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Messages - namida

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10171
Levels for v10 or older / Re: GeoffLems - v0.02 (updated)
« on: August 25, 2014, 02:45:30 PM »
My feedback on the new version:

Fun 26 - This level becomes a bit on the long side when done under Fun-style conditions.

Tricky 3 - I think this is much better positioning for this level.
Tricky 6 - This level is pretty cool. :)
Tricky 10 - Not bad, though is this the solution you intended?
Tricky 13 - This is a pretty cool level now, though might be placed a bit early? Also - on your list in the first post, you have Tricky 15 listed before this one.
Tricky 15 - I'm not noticing any difference here?
Tricky 18 - Good level for the position.
Tricky 22 - If I remember correctly, this is more or less how I did this level before.
Tricky 23 - You've listed both this one and the previous one as being originally Tricky 19. Anyway, I'm not sure if my solution might still be a backroute, as I didn't use the climber, floater or miner...
Tricky 27 - This is a really good level! Though it can be beaten fairly easily with only two builders. :P
Tricky 28 - This level seems to be impossible now. o_O Assuming there isn't a mistake that's actually made it impossible, this level is definitely far too hard for Tricky!

Taxing 1 - I think this might still be a backroute, since it saves 95% and doesn't use most of the skills...?
Taxing 2 - I don't think my solution was a backroute, but if it was, it still works.
Taxing 3 - Much better! :)
Taxing 6 - It's possible I've backrouted this again, but if not, DAMN those bashers need to be precise...
Taxing 13 - Some of the bombers end up still needing to be timed, due to blockers interfering with other lemmings. Still a good level though.
Taxing 25 - Neat level now! :D
Taxing 26 - Also pretty cool. :)
Taxing 27 - Fairly sure I backrouted it.
Taxing 28 - Still pretty easy really, though yes, the way blocker trigger areas work under traditional Lemmix could get very annoying here.

I haven't looked at the new Mayhem levels yet, I will a bit later on. Here's my replays for all the new/revised levels (including the ones I didn't comment on), except Tricky 15 which doesn't seem to be any different, and Tricky 28 which I wasn't able to solve.



By the way, I'm not sure if you're aware, but in the CustLemmix topic, there's a download called "Flexi Toolkit" which can be used to build a customized Lemmix player with everything embedded in the EXE (rather than having a whole bunch of LVL files) - the version in that topic is traditional Lemmix, not NeoLemmix (a NeoLemmix version of the toolkit does also exist). Might be useful for your pack. Let me know if you need any help with how to use it.

10172
It's no worries. As I said - first priority is minimizing the skills (well, after confirming it's possible at all, but there are very few levels where possible or not can't be determined just by looking). Especially on these kinds of levels, it may be possible to cut them further - for example, one trick I've noticed but only used in Tricky 6 was make a lemming stack after turning around, then after six steps, make him a Stoner. This can be useful both to save Walkers if you're running high on those, or for walls that are slightly over 12 pixels high (the furthest you can get in a single Stacker-Walker combo).

For Taxing 2 though, not only had I done it, but I managed 97%. :P Nice going on the others though... 5 for Fun 19 sounds quite impressive!


To give one example of using different tricks, here's Fun 15 with no more than 13 of each skill. It can probably be improved to 12, and there's definitely room for improvement on the % saved (for example, I could've saved one extra lemming very easily by making him a glider).

EDIT: And improved both! 12 of each skill max, and 97% saved. I don't think the skill count can be improved, 98% *might* be possible. 99% would definitely require an extra stacker, so 12 won't be possible on Taxing 1 (and that's without taking into account that I don't think there's enough time for this route either). Note a trick I've used here that I'm actually using quite often - rather than interrupting a stacker than containing the crowd, simply letting one lemming slip past while the stack is being built. No doubt said trick will become somewhat of a staple when I get around to making my next level pack.

10173
Three glitches with the new skills that I'm aware of. Two with the Glider, one with the Stacker.

  • Specific timing and terrain formations can cause a glider to fall through terrain. The one place I know of that this occurs is Tricky 9 / Mayhem 6, when falling off the steel on the left side and assigning a glider very close to the ground.
  • Specific angled terrain can cause a glider to turn around when he stops gliding. I've seen this happen on Tricky 12 / Mayhem 21 and Tricky 13 / Mayhem 25.
  • The Stacker's bricks become solid and lemmings can walk on them one frame before they actually become visible. The frame where they become solid is the one they're intended to, it is the graphics that are glitched. (Now that I think about it, this happens in reverse - in both Neo and Traditional, not sure about DOS - with diggers, too.)

    Goes without saying I'll fix these in the next update (well, the graphical one only if it's simple enough to fix - but the gameplay-affecting ones are a major priority). Goddamn Gliders... especially the second one, I thought I'd stomped that out while testing the skills, but seems not.

10174
I grabbed a copy of it, I'll probably give it a go over the next week or so.

10175
Mayhem 1 - No doubt that it's possible, but that bit at the end is going to take a LOT of skills to get up.
Mayhem 3 - Would be doable with 4 if it weren't for the time limit, possibly less if it weren't 100%. But seems impossible as-is.
Mayhem 6 - 100% requirement makes it a bit hard to minimize skills, the Tricky 9 route doesn't work due to that. I can do it with 7.
Mayhem 7 - Shouldn't be any reason the Fun 20 approach wouldn't work.
Mayhem 8 - Almost certianly possible, but it's another case of having to use the Stacker>Walker alternation to get really high.
Mayhem 10 - 98% with 7 of each. Might seem like you need 8 Platformers, but you can use a few placed-nearly-at-edge stackers for the last little bit, and still stay under 7 of both them and walkers.
Mayhem 11 - The usual 100% 1-of-each WAFD solution still works.
Mayhem 13 - Okay, I didn't actually do this one, but without the skillset being a factor, this level is completely identical to Fun 26, so I can say confidently enough to add it to the list: 100% with 4 of everything.
Mayhem 14 - 97% with 10 of each, might be improvable to 9 with well-placed stoners (and, if we're stuck with 10, then 98% with some better timing).
Mayhem 16 - 100% with 6 of each, quite simple.
Mayhem 17 - Very easy 100% with 6 of each.
Mayhem 18 - Definitely possible. Minimum set probably doesn't give 100%, as I see a lot of potential for stoners here.
Mayhem 21 - 100% with 9 of each. Probably not improvable due to the 100% requirement.
Mayhem 24 - NOT possible. The one pixel thing they start in is only escapable in Fun 30 because you can use a stoner there; the 100% requirement prevents that approach here.
Mayhem 25 - I would think Tricky 13's approach should work here.
Mayhem 27 - 100% with 6 of each. Exactly the same approach as Mayhem 16.
Mayhem 29 - 100% with 5 of each. The new skills actually make *this* level easier. O_O
Mayhem 30 - Should be possible.



Re: Fun 27 / Taxing 22, the answer is "no" for fun 27 (I just overlooked it) and "yes" for taxing 22 (100% requirement; NeoLemmix uses the Amiga version levels as a base - it would work if it was based off the DOS levels where the requirement is only 80%).


I'm thinking I might need to expand this challenge to allow (where impossible under normal circumstances) one destructive skill from the old skillset. Either that, or add a new destructive skill in the next NeoLemmix update, though I'm not exactly sure what kind it might be - but as far as formats and so on go, there's room for exactly one more skill to be added.

10176
What does the Mechanic skill do?

Deactivates traps. A single mechanic can deactivate as many traps as he encounters; but it does take him about 2.5 seconds to deactivate a trap (during which time the trap cannot kill other lemmings); he also cannot deactivate a trap if it's in the middle of killing a lemming when he reaches it. Once a mechanic deactivates a trap, that trap is permanently out of order.

There's a tutorial level pack included with NeoCustLemmix; it has one dedicated level for each skill which generally shows their main function, plus one puzzle level that also introduces a few new ideas, either because they just so happen to occur during the level (eg: gliders turning around at walls), or because you're pushed to try them because there seems to be no way without it (eg: swimmers changing directly to climbers) as well as being a, not overly challenging level but a decent puzzle.

10177
Alright, here's a pretty challenging one!

Taxing 2, 97%, maximum 5 of each skill. (I think with 6 of each, you could do 100%, but minimizing the skill count takes priority over saving the highest possible % here, as long as you're at least reaching the requirement.) I do have a replay, but I might not post it just yet... :P
Remember that NeoLemmix uses the Amiga version levels, which means there's 100 lemmings in this level, so you're allowed to lose 3 for this. :P


Aside from that:

Taxing 1 - Should be possible.
Taxing 3 - Should be possible if the time limit doesn't say otherwise.
Taxing 7 - A similar solution to Tricky 4 should work if the time limit doesn't prevent it, but haven't tried yet.
Taxing 9 - Very easily 100%ed with 1 of each.
Taxing 10 - Very easily 100%ed with 5 of each, not sure if 4 of each is possible. Can't re-use the Tricky 6 solution as that only saved 80%.
Taxing 11 - Something similar to Tricky 7 should work, but more skills required due to the need for 100%. Probably need to direct drop to the exit, as you can't use stoners this time.
Taxing 14 - Definitely possible. Good luck finding anyone who can be bothered actually doing it.
Taxing 15 - This one too.
Taxing 16 - Very easy 99% with 3 of each.
Taxing 18 - Almost certain that Fun 11's solution should work here too, but I haven't tried it.
Taxing 19 - 98% with 1 of each. Which should work on Fun 18 too, actually.
Taxing 21 - 100% with 5 of each fairly easily. I can't find any way to do 4 - if the level allowed losing one lemming, it could be done, but it doesn't. (This did give me a nice idea for a trick to use in a custom level, though.)
Taxing 24 - So damn easy. 99% with 1 of each.
Taxing 25 - Fairly sure this should be possible, but not going to try and pull it off.
Taxing 27 - Also definitely possible.
Taxing 28 - 98% with 3 of each. There's several ways to do this, but both 2 skills, and 99% with 3 skills, seem impossible.
Taxing 29 - I'd be VERY surprised if the 100% solution from Tricky 3 doesn't work here.
Taxing 30 - 100% with 1 of each is confirmed possible for all 4 WAFDs.

10178
Here's a few more. The ones in bold are the ones I actually have a confirmed result for, others are just observations.

Tricky 1 - Should be possible using the Stacker-Walker-Platformer combo to substitute builders to get over the lump.
Tricky 2 - Same solution as Fun 13 works here.
Tricky 3 - Very easy 100% with 5 of each.
Tricky 4 - Very easy 100% with 8 of each. Not sure if less might be possible by good use of Stoners.
Tricky 6 - There's an obvious way to get 100% with 5 of each. But there's a not-so-obvious way to get 80% with 4 of each. Replay attached.
Tricky 7 - Fairly easy 96% with 7 of each. Use the mid-air stoner trick for the fall at the end.
Tricky 8 - Obviously possible, but probably requires a pretty large amount of skills.
Tricky 9 - Fairly easy 97% with 3 of each, again using mid-air stoners.
Tricky 10 - Again, should be quite easily possible, but will require a fairly large number of skills.
Tricky 12 - Very easy 96% with 2 of each.
Tricky 13 - Fairly easy 94% with 3 of each.
Tricky 14 - I have no doubt that it's possible, but it'll take a lot of skills. Minimum amount probably won't be a 100%, since I can see stoners being useful here in a similar way to Tricky 6.
Tricky 18 - Very easy 90% with 1 of each, same solution as on Fun 2.
Tricky 19 - Very easy 100% with 1 of each with the same solution as Fun 7.
Tricky 20 - Again, should be possible. Won't be a 100%, as you're going to want a stoner for surviving the drop off the one-way wall.
Tricky 22 - Easy 99% with 1 of each, same solution as Fun 8.
Tricky 29 - Easy 99% with 4 of each. In fact, 100% should be possible, but I've only confirmed 99%.

10179
You don't have to turn on cheat codes, but I'll mention the rest.

EDIT: Added the other We All Fall Downs, as the same solution works on all four.

10180
I've done most of Fun to start it off. There's a few more which should be possible but I couldn't be bothered trying - namely Fun 14, 15, 16, 19 and 28.

The lack of destructive skills is the biggest handicap. Builders are also a bit of a loss, though you can somewhat simulate them by using Stacker > Walker > repeat (sometimes with a Platformer before the next Stacker).

The result for Fun 30 was a pretty cool one.

10181
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

10182
Preliminary LPII conversion is now complete - still got to finish testing them though; only tested Nice so far. After that, next up is ONML, probably going to get H94 done before V1.16n is released too. Not sure about Extra, of course it'll be done eventually but whether it's done for V1.16n or not is another matter.

One new feature, that I discussed ages back but never implemented but have done so now (and will be in V1.16n); pre-placed lemmings can be pre-assigned certain skills. Specifically, the 5 permanent skills, as well as blocker. They can be assigned in any combination, except the impossible combo of Floater + Glider; if you try to assign both, it only gets Floater. The level does not need to actually have the skill in question as part of the skillset.


EDIT: Tested LPII up to the end of Cunning. The only levels that *needed* modifications were Cunning 5 and Cunning 6; though I'm also going to slightly increase the time limits on Sneaky 7, Sneaky 8 and Cunning 16, as well as some minor terrain changes on the last one.

EDIT: Tested all of LPII. Cunning 5, Cunning 6, Genius 8 and Genius 13 were the only level that needed modifications to actually be *possible* (after modifications to make stuff look neater, that is; they might've been possible as-is before that - well, the Cunning ones anyway; the Genius ones were both impossible under NeoLemmix mechanics). Cunning 16 also had some minor changes as the lack of steel glitches made it require an annoying degree of precision, and a few levels had an extra 30 seconds added to their time limits (off the top of my head, Sneaky 7, Sneaky 8 and Cunning 16). Cunning 9 needed some changes to keep the secret level accessible - since there was no way to make it impossible to get the whole crowd to the general area of it but still allow getting one or two lemmings, I had to do something slightly different for it. Under the new mechanics, Genius 4 was possible with one fewer builder than before, so the skillset has been adjusted accordingly. Cheeky 20, while not impossible under the new mechanics, became a LOT harder than before, so I made some very slight changes there too - you probably won't even notice the changes unless you're looking for them. That's just off the top of my head, I know there were a few more changes here and there. Surprisingly, Genius 19 needed no changes apart from one cosmetic change that doesn't impact the solution. Cheeky 8 is a lot harder than before now, but I'm not sure exactly what can be done to negate that without making it mostly just tedious (by sharply increasing the number of builders), except maybe swapping it and one of the other gimmick levels (maybe Cunning 19), but I don't really want to do that... I also have to say, Genius 3 gave me a bit of difficulty! Nothing NeoLemmix-specific, I just couldn't remember how to solve it. xD

OhNo and H94 are yet to be confirmed for sure, but LPII will definitely be fully NeoLemmix-adjusted for the next update, as the conversion is now complete. :P Those two (especially H94) shouldn't be too much trouble anyway.

10183
Two-way this time, between Timid 10 "What Does This Button Do?" and Timid 15 "Locked Out!".

My votes this round were Timid 12 "No Floaters, Guaranteed" and Timid 15 "Locked Out!".

New round is up.

10184
Some interesting mechanics / notes on how they work with the new skills that may be of use to level designers. Some of these are shown in the tutorial levels, or in "Stone Hot Sacrifice":

Walkers
- You can assign a walker to any of the following: Walkers, Blockers, Platformers, Builders, Stackers, Bashers, Miners, Diggers.
- If you assign a walker to a lemming that is already walking, it turns around. (I believe this is the same as in Lix.)

Swimmers
- If a swimmer enters the water below the surface, it jumps up a few pixels instantly, then slowly floats towards the top.
- For the most part, a swimmer functions the same way as a walker, but on water instead of terrain. This includes that it will jump up a small ledge if it encounters one, and can transition to climbing if it encounters a taller wall.
- A swimmer can be assigned the Bomber or Stoner skills. Bomber does not do any destruction if used while swimming (intentional, not a glitch), but Stoner functions as normal.
- The Exhaustion gimmick does not have any impact on Swimmers.

Gliders
- Gliders will turn around and continue gliding if they hit a wall.
- Gliders that meet updraft objects (the Sky set has these) will move upwards instead of downwards, though at a slower rate.
- You can assign a glider to a lemming mid-fall, just like with floaters.
- A lemming cannot be both a Floater and a Glider. You can have both skills on the same level, but not on the same lemming.

Mechanic
- Mechanics take 43 frames to deactivate a trap.
- A mechanic can only deactivate a trap while the trap is idle (not currently killing a lemming).
- A trap deactivated by a mechanic is permanently deactivated; the effect is not temporary.
- Mechanic is a permanent skill just like Climbers, Swimmers, Floaters and Gliders - one mechanic can deactivate as many traps as he encounters.
- The Exhaustion gimmick does not have any impact on Mechanics.

Stoner
- Stoner functions more or less identically to bomber, except for creating terrain instead of destroying it.
- Even in a player that uses timed bombers, Stoners are still instant.
- As implied by the first point, you can use a Stoner in mid-air.
- If you use a Stoner on flat ground (and even in most cases on slopes), Climbers will not be able to climb over the resulting terrain.
- A lemming that dies by becoming a Stoner does indeed count as killed for the purpose of the Karoshi gimmick.

Platformer
- Platformer can only be assigned in locations where at least one pixel of their first step is not already solid terrain.
- A platformer will stop if, while moving horizontally, there is a solid pixel either one or two pixels above his platform.
- A platformer will also stop if an entire brick is placed where there is already solid terrain; but not if even just one pixel of it was previously empty space.
- Platformers *are* affected by the Lazy Lemmings gimmick.

Stacker
- A stacker cannot be assigned in a location where the pixel below the leftmost pixel of their first brick is not solid.
- The stacker shares the builder's animation, there is no dedicated graphic for it.
- Stackers place their steps much more rapidly than builders or platformers do.
- Stackers' steps are three pixels wide, and they place 8 steps.
- Stackers will stop if the leftmost pixel of a brick they place is already solid terrain; they do not care about the other two.
- Stackers *are* affected by the Lazy Lemmings gimmick, making it almost impossible to actually make use of them in such conditions.



Combinations of permanent skills (Climber, Swimmer, Floater, Glider, Mechanic)
- The name "Athlete" now applies to a lemming with any two permanent skills.
- A lemming with three permanent skills is called a "Triathlete".
- A lemming with four permanent skills is called an "X-Athlete". This was originally going to be "Superathlete", but it barely fit in the space and looked weird.
- Five permanent skills is not possible as Floater and Glider are mutually exclusive; but if it did happen, it would still just show as "X-Athlete".

Currently there's no way to tell exactly which skills an athlete / triathlete / X-athlete has, unless the skillset only allows for one possible combination that acheives the name in question (for example, if the level doesn't have Floaters or Mechanics, then a triathlete is obviously Climber + Swimmer + Glider). If anyone has any suggestions for how differentiating them should be implemented, let me know.

10185
I was hoping for at least half the levels to be completely new, while the other half could possibly be re-used. Although, in the case of re-used levels, I'd encourage (though not require - there's nothing wrong with having a few levels sticking to the basics!) modifying them a bit to make use of NeoLemmix, even if it's just changing a couple of skills so they're pickup skills, or maybe replacing a builder with a platformer, etc.

I would rather avoid levels that have been in large packs that were originally made for Lemmix - so like, nothing from the Lemmings Plus series, cLemmings, GeoffLems, etc. But if they're from Lemmini-exclusive or even primarily-Lemmini packs, that should be alright.

As far as styles go, it'd probably be fine for all the styles except maybe the Sega one. (So the LPII / LPIII ones would be alright too.)

But also, the exact specifics of the pack is something that all contributors could discuss when the project actually starts. I'm not going to call the shots altogether for a community pack, except on that it'll be for NeoLemmix since that's the whole point of this one. :P

Also worth noting - we wouldn't be limited to using the Flexi player; I'd make a proper dedicated player for it like I did with LPIII. So this also means that (for example), assuming they're not too complicated, I could add in specific gimmicks that people want to use. Or other hardcoded stuff, though obviously this would need a *very* good reason and be only an occasional thing (like for example, the 66% required on Sega 3 from the Extra player, or the bait-and-switch on Timid 5 of LPIII).


By the way, I'd probably put Stone Hot Sacrifice forward as a level for possible inclusion. Maybe some of the tutorial levels too; some people have commented on a couple of them being a bit on the hard side (specifically, the ones for gliders, stoners and stackers) so possibly not all of them. If it doesn't get included, then I'll probably remake it in an LP style for "LPIII-2".

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