Thanks for all of the feedback guys!
Since it seems most people are not fond of glitches, I will most likely remove them from the final pack (with maybe a few exceptions that I have grown fond of). I have also removed the SuperLemming level (which I was not fond of myself) as well as adjusting some levels that required too much walking bombing.
A few of my levels involve tricks that are kind of at the brink of glitch vs. simply unusual tricks involving tasks. Those levels I want to stay in, because they are pretty spectacular.
I'm glad people tend to prefer short levels to long ones. I was wondering about that because I can beat several Hellish levels in a matter of minutes due to my knowing the solution, and I don't want to have people feel ripped off by my levels being so small.
I do have a few levels that make full use of the full screen, and I do mean full use. I find it is difficult to create a large level that is fun, challenging, and not boring without making multiple entry hatches. Quite a few levels have 8 entry hatches.
One of the challenges of SubLems, is I'm trying to have a more or less equal number of levels from each tileset. The brick, marble, fire, crystal, and pillar tilesets are all really easy to work with, while I find the dirt and bubble sets are the hardest. (The dirt due to it having practically no pieces of terrain that aren't lumpy or uneven, and the bubble because most pieces are tiny and if you don't stack the pieces right, it looks horrible). I'm trying to make sure each difficulty has at least two levels from each tileset.
Does anyone know how to give a SuperLemmini level a black background as opposed to the dark blue background? I prefer the black one. (I know it is possible, since several original Lemmings levels in SuperLemmini had black backgrounds)
Since it seems most people are not fond of glitches, I will most likely remove them from the final pack (with maybe a few exceptions that I have grown fond of). I have also removed the SuperLemming level (which I was not fond of myself) as well as adjusting some levels that required too much walking bombing.
A few of my levels involve tricks that are kind of at the brink of glitch vs. simply unusual tricks involving tasks. Those levels I want to stay in, because they are pretty spectacular.
I'm glad people tend to prefer short levels to long ones. I was wondering about that because I can beat several Hellish levels in a matter of minutes due to my knowing the solution, and I don't want to have people feel ripped off by my levels being so small.
I do have a few levels that make full use of the full screen, and I do mean full use. I find it is difficult to create a large level that is fun, challenging, and not boring without making multiple entry hatches. Quite a few levels have 8 entry hatches.
One of the challenges of SubLems, is I'm trying to have a more or less equal number of levels from each tileset. The brick, marble, fire, crystal, and pillar tilesets are all really easy to work with, while I find the dirt and bubble sets are the hardest. (The dirt due to it having practically no pieces of terrain that aren't lumpy or uneven, and the bubble because most pieces are tiny and if you don't stack the pieces right, it looks horrible). I'm trying to make sure each difficulty has at least two levels from each tileset.
Does anyone know how to give a SuperLemmini level a black background as opposed to the dark blue background? I prefer the black one. (I know it is possible, since several original Lemmings levels in SuperLemmini had black backgrounds)