolling rules are applied.

Second Round
Levels that qualified from the first round are broken into sets of 5; if this does not divide equally then the early sets will get an extra level each (eg: if 17 levels qualify, the first set will have 6, second set will have 6, third set will have 5). Two votes are allowed per set per person. The qualifying levels limit is 3. Re-rolling rules are applied.

Third Round
Levels that qualified from the second round are broken into sets of 4; if this does not divide equally then the early sets will get an extra level. Two votes are allowed per set per person. The qualifying levels limit is 2. Re-rolling rules are applied, but the "levels from at least three ranks" rule is changed to "levels from at least two ranks".

Fourth Round
Levels that qualified from the third round are broken into three sets, however many levels each that may equate to. Two votes are allowed per user. The qualifying levels limit is 2. Re-rolling rules do not apply.

Fifth Round
All levels that qualified from the fourth round are played off as a single set, however many levels that may equate to. The number of votes allowed per person will be one vote plus one extra vote for every whole set of 6 levels in a round (eg: if a round has 5 levels, one vote per person, if a round has 7 levels, two votes per person). The qualifying levels limit is 2. Re-rolling rules do not apply.

Sixth Round
All levels that qualified from the fifth round are played off as a single set, however many levels that may equate to. One vote is allowed per person. The winner of this round wins the voteoff; if there's a tie but it isn't equal between all levels (for example, if 3 levels qualify and only two of them tie for first), a tiebreaker round will be held, but if it is equal between all levels, they will be tied for winning the voteoff as a whole. Re-rolling rules do not apply.



Please be honest with the number of votes you make; double-check with what the poll question says. But just to be clear - the vote count allowed is a maximum, not an exactly number. In a round where 3 votes are allowed, it's perfectly fine to only vote for one or two levels if you'd prefer.

Also, one change from the Lemmings Plus voteoffs where it was somewhat arbitrary - for this one, all sets will be open for voting for at least 48 hours from the time of the post announcing that they have been put up (for the first set, this post counts as the announcement). I'm not saying for sure I'll be updating it exactly on the 48 hour mark, just that I won't do it *before* that mark.


EDIT: Just want to mention, please don't treat the image links in the poll as permanently available. I don't plan to keep them available once the voteoff is finished. If you want a copy of the level maps (which you can host somewhere else, or on a free image host, if you like), you can get it here.


After this voteoff is finished, I plan to hold them for the other official games, after which there'll be a "final round" pitting all the winners from each game against each other. The order I plan to do the remaining games in is:
2) Oh No! More Lemmings!
3) Holiday Lemmings 1994 (including H93 levels, of course)
4) Xmas Lemmings 91/92 (combined into a single voteoff)
5) Covox Lemmings Demo
6) Prima Publishing Lemmings Demo
7) Extra levels

Extra levels will be all single-player levels from versions that are mostly mechanics-compatible with the DOS version - in other words, the unique levels from Genesis, the unique levels from the Budget Amiga and Bookclub Amiga versions, the unique Holiday Lemmings level from Amiga, and the unique Tricky 21s from the Mac and SNES versions. Levels from versions that are not mechanics-compatible (or at least close to it) such as Master System, NES and PSP will not be included, and neither will two-player levels.

738
Lemmings Main / Have you ever watched new players playing Lemmings?
« on: November 01, 2014, 01:17:27 AM »
I'm just wondering; I've been around a few new players playing it, most recently my girlfriend who I've set up with a copy of all the Lemmix players (including my packs, of course :P), and it's quite interesting to see how they tackle problems and what they do and don't manage to deal with.

For example, she struggled a lot with crowd control and getting the crowds down on Taxing 2, yet solved Taxing 3 second try (failing the first attempt only due to the time limit). I was completely the other way around - although I love Taxing 2 I never found it to be very difficult, yet Taxing 3 was very problematic for me. On Taxing 4, she used a solution that never even crossed my mind the first time I played - going out the right side of the level and building up on the outside. On the other hand, I do notice some similarities - both of us found Tricky 19 to be our first major obstacle - though her eventual solution was different from what I did the first time I solved it. Last time we talked about it, she was up to Taxing 16 (hadn't attempted it yet); definitely much faster than I got that far.

So - how about you guys, have you ever observed newer players? Any interesting stories?

739
Tech & Research / Just to confirm... (Genesis)
« on: October 22, 2014, 07:54:02 AM »
Correct size for Genesis levels is 512x160, right?

740
Lemmings Plus Games Index
Lemmings Plus DOS Project
A Lemmix-based pack of 150 levels using the official graphic sets. Lemmings Plus DOS Project mostly stays true to the original mechanics, even including glitches, but did introduce the staple Lemmings Plus feature of having non-timed bombers.
(Topic) | (Download)

Lemmings Plus II
A Lemmix-based pack of 100 levels + 5 secret levels using five new graphic sets. Introduces the concepts of Frenzy and Gimmick levels, as well as secret levels; though the engine is a modified version of traditional Lemmix, not NeoLemmix.
Has a bonus pack of 30 levels + 2 secret levels focusing on repeats and gimmick/frenzy levels.
(Topic) | (Download) | (Download Bonus Pack)

Lemmings Plus III
A NeoLemmix-based pack of 60 levels + 9 secret levels using four new graphic sets. Lemmings Plus III is the first pack in the series to use the NeoLemmix engine.
Has a bonus pack of 35 levels + 7 secret levels focusing on repeats and gimmick levels.
(Topic) | (Download) | (Download Bonus Pack)

Holiday Lemmings Plus
A small NeoLemmix-based pack of 12 levels exclusively using the Christmas graphic set. Holiday Lemmings Plus is the first pack in the series to use the new NeoLemmix skills and vertical scrolling.
(Topic) | (Download)

Lemmings Plus Flashbacks
An NeoLemmix-based collection pack featuring 32 of the best levels selected from Lemmings Plus DOS Project, Lemmings Plus II and Lemmings Plus III.
(Topic) | (Download)

Lemmings Plus Omega
An NeoLemmix-based pack of 135 levels using the Lemmings Plus II and Lemmings Plus III graphic sets. It is the last entry in the Lemmings Plus series.
(Topic) | (Download)



Note: This is a shared topic for both Holiday Lemmings Plus and Lemmings Plus Flashbacks, since they're both relatively small projects.



Well, I've mentioned three upcoming Lemmings Plus projects around the place. And I think it's time to create a topic for one of them, specifically, the one referred to as "Lemmings Plus H Project".

Or, by it's proper name, "Holiday Lemmings Plus".

It's a small pack of 12 levels all using the Christmas graphic set, divided into two ranks of 6 levels each, titled "Glimmer" and "Arctic". Includes a set of 6 Christmas tunes, so within one rank, every level has a unique music. No secret levels here*, and none of the levels are gimmick levels or frenzies.

For more information, check the page about it on on my website.

This pack is also the first proper pack (not including the tutorial pack included with NeoCustLemmix) that uses the new NeoLemmix skills - or at least most of them; none of the levels use Mechanics, and only one level uses Cloners (and the level in question only has a single cloner).



This pack has now been released and can be downloaded here:
https://www.dropbox.com/s/6uz34sgvekcihvs/HolidayLemmingsPlus.exe

This version is now considered the official version until further notice (version V1 / V1.24n), even though newer versions are "unofficially" available through the NeoLemmix update stream.

Solution replays can be downloaded here:
https://www.dropbox.com/s/fjows0iquzujni9/HLP_Solutions.zip

* Promise. This isn't another one of those cases like with LPII where I didn't admit secret levels even existed until a while after release, or LPIII where I initially claimed there were only 8 but later revealed there was a 9th one. There are genuinely no secret levels in this one.





Lemmings Plus Flashbacks is a small collection pack featuring 32 levels from Lemmings Plus DOS Project, Lemmings Plus II and Lemmings Plus III, split into four ranks of 8 levels each. There's no new content; it's intended for those who just want to replay some of the best levels, or perhaps people who would like to try the Lemmings Plus series but either want a small sample before jumping into the full games, or don't have time to play large levelpacks in their entirity.

LPF does not contain any levels from Lemmings Plus II Bonus Pack, Lemmings Plus III Bonus Pack or Holiday Lemmings Plus.

Downloads:
(DropBox)
(NeoLemmix Website)

Music pack:
(DropBox)
(NeoLemmix Website)

The music pack is optional, but gives the authentic musics intended for LPDOS and LPII instead of MOD conversions of MIDI remakes of them. It makes no difference to the musics on the LPIII levels.

To those who are playing this as a sampler etc without having actually played the main games (especially Lemmings Plus III), please be aware that some of the Lemmings Plus III levels use new mechanics that you may not be familiar with (they're introduced in tutorial levels in LPIII itself). Specifically:
- "Locked Out!" has a locked exit. You must push all the buttons (by having a lemming walk over them) to unlock it.
- "Synergistic Effect" does not have any new mechanics in play.
- "Extra Skill Required" has pickup skills. If you get a lemming to these, they're added to your available skillset.
- "Experimental Materials" has one-way-down arrows. These cannot be bashed, but can be mined or dug.
- "Viva Las Lemmine" has pre-placed lemmings. This simply means there's some lemmings that are already on the map instead of having to come out of an entrance. It also has teleporters, which do pretty much exactly what you'd expect them to.
- "Hardwired!" also has teleporters.
- "Crossover Arena" does not have any new mechanics in play.

The one-way fields introduced in Lemmings Plus II (and used in Lemmings Plus III) are not used in any of the levels included in LPF.

741
General Discussion / Oooh, yay, so many crossovers!
« on: September 26, 2014, 09:47:26 PM »
Well, two, anyway. :P

So in the upcoming season of Family Guy, we have a crossover with The Simpsons. I've known about this one for ages. I also just found out that in the upcoming season of The Simpsons, there's a crossover with Futurama. So looking forward to both. :D

742
Lemmings Main / Lemmings 2 Classic Tribe - save requirement for silver?
« on: September 25, 2014, 07:04:29 PM »
I'm probably going to end up remaking these levels for Lemmix (and by extension, NeoLemmix) at some point, and I feel that the best place to set the save requirement for each level would be the same as the overall requirement for Silver for the tribe as a whole. Does anyone know what number of lemmings this is? (Or is it more complicated than that? I'm not overly familiar with how L2 works.)

743
Lemmings Main / Original Lemmings level voteoff! (closed topic)
« on: September 21, 2014, 09:49:00 AM »
Click here to go to current topic.



So, like I did with my packs, I'm now running voteoffs for the official lemmings games. Starting, logically, with the Original Game.

One change I'm making is that I'm not entering the levels in chronological order, but rather, it's randomized. The lists are determined by first running all the levels through a randomizer, dividing the result into sets of however many levels according to the rules for that round, and then putting the levels within each section back into chronological order. If a single section contains certain conditions, it was rerolled together with the following section until the conditions no longer occur. These conditions are:
  • - If the section does not contain levels from at least three difficulty ranks
  • - If the section contains too many levels from the same rank
  • - If the section contains both a level and its repeat version
  • - If the section contains more than one VGASPEC level
  • - If the section contains any set of more than 3 consecutive levels
Another section is added into the rerolling if the problem still persisted after three re-rolls. This is continued until the entire list is free of these issues. Also, these things are not applied during the later rounds; only the early ones. The breakdown of the sections can be found in the second post.


As for the breakdown of the rounds, this will be done in six rounds. Each round has a varying amount of levels that qualify for the next round, and a varying amount of votes allowed per user. Qualifying for the next round is based on the following rules:

1) First place - All levels tied for first place qualify, no matter what (even if it exceeds the qualifying levels limit).
2) Second place - If the first place levels do not reach the limit of qualifying levels, all levels tied for second place qualify (even if it exceeds the qualifying levels limit) as long as they have at least one vote.
3) Third place - If the first two places do not reach the limit, and adding the third place levels would not exceed the limit, the third place levels also qualify as long as they have at least one vote (in the first round) or at least half as many votes as the first place level (all other rounds).

If the limit still isn't reached after third place, then the same rule as for 3rd is applied to 4th place and so on.

Original Lemmings round rules

For the "too many levels from same rank" rule, the limit is set at 7 levels; any more than this from a single rank and a re-roll occurs.

First Round
Levels are broken into sets of 10. Three votes are allowed per set per person. The qualifying levels limit is 5. Re-rolling rules are applied.

Second Round
Levels that qualified from the first round are broken into sets of 5; if this does not divide equally then the early sets will get an extra level each (eg: if 17 levels qualify, the first set will have 6, second set will have 6, third set will have 5). Two votes are allowed per set per person. The qualifying levels limit is 3. Re-rolling rules are applied.

Third Round
Levels that qualified from the second round are broken into sets of 4; if this does not divide equally then the early sets will get an extra level. Two votes are allowed per set per person. The qualifying levels limit is 2. Re-rolling rules are applied, but the "levels from at least three ranks" rule is changed to "levels from at least two ranks".

Fourth Round
Levels that qualified from the third round are broken into three sets, however many levels each that may equate to. The number of votes allowed per person will be one vote plus one extra vote for every whole set of 6 levels in a round (eg: if a round has 5 levels, one vote per person, if a round has 7 levels, two votes per person). The qualifying levels limit is 2. Re-rolling rules do not apply.

Fifth Round
All levels that qualified from the fourth round are played off as a single set, however many levels that may equate to. The number of votes allowed per person follows the same formula as the fourth round. The qualifying levels limit is 2. Re-rolling rules do not apply.

Sixth Round
All levels that qualified from the fifth round are played off as a single set, however many levels that may equate to. One vote is allowed per person. The winner of this round wins the voteoff; if there's a tie but it isn't equal between all levels (for example, if 3 levels qualify and only two of them tie for first), a tiebreaker round will be held, but if it is equal between all levels, they will be tied for winning the voteoff as a whole. Re-rolling rules do not apply.



Please be honest with the number of votes you make; double-check with what the poll question says. But just to be clear - the vote count allowed is a maximum, not an exactly number. In a round where 3 votes are allowed, it's perfectly fine to only vote for one or two levels if you'd prefer.

Also, one change from the Lemmings Plus voteoffs where it was somewhat arbitrary - for this one, all sets will be open for voting for at least 48 hours from the time of the post announcing that they have been put up (for the first set, this post counts as the announcement). I'm not saying for sure I'll be updating it exactly on the 48 hour mark, just that I won't do it *before* that mark.


EDIT: Just want to mention, please don't treat the image links in the poll as permanently available. I don't plan to keep them available once the voteoff is finished. If you want a copy of the level maps (which you can host somewhere else, or on a free image host, if you like), you can get it here.


After this voteoff is finished, I plan to hold them for the other official games, after which there'll be a "final round" pitting all the winners from each game against each other. The order I plan to do the remaining games in is:
2) Oh No! More Lemmings!
3) Holiday Lemmings 1994 (including H93 levels, of course)
4) Xmas Lemmings 91/92 (combined into a single voteoff)
5) Covox Lemmings Demo
6) Prima Publishing Lemmings Demo
7) Extra levels

Extra levels will be all single-player levels from versions that are mostly mechanics-compatible with the DOS version - in other words, the unique levels from Genesis, the unique levels from the Budget Amiga and Bookclub Amiga versions, the unique Holiday Lemmings level from Amiga, and the unique Tricky 21s from the Mac and SNES versions. Levels from versions that are not mechanics-compatible (or at least close to it) such as Master System, NES and PSP will not be included, and neither will two-player levels.

744
As I'm sure most of you know, the V1.15n update of NeoLemmix added a few new skill types. As of V1.15n-B, you can also force a level to use a specific skillset. So, here's the challenge for each level:

1) Can the level be beaten with only the new skills? (the code to enter on ForceSkillset option is AD51 (V1.17n or newer) or AD50 (V1.16n-B or earlier))
2) If so, assuming an X-of-everything skillset, what is the lowest X the level can be beaten with?
3) Finally, under such conditions, what is the highest % that can be saved?

Just to be clear - that's the order of priority. Highest priority is just beating the level full stop. If that's doable, next priority is to find the smallest X for which it's doable with an X-of-each-new-skill skillset. Once that's been found, the highest % obtainable with said X-of-each skillset is the last task.


<em>Just for reference, on how to set this up:

1) Download <a href="index4265.html?topic=911.0" class="bbc_link" target="_blank">NeoLemmix</a>. Use the latest version if possible; at any rate you definitely need at least V1.15n-B or higher for this topic; but V1.17n+ is recommended due to an additional skill being added in V1.17n.
2) Run the player in question at least once.
3) In the INI file, set ChallengeMode to 1 and ForceSkillset to AD51 (or AD50 if you're using a version older than V1.17n)

You'll notice you start the level with 0 of each skill. This is normal; that's how Challenge Mode works - instead of your skills being limited, you have unlimited skills and it counts how many you use. The reason you need to use Challenge Mode is because obviously, the already-existing levels have 0 of each of the new skills.</em>

<em>Note: Do not use V1.15n-B for the packs where the levels were not yet properly NeoLemmix-converted in that version. In other words, you must use V1.16n or higher for Oh No! More Lemmings!, Holiday Lemmings 94, the Extra Levels, and Lemmings Plus II.</em>

<strong>Keep in mind that these skills are still very new, and as such, may have glitches. Cloner and Glider especially may be vunerable to glitches.</strong>

<span style="font-size: 14pt;" class="bbc_size"><strong>Original Lemmings</strong></span>
<strong>Fun</strong>
Fun 2 - 90% with 1 of everything
Fun 3 - 98% with 1 of everything
Fun 7 - 100% with 1 of everything
Fun 8 - 99% with 1 of everything
Fun 10 - 100% with 1 of everything
Fun 11 - 98% with 11 of everything
Fun 13 - 100% with 1 of everything
Fun 14 - 12 of everything (no % recorded)
Fun 15 - 97% with 12 of everything
Fun 16 - 11 of everything (no % recorded)
Fun 18 - 98% with 1 of everything
Fun 19 - 5 of everything (no % recorded)
Fun 20 - 96% with 8 of everything
Fun 24 - 96% with 2 of everything
Fun 26 - 100% with 4 of everything
Fun 27 - 98% with 1 of everything
Fun 28 - 97% with 11 of everything
Fun 30 - 96% with 2 of everything

<strong>Tricky</strong>
Tricky 1 - 4 of everything (no % recorded)
Tricky 2 - 100% with 1 of everything
Tricky 3 - 100% with 5 of everything
Tricky 4 - 100% with 8 of everything
Tricky 6 - 80% with 4 of everything
Tricky 7 - 96% with 7 of everything
Tricky 9 - 97% with 3 of everything
Tricky 12 - 96% with 2 of everything
Tricky 13 - 94% with 3 of everything
Tricky 18 - 90% with 1 of everything
Tricky 19 - 100% with 1 of everything
Tricky 22 - 99% with 1 of everything
Tricky 29 - 99% with 1 of everything

<strong>Taxing</strong>
Taxing 2 - 97% with 5 of everything
Taxing 9 - 100% with 1 of everything
Taxing 10 - 100% with 5 of everything
Taxing 14 - 98% with 14 of everything
Taxing 15 - 98% with 10 of everything
Taxing 16 - 99% with 3 of everything
Taxing 19 - 98% with 1 of everything
Taxing 21 - 100% with 5 of everything
Taxing 22 - 100% with 3 of everything
Taxing 24 - 99% with 1 of everything
Taxing 27 - 78% with 5 of everything
Taxing 28 - 98% with 3 of everything
Taxing 30 - 100% with 1 of everything

<strong>Mayhem</strong>
Mayhem 1 - 96% with 17 of everything
Mayhem 6 - 100% with 6 of everything
Mayhem 8 - 91% with 12 of everything
Mayhem 10 - 98% with 7 of everything
Mayhem 11 - 100% with 1 of everything
Mayhem 13 - 100% with 4 of everything
Mayhem 14 - 97% with 10 of everything
Mayhem 15 - 96% with 11 of everything
Mayhem 16 - 100% with 6 of everything
Mayhem 17 - 100% with 6 of everything
Mayhem 18 - 95% with 10 of everything
Mayhem 21 - 100% with 9 of everything
Mayhem 27 - 100% with 6 of everything
Mayhem 29 - 100% with 5 of everything
Mayhem 30 - 96% with 25 of everything

<span style="font-size: 14pt;" class="bbc_size"><strong>Oh No! More Lemmings!</strong></span>
<strong>Tame</strong>
Tame 1 - 60% with 6 of each
Tame 2 - 100% with 2 of each
Tame 4 - 98% with 2 of each
Tame 7 - 94% with 9 of each
Tame 8 - 96% with 1 of each
Tame 9 - 100% with 2 of each
Tame 13 - 100% with 2 of each
Tame 14 - 100% with 4 of each
Tame 15 - 100% with 2 of each

<strong>Crazy</strong>
Crazy 2 - 100% with 6 of each
Crazy 3 - 96% with 2 of each
Crazy 4 - 100% with 4 of each
Crazy 5 - 100% with 4 of each
Crazy 6 - 100% with 14 of each
Crazy 7 - 100% with 26 of each
Crazy 10 - 98% with 16 of each
Crazy 11 - 50% with 1 of each
Crazy 13 - 70% with 2 of each
Crazy 14 - 92% with 3 of each
Crazy 15 - 98% with 1 of each

<strong>Wild</strong>
Wild 1: 96% with 5 of each
Wild 2: 97% with 13 of each
Wild 3: 96% with 6 of each
Wild 4: 100% with 7 of each
Wild 6: 100% with 4 of each
Wild 10: 95% with 6 of each
Wild 11: 98% with 5 of each
Wild 16: 100% with 11 of each
Wild 19: 96% with 12 of each
Wild 20: 96% with 1 of each

<strong>Wicked</strong>
Wicked 1: 96% with 2 of each
Wicked 3: 100% with 3 of each
Wicked 5: 100% with 1 of each
Wicked 8: 98% with 6 of each
Wicked 9: 96% with 7 of each
Wicked 10: 96% with 9 of each

745
Well, I figured that LPIII's been out for a while now, so it might be time to do one of these like I did with the earlier LP packs.

So, the format will be similar. Each rank will be divided into two groups. Group 1 will be levels 1 to 9, and Group 2 will be levels 10 to 17 (or 18, for Dodgy). Following those voteoffs, the winners from each group within a rank will be voted off, and then finally, those winners, with one more round between the top two levels from the first winners round.

So,

Timid 1-9 (2 votes): Timid 3 "Strike It Down!", Timid 4 "Roundabout Run", Timid 8 "Scatterlem"
Timid 10-17 (2 votes): Timid 10 "What Does This Button Do?", Timid 15 "Locked Out!"
Dodgy 1-9 (2 votes): Dodgy 7 "Experimental Materials", Dodgy 8 "Synergistic Effect"
Dodgy 10-18 (2 votes): Dodgy 11 "Extra Skill Required"
Rough 1-9 (2 votes): Rough 7 "Hardwired!"
Rough 10-17 (2 votes): Rough 13 "Shmooth Shailing"
Fierce 1-9 (2 votes): Fierce 1 "Dead Is The New Black"
Fierce 10-17 (2 votes): Fierce 13 "Crossover Arena"

Timid's winners (2 votes): Timid 15 "Locked Out!"
Dodgy's winners (1 vote): Dodgy 8 "Synergistic Effect"
Rough's winners (1 vote): Rough 7 "Hardwired!"
Fierce's winners (1 vote): Fierce 13 "Crossover Arena"

Rank winners (2 votes): Dodgy 8 "Synergistic Effect", Rough 7 "Hardwired!"

Final (1 vote): Rough 7 "Hardwired!"

Bonus round (Winner of voteoffs vs all-time winner from previous voteoffs)
Genius 8 (LPII) "Panic Attack" vs Rough 7 (LPIII) "Hardwired!"
Winner: Genius 8 (LPII) "Panic Attack"

I'll decide on the vote limits for later rounds based on how many levels qualify, rather than attempting to decide them upfront. Most likely it'll be one per round, but if there's especially large ties, it might be two or even three. And then for fun, once we have a winner, I'll do a voteoff between it and the overall winner from previous packs (which was Genius 8 "Panic Attack" from LPII).

EDIT: Okay, so for the playoffs between rank winners, two votes for Timid due to the large amount of qualifying levels, one vote for the other ranks. After that, the winner(s) from each rank will be in a two-vote round, with the top two levels (even if they're not tied) entering a final round with one vote.

746
Levels for v10 or older / Lemmings Plus III
« on: July 21, 2014, 08:25:40 AM »
Moderator Note: The links and downloads in this topic are all out of date, please refer to this topic for the Lemmings Plus series

http://www.lemmingsforums.net/index.php?topic=1922.0




<span style="font-size: 16pt;" class="bbc_size"><strong>Lemmings Plus Games Index</strong></span>
<strong>Lemmings Plus DOS Project</strong>
A Lemmix-based pack of 150 levels using the official graphic sets. Lemmings Plus DOS Project mostly stays true to the original mechanics, even including glitches, but did introduce the staple Lemmings Plus feature of having non-timed bombers.
<a href="index081e.html?topic=283.0" class="bbc_link" target="_blank">(Topic)</a> | <a href="http://www.neolemmix.com/old/lpdos.zip" class="bbc_link" target="_blank">(Download)</a>

<strong>Lemmings Plus II</strong>
A Lemmix-based pack of 100 levels + 5 secret levels using five new graphic sets. Introduces the concepts of Frenzy and Gimmick levels, as well as secret levels; though the engine is a modified version of traditional Lemmix, not NeoLemmix.
Has a bonus pack of 30 levels + 2 secret levels focusing on repeats and gimmick/frenzy levels.
<a href="index5aec.html?topic=879.0" class="bbc_link" target="_blank">(Topic)</a> | <a href="http://www.neolemmix.com/old/lpii.zip" class="bbc_link" target="_blank">(Download)</a> | <a href="http://www.neolemmix.com/old/lpiibonus.zip" class="bbc_link" target="_blank">(Download Bonus Pack)</a>

<strong>Lemmings Plus III</strong>
A NeoLemmix-based pack of 60 levels + 9 secret levels using four new graphic sets. Lemmings Plus III is the first pack in the series to use the NeoLemmix engine.
Has a bonus pack of 35 levels + 7 secret levels focusing on repeats and gimmick levels.
<a href="index55ce.html?topic=1036.0" class="bbc_link" target="_blank">(Topic)</a> | <a href="http://www.neolemmix.com/old/lpiii.zip" class="bbc_link" target="_blank">(Download)</a> | <a href="http://www.neolemmix.com/old/lpiiibonus.zip" class="bbc_link" target="_blank">(Download Bonus Pack)</a>

<strong>Holiday Lemmings Plus</strong>
A small NeoLemmix-based pack of 12 levels exclusively using the Christmas graphic set. Holiday Lemmings Plus is the first pack in the series to use the new NeoLemmix skills and vertical scrolling.
<a href="index81b1.html?topic=1079.0" class="bbc_link" target="_blank">(Topic)</a> | <a href="http://www.neolemmix.com/old/lph.zip" class="bbc_link" target="_blank">(Download)</a>

<strong>Lemmings Plus Flashbacks</strong>
An NeoLemmix-based collection pack featuring 32 of the best levels selected from Lemmings Plus DOS Project, Lemmings Plus II and Lemmings Plus III.
<a href="index81b1.html?topic=1079.0" class="bbc_link" target="_blank">(Topic)</a> | <a href="http://www.neolemmix.com/old/lpf.zip" class="bbc_link" target="_blank">(Download)</a>

<strong>Lemmings Plus Omega</strong>
An NeoLemmix-based pack of 135 levels using the Lemmings Plus II and Lemmings Plus III graphic sets. It is the last entry in the Lemmings Plus series.
<a href="index280c.html?topic=1217.0" class="bbc_link" target="_blank">(Topic)</a> | <a href="http://www.neolemmix.com/old/lpo.zip" class="bbc_link" target="_blank">(Download)</a>

<hr />
<span style="font-size: 15pt;" class="bbc_size"><a href="indexea48.html?topic=1109.0" class="bbc_link" target="_blank">Lemmings Plus III Bonus Pack Level Voteoff!</a></span>

Following on from <a href="index081e.html?topic=283.0" class="bbc_link" target="_blank">Lemmings Plus DOS Project</a> and <a href="index5aec.html?topic=879.0" class="bbc_link" target="_blank">Lemmings Plus II</a>; I've now made a third (fourth if you count LPII Bonus Pack) Lemmix-based entry in the Lemmings Plus series, with the incredibly creative, original and unpredictable title, "Lemmings Plus III". <img src="http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />

Lemmings Plus III is a bit shorter than the previous packs, at 60 levels plus <del>8</del> 9 secret levels; divided into four ranks of 15 levels + 2 secret levels each (3 secret levels in one of the ranks), titled Timid, Dodgy, Rough and Fierce. It's also the first entry in the Lemmings Plus series to be built from the ground up for NeoLemmix, instead of just having a NeoLemmix conversion as a kind of "bonus" release. Hopefully, the use of new NeoLemmix features, and the increased difficulty and complexity especially in the fourth difficulty rank, should make up for the lower amount of levels. Lemmings Plus III has also, unlike the previous packs, gone through pre-release testing by a few other players, so - while I'm not saying it'll be 100% free of problems - should be a bit more backroute-proofed than the initial releases of LPDOS and LPII. <img src="http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />

Like Lemmings Plus II did, Lemmings Plus III features completely new styles - four of them this time - making use of NeoLemmix's extended palette capability, new object types, and other features. It also features four VGASPEC levels; the kind of thing that was a staple feature of the Cheapo Lemmings Plus packs, but has not been used in the Lemmix ones until now.

<strong>Bonus Pack</strong>

Just like LPII had one, LPIII also has a bonus pack. This pack contains 28 original levels and 14 repeat versions of levels from LPIII, with the original levels mostly being gimmick levels, and some of them indeed being secret levels. Unlike in past packs, the secret levels are in their own seperate rank instead of being tacked on to the end of the rank they're found in. Also unlike the LPII Bonus Pack, half of these repeats are easier versions rather than harder ones. The levels are split into 6 ranks, including the secret levels rank, of 7 levels each:

<strong>Breather</strong> - Features easier versions of 7 of the hard levels from LPIII.
<strong>Rehash</strong> - Features harder versions of 7 of the easy(ish) levels from LPIII.
<strong>Moonwalk</strong> - Features levels using the Backwards Walkers gimmick.
<strong>Teamwork</strong> - Features levels using the One Skill Per Lemming gimmick.
<strong>Party</strong> - Features levels using combinations of gimmicks; many of these use LPII gimmicks as well as LPIII ones, though each combination includes at least one LPIII gimmick.
<strong>Secret</strong> - Features the 7 secret levels. There are a variety of concepts here, including the remaining two LPIII gimmicks, a Frenzy, and levels based on successful concepts in LPDOS and LPII that weren't used in LPIII.

Like with the Lemmings Plus II Bonus Pack, these are not intended to be progressive with one rank's difficulty starting roughly where the previous left off (although I would say that, excluding Secret of course, overall each rank is harder than the previous - but the early levels in each rank are usually fairly easy). Instead, each rank is just for a different type of levels. However, <strong>within</strong> each single rank, the difficulty is progressive. The Bonus Pack stays true to LPIII's high level of difficulty, and especially in the gimmick ranks the difficulty gets up to Rough/Fierce level very quickly.

<strong>Downloads</strong>
DropBox Folder Links - <a href="https://www.dropbox.com/sh/z1h2vwtu90w8igs/AAB2sphgKtISB2TKNQJ_OG2ia/LemmingsPlus/Lemmings Plus III" class="bbc_link" target="_blank">Lemmings Plus III</a> | <a href="https://www.dropbox.com/sh/7ljqu4rn49ruky6/AADp-m7x0oaVe7M1O-nvUtUaa?dl=0" class="bbc_link" target="_blank">Lemmings Plus III Bonus Pack</a>

Lemmings Plus III NeoLemmix Player - <a href="https://www.dropbox.com/sh/z1h2vwtu90w8igs/AAB1Io2R8fL4Cjl0s3UCLPjMa/LemmingsPlus/Lemmings Plus III/LPIII.zip" class="bbc_link" target="_blank">Download</a>
Version: Levels V3 | NeoLemmix Engine V1.15n*
<strong>This version is considered the official version (even though newer versions have been "unofficially" available) until further notice.</strong>
<span style="font-size: 8pt;" class="bbc_size">Note: On the title screen, the player claims to be "Levels V2 Player V1.15n"; but if the player version is V1.15n, it's definitely also Levels V3. It's just an incorrect text.</span>

Lemmings Plus III Bonus Pack NeoLemmix Player - <a href="https://www.dropbox.com/s/1w1fbf1al44t5bq/LPIIIB.zip" class="bbc_link" target="_blank">Download</a>
Version: Levels V2 | NeoLemmix Engine V1.23n-C
<strong>This version likewise is considered the official version until further notice.</strong>

Lemmings Plus III Solution Replays - <a href="https://www.dropbox.com/sh/z1h2vwtu90w8igs/AABdDk_q3sxiN5myKKEXD60ja/LemmingsPlus/Lemmings Plus III/LPIII_Solutions.zip" class="bbc_link" target="_blank">Download</a>
Version: Levels V3

Lemmings Plus III Bonus Pack Solution Replays - <a href="https://www.dropbox.com/s/x7zlag54deugi1s/LP3B_Solutions.zip" class="bbc_link" target="_blank">Download</a>
Version: Levels V2

Lemmings Plus III Levels - <a href="https://www.dropbox.com/s/gzb4qpax2zvog0j/LPIII_Levels.zip" class="bbc_link" target="_blank">Download</a>
These are the raw level files of all 69 LPIII levels. Please note that these use an older version of the level format. Although the newer versions of NeoLemmix and the NeoLemmix Editor <em>are</em> able to open them, they cannot automatically identify the correct graphic set in the same way they can for levels created in newer versions. The graphic sets must be identified by their number; these files use the LPIII numbering and not the NeoCustLemmix one; see the included readme for more info.

Lemmings Plus III Styles - <a href="https://www.dropbox.com/sh/z1h2vwtu90w8igs/AAAStR72bVytzS4d8slmgfuga/LemmingsPlus/Lemmings Plus III/LPIII_Styles.zip" class="bbc_link" target="_blank">Download Ground/VGAGR and VGASPEC Files</a> | <a href="https://www.dropbox.com/s/my2zdrwmnagq4jt/LP3B_VGASPEC.zip" class="bbc_link" target="_blank">Download Bonus Pack VGASPEC Files</a>
Note that these are numbered with the LPIII numbering scheme. Check the NeoLemmix topic and download the Updated Styles zip if you want them, along with all the other styles, in the NeoCustLemmix numbering scheme. Also note that these are already included in NeoCustLemmix, the NeoLemmix Flexi Player, and NeoLemmix Editor.
These are partially updated versions (ie: the pickup skill objects include the new skills added in NeoLemmix V1.15n; but the slight trigger area adjustments made in V1.25n have not been applied).
<em>Note: The source files have been removed, as with the newer versions of LemSet you can simply decompile the styles to obtain the source.</em>


All LPIII content may be used freely (with credit given).

Special thanks to EricLang and ccexplore for the base version of Lemmix, and to the four people who helped with pre-release testing; Akseli, DynaLem, minimac and Nepster. <img src="http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />

The cheat code for LPIII is <strong>HEARTBLEED</strong>. The cheat code for the bonus pack is <strong>FISHSTICKS</strong>.

<strong>List of levels containing secret levels (LPIII)</strong>
<div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><span style="color: #dee7ef;" class="bbc_color">Timid 4 "Roundabout Run"
Timid 9 "The Acid Vat"
Dodgy 1 "Boost Jumper"
Dodgy 14 "Party In The Skies"
Dodgy 17 "The North Korean Method"
Rough 7 "Hardwired!"
Rough 13 "Shmooth Shailing"
Fierce 4 "Lost In Translation"
Fierce 10 "Lem At Your Own Risk..."</span></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>
<strong>Update Schedule</strong>
LPIII updates are complete.

LPIII Bonus Pack (note: other updates may occur solely to update to a newer NeoLemmix version)
<del>First release - Initial release.</del>
Second release - Backroute fixes. This will only be done ONCE.
Third release - This will come a bit later, and enable things like challenge mode, secret levels via cheat codes, etc.


<strong>Level name references</strong>
<div class="codeheader">Code: <a href="javascript:void(0);" onclick="return smfSelectText(this);" class="codeoperation">[Select]</a></div><code class="bbc_code">Timid 1 "Here We Go Again!" - An appropriate name for the first level of a new pack.
Timid 2 "Welcome To Lemlab" - A reference to the 3D Lemmings levels "Lemlab" and "Tower of Lemlab"
Timid 7 "Oh No! More Oddstacks!" - A reference to Medi 16 from LPDOS, though the level's resemblance is purely visual (this level is MUCH easier)
Timid 10 "What Does This Button Do?" - A reference to Dexter's Laboratory
Timid 11 "A Digger Would Be Handy" - A reference to Tricky 3 (and, I guess, Wimpy 13 and Wimpy 20 from LPDOS)
Timid 17 "Just A Garden-Variety Lemming" - A reference to Genius 16 from LPII; the gimmick in this level is more or less the inverse of the one in Genius 16

Dodgy 2 "If The River Runs Red..." - "...take the dirt road." If you don't know what that means, you probably don't want to. :P
Dodgy 3 "Flea Market" - It's another name for a garage sale; this level kind of has the "pick what you want" concept
Dodgy 5 "A Lemming For Your Thoughts" - A play on "A penny for your thoughts"
Dodgy 6 "Frantic Frenzy" - A reference to LPII's "Floater Frenzy" levels, which this level is extremely similar to
Dodgy 12 "Speak of the Lemming..." - A play on "Speak of the devil"
Dodgy 17 "The North Korean Method" - A subtle hint at the solution to this level
Dodgy 18 "The United States Method" - Both a subtle hint at the gimmick, and a not-very-subtle reference to the level through which this one is accessed

Rough 2 "The Perfect Storm" - A reference to the movie of the same name
Rough 4 "I'm Going To Try Science!" - An XKCD reference
Rough 6 "The Lemming Redemption" - A reference to... something, I'm not actually sure what, I know I've heard "the ____ redemption" somewhere and thought this play would sound cool
Rough 13 "Shmooth Shailing" - A reference to Final Fantasy X-2
Rough 15 "Plan 10 From Outer Space" - A reference to Plan 9 From Outer Space

Fierce 1 "Dead Is The New Black" - A play on "Red is the new black"
Fierce 5 "In The Frenz-zone" - A play on "In the friendzone" and this level being a frenzy level
Fierce 7 "Another X-Of-Everything Puzzle" - Both a lampshading of the amount of X-of-everything levels in LPIII (even if most of them aren't exactly a very high value of X), and a reference to Genius 7 from LPII
Fierce 8 "Curiosity Killed The Lemming" - A play on "Curiosity killed the cat"; also because this level is in Martian style and that robot on mars is called Curiosity
Fierce 10 "Lem At Your Own Risk..." - A play on "Enter at your own risk"
Fierce 12 "We Lem In Peace" - A play on "We come in peace"
Fierce 14 "Symmetrical Warfare" - A play on "Asymmetrical warfare" and this being a symmetrical level
Fierce 15 "The Final Stand" - An appropriate name for the final level of what will very likely be the last numbered entry in the Lemmings Plus series
Fierce 16 "Limited Requests" - Refers to only being able to make one "request" from each lemming


-= Bonus Pack=-
Breather 3 "Multimethodical" - Refers to one solution involving 20 climbers and 20 floaters via different paths
Breather 4 "Space Invasion" - A reference to Space Invaders
Breather 5 "The Complete Connection" - A play on "The Complete Collection"

Rehash 1 "Here We Go Again... Again." - A reference to Timid 1 "Here We Go Again!", which this is a harder repeat of
Rehash 3 "Lemming & Paeroa" - A reference to a New Zealand soft drink called L&P, or "Lemon & Paeroa"
Rehash 7 "Door To Tomorrow" - A reference to an item from Final Fantasy X

Moonwalk 1 "Red Remix" - Refers to the level being a remake in the Martian (red) style of an earlier NeoLemmix test level

Party 2 "What A SNEAKY Level!" - A play on Taxing 15 "What an AWESOME level", as well as a reference to the Sneaky rank of LPII, which had a level featuring one of the gimmicks used in this level
Party 3 "Gotcha Again! :P" - You'll know why when you play it.
Party 5 "Teamwalk" - A combination of "Moonwalk" and "Teamwork", as this level combines the two gimmicks from those ranks

Secret 1 "You Knew It Was Coming..." - This level's underlying concept is a Lemmings Plus staple, and probably the first thing people expected when I mentioned the use of "concepts from LPDOS and LPII that were missing in LPIII"
Secret 4 "Seven-Way Security" - Refers to the use of 7 unlock buttons for the exits
Secret 6 "Hero Frenzy" - Refers to Mayhem 3 "It's Hero Time", the original 1-of-each-skill level, combined with "Frenzy"</code>
<strong>VGASPEC Level References</strong>
The Rickroll Level (LPIII) / Gotcha Again! <img src="http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" /> (LPIII Bonus) - <a href="https://www.youtube.com/watch?v=dQw4w9WgXcQ" class="bbc_link" target="_blank">This GTA4 trailer</a>
The Duck Level (LPIII) - <a href="https://www.facebook.com/pages/Duck/445560262212393" class="bbc_link" target="_blank">This Facebook page</a>, and to a lesser extent, <a href="https://www.facebook.com/bobthebobsta" class="bbc_link" target="_blank">this one</a>, music comes from <a href="https://www.youtube.com/watch?v=MtN1YnoL46Q" class="bbc_link" target="_blank">this video</a>
The Nyancat Level (LPIII) - <a href="https://www.youtube.com/watch?v=QH2-TGUlwu4" class="bbc_link" target="_blank">This video</a>
The Troll Level (LPIII) - <a href="http://knowyourmeme.com/memes/trollface-coolface-problem" class="bbc_link" target="_blank">This meme</a>, music comes from <a href="https://www.youtube.com/watch?v=sTSA_sWGM44" class="bbc_link" target="_blank">this video</a>
The Lemmings Forums Level (LPIII Bonus) - ...really? <img src="http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" />
Trivia Time! (LPIII Bonus) - No references.

<span style="font-size: 16pt;" class="bbc_size"><strong>Lemmings Plus III Trivia</strong></span>

<strong>Development related</strong> (Note: All first/last level points are excluding secret levels, though most remain true even if those were included)
- Lemmings Plus III is the first content to be made specifically for NeoLemmix, excluding one test level which was eventually remade for the LPIII Bonus Pack.
- The order the styles were made in was Circuit, Sky, Martian, Lab.
- Circuit was both started and finished before the Sky style, though both were worked on simultaneously. The Martian and Lab styles were only done after these two were both complete, and were done one at a time.
- The first Timid level to be made was Timid 4 "Roundabout Run". The last one to be made, which was also the last LPIII level altogether to be made, was Timid 12 "No Floaters, Guaranteed".
- The first Dodgy level to be made was Dodgy 11 "Extra Skill Required". The last one to be made was Dodgy 13 "Flag Games".
- The first Rough level to be made, which was also the first LPIII level altogether to be made, was Rough 1 "Viva Las Lemmine". The last one to be made was Rough 4 "I'm Going To Try Science!".
- The first Fierce level to be made was Fierce 4 "Lost In Translation". The last one to be made was Fierce 12 "We Lem In Peace".
- The final levels of each rank were made in the order the ranks themself are in.
- The first update (Levels V2) included in its allowance backroute fixes for Rough. This almost wasn't nessecary; Rough 5 was fixed in the update, but in fact this level had already been fixed before release - it's just that somehow the unfixed version ended up in the final product. However, this update did also fix a few backroutes in Fierce as well - all three levels in question being levels that had been backrouted multiple times during the testing period, but the correct version was included in release and it was simply a matter of yet more backroutes being found.
- Lemmings Plus III has been confirmed to be the last <strong>numbered</strong> entry in the Lemmings Plus series; there will not be a Lemmings Plus IV. There have been two entries since ("Lemmings Plus III Bonus Pack" and "Holiday Lemmings Plus"), and two future entries planned (currently known only by the codenames "Lemmings Plus C Project" and "Lemmings Plus Z Project"), but these use / will use non-numbered names.

<strong>Level / Style related</strong>
- Like with LPDOS and LPII, a voteoff between all LPIII levels was held. The winner of this was Rough 7 "Hardwired!". This level, however, failed to get even a single vote when it was then played off against the all-time winner from previous voteoffs (Genius 8 "Panic Attack" from LPII).
- Level 9 uses a different style in every rank. Purely by coincidence, this was also true for LPII.
- Level 11 also uses a different style in every rank - and in this case, they are also in the same order the styles are numbered in.
- Level 13 too uses a different style in each rank, though there is no other special point to mention on this one.
- Level 17 as well, also uses a different style in each rank. In this case, they are in the same order the styles were made in.
- Level 18 also technically uses a different style in each rank. <em>Technically</em>; because only one rank (Dodgy) even <em>has</em> a level 18.
- Lemmings Plus III has a total of 11 symmetrical or very-near-symmetrical levels. (To give some reference points - Timid 11, Dodgy 6 and Fierce 1 all qualified for the count; while Timid 3 and Fierce 13 did not.) The most common style for these is Lab, but they occur in all four styles.
- There are 25 levels in Lemmings Plus III - that's more than a third of the levels - that have an X-of-everything skillset (not counting pickup skills). This is not counting levels like Timid 4 and Rough 9, where the skillset is a very slight variation on an otherwise X-of-everything skillset.
- If you include levels which deviate from an X-of-everything skillset on only a singe skill, that number rises to 31. It rises even further if you allow cases like Timid 5 (10 of most skills with <em>two</em> which there are zero), Dodgy 9 and Dodgy 15 (both of which have X each of the first five skills and Y each of the last three).
- Rough 5 requires the lowest percentage saved of any Lemmings Plus III level, requiring only 20%. However, this is not the lowest ever for Lemmings Plus (which would be Genius 11 from LPII, which requires only 1%).
- The Lab style is the only style without any object that is unique to it - the Sky style has updrafts, the Circuit style has locked exits and buttons, and the Martian style has triggered traps.
- The Sky style is the only style without one-way arrows.
- Of the new object types in NeoLemmix, the updraft is the only one without a proper tutorial level.
- The lowest frequency of a style being used within a rank is Circuit style levels in Dodgy; there are only two (even including the secret levels).
- There are only three levels that use triggered traps - Rough 5, Rough 15 and Fierce 12. Out of these, Rough 15 is the only one that only has a single one - Rough 5 has five, and Fierce 12 has two.
- Lemmings Plus III is the first Lemmix-based entry in the Lemmings Plus series to feature a 1-of-everything level that requires, or is even possible to acheive, 100% - Fierce 13.
- There are three levels that do not contain any trapdoors, relying instead entirely on pre-placed lemmings - Timid 8, Rough 5 and Fierce 9. Dodgy 16 was also meant to be like this - it was created before pre-placed lemmings were added to the Lab style, and I never ended up replacing the trapdoor with a pre-placed lemming.
- All but three of the levels that require 100% provide at least one bomber in the skillset.
- Fierce 1 is the only Fierce level that was solved by all four testers prior to the official release.
- Not including the two Frenzy levels that give you unlimited floaters and builders respectively, the most you're given of a single skill in one level is in Rough 13, where you have 30 each of climbers and floaters. You are also given 30 bashers in Rough 5.
- Again excluding the Frenzies, the most skills you're given in total for a level is 200, in Timid 16.
- Fierce 4 has the highest time limit, at 10 minutes. Originally (including in the version sent to testers), this was only 6:30, but it was increased because even with this much time, the level was very tight.
- When the decision was made to reduce LPIII to 15 normal levels per rank instead of 25, Rough already had 17 non-secret levels at this point. The two that were moved to other ranks ended up as Dodgy 5 "A Lemming For Your Thoughts" (the save requirement on this one was also reduced; when it was in Rough it required 98% whereas the final version requires 96%, everything else is unchanged), and Fierce 3 "The Soft Scale" (no changes were made to this one).
- Timid 5 "The Rickroll Level" is the only one of the VGASPEC levels that does not require 100%. It is also the only one that has zero of any skill (blockers and bashers). Dodgy 9 "The Duck Level" is the only other one that has any amount of any skill that is not 10 (1 each of bashers, miners and diggers); both Rough 10 "The Nyancat Level" and Fierce 9 "The Troll Level" have a 10-of-everything skillset.
- Timid 5 "The Rickroll Level"'s terrain was completely drawn from scratch, although an image of Rick Astley was used as a guideline. The other three have at least some parts that were copied and pasted.
- The V3 update changed the positions of 5 levels - one set of three was rotated, while a set of two was swapped. The former is Rough 8 -> Fierce 6 -> Rough 14, the latter is Fierce 1 <-> Fierce 8.
- Excluding Frenzies and secret levels, Fierce 8 was the last level to be confirmed as having been solved.
- The save requirement in Fierce 11 has changed in every new version released - it was 95% in the testing version, 94% in V1, back to 95% in V2, and back to 94% again in V3.
- The Circuit style contains two copies of one terrain piece. It is quite obvious that the second one was meant to be flipped horizontally, but I accidentally didn't do this. However, the newer versions of NeoLemmix negate the need to have horizontal flipped versions of terrain pieces anyway.
- At the time of writing this, Dodgy 18 and Fierce 16 still remain unbeaten to the best of my knowledge.

<strong>Rank related</strong>
- Timid is the only rank with more than two levels where 100% is possible but not required.
- Dodgy has the most levels that require 100%, at 9 levels.
- All the non-secret levels in Rough either require 100%, or are impossible to acheive 100% on. (One of the secret levels, however, can be 100%ed but does not require it.)
- The VGASPEC levels for Dodgy and Rough were swapped during the testing period - originally Dodgy had "The Nyancat Level" and Rough had "The Duck Level". Nothing else about these levels was changed.

<strong>Music related</strong>
- Lemmings Plus III uses a 7 track rotation. These tracks are, in order, (1) the normal in-game music from Bust-A-Move 4, (2) "Burning Blood" from Final Fantasy Legend II, (3) the windmill theme from Legend of Zelda: Ocarina of Time, (4) the Bubbly Clouds music from Kirby's Dream Land, (5) the special stage music from Super Mario Land 2, (6) the overworld music from Final Fantasy Legend, (7) "Don't Give Up" from Final Fantasy Legend II
- Lemmings Plus III features a special track for the final level of each rank, except Fierce, where it's used on the second-to-last level. This music is the final boss music from Final Fantasy Legend.
- The final level of Fierce has yet another special track, which is the final boss music from Final Fantasy Legend II.
- Unlike NeoCustLemmix and the NeoLemmix conversions of previous packs, LPIII has new gimmick and frenzy musics instead of re-using the LPII ones. These are the bee level music from Crash Bandicoot 2 for gimmick levels, and the Screech's Sprint music from Donkey Kong Land 2 for frenzy levels.
- The four VGASPEC levels also have unique themes, in each case at least somewhat relating to the level's theme.
- Altogether, this gives a total of 15 different musics used in LPIII. This is more than LPII (8 tracks), but less than LPDOS (17 tracks).

<strong>Comparisons to other Lemmings Plus entries</strong>
- Lemmings Plus III is the first time a Lemmix-based entry in the main Lemmings Plus series has either a first or final level of a rank that requires 100%; with Timid 15 "Locked Out!", Rough 1 "Viva Las Lemmine" and Fierce 1 "Dead Is The New Black" all requiring 100%.
- Lemmings Plus III sets new records for both the lowest and highest time limit in a Lemmix-based Lemmings Plus level; with Rough 6 having the record for lowest limit at 40 seconds (previous record was 1 minute in many levels; or if you count NeoLemmix conversions, 45 seconds in Trial 5 of LPII Bonus), and Fierce 4 having the record for highest limit at 10 minutes (previous record was 9 minutes in a handful of levels) - although this record only stands if you don't include the levels from LPDOS that were removed in V7; as the former Wimpy 12 had a time limit of 42 minutes.
- Lemmings Plus III also sets a new record for the most lemmings in a single level, with 500 in both Dodgy 6 and Fierce 5. The latter is even possible, theoretically, to save 100% on. (However, LPII still holds the record for most lemmings in a normal (ie: not gimmick, not frenzy) level, at 250; on both Cheeky 6 "Raindrop Lemmings" and Sneaky 8 "Lemming Surge".)
- Lemmings Plus III is the first Lemmix-based entry to have four difficulty ranks instead of five. However, the Cheapo-based entries all had four ranks, except for the first one.

<span style="font-size: 16pt;" class="bbc_size"><strong>Lemmings Plus III Bonus Pack Trivia</strong></span>
- LPIII Bonus Pack has the highest secret levels to non-secret levels ratio out of all Lemmings Plus packs; 1 in 6 levels (16.67%) is a secret level (compared to just under 1 in 8 (13.04%) in LPIII, 1 in 16 (6.25%) in LPII Bonus Pack, and 1 in 21 (4.76%) in LPII - all others don't have secret levels at all).
- The gimmick ranks have a three-track rotation seperate from that of the non-gimmick ranks, which features the LPIII Gimmick music, the LPII Gimmick music, and a third track which is new. This track comes from the sewer levels in Crash Bandicoot 2.
- There are two secret levels that are gimmick levels; despite the level numbers suggesting one should have the LPII Gimmick music and the other the new one, both of them use the LPIII Gimmick music.
- LPIII Bonus Pack had one backroute-fix update before being finalized; all levels that were modified in this update were in Moonwalk.
- Breather 3 is the only Breather level that doesn't come from either Rough or Fierce.
- Breather 4 is the only level in Lemmings Plus so far that has two secret levels hidden within the same level.
- Timid 8 "Scatterlem" was considered for use in Rehash, but did not make the cut as no sufficiently challenging solution could be found without requiring an excessive amount of precision.
- Rough 4 "I'm Going To Try Science!" was considered for use in Rehash, but did not make the cut as while a very good solution was found, it was impossible to de-backroute it without modifying the layout of the level.
- Moonwalk 1 "Red Remix" is a remake of the first dedicated NeoLemmix level to ever be created (which was originally in the dirt style).
- Moonwalk 3 and Moonwalk 6 were originally in the opposite positions to each other (though this change was made before release).
- The trick used to solve Teamwork 5 was originally intended for use in Teamwork 2, but the layout here gave rise to backroutes that would have been too complicated to fix in the Sky style, so a new level was made to use the trick and Teamwork 2 was made into an easier level.
- Party 3 is the only completely new non-secret level that does not have a gameplay-affecting gimmick.
- Party 4 was inspired by a trick in a (since fixed) backroute to Party 7.
- Party 5 was originally going to be Party 1, but was moved due to the gimmick combination turning out far more difficult than expected. Even after this relocation, it was still determined to be too hard so had some modifications to the layout to decrease the difficulty.
- Party 6 was originally going to also use the No Gravity gimmick, but this gave rise to backroutes that were easiest to fix by simply removing that gimmick.
- Party 7 was originally also going to be Frenzy in addition to the set of gimmicks it did end up using, but this was ditched due to the level requiring some quick-reaction moves at certain points.
- Secret 5 is a VGASPEC level (although most of its design uses pieces from a normal graphic set), but does not use a special music unlike other VGASPEC levels in LPIII and LPIII Bonus Pack. It just uses the LPIII gimmick level music.
- Secret 6 is the only Frenzy level in LPIII Bonus Pack.
- Out of all gimmicks that were used in either LPII or LPIII, there are two that are not used in LPIII Bonus Pack, both of which were from LPII - the Unalterable Terrain gimmick and the No Gravity gimmick. The latter was planned to be used in one level (as mentioned above) but was later removed; while the former was not considered for any level.

747
Fan Corner / SEGA style and levels for DOS / Lemmix
« on: June 21, 2014, 01:52:16 PM »
So, I decided to make the SEGA style (from the Master System version) as a DOS graphic set, and have also remade the levels.

For those who aren't aware (which I'm sure is none of you), the Master System version has 10 unique levels. Well, in a way 11, but one of them is irrelevant to this topic. But the other 10 use a custom "Sega" graphics set, which is exclusive to that version as far as official games go. This set is now available for DOS and Lemmix! (EDIT: 12 levels actually, forgot about Sixes Not! when I was writing this.)

Now, the Sega style does use more variety of colors than the DOS format allows for. It is, however, completely within what NeoLemmix is capable of handling. However, besides color variety, there's nothing about it that DOS and traditional Lemmix can't handle; so I've made it as a dual-compatible style. This basically means that it will work just fine in older software (official DOS games, traditional Lemmix, LemEdit, etc), except with a reduced range of color variety - the palette is carefully constructed so that they still look roughly accurate. It kind of just feels like it's in EGA mode. (Writing this made me go and try it in *actual* EGA mode. The results were... not so great looking. Try for yourself if you want to see.) However, if you use it in NeoLemmix or NeoLemEdit (or CustLemmix, since that also supports extended palette graphic sets), it'll display with the full set of colors. There isn't a "traditional Lemmings version" and a "NeoLemmix version"; I'm meaning as in the set was constructed in such a way that the same files will do this depending which engine you're using it with. And of course, this means that apart from the extended palette, this set doesn't use any NeoLemmix-exclusive features.

For comparison, I attached two screenshots - one running in CustLemm, and one running in NeoLemmix. I resized the NeoLemmix one to 640x400 so it's easier to compare. Just to be clear - they are both using the same GROUNDxO.DAT and VGAGRx.DAT files. It's also the same level, but I'm sure you could tell that from the screenshots. :P Speaking of that, the level is included in the ZIP file to save you having to make a level just to test the style in action. EDIT: Nope, it appears it isn't, and that is of course everyone's fault except mine. :P I attached it to the next post, since this post already reached the attachment limit.

The style will be included (as #19) in CustLemmix; I'll update traditional now to include it, while for NeoCustLemmix I'll add it in the V1.09n release.

It's not possible to perfectly replicate the exact timing of the trap in DOS/Lemmix, but I got it pretty close. If you have enough lemmings walk by at RR99, you might end up with one or two less lemmings left alive eventually compared to if you did the same on Sega, but that can't be helped - I did try to get it exact, but it just isn't possible.

I also attached the "source code" of the style (ie: the raw images in BMP format and the INI file, to be used with LemSet). Use it for whatever purposes you like.

I've remade the levels too, see the next post to download them. As well as the 10 (or 5 with two versions of each; however you want to see it) SEGA levels, it also includes Sixes Not! and Stepping Stones.

748
In Development / Lemmings Plus III - Development Topic
« on: May 29, 2014, 04:08:51 PM »
ANNOUNCEMENT: Due to personal circumstances and not wanting to compromise the quality of LPIII, nor take too long to finish it, I have decided to reduce the number of levels by about 40%. See this post for more info.

Two demos are now available! Get them here:
Demo 1: http://www.mediafire.com/download/7q38qm2em1757mg/LPIIIDemo1.zip (Runs on NeoLemmix V1.07n)
>> 3 levels from Timid (though one has since been moved to Rough and made harder)
>> 3 levels from Dodgy
>> 1 level from Rough
>> 1 secret level
(No levels from Fierce in this one)
>> Uses Sky and Circuit styles only
>> To enable cheat mode, enter the code "DEMOCHEATS" (you can't set it in the INI file)

Demo 2: http://www.mediafire.com/download/79dqs0de0yb1ds1/LPIIIDemo2.zip (Runs on NeoLemmix V1.09.5n*)
>> 2 levels from each rank (including Fierce)
>> 1 secret level
>> Uses all styles except Lab
>> To enable cheat mode, enter the code "DEMO2CHEAT" (you can't set it in the INI file)


* The version used for the second demo isn't V1.10n as that wasn't yet ready at the time of release, but does contain new updates/features/tweaks not found in V1.09n, hence the labelling as "V1.09.5n".

Also, please note that some details about the game (which affect positioning) have changed since the demos were released.


Well, yep, LPIII is officially under construction! Actually, it has been for a couple of weeks now, though I didn't want to announce it until NeoLemmix was in a fairly good state *and* NeoLemEdit at least had the underlying code (if not the interface) ready, since both of those are quite important to LPIII's construction, especially the former.

Yes, unlike the somewhat-messy (although to be fair, I wouldn't say they're in a completed state yet) conversions of LPDOS and LPII; LPIII is being built right from the start for NeoLemmix and taking full advantage of its features! Of course there'll be new object types in use - including some that I've added to NeoLemmix but haven't revealed (experiment, you might find something :P ) - and another new set of styles; it isn't going to just use remastered and/or expanded versions of the official or LPII styles. Likewise, one of the graphic sets is *entirely* rough-edged - even including the steel! NeoLemmix's autosteel makes this possible. =D

As a bit of a change from LPDOS and LPII, Lemmings Plus III is only going to have four difficulty ranks. 15 levels each (not including secret levels), so you still get around the same number of levels as last time. One thing different is that the initial difficulty curve is going to be steeper - of course I'm putting a few of those X-of-everything levels at the start and then the odd one scattered throughout, just as I've always done, but I'd say the first rank is more comparable to Cheeky/Wimpy, perhaps even very-early Medi/Sneaky, than it is to Mild/Nice. (The original intention was 25 levels each, but for reasons relating to my personal life I decided to cut this down.)

Now, unlike in LPII, the gimmick levels won't be mixed in randomly with the normal ones - this time, all gimmick levels will be secret levels. There'll still be a couple of frenzies among the normal levels, but I don't plan on having one in every rank - probably only two, maybe three, in LPIII as a whole. Also, there'll be two secret gimmick levels per rank. Within one rank, both of these levels will use the same gimmick, and the first secret level will be much easier, kind of like a tutorial level for the gimmick, with the second one being a proper puzzle using it. Note that I'm not promising that the gimmick levels are the only secret levels; just that no non-secret levels will be gimmick levels (except an occasional frenzy). Also, apart from Frenzy (and perhaps SuperLemming + Frenzy combo, but I haven't made any levels using that yet), all gimmicks will be new ones, not re-used LPII ones. (Sorry to anyone who wanted more Karoshi levels; but hey, you're more than welcome to have a go at making your own ones. :P ) It has been confirmed what the four gimmicks being used are.

Initially only the first two rank names, Timid and Dodgy, were revealed. The third rank's name was revealed a bit later on to be Rough. When the first demo was released, although it did not contain any levels from the fourth rank, its readme revealed the name of the fourth rank as Fierce.

I'm only going to do four styles this time, partly because creating styles is a lot of work and partly because with more object types and 32 colors, I reckon it can stay interesting without needing a 5th style. And just so you know - the "test" style I've posted in the NeoLemmix topic is, indeed, an LPIII style. That was probably obvious from it being far too detailed for a true test style. xD

Since I'm kind of out of Lemmings musics to go with (well, I guess I *could* use Holiday Lemmings :P ), I'm using an assortment of video game musics for the backing musics in it. Older games, though not nessecerially as old as Lemmings. The tracks being used (all but the 5th in the rotation and the Frenzy music can be heard in the demos) are:
1) Regular in-game music from Bust-A-Move 4
2) "Burning Blood" from Final Fantasy Legend II
3) Windmill music from Legend of Zelda: Ocarina of Time
4) Bubbly Clouds music from Kirby's Dreamland
5) Secret/boss stage music from Super Mario Land II
6) Overworld music from Final Fantasy Legend
7) "Don't Give Up" from Final Fantasy Legend II

Frenzy) "Screech's Sprint" from Donkey Kong Land 2
Gimmick) "Diggin' It" / "Bee-having" music from Crash Bandicoot 2
(There are a few more tracks for specific purposes, but you'll have to wait and find out what they are and what they're for!)

It's being created using the updated version of LemSet for the graphic sets, and mostly MS Paint (the old XP version; can't stand that new one!) to create the graphics themself, with some use of Paint.NET. So far level creation has been done in LemEdit, but that'll be moved to NeoLemEdit once it's capable of actually making levels rather than just loading graphic sets and levels into memory and spitting them out as PNG files. xD

Additionally, Lemmings Plus III will feature VGASPEC levels - the first Lemmix-based Lemmings Plus to do so; while these kind of levels were a staple of the Cheapo Lemmings Plus packs (though to be honest, I can't remember if LP2 had any - but LP1 and LP3 definitely did), LPDOS and LPII did not feature any. Just for the record, NeoLemmix doesn't support beyond the normal 7 colors in a VGASPEC (at least not at the time of making the LPIII VGASPECs), so those levels aren't quite as color-varied as the others - but the use of simple concepts for the designs mostly covers this up quite well. The four share a common theme to some extent, though I won't say what that theme is - you'll have to wait and find out when it's released!

By the way - don't worry too much if progress on this is a bit slow at first. I'm primarily working on NeoLemEdit at the moment, since that's going to be an important tool for creating LPIII; use of traditional LemEdit (or any other existing editor) is doable but not exactly ideal.

The first completed style (circuit style, VGAGR1) is already made available to anyone who wants to use it; it's attached to this post. In this case, it's numbered VGAGR16 as that would be it's number in CustLemmix if the LPIII styles were to be appended to the already present ones. The main reason for making it available is to show off some NeoLemmix objects and a style specifically designed for it.


Completion so far:

--Styles-- (Weighting: 35%)
VGAGR0 (Sky): 100% complete
VGAGR1 (Circuit): 100% complete
VGAGR2 (Martian): 100% complete
VGAGR3 (Lab): 100% complete

--Levels-- (Weighting: 50%)
Timid: 15 of 15 (100%) + 2/2
Dodgy: 15 of 15 (100%) + 2/2
Rough: 15 of 15 (100%) + 2/2
Fierce: 15 of 15 (100%) + 2/2

--Other-- (Weighting: 15%)
MAIN.DAT: 100%
Musics: 100%
Player: N/A (Uses NeoLemmix; the very small amount of LPIII-specific code is done)



Style distribution so far: (Note: I don't nessecerially update this every time I make a level, so might be slightly out of date)
Sky: 16
Circuit: 16
Martian: 14*
Lab: 15
VGASPEC: 4**

* This is only counting the once-per-rank level once, not four times.
**These levels are not also counted under the regular style that they use for objects. Two use Sky and two use Martian.


Note a correction to the demo 1 readme: It lists the 3rd demo level of Timid as being Timid 9. This was true at the time of the demo's release; but it has since been moved to Rough 2 (along with being given 100% requirement and only 1 each of bashers/miners/diggers).
And a change for demo 2 too, although this is more minor: The 1st level of Rough is listed as Rough 9, it's been moved to Fierce. (Originally to Rough 16; I haven't revealed the exact positions of demo levels following the reduction to 15 levels per rank; so that's why no position in Fierce is given.)

749
Lemmings Main / NeoLemmix versions of Orig/OhNo/H94?
« on: May 21, 2014, 06:21:19 AM »
I'm wondering, would there be enough interest in these for me to bother making them? I'm meaning as in the actual effort to adapt levels to align the steel areas etc; simply making a NeoLemmix player (but using the levels as-is) is a two second job and there's no effort involved there. =P

750
Site Discussion / Hehehehe, the "who's online" glitched. xD
« on: May 20, 2014, 08:16:12 AM »
They both linked to the same URL too.

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