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Topics - geoo

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16
Level Design / Lemmings games, editors and setting everything up
« on: June 12, 2013, 03:28:51 AM »
This topic belongs in Help and this just serves as a crosspost.

Link to actual topic: http://www.lemmingsforums.net/index.php?topic=1618.0

17
Help & Guides / 2013 list of game engines and editors
« on: June 12, 2013, 03:28:11 AM »
See also:
How to play old Lemmings on a modern PC
How to play and create custom levels

This topic introduces the various options to play and design custom levels for the various lemmings games.

Lemmings (L1), Oh No More Lemmings (ONML)

To play DMA Design's L1 and ONML levels with the exact DOS Lemmings physics, get Lemmix players, or play the DOS games in DOSBox.

To edit and play levels in the old L1 level format, use Eric's Lemmix editor: See .lvl and .dat: How to play and edit.

Today, most level designers work with NeoLemmix. The second-most popular engine is Lix. We recommend to design levels for these games instead of in the .lvl/.dat format. See: How to play and create custom levels in NeoLemmix and Lix.

Games with physics very similar to DOS Lemmings

NeoLemmix

This is the engine of Lemmix taken and a lot of the glitches from the original games fixed, and topped up with new features like 8 new skills. All the Lemmix Players are available in NeoLemmix form, as is Flexi, allowing you to make use of these new features in your custom level sets. Comes with NeoLemmixEditor to support all those new features, which also features a playtest mode to test a single level by running CustLemmix/NeoCustLemmix if provided.
Note: Custom levels from the level database might not be solvable in NeoLemmix.
Dedicated subforum: http://www.lemmingsforums.net/index.php?board=9.0
Website: http://www.neolemmix.com/old/
The Lemmix Players and NeoLemmix Players available on this website run out of the box and allow you to play the original Lemmings 1 games.

Lix

Lix is an open-source lemmings clone with networked multiplayer support (up to 8 players), a few new skills, savestates, framestepping, replays, and a focus on customizability and user friendliness. It comes with new graphics and over 500 community-created levels. Lix's level editor a lot easier to use than Lemmix, but it only loads and saves its own format (Lix .txt).

Link: http://www.lixgame.com
Dedicated subforum: http://www.lemmingsforums.net/index.php?board=8.0
IRC Channel: #lix on irc.quakenet.org

Lemmini

Lemmini is a lemmings clone that supports custom graphics and music. It has its own level format (.ini) but also supports .dat and .lvl  and comes with the ability to load and save replays.
Note: .dat and .lvl levels that use behaviour specific to Lemmix/CustLemm might not be solvable in Lemmini.

Link: http://lemmini.de/

Setup: Obtain WinLemm one way or another, when you first start Lemmini it should ask you for the path where WinLemm is located. It will then compile some data and after a while you're ready to go.
Setting up Lemmix to edit .ini levels: Edit [style_4] in LemmixStyles.ini to have CommonPath point to the Lemmini path, and follow the same procedure described in the Lemmix section.

SuperLemmini

A version of Lemmini with physics closer to the original Amiga physics, a lot of bugs fixed and some new features. Includes most official levels. Custom level packs/sets made for the original Lemmini might not be solvable in SuperLemmini due to the physics changes.
Link: http://www.lemmingsforums.net/index.php?topic=1793.0
Dedicated subforum: http://www.lemmingsforums.net/index.php?board=10.0

jLevelBuilder

Editor only.
Link: http://www.lemmingsforums.net/index.php?topic=1609.0

Cheapo

Rarely used anymore, but comes with an editor and supports custom graphics, custom music and level descriptions and hints. A batch of excellent levels have been made for this, however the cheapo level format is only supported by Cheapo itself.
Download link and some levels and styles (definitely not all): http://www.teamhellspawn.com/lemmings/tools.htm
Some Cheapo content can be converted to NeoLemmix: http://www.lemmingsforums.net/index.php?topic=2070.0

Lemmings 2

L2Player: https://www.lemmingsforums.net/index.php?board=39.0 An in-development (as of early 2022) Lemmings 2 clone.

Now has a usable level editor courtesy of GuyPerfect. Together with L2STAT turned into L2Suite for more convenience.

L2Suite: http://www.lemmingsforums.net/index.php?topic=1198.0 While it can be used with PCL2ED, I strongly recommend getting lgl2 as the main level editor. The only advantage of PCL2ED over lgl2 is that it displays the graphics of certain special objects (e.g. Sports steam).
lgl2 download: http://www.camanis.net/lemmings/files/editors/lgl2_10302009.zip
lgl2 instructions: http://www.lemmingsforums.net/index.php?topic=1089.msg31839#msg31839
PCL2ED: http://geoo.digibase.ca/PCL2ED/

L2 Level topic: http://www.lemmingsforums.net/index.php?topic=990.0

L2 Level editor for Amiga: http://www.lemmingsforums.net/index.php?topic=1534.0

Lemmings Chronicles/All New World of Lemmings

Mindless and kieranmillar wrote lem3edit, an editor for Lemmings Chronicles.

Egyptian levels by Clam Spammer (dead link)

Lemmings Revolution

GuyPerfect created a patch to make Lemmings revolution run smoothly in Win7. Also fixes graphics issues in WinXP.

Link: http://www.lemmingsforums.net/index.php?topic=1459.msg38150#msg38150

Lemmings 3D

Loap: https://www.lemmingsforums.net/index.php?board=40.0 An in-development (as of early 2022) Lemmings 3D clone.

Some research: http://www.lemmingsforums.net/index.php?topic=1590.0
Level and graphics editor (2019): https://www.lemmingsforums.net/index.php?topic=4274.0

18
Contests / Level design contest #1 - results!
« on: March 13, 2013, 12:08:51 AM »
The contest is over, thanks everyone for participating!

If you missed the contest, here is the main topic:
http://www.lemmingsforums.com/index.php?topic=726.0

Solutions and statistics are attached to this post. The levelpacks and level archive can be found here: http://www.lemmingsforums.com/index.php?topic=726.msg15908#msg15908

Though it was a bit of work for me, I enjoyed the contest a lot. I think the levels produced here were really great. I'd like to post the pack with the levels on the levelpack database in a bit, once the remaining backroutes have been fixed (I think Gronkling's, Akseli's and Crane's levels still have backroutes, and I hope I'll get Crane's intended solution soon.)

ccexplore also suggested:
Quote
Overall, like you said, there are no bad/trivial/Tame levels, everyone's levels provide a little bit to a lot of challenge in their own way.  It would be worth considering getting as many of the levels into the Lix community pack as the level authors are ok with, as they are all pretty high-quality levels.

I think that's definitely a good idea, if there are no objections.


Anyway, on to the results. First off, who solved how many first and how many final versions, respectively. (A * indicates I didn't receive the corresponding replays, a # indicates that I'm not entirely sure whether I got all levels solved, i.e. I might be missing that some more levels have been solved.)

We have a 5-way tie at the top with players who managed to solve all levels from the first version pack. For the final versions we have the same five players who've manage to solve at least 8 level, but only ccexplore (and geoo, the author) manage to solve the remaining level, 'Stroke at Retirement Age'. Detailled data on who solved what are in the stats spreadsheet.

First versions solved
nameamount
Akseli9
Gronkling9
ccexplore9
Clam9
geoo9
Pooty7
Proxima7
Steve6
Crane#4
möbius*#3

Final versions solved
nameamount
ccexplore9
geoo9
Akseli8
Gronkling8
Clam8
Pooty5
Proxima3
Crane#2
Steve2
möbius*#2


Next, prettiest and most fun levels. If you're wondering about the fractions in the following two tables:
ccexplore came up with the wonderful idea to distribute fractional votes (wish I had thought of that myself, would have made things a lot easier. Turns out they also serve as tie breaker now, breaking a tie by 0.01 point. :P) Crane also told me which levels he'd have put his other votes on (that I received a bit too late), which is reflected by the (+1) (one of them indicating the alleviated -1 penalty).
But now, without further ado, best looking and most fun rankings (individual votes again in the spreadsheet):

Best looking
levelauthorpoints
Stroke at Retirement Agegeoo11.99
Evacuating a Retirement HomeClam10.93 (+1)
The Isle of SkyeGronkling10.11 (+1)
Prize CatchCrane9.24 (+1)
A sea of purest greenPooty6.11
Tres Hombresmöbius5
Feel the PressureAkseli1.62
The "Hole in the Head" GangSteve0
Brute FoursProxima0

Comments:
Quote from: Steve
3: geoo (this is better than any of the dirt levels in Lemmoings or ONML iirc, well done)
1: Crane (Like the theme, wish the solution were as cohesive)
1: Gronkling (again, a nice looking level in a style I never use, good work)
1: Clam (if only for the design idea)

Quote from: Clam
3 votes: Prize Catch. Exquisite and imposing.
2 votes: The Isle of Skye. This deserves points for tileset choice alone, but also really excellently done.
1 vote: A sea of purest green. Cool boat, and the dock really completes it.

Gronkling almost went with 3 votes for 'The Hole in the Head Gang' here.
For me, having one last vote available, it was a toss-up between Pooty, Akseli and Steve. I really love the dock in Pooty's level at the right, and the thematic design really stands out, just the ship looks a bit messy (which is I guess why it ended up scoring lower than I expected in the end). I like Akseli's design for its simple elegance. And Steve's design, at least the last version, is pretty unique. I ended up giving a vote to both Akseli and Pooty, at the cost of one vote for Gronkling (so only 1 vote instead of 2), which is a really nice level with beautiful details, unlike most dirt levels in L1 that just look slapped together. 2 points from me go to Clam's thematic design, nice idea and cleanly realized.

Most fun
levelauthorpoints
Feel the PressureAkseli10.67
Evacuating a Retirement HomeClam10.66
A sea of purest greenPooty7.71
Prize CatchCrane6.57
The "Hole in the Head" GangSteve4.78
Tres Hombresmöbius4.48
Stroke at Retirement Agegeoo3.66
The Isle of SkyeGronkling2.9
Brute FoursProxima1.57

Comments:
Quote from: Steve
2: Akseli (any level I can spend this long on without actually getting to work is a winner for me)
2: geoo (any level that's intended route stumps everyone  :P)
1: mobius (It's easy but not terribly so and there's a couple ways to do it, I kind of like the idea really)
1: Clam (I have to assume all that stuff isn't just there for background. I think, anyways)

Quote from: Clam
3 votes: Feel the Pressure. Really simple design, but so many things to try, and surprisingly difficult.
2 votes: A sea of purest green. This wins my prize for Best Red Herring. Simon can draw that one up :)
1 vote: Stroke at Retirement Age. Lots of things to do, and (clearly!) not many that lead to actually solving the level.

Quote from: Akseli
Voting is much harder than I initially thought, because I find the levels very equally enjoyable and pretty-looking. Originally I wanted to give votes for the three best levels like 1, 2 and 3 points, but that was too hard. I also thought of giving one point for six levels in both categories due to many good levels, but perhaps that would have been a boring choice. I decided to compromise with my votes.
I concur, I pretty much enjoyed all of the levels as well. I ended up distributing 1 vote to 6 levels each, but order-wise among these I guess things would be Steve >= Akseli > Clam >= Crane > Pooty > Proxima


On a short notice, I asked players to rank the levels by difficulty. 6 players gave me a ranking (I excluded the level by the respective author from the ranking). I assigned 1 to the easiest, 2 to the next easiest, and so on, and took the average.) Here are the results:

Difficulty
levelauthoraverage rank
Stroke at Retirement Agegeoo8.2
The "Hole in the Head" GangSteve6.67
The Isle of SkyeGronkling6.2
A sea of purest greenPooty5.17
Feel the PressureAkseli4.2
Evacuating a Retirement HomeClam4.2
Brute FoursProxima3.5
Prize CatchCrane1.83
Tres Hombresmöbius1.6
Some people ranked their own levels:
möbius considered his level the easiest, Akseli considered his the third easiest ('Tres Hombres' Taxing, 'Prize Catch' and 'Feel the Pressure' Mayhem, and everything else above Mayhem).
Quote from: ccexplore
Pooty's was also interesting, I think he manages to hide the intended solution very well by making it seem like there are a lot of other more straightforward alternatives to try first (ignoring some of the backroutes that needed to be eliminated, though even then it only got to v3).

Special Prizes (names and ideas courtesy of Steve, picture courtesy of Simon):

Brickout Memorial Trophy: Gronkling - The Isle of Skye (8 versions + known backroute by Akseli)

"haha, this won't be so hard at all! ... wait, nothing I try is working WHY?!" award: Akseli - Feel the Pressure
Quote from: ccexplore
I concur with Steve how surprising Akseli's level was, it looked so deceptively simple but not that easy to actually get a working solution.


Finally, the list of backroute finders:
nameamountlevels
geoo22Gronkling v1, Gronkling v2, Gronkling v3, Gronkling v4, Crane v1, Crane v2, Crane v3, Crane v4, Crane v5, Crane v6, Crane v7, Akseli v1, Steve v1, Steve v2, Steve v3, Clam v1, Clam v2, Pooty v1, Pooty v2, möbius v1, möbius v2, möbius v3
Akseli18Gronkling v1, Gronkling v8, Crane v1, Crane v2, Crane v3, Crane v4, Crane v5, Crane v6, Crane v7, geoo v1, Steve v1, Steve v2, Steve v3, Steve v4, Pooty v1, Pooty v2, möbius v1, möbius v2
Gronkling13Crane v1, Crane v7, geoo v1, Akseli v1, Akseli v2, Steve v1, Clam v1, Clam v2, Clam v3, Clam v4, Pooty v1, möbius v1, Proxima v1
ccexplore12Gronkling v1, Gronkling v6, Gronkling v7, Crane v1, Crane v7 (confirm), geoo v1, Steve v1, Steve v2, Steve v4, Pooty v1, möbius v1, Proxima v1
Clam9Gronkling v1, Gronkling v7, Crane v1, Crane v7, geoo v1, Akseli v1, Akseli v2, Steve v1, Pooty v1
Pooty7Gronkling v1, Crane v1, Crane v4, Crane v7, Akseli v1, Steve v1, möbius v3
Proxima6Gronkling v1, Crane v1, Steve v1, Pooty v1, möbius v1, möbius v2
Crane5Gronkling v1, Gronkling v2, Gronkling v3, Steve v1, möbius v1
Steve5Crane v1, Clam v1, Pooty v1, möbius v1, möbius v3
lyygak2Pooty v1, Pooty v2
Luis1Akseli v2


Discuss the levels, results, things you liked and things that could have been done better, and things that should be done differently in future contests, below!

19
Contests / Level design contest #1!
« on: January 29, 2013, 01:29:30 AM »
Welcome to the Lemmings Forum level design contest!

First off, you don't have to design a level in order to participate.

The contest consists of two phases, a level design phase and the level solving phase. Each phase will probably last about 3 weeks.
The post with the level submissions is here: http://www.lemmingsforums.com/index.php?topic=726.msg15908#msg15908

In the level design phase, players can design a single 1-of-each-skill level and submit it. At the beginning of the solving phase, all levels will be posted. Players try to solve the levels, and submit their solutions at the end, the aim being to solve as many levels as possible. Furthermore players can vote in two categories for best looking and most fun level.

If you don't design a level (i.e. skip phase 1), you can still submit solutions and/or vote on levels. You can also design a level but not submit solutions/vote.


Level design phase.

Deadline
The deadline for level submissions is Tuesday, Feb 19th, at noon UTC. (May be extended upon popular demand or if it turns out that I'm away that week, which is a possibility.)

Submission
You may submit only one level. There are two ways of submitting a level:
1. You can post them in this thread. Then players can attempt your level already before the deadline. If you update your level, please post a notification and make clear which version of your level is the one to be used in the contest. I will post my level this way.
2. You can send your level via PM to me if you don't want other players to see your level before the deadline. If you don't trust me, you can send me the level in an encrypted archive, and send me the password within one day of the deadline.

Theme
The topic of the contest is: Design a 1-of-each-skill level.

Platform
The game the levels have to be designed for is Lemmix, specifically 'Custom Lemmings' viewer style.
If you have trouble setting up Lemmix, feel free to ask here.

Glitches
Levels must be solvable without glitches. To determine what is a glitch and what isn't, use these lists for reference: non-glitches and glitches. If some behaviour is not listed in the glitches list, you should be safe (unless it's something really obscure; try to use common sense here.) Note however that other players may use glitches to solve your levels, so you should try to protect your level against glitchy solutions.


Level solving phase.

Levels
I will try to post all level within one day of the level submission deadline.

Deadline
The level solving phase will probably last about 3 weeks as well, but may be longer if many levels are submitted. The exact deadline for phase 2 will be announced once the levels are posted.

Submission
I will post my solutions (and votes) one day before the deadline in an encrypted archive, and I will not change them. I will announce the password for the archive once the deadline has passed.
Submit your solutions to me via PM (as attachment). If you want to submit your solutions before I posted my encrypted archive, and if you don't trust me, you can send me the solutions in an encrypted archive, and send me the password within one day of the deadline. Solutions have to be in Lemmix .lrb format.

Scoring
3 categories:
  • Most levels solved
  • Best looking level
  • Most fun level
For 1., you score a point for each level you solve, including your own.
Category 2. and 3. will be decided by voting: each player has 6 votes per category (you can opt not to use all of them), which can be distributed over different levels, and a level can receive up to 3 votes per category. You may not vote for your own level. If you designed a level, but cast less than 4 votes in a category, your own level will receive one negative vote in the respective category.
So e.g. you could give one level 3 votes, another 2 votes, and a third one 1 vote; or you could e.g. give 1 vote each to 5 different levels (and don't use the last vote); or you could opt not to vote and receive -1 vote for your own level. The level with most votes wins the category.
You can cast votes for any level, even if you haven't solved them. (I realize that it might be hard to judge how fun a level is if you haven't solved it, but it's all just for fun.)

Voting
Submit your votes in a PM (it can be the same PM as the one with the solutions). You can put them in a text file and encrypt them as well if you want.


That's it. Have fun!

I encourage everyone to post levels here, and discuss things (don't give away solutions though), to make this contest more lively.

20
Contests / Level design contest #1 - preparations
« on: January 18, 2013, 06:00:43 AM »
With the forum in quite a lull right now, I was wondering whether people would be interested in some sort of level design contest. This is actually one of the things that I liked about lemmingsheaven: There were things like this going on, and people were motivated to do something. So even if we won't get something like this to run, some discussion about it might spice things up for a while at least. :)

So one of the ways to run it could be like this: People sign up for the contest, and then there's a level design phase where people have to come up with some level, and then there's a solving phase where people try to solve the levels. So the way it was originally run over at lemmingsheaven was that you get points for each level you solve, including your own level, and whoever gets most points wins. Note that you don't have to create a level to participate, but it gives you the advantage of getting a free point. So in this system you want as few people as possible to solve your level, so you try to make your levels as hard as possible. Perhaps getting levels as hard as possible is not too much fun for everyone, especially in the playing phase, so perhaps the scoring system could be redesigned:
Again you score a point for each level you solve, but this time you don't score points for solving your own level. Instead, every level designer scores points for his level depending on how many players solve the level. The aim could be e.g. that exactly 3 players are able to solve your level, so you get 1.5 points if 3 players solve your level, you get 1.0 points if 2 or 4 players solve your level, you get 0.5 points of 1 or 5 players solve your level, and you don't get anything if no-one or more than 6 players solve your level.
Another possible variation would be, the each player can guess the amount of players who will solve his level, and gets points depending on how close he is (and you may not guess no-one or everyone, and the scoring system depends on the number you guessed, and could be designed so it's desirable not to make too hard or easy levels).
To make the contest appealing to a wider range of people, there could be more scoring categories (with a voting system),
like:
  • category for most fun level
  • category for best looking level

One obvious question would be which lemmings game to use. It should be able to record replays, so the choices are:
  • Lemmix
  • Lix
  • Lemmini
Another question is how to make sure no-one can view other solutions before the contest is over. If there's someone who choses not to participate, all levels and solutions could just be sent to that person. If not, we could just pick some trustworthy player to do the job. More complicated solutions are an automated system (probably not gonna happen), or a system where players post the hash values of their replays publicly, and once the contest is over, they post their replays and the others can verify that the solution of the replay was already known to the player before the contest ended because its hash value can be verified.

Another question is, how long should the level design phase and the solving phase last.

Obviously, the contest would be just a friendly one with nothing to win, the winner only gets banned bragging rights.
With only one level to design (or none if you just want to join the level solving), and as much time effort spend on solving levels as you like, the contest would probably be not too time consuming either.

Ok, enough ramblings, so who of you would be potentially interested in some sort of contest, and which format/platform/etc would you prefer, or do you have any other ideas/comments/suggestions/etc?

EDIT: Changed '?' in the topic title to a '!'. This is a thing that's definitely gonna happen now!

21
Lix Levels / Community pack ratings
« on: July 19, 2012, 12:30:18 AM »
See these posts for more up-to-date information: http://www.lemmingsforums.com/index.php?topic=648.msg17098#msg17098 and http://www.lemmingsforums.com/index.php?topic=648.msg17105#msg17105



I'm not arraging levels just now, and you can still submit new levels. But I still want to think about difficulty rating names, and level ordering. And I'd like your input.


Firstly thing, there will be 6-8 ratings. So we have to come up with names for them. Of course, not knowing the number of ratings makes it hard to fix them, but some brainstorming to get names to pick from could still help. In the end, I'd like a somewhat consistent naming scheme, where the names are also sufficiently indicative of the difficulty, i.e., given two rating names, it should be possible to tell which of the two is the harder one.

Possible names:
Trivial, Easy, Medium, Hard, Difficult, Devious, Harrrrrrd, Vicious
Proxima's suggestions: Simple, Quirky, Zany, Lunatic, Manic, Carnage
[your ideas here]


Secondly, rating the difficulty of individual levels. My ratings are subjective, and especially unreliable when it comes to my own levels. If you want, you can input your ratings of the levels. I got a spreadsheet, in MS Excel and Open Office format, that you can use for this purpose.
https://github.com/geoo89/lixlfpack/blob/gh-pages/lixlfpack.xls?raw=true
There are two empty columns, Difficulty and Quality, both are on a scale from 0.0 to 4.0 in steps of 0.1. I don't know whether I'm going to use the latter, so it's definitely less important than the Difficulty rating.
There are columns for ratings and hints. I was thinking if there was agreement on some level being not that good, we might think of taking some out. You don't have to rate every single one.
I could average the data, or feed it to a database should something like this ever happen.

I just wanted to get this out, as perhaps you have some spare time while I'm away.

22
Lix Levels / Lix Community Level Set
« on: January 07, 2012, 10:11:47 PM »
Six years ago, back on the old old lemmings forum, some effort was started to gather levels from the community. The idea was to make a version of DOS Lemmings with these levels instead, and release it to a wider audience. Quite a few levels were posted, and discussion evolved, but eventually, nothing came out of it: http://www6.camanis.net.ipv4.sixxs.org/lemmings/lemmingswelt/forums/?topic=1135291547

Now might be another chance, with Lix being announced to the public sometime (whenever that might be) in the future, to have such a community level pack included with it.
Not everyone can produce a full set with multiple difficulty ratings like RubiX or Clam Spammer did for Lix, so this is a good chance for those who can't (though of course also those who can, I don't mean to discourage anyone from contributing) to get their levels shown to a (hopefully) wider audience.
There seemed to be some interest in this, so I'm willing to coordinate the whole thing.

What's the plan?
I will gather levels from everyone who sends any to me, and I'll try to maintain a list with the progress.
The current list is here: http://geoo89.github.com/lixlfpack/
Once we got a decent amount of levels designed and tested and the release date approaches, during the second phase we'll try to put them in order, so we get a somewhat smooth difficulty curve.
There's no set goal for the amount of levels or difficulty ratings, we'll just see how many levels will roll in, and decide on that later.

What kind of levels?
Basically, levels of all difficulties, with one guideline: levels shouldn't use glitches, and avoid difficult timing or exact precision if possible. Both remaking existing levels and designing new ones is fine.
There's one thing though: It'd be cool to feature some of the levels from authors who aren't in the forum anymore. Lix is intended to be released under CC0 or WTFPL (basically public domain), though we can't just assume they'd be willing to waive all their rights to the levels. The question is, if we can't get a response from them when contacting, what should be done? Leave out the levels, put a note that the rights to these levels belong to their original authors, or release the entire level pack under a somewhat more restrictive license?

A note on tutorial levels: For tutorial levels (i.e. those showing off the skills and very basic features) I'll probably make a separate topic. The issue here is that the levels have to be arranged very carefully and each with the previous few levels in mind, so just making some levels and throwing them together into a difficulty rating won't cut it.
Those of the rating 0.x (basic techniques) will still depend on each other to some extent, but most prerequisites will already have been covered in the basic tutorial.

How does it work?
You can send me levels, and I'll add them to the list: http://geoo89.github.com/lixlfpack/
It's also possible to suggest some level to be remade, and I can add it to the list. In that case, you can either tell me that you're remaking the level yourself, or ask for someone to do it, then I'll leave the list entry "redesign" empty until someone is assigned to it, the status will be "not started" until I receive a level file.
When you send me a level please tell me what to fill in in the table. I can set the status to "in progress" to indicate that you're still going to majorly rework the level and people shouldn't test it yet, though I'd prefer to get complete levels and reserve the "in progress" status mostly to myself.
Give an opinion whether the design is ugly/incomplete/lacks decoration and needs definite improvement ("."), whether it's ok but could perhaps be improved ("?"), or whether you consider it final. Give the same data for the level name.
Indicate how extensively you have tested backroutes, and if there are any known backroutes that still need to be fixed.
Finally, give a rough estimate how difficult you think the level is, 0.x means basic tricks, 4.x means really hard (likely hardest rating in the end), around 2-2.5 probably means something like Crazy/Mayhem. It's just to help to order the levels later, and give an estimate what kind of levels are still needed.

Put the levels in levels/single/lixlfpack/ so we all got them in the same place and the replays will match (update: however for level posted here in this topic, but not on the list yet, put them in levels/single/lixlfpack/wip/). For levels that have the status "done", especially the harder ones or if you think you found a backroute, send the author your replay and post a note in this topic. Generally, if you have some suggestions/comments on the levels, post it here, I'll try to read it and update the list accordingly if there's some data to be updated.
You can send levels/replay to me via PM/IRC/IM/e-mail (if you don't know my e-mail address, ask me via PM), preferably in batched updates to minimize my work.
Once a level is considered to have a decent design and name ("X"), and is basically backroute-proof ("9"), I'll move it from the "WIP levels" list to the "Complete levels" list.

You can get the levels using the respective download link, get it bundled as zip from github (https://github.com/geoo89/lixlfpack/zipball/gh-pages), or pull the lastest version using git from my git repository git@github.com:geoo89/lixlfpack.git EDIT: or, of course, attach them to your post.

Suggestions/comments on the general procedure are welcome.

How can you contribute?
  • Remake existing levels, design new levels, or suggest levels you'd like to see remade
  • Backroute testing
  • Suggestions for renaming, or improving the design of levels, especially if still noted as incomplete in the list
  • Commenting on data in list (e.g. if you have a vastly different opinion on the difficulty, or done some extensive backroute testing)
  • General feedback

Let's see how many will roll in!

Quick Links:
Lix homepage: http://asdfasdf.ethz.ch/~simon/
Level list: http://geoo89.github.com/lixlfpack/
Latest version of the level bundle (.zip): https://github.com/geoo89/lixlfpack/zipball/gh-pages
Date of last update for each level: https://github.com/geoo89/lixlfpack
Spreadsheet in xls format: https://github.com/geoo89/lixlfpack/blob/gh-pages/lixlfpack.xls?raw=true

23
Lemmings Main / Multiplayer gameplay styles rabble topic yay!
« on: September 05, 2011, 08:55:17 PM »
Now that I've finished translating the 2P level discussion from idlingspace http://geoo.digibase.ca/lemmings/IS_2P.html, it's about time to start our own multiplayer discussion topic. I'll start off with a lengthy essay or rabble about what kind of gameplay I like and what I don't, to share some experiences and impressions. I'm not trying to prove a particular point or anything, just discussing a bit, so you're invited to join the rabbling! So, long rabble ahead! Rabble rabble rabble. At least the forum isn't overly truncate-happy. :P

Note: For simplicity, I'll henceforth use the generic lemmininum instead of a species-neutral language, so whenever I write 'lemming', this can refer to lemmings, lix, clones, etc.

The original 2P levels have many flaws. We noticed that blockers and diggers are very powerful. So in many levels, if the players can send over saboteurs easily, they can block horizonal progress with blockers, and kill off the route or group of lemmings if they're held somewhere with diggers. As the original levels had the tendency to give the same amount of every terrain removing skills as builders, this usually meant that once a saboteur was in your holding pit, your lemmings there are done (this also applies to clones, perhaps even more there, see far below). If you didn't need a holding pit but have a constant stream of lemmings along your path, you're not gonna lose a whole bunch at once, but if you're under constant attack, the game turned into a builder conservation challenge, where you sooner or later ran out of builders, and were glad if you could at least get these builders into your exit. Either way, all you could do was saving individual lemmings rather than your whole group in that case.

Probably because constantly seeing the majority of your lemmings die in digger pits gets tiring after a while, hima from idlingspace tried to counter these level design flaws with additional rules, like "don't dig there". (One the Genesis the game seems to quit once no player has saved anything, so that might be another motivation for that.) Sometimes, they made sense (e.g. no digging at the bottom of level 7, at least if you care about the lemmings at the bottom), sometimes not so much (e.g. not digging the trunks in level 1, with only 5 diggers it's not that much of an issue, and digging in the thick terrain has just as much effect. Prohibiting blockers would probably have been more effective, as it's pretty much anywhere).

With L++/Lix/Clones, rules like this got redundant, as you can fix flaws in the levels yourself now. In the designing and testing process, a lot of guidelines have come up to avoid the above mentioned issues as a lot of experience has piled up, like highest route wins if the level doesn't prevent it, blockers are evil (though not as evil anymore with the incoming of batters), or to put steel under the exits and hatches. At least for classic style levels, these guidelines should usually be followed. There are more advanced levels that solely focus around hatch digging and defending against it (Simon's "Raise the Bar", my level "Jenga"), so the steel under hatches rule has been broken there deliberately.

I mentioned 'classic style levels', so it sounds like there's some categorisation of levels. Well...I think clearly dividing the levels into meaningful categories might be impossible, but there's two styles that stand out a bit and that are pretty frequent. Apart from these two styles, there's also non classic stuff, which I put into the other two categories:

1) The type of level where you constantly sabotage routes and have to fix your own routes, they're the easiest to build. You throw a bunch of random, connected terrain into the levels, copy it a couple of times so each player gets the same, and you're done. But also many more sophisicated maps play like this. Usually there's not too much to be done in regards to route building, apart from a few gaps or walls the route is already laid out for you. So you got a constant stream of lemmings along that route, and other players easily have access to your route to sabotage. So the gameplay here is a constant sequence of breaking and fixing spots in your route, which I've grown a bit tired of, as in most levels I find it pretty monotonous and tedious and they just drag along until there's no more lemmings coming out of the hatches. It's especially bad if you got a huge level that wraps around in both directions, where it's easy to lose track. Then it's only a game about looking all over the place to find broken parts in your route to fix. I'm not too fond of, and also pretty bad at this usually. In 2P, if you got a level with the player's hatches somewhere at the top, the exits somewhere diagonally below, a chunk of terrain in the middle and crossing paths, then this is a pretty good indicator that you got a level of type 1. In >2P, this kind of gameplay is even more frequent, because if you don't mix too well, a player will be primarily be exposed to a certain other player, and that can throw off balancing.

2) The route building maps. Here, you got a bit of a problem to solve that could easily serve as a Tricky or Taxing SP level. At the start you're usually on your own for a while, and have to be creative...or, well, crafty. Usually multiple routes are possible. Especially then they are awesome maps for 2vs2. Getting saboteurs over isn't easy and takes a while, but sabotage tends to be more effective, by outright killing a large bunch, or getting a strategic advantage. So you try to build routes that are hard to reach by saboteurs so you can send your lems over safely once it's done. Frequently your lems are stalled somewhere for a while, and once you release them, it comes to an epic and exciting showdown with frantic attack attempts. Prime examples are Rubix' "Passing Predicament", my multiplayer adaptation "Stepping Stones (2P)", or the original map "May the craftiest player win". I initially thought the same about the latter as hima, despite the epic battle I had with Steve on it the first time I played it, but playing it 2vs2 with Steve against Rubix and Simon while on voice chat (I think with a slightly amended skillset though) made me really appreciate the level and its craftiness aspect. I really love this type of maps as well as they are very strategic, but they're also very demanding, so not so suitable for late-night phase.

3) Experimental design with a specific gameplay idea in mind. For instance, the above mentioned hatch digging levels fall into this category. Another one is "Tower Defense (Part 3)", where each player has a tower, and a trivial, long platforming route within that tower to complete. While that is being done, you try to get a saboteur over to the other tower through a maze of buzzsaws, but also have to defend against attacks of the same type. "Ghetto Wars" is another one of that type where each player has to defend balconies against the opponent's lemmings which can bat your lems out or bomb a hole in the balcony, until after a while you got a landing platform so you can release everyone from the balconies into the exit. I've made a lot of levels of that kind lately, and it's not only playing them which is fun, but also the design process. You got an idea, design a level around it, and then try to find the best strategy and amend the level if necessary. Finding the perfect opening for the initial version of "Ghetto wars" was one of those strategy finds that was pretty surprising.
It's notable that there's been no attempts at asymetric levels yet, save for the one level in Clones called "Unfair", which was pretty interesting. I think we have a high fear of making imbalanced levels, though in >2P it happens naturally to some extent. When I made a level with an explicit attacker and defender role, I mirrored the whole situation and had both players play both roles in parallel. I think here might still be some interesting experimentation to be done with asymetric levels, as then a player can focus more on the role he takes. Every now and then experimental levels suck, but these can just be scrapped.

4) Anything else. Like "Downward Reduction". I wouldn't know where to put it.

Obviously, many levels also are a mix of different types. I really like strategic levels, where each time you try out new things, or test whether your strategy holds against the other player trying out new things. All-or-nothing levels are also a lot of fun, I like short, intense battles like this, where you immediately start again after a round has finished, and rather than counting lemmings, you count the ratio of rounds you win, if anything.

Some might have noticed that I haven't played much Clones lately. That's simply because I simply enjoy playing Lix a lot more, and with a lot of progress with the game going on lately, there's also plenty of opportunity to play and experiment.
My gripe with clones is that most maps play like type 1, and even those that would be considered type 2 play a lot like type 1 as clones is so grinding-heavy, and levels take very long. Once you got a saboteur in, you'll be busy with the usually drill/bash routine for the next 20 minutes that it's pretty much impossible to get out of, because terrain removers stop builders, and these fat bums turn around at every tiny pixel they bump their head on, or any little step they encounter. RAGE!!! These lazy penners are just too inflexible and slow! With lix, you can jump and turn them around at wish, and get out of your opponent's digger hole with a couple of builders (or nowadays a cuber as well) instead of seeing them drop down repeatedly (though now there's at least an option to keep builders in the air in that case), or turn around at the ceiling if you used an atomizer. In that regard I feel it's a bit of a step backwards towards original 2P lemmings and its levels. Clones policy of all skills aplenty doesn't help either (limiting the types of skills is one of the aspects that adds a lot of diversity!), and make most levels feel the same to me.
There's only one single map I really enjoy, and that's "Cage"/"Rage", probably the only type 3 map. (The latter is my modification which eliminates tedious end-games, and resolves things with a tie instead. Gives a bit of a preference to rush strategies over solid defense building strategies though). I don't think I played all experimental custom maps, I played a couple of Haymanizer's, which were conceptually interesting, but still didn't really work better than the normal levels for most part, at least IMHO. So perhaps there's some good levels I missed, but I've tried my hand at level-making myself, and somehow it's a lot harder to make a fun levels than in lix. I stopped after a while, probably not having tried out everything, but the maps I made didn't play well. Like, I totally managed to ruin "Stepping Stones (2P)", that's quite a feat.

Perhaps I'm just too spoilt by the lix gameplay, where the skillset is nicely rounded out with the skills balancing each other, and providing a lot of control over the lix. And where I can just pick the maps I enjoy out of the very diverse set of maps, and I'm lucky enough that Simon seems to share my taste to a good extent.

tl;dr: Read this post in its entirety you lazy bum!

24
General Discussion / Help the Polar Lemmings!
« on: August 16, 2011, 10:45:49 AM »
Here's an excerpt from the Lemmings Adventure Gamebook 1 - The Genesis Quest. This part is arguably the hardest section in the entire book, and harder than all levels in the Polar tribe. You're to solve this particular challenge - let's see how you'll fare:

After a long journey, the Polar lemmings climbed up to the top of a tall snowy hill. The other side of the hill is even steeper, and it's going to take some careful thought to get down safely. Looks like you're going to have to help the lemmings again. How will they do it? They could use Skiers, Sledgers or Rollers.



Note: The sledger is the only skill from the book that does not appear in Lemmings 2.

(Fun fact: you can assign rollers not only to lemmings, but also to cupboards so they roll over bananas. Simon dropped the last piece of the inside of his banana onto the floor, and it rolled (because I secretly assigned a roller) under the cupboard. He was afraid he might roll over it with his rolling chair, or the rolling cupboard.)

25
Yeah, seems like it's that time again. (I don't think I put my birthday into my profile, but there's at least one person that should know :P)

Happy birthday, Steve!
As the level design game is just in the process of being revived, here's a bonus/bogus challenge for you  (I haven't solved it myself yet, haven't thought about it too much yet) :P:
Design a Lemmings level scheme (arbitrary size, skills, time and amount of Lemmings) that reduces instances of an NP-complete problem to instances of Lemmings levels that are solvable iff the original problem instance is solvable, thus proving that Lemmings is NP-complete.

26
Non-Lemmings Gaming / Pushover Level Editor
« on: December 07, 2010, 09:09:43 PM »
You might remember the DOS game Pushover, which Simon and me also referenced in the geoo visiting Simon (NSFW) topic.
If you don't know it, you should try it out, it's awesome. You can get it from Abandonia, running with Dosbox.

Anyway, I've written a level editor for it (actually more like modified a different editor to work with Pushover), because Simon kinda pushed me to do it (pun, haha), even though there's Ishisoft Pushover with an editor, making it a bit redundant. It might also still be a bit buggy, as Simon didn't want to test it properly. :P

Usage:
Extract it into your Pushover folder (or somewhere else, then you'll have to adapt the PushEd.ini file).
To open a level, you have to pass the level number, or a filename of a level, as commandline parameter. Then you can switch views between background, foreground and domino arrangement with F5/F6/F7, to edit them. Save with F9. Playtest with F2 (You'll have to configure PushEd.ini to point to the correct DosBox path). Left click to set a tile, right click to copy a tile.
You can change the time limit using the -t commandline option, and the theme using -s.
More detailled information in the accompanying PushEd_ReadMe.txt

Download:
Windows and Linux build:
http://geoo.digibase.ca/PushEd/PushEd_win32.zip
http://geoo.digibase.ca/PushEd/PushEd_linux.7z
Source code:
http://geoo.digibase.ca/PushEd/PushEd_src.tar.bz2

I'll also host levels here, two of mine are already up: http://geoo.digibase.ca/PushEd/levels/
You'll also find a .txt file there by Herman Perk containing the codes for all levels, and which filename belongs to which level.

Current Avatar courtesy of Simon.

27
Lemmings Main / Lemmings 2 extracted graphics data
« on: March 23, 2010, 03:27:17 PM »
In the last few days I've had a look at the Lemmings 2 files to see which files contain graphics data.
Notably, all files used formats related to the formats used in the style files which I extracted earlier already. One format is a kind of bitmap format, and the other (L2SS) seems to be specialised for blitting onto other images.

I wrote programs to extract the various graphics from the files to targa format, which I converted to png later to save space. The code for these programs is available below, and should be easily compilable as no external libraries are used. You can set file and some additional required information through preprocessor symbols.

For easier viewability, the data is also avaiable in .png format; a few palettes might still be incorrect. (If you have trouble extracting from the archives, use 7zip: http://www.7-zip.org/ )

For more information on the individual files, see the accompanying text file.
I also documented the various derivates of the two formats in these text files; @Mindless: if you consider them of enough significance, you can put them on the File Archive if you want.

L2SS:
Documentation: http://geoo.digibase.ca/lemmings/l2ss.txt
Extracted images: http://geoo.digibase.ca/lemmings/l2ss.7z
Code: http://geoo.digibase.ca/lemmings/l2ss.cpp

Bitmap:
Documentation: http://geoo.digibase.ca/lemmings/l2bitmap.txt
Extracted images: http://geoo.digibase.ca/lemmings/l2bitmap.7z
Code: http://geoo.digibase.ca/lemmings/l2bitmap.cpp

Also updated the old documentation of the style files, correcting some mistakes, and most notably adding a lot of information which ccexplore provided on the format of the L2OB section (which in the end allowed me to put the styles into L++ (as my avatar indicates); so thanks again! :thumbsup: ).

Styles:
Documentation: http://geoo.digibase.ca/lemmings/l2gfx.txt
Extracted images: http://geoo.digibase.ca/lemmings/l2gfx.7z

28
Lemmings Main / Lemmings 2 Suite - integrating editing tools for Lemmings 2
« on: December 12, 2009, 12:23:21 AM »
Currently there are lgl2, PCL2ED and PCL2STAT for editing Lemmings 2 levels, and while all three together do their job of allowing for editing levels, the design process is a bit inconvenient.

In the hope of making use of these three tools, I finally got around to write a program to integrate these three to make editing and playing a bit less of a hassle. It's the program that was initially to be intended as a mere stats editor and a Qt exercise, but I extended it a bit beyond that and learned quite a bit about Qt in the process.

In essence, you can open a level through a standard file dialog now, edit its statistics and then launch one of the existing editors directly with the current level. You can also playtest the level directly via Dosbox/L2, where it will be the automatically selected level upon pressing 'Play' in the L2 main menu.

Thanks to Mindless for the source code to lem2zip. :thumbsup:

All the related files: http://geoo.digibase.ca/L2Suite/
Windows binary: http://geoo.digibase.ca/L2Suite/L2Suite_win32.zip
Linux binary: http://geoo.digibase.ca/L2Suite/L2Suite_linux32.tarbz2
Source code: http://geoo.digibase.ca/L2Suite/L2Suite_src.tarbz2
Additional Qt DLLs required for windows version: http://geoo.digibase.ca/L2Suite/QtDlls.zip (put them into the same folder as the program)

I also did a small update on PCL2ED to cope with compressed files (thanks to Mindless for lem2zip again):
Windows binary: http://geoo.digibase.ca/PCL2ED/PCL2ED_win32.zip
Linux binary: http://geoo.digibase.ca/PCL2ED/PCL2ED_linux32.tarbz2
Windows source: http://geoo.digibase.ca/PCL2ED/PCL2ED_src_win.zip
Linux source: http://geoo.digibase.ca/PCL2ED/PCL2ED_src_linux.tarbz2

(file extension tarbz2 as for some reason files with extension tar.bz2 get messed up)

@GuyPerfect: Unrelated, but I forgot to reply in some other thread, and didn't want to bump it; but the reason I advocated publicly releasing lgl2 is that, while as you said, everyone who expressed interest might have got it, not everyone with a remote interest may have expressed it. People tend to be shy (I know it from myself). ;)
The source could perhaps have sped me up with this a bit, but it worked out anyway. :)

29
Lemmings Main / Two-player Lemmings
« on: October 14, 2009, 01:48:17 AM »
The two player version of Lemmings has quite a different type of gameplay, nevertheless the few times I played it with a friend ages ago it was pretty fun. (For the record, it was the SNES version back the, i.e. no mice.)

I was wondering, with some emulators having netplay support, would anyone be up for a game of two player lemmings?
Specifically, I found that Kega Fusion (Genesis) has netplay support which I already got to work once, also ZSNES is said to have it as well as some version of WinUAE (which might possibly mean having mice available).

I'll be traveling back to uni on Saturday evening, where I haven't managed to get netplay working in Kega Fusion, likely due to the uni proxy. So I'd only be available until that date, unless there's another solution with a different emulator which works for me.
Would anyone want to give it a try? We can resolve specifics, date and time via PM then.

30
Levels for other engines / custom levels for Lemmings 2 thread
« on: June 08, 2009, 06:43:21 PM »
Split the level designing post from here into this topic, originally started by ccexplore.

All levels (to my knowledge, including multiple versions of each, with the one with the biggest number being the most recent one) from this topic as of 2013-06-12 are included in the following archive.
For discussion and solutions read the rest of the topic.

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