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Messages - Strato Incendus

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1516
NeoLemmix Main / Wafflem's packs
« on: June 16, 2018, 06:05:54 PM »
I just saw a bit of Flopsy's LPs of Wafflem's "LemmingBytes" and "Wafflems". Are those packs still to be found anywhere? I can't see them, neither in the New Formats- nor the Old Formats subthread. :( That's a shame, they look like a lot of fun!

1517
Level Design / Levels relying on tricks
« on: June 16, 2018, 03:54:24 PM »
Playing through Nessy's Lemmings Migration, I found out that on a lot of levels I got stuck on, it was down to me not knowing of certain skill combination tricks which were required to be used in order to even have a chance of finding the solution to the puzzle.

Spoiler (click to show/hide)

A level from Raymanni's Raylems taught me the practical application of a trick I had just previously read about here; but otherwise, not knowing that this trick was even possible would have caused me to get stuck there as well.

Spoiler (click to show/hide)

And don't even get me started on Arty's "make skills go through" tricks ;) .

Spoiler (click to show/hide)

Original Lemmings also did this by requiring things like the three-builder wall or digger pits to contain the crowd, and quite suddenly so, without prior explanation. This however also happens to be the major roadblock for first time Lemmings players, because while "skill teaching levels" are commonplace and easy to understand in both official and custom Lemmings packs, "trick teaching levels" are very unusual.

I did create a couple of these trick teaching levels in Pit Lems - namely "Ouch, my head!", "Stop right there", "Basic economics", "Doubling down", "Step up" etc. And I'm considering doing a similar thing for my upcoming pack, Lemmings World Tour.

The difference between a level teaching you a trick and one simply demanding it from you is obviously the prior announcement that the trick is possible via the pre-level text.

I'm uncertain now whether to include these with the levels in question - I have attached the most difficult four of them for the sake of illustration. These levels are designed to show off as many tricks as possible with one particular skill (miner, digger, builder, and blocker) in one level each.

The problem is of course: By using the pre-level texts, I give away a major part of the solution, thereby "degrading" possibly challenging levels and making them suitable for rank 2. Without the preview text however, some of these might be challenging enough for rank 4.

Unless, of course, we as a community decide to compile a separate "trick teaching pack" to point new players to. Then our custom packs can simply demand those tricks from the player without a bad conscience.

I want the player with the best problem solving skills to excell at my levels; I don't want anyone to fail just because they don't know a certain thing is possible in general (that's almost like not knowing of a given skill) and therefore don't even consider it as part of the solution. Because if that trick is all there is to a level, the solution is probably just one Google search away, even in case of a custom level ;P .

The NeoLemmix introduction pack already introduces all the new skills, objects, and mechanics, but not the synergies and combinations which are possible with these.

I'd be happy to contribute some of my levels to this trick teaching pack, i.e. those levels which I think showcase the respective tricks pretty well. "Stop right there" or "Doubling down" being two prime examples.

1518
NeoLemmix Styles / Re: graphic set additions
« on: June 15, 2018, 06:58:32 PM »
Here are my backgrounds for Medieval and Sports.

For Brick, I just went with namida's modification, a continuous wall:



For Medieval, I created a little landscape / scenery. This one is therefore more suitable for horizontal levels; actual L2 style levels with vertical scrolling should probably go with the classic purple background, since that's more in flavour for L2-style levels anyway :) .



The Sports background is a little more random and abstract. It's probably still more suitable for horizontal levels due to the way the elements are placed and partly cut off towards the top and bottom edges. Also, be aware that the regular background for Sports is quite a bright shade of blue / purple, so your levels will look considerably darker when applying this background to them.



I've also added all the objects collected in this thread thus far to the graphic sets for the old format, in case anyone wants to use them there :) . I know most people have moved to New Formats, so if no-one else is doing maintenance of the old graphic sets with these fancy new objects, I certainly will! :P


1519
NeoLemmix Styles / Re: graphic set additions
« on: June 15, 2018, 04:20:00 PM »
Quote
I am talking about the new editor here of course.

Which, you probably guessed, I am not using, which is why I created both ;) .

1520
NeoLemmix Styles / Re: graphic set additions
« on: June 15, 2018, 12:36:19 PM »
I just did Medieval this morning; I'm going to attach it here as soon as I'm back home! :)

I also created a blank purple background though, so that it is possible to switch back to the original Medieval background with ease. That's something missing from the original graphic sets with background; although it's less dramatic when the regular background is pitch black - you can simply switch to a different main tileset. The magenta shade of the Medieval set is unique, however.

Sports, Highland, Polar, and Outdoor should also work. Shadow and Beach already have lots of no effect-objects that can be used to customise the background. I'm not sure about Space and Circus yet.

For the ONML graphic sets, I think namida already did a version of the Brick tileset with a complete brick wall as the background? I occasionally see that one popping up in LP videos.

I'd also recommend another background for the Dirt tileset, since the current Hunt the Nessy background is very limited in applicability ;) .

1521
NeoLemmix Styles / Re: graphic set additions
« on: June 15, 2018, 09:43:28 AM »
Just saw this cover of the L2 Medieval theme; there this graphic set also has an image background, like some forum members created them for Fire, Marble, Crystal, and Pillar.

https://youtu.be/q8mmjHcWiSI

Is that a version of Lemmings 2 for a different engine? Anyways, thought that's something I could look into - bestowing such backgrounds to all of the L2 graphic sets.

I guess the procedure to go by is to simply create a level of 320x160 pixels without any objects, export it as .png, and make it a little bit darker, e.g. with the Hue/Saturation tool in Photoshop?

1522
Level Design / Design space of skills and graphic sets
« on: June 12, 2018, 06:27:40 PM »
The developers of the trading card game Magic: The Gathering use the term "design space", referring to "how much can you do with the different card types (without completely breaking the game)?" Perhaps this concept exists in game development on a general level already; anyways, I think it's also applicable to Lemmings.

In our case, it can be broken down into two sub-sectors:
1) How much can you do with this graphic set (=terrain and objects)?
2) How much can you do with this skill?


A) Graphic set design space
Have you ever consciously noticed how the first step of picking a graphic set already influences what the level will look like? And I do not mean the mere aesthetics (that's kind of a "well, duh" point ;) ), but the physics that are actually game relevant from a mechanical standpoint:

Some graphic sets are very block-ish and regular, thereby lending themselves well to e.g. climber stuff - Marble, Crystal, Fire, and Pillar come to mind from original Lemmings, Brick from ONML, and pretty much all of the Lemmings 2 graphic sets.

In other tilesets, in contrast, it is hard to even find such a climber-friendly piece of terrain in the first place: Dirt from original Lemmings is one of the worst in this regard, Rock at least has the gems which are straight walls, and Bubble has a lot of walls that look like climbers could go up there, but they actually have tiny gaps in between that prevent this. More often than not, you'll have to insert a steel piece, pretty much giving away at this point that you're supposed to use a climber here.

Finally, there is the limitation of the Lemmings 2 graphic sets:
I've been thinking a lot about why I don't like Lemmings 2 as much as original Lemmings or ONML, and surprise - it's not actually the multitude of skills. In fact, considering how many different skills were added to NeoLemmix and Lix, few of which are actually overlapping, and people are still considering adding more, it almost seems like one can never have enough different skills available (no one is forced to use them all for level design, after all).

The main issue is the shape of the terrain:
1) The levels often consist of many thin platforms of squared or rectangular blocks.
2) Many feature vertical scrolling.
3) The combination of 1) and 2) leads to a look that is more reminiscent of jump and run games like Sonic or Speedy Eggbert (not so much Mario, btw!), i.e. such that include lots of up and down-movement, rather than a Lemmings game, since up to then, these only featured horizontal camera movement.
4) The execution difficulty in Lemmings 2 wouldn't be nearly as horrible if the terrain were shaped more like in traditional Lemmings levels; however, due to this jump-and-run game level design, oftentimes the execution-heavy skills are the only available option to even make it past all the obstacles in a level. (This is probably also a reason for the increased splat height in Lemmings 2.) Try solving pretty much any Lemmings 2 level with classic skills only and 90% of them would turn into builder fests.
5) The levels look pretty "ugly" and unmemorable as a result, compared to the more landscape-like levels from original Lemmings, ONML, or Lemmings 3D.

The latter point is also the main downfall of Lemmings Revolution to me, which theoretically should be perfect for lovers of original Lemmings, but the different tilesets just look way too similar - literally like they're all "carved from the same wood" :) . I'd rather play Team 17's remake of original Lemmings, for that matter.

Hence, when designing a new graphic set - or, even before that, considering whether a specific new graphic set is actually needed - it may be worth asking yourself:
1) How much does this graphic set contribute mechanically?
2) How much does this graphic set contribute from an aesthetic standpoint?


For example, we have several snow- or castle-themed graphic sets, but mechanic-wise, they're not actually that different. The food graphic set, in contrast, stands pretty much on its own, and is different enough from the candy set while at the same time providing some interesting synergies with it. Also, there are comparatively many graphic sets that feature water, fire, and triggered traps, but only few contain dedicated one-use traps, splitters, or teleporters.

The Lab graphic set is very block-ish, and therefore it's hard to create interesting looking level shapes with it - in contrast to graphic sets consisting of more distinct, irregular shapes, like Purple or Tree (considering both namida's originals as well as GigaLem's remakes here).





B) Skill design space
Kieran already did an overview of all the Lemmings 2 skills and ranked them all individually, according to usefulness and how much each of them can justify its existence.
I'm going to take a slightly different approach and sort them into categories or niches that they might actually fill, related to the currently existing NeoLemmix / Lix skills.


Redundant:
These skills do basically exactly the same thing as some other already existing skill - which is why I can usually just fill these existing skills in behind a = sign :) .

Attractor (=Blocker)
L2 Bomber (some uses with knockback behaviour and tumbler physics in Lix, but for NeoLemmix, it would just be non-lethal, and that's all the difference)
Club Basher (=Basher)
Diver (=Jumper)
L2 Fencer (=Basher with a slight angle)
Flame Thrower (=a non-lethal bomber, but the Lemming still has to be close to the terrain it wants to alter)
Hang Glider / Magic Carpet (=Glider)
Hopper (=Jumper)
Paraglider (=Floater or Glider, depending on context, but only either of the two without the fan)
Roller
Scooper (=Miner, given that it literally replaces the Miner in Lix; just a different angle, nothing else)
Skater (=ice objects do not exist yet)
Skier
Stomper (=Digger)



Corner-cases:
These skills are slight variations of what we already have - minor differences that can however become crucial in certain situations and thereby create interesting puzzles. Still, some of these can be grouped together - these are separated with a slash - and therefore, if any of them should be introduced in the future, it should only be one of each of these groups; for example, a temporary swimmer could either be called kayaker or surfer, but there certainly wouldn't be a need for both.

Archer / Spearer / Thrower
A non-lethal stoner with range, basically: It can stop Lemmings, break their falls, and build small bridges. There's even a nice trick with them, where you shoot up in the air and then have to keep the archer lemming busy to prevent him from slipping by his own dropping arrow - similarly to the stacker.

Ballooner
Here we have potential for a one-use climber (see below).

Bazooker / Mortar
And this is the non-lethal bomber with range. Even the holes it creates look similar to the bomber.

Filler / Glue-Pourer / Sand-Pourer

Only slightly different in nature: The shape the sand pourer creates remains constant, always resulting in a little ramp which can be used in a similar fashion as a builder. The filler is just a weaker version of the glue-pourer: Both will fill up small gaps, but the filler is completely useless on flat terrain, whereas flat terrain amplifies the glue-pourer by turning it into a platformer.
Of these three, the glue-pourer probably would have the most amount of remaining design space: The only currently available option to fill small gaps without resorting to standard builders is using a stoner / cuber, always resulting in the death of a lemming.
Most of the time however, the platformer as it currently exists in NeoLemmix and Lix (the latter one also being able to cover up trap triggers on flat ground, like in L2), gets the job of the glue-pourer done just fine.

Kayaker / Surfer
A temporary Swimmer, I emulated this one in my 1.43 pack "Lemmicks" using the "non-permanent skills" gimmick.
If one were to ever introduce a Kayaker into NeoLemmix or Lix, it would beg the question why one shouldn't also create such "temporary" equivalents of the other athletic skills - meaning: a climber that can only go over a single wall before becoming a walker again, floaters / gliders that are only save for one drop, a disarmer that can only disarm a single trap.
Especially the latter one might be worth considering, because the main reason the disarmer is getting little "stage time" at the moment is probably the fact that it is over-powered, at least if traps are supposed to be the main hinderance of a level.

Planter
Kieran's main criticism of this skill was its inconsistent behaviour: The plant animation always looks the same, and since its shape is irregular, it can be walked over from the right, but not from the left. If this behaviour were regular, i.e. going along with the direction the lemming is facing, this could be used to create one-way walls - a creative equivalent to the destructive fencer, which can create tunnels only passable in one direction. It would fill the niche between fencer and stacker, so to say - because fencing through a stacker doesn't actually result in the creation of such a one-way wall.

Pole Vaulter

There is one type of obstacle none of the current skills can overcome - and it actually relates back to graphic sets such as Dirt, which often have protruding pieces. Yet, this type of obstacle is very common in levels, and it should be - otherwise, most levels would look as block-ish and generic as those from Lemmings 2:
A high wall with a protuding piece at the top and/or an irregular shape.
Climbers can't go up, Builders need to take a huge detour around such walls, Gliders require updrafts, thereby clearly giving away "use a glider here". The only way to get around such an obstacle from the crowd's side is the fencer. But oftentimes, you want to send a pioneer lemming ahead who later on frees the crowd from the other side. The pole vaulter could do this, without having to shape the terrain in a straight form that immediately screams at you "use a climber here".

Runner
While I personally just consider this skill the epitome of an invitation to execution-based madness, I have come to accept that crowd control or the lack thereof, with one lemming having to get ahead of the crowd to do stuff in time, is actually considered part of the "puzzle" by a major part of the community. (Basically, if one has to fiddle around with pixel-precision for the lemming to finish its job before the arrival of the crowd, it may just be fiddle-y because it's a backroute :D .) The runner can get ahead, move faster, and also make greater jumps in combination with the jumper. Now, if it were also bashing / mining / digging / building / platforming / disarming faster, including faster movement while being a climber, floater, glider, or swimmer, there might be potential here.
As long as the only interesting interaction is with the jumper, though, I think a well-working jumper could fulfill the main use of the runner - getting a lemming ahead of the crowd - just fine by itself, as it already does frequently in Lemmings 2.

Slider
I've already spoken about how weaker versions of existing skills can be useful from a level designer's perspective before. The slider is a climber in reverse: A floater that only works on straight walls. Add in the fact that it always turns around when doing a slide, this one could provide a lot of interesting opportunities, considering that turning lemmings around just the right number of times is one of the main challenges of many advanced levels.

L2 Stacker
While this skill's behaviour can be somewhat emulated in NeoLemmix by making the stacker a climber simultaneously and putting several stacks on top of each other, the resulting big stack is more like a climber staircase - one which can only be used from one side. The L2 stacker creates perfectly straight walls while lifting itself up with it simultaneously - and without having the option of climbing any further walls it encounters after having completed the stack, in contrast to the NeoLemmix stacker which, if used this way, continues to remain a climber afterwards.


Unique:
These skills do something which is currently absolutely impossible, therefore level design should benefit greatly from having such options available.

Jumper
Get over a blocker, over a trap, over little gaps, even over fire... Lix levels can already exploit the hell out of this skill, and there's a reason the Linux clone of Lemmings, Pingus, featured specifically this skill as the only additional one on top of the classic eight. When NeoLemmix can finally have this skill as well, this is going to blow the doors to new design options wide open!

Laser Blaster
There simply is no skill that can dig from below. The Laser Blaster does so from a range; an adaptation of the Twister that just moves up straight vertically and then move a couple of pixels to the side it's facing to prevent it from falling down again, this one could fill a niche unoccupied by any other of the skills currently existing in NeoLemmix / Lix.

Magno Booter
Harking back to the graphic set design space of "what can I do with this type of terrain / object?", the main new thing Lemmings Revolution added to the game was the gravity reversal object. In NeoLemmix, this would turn Miners into Fencers, Fencers into Miners, Builders could suddenly build downwards (another currently impossible task)...
Just playing through Lemmings Revolution outlines the loads of potential this skill has - as long as it is possible to assign different skills to it while the Lemming is turned on its head.
In contrast, if the magno booter were to behave like in Lemmings 2, meaning it would be a skill like the climber or swimmer which can't do anything else in the meantime, the design space would be severely limited. In that case I'd rather advise for the introduction of the Lemmings Revolution gravity reversal object at some time in the remote future.

Rock Climber
This skill has two main uses:
1) The ability to climb diagonal walls.
2) The ability to switch to a shimmier while hanging from the ceiling.

This one could become the ideal brother for the climber, like the glider for the floater. If one had asked me before I knew NeoLemmix whether I'd consider a skill like the glider necessary, I probably would have said no. But now that I have seen how much difference there actually is between the two skills, I think the same is true for climber and rock climber.
I don't know how far the development of the shimmier currently is, and what the plans are regarding its interaction with climbers. But if the ultimate goal is to make a climber-shimmier transition possible, then the rock climber would be the way to go, while at the same time adding something new. It wouldn't be wise to change the behaviour of a standard skill like the climber, after all.

Shimmier

The ceiling is unexplored territory for Lemmings so far. Should a gravity reversal object be introduced, the dedicated design space for the shimmier would shrink, of course. But having such an ability as an assignable skill is always nice, too. In essence, the gravity reversal object would be to the shimmier what radiation and slowfreeze were to bombers and stoners - just without the messy execution and a lot more puzzle potential :) .

Roper
As said for the Laser Blaster, the only direction destructive skills can't go currently is straight upwards.
For creative skills, the only way they can't go is downwards (neither straight nor diagonally).
While the idea of a downward stacker creating a wall at the edge of a platform for another crowd at the bottom or a climber to go up certainly sounds interesting - I already see the Medieval "Rapunzel" levels coming ;) - the main niche the Roper could fill is that of a downward builder / a creative version of the miner.
Sending a lemming ahead, turning it around and mining the way free for the crowd is a common feature of many levels; it would be nice to be able to do the equivalent with a creative skill across gaps.
Perhaps the behaviour should be adapted though, so that the Roper can't go higher than a straight horizontal line, or maybe not even that - reserving this use for the platformer. Because the Roper as it is featured in Lemmings 2 is pretty broken, serving as a builder, blocker, platformer, and downward builder all at once.

Superlem / Icarus Wings / Jet Pack
Well, this one is obvious, I guess? ;) A freely moving single lemming that can fly around... no levels are more jump-and-run like, more in danger of backroutes, and less original Lemmings-like than levels featuring such a skill. But it still would be something completely new, of course - even though I wouldn't be a fan of it :) .


In general, the ability to affect terrain from a distance, as present in the Laser Blaster, Bazooker / Mortar, and Archer / Spearer / Thrower, is something entirely new as well. By extension, one could put the Roper into this category, too, but to me, the Roper still creates terrain from where he is currently standing, whereas the Archer / Spearer / Thrower can go across a gap, with the resulting terrain being separated from the lemming completely.


Anything I missed? Any slumbering potential you see in certain objects or skills that are not currently accessible to level designers in NeoLemmix or Lix?

1523
In Development / Re: [NeoLemmix] Lemmings World Tour
« on: June 07, 2018, 03:40:41 PM »
So... I believe I just created my hardest level to date. Basically, I just combined a lot of stuff that's already difficult by itself, and threw it together into one level :) .


Breaking the law

While I certainly could have made it look more like a prison, the drastic shortage of destructive skills should make the prison break difficult enough to make up for that :D .

It is not intended to be the last level of the pack, though, so I hope I can still do better - or worse, depending on your standpoint ;) - than this.

Additionally, I've attached two more of the mechanically challenging levels, to show you the other side of Lemmings World Tour, which is obviously supposed to be more than just pretty landscapes :) .


We will rock you


Block around the clock

Block around the clock is part of an "instructive" series where I'm trying to put all the tricks one can do with one specific skill into a single level. They are quite challenging, but also teach you something at the same time, so I'm not sure whether they should rather go in a lower rank with a pre-level text or into the higher ranks without any introducing words.

Others include:


I wanna rock!


Buildy Jean


Making your mined up

Yeah... if you have better song title suggestions for these two, go ahead! ;) At least one of them was fairly obvious:


Sex bomb



Some further "artistic ones":


A spacelem came travelling



Who let the dogs out?


Everybody's heard about the bird


Tulpen aus Amsterdam


Sur le pont d'Avignon

I was happy to find out that the broken bridge I saw when I visited Avignon in 2012 actually was that bridge the song is about :D . Because broken bridges obviously make for better levels than already intact ones, like in the Dutch level.


Rome

And a bit of local patriotism on my part :D :


Viva Colonia!

1524
Level Design / Re: Tricks with the new NeoLemmix skills
« on: June 03, 2018, 06:58:32 PM »
Quote
It can be useful if the first lemming doesn't quite get far enough ahead of the second, or in a hard-for-Flopsy level where you could combine it with a stoner (assigned just before the lemming hits the ground, but close enough that the stoner will connect with the ground, to avoid the "ohno" delay) to contain the crowd.

I recently created a Hard-for-Flopsy level where I came up with exactly that trick, and felt like a douche for demanding it from the player... glad people already know about it! 8)

Thanks for your additions, namida! A couple of these I already used in my levels (especially with regard to diving swimmers), but I clearly forgot to mention them!

@nin10doadict: I did it the other way round: Sure, you could kill those zombies - but what if you need them to disarm some traps first? :)

1525
Level Design / Re: A case against 10/15/20-of-everything levels
« on: June 03, 2018, 06:50:51 PM »
Thanks, Nepster, you're the expert on this type of level, I guess! ;)

My suggestion of "gaps equal to the number of builders" isn't a one-trick-fits-all approach, just like I'm not arguing against all 10-of-everything levels in general - otherwise, I wouldn't be looking for ways to improve them ;) .

It may just be helpful as one possible solution to a level that is currently still too boring to make the number of gaps close to the number of builders - so that there are fewer builders which can be placed freely (but not necessarily 0).

Also, gaps do not always need to be as obvious as an actual abyss ;) . Sometimes you can have gaps that actually are filled with terrain to some extent, but there's no getting out of it, or doing so requires more skills than building over it.

This means that for the intended solution, only a builder can go there - but the player won't know this right away ;) .

Of course one has to use good judgment when swapping out classic for NeoLemmix skills in this scenario. ;) In a level where you have to go down, having platformers rather than builders may actually be an advantage; fencers would be less obvious. And vice versa: Fencers help you go up, so if you want to create a challenge, provide platformers instead.

How did you go about creating "Final Frustration", if I may ask? ;) Did you place each piece of terrain already knowing which skill should be used to get through / over it?

1526
Level Design / Re: A case against 10/15/20-of-everything levels
« on: June 03, 2018, 01:15:46 PM »
Yes, thanks, IchoTolot, that was precisely what I was going for here ;) , since I know my posts tend to get very long. And especially so when opening a topic.

Quote
And they can be just the right difficulty if any of us intend to show our packs to people outside the community, or for when new players join.

Well, that's the way the Tame rank in ONML went about things: Most of these levels are 10-of-everything levels, and you always only have to use a couple of them to solve the level.

Generally though, I hear a lot of people saying they prefer the Fun rank over Tame, because Fun actually teaches you the skills by restricting the levels to one or two types of skills - thereby leading to specific solutions which the player can remember, and thus they will also remember how each skill works.

Tame, on the other hand, just gives you all the skills and lets you toy around with them for 20 levels. Even to someone who hasn't played our forum packs, but only original Lemmings, this is bound to get dragging pretty quickly. You don't want an entire rank worth of levels which a somewhat seasoned player could just skip over right away without missing out on anything. (I guess that was what Flopsy was expecting from my "Basic" rank in Lemmicks, and then he got caught offguard ^^...)

So I question how much 10-of-everything levels are actually good for the sake of teaching a new player the game. If somebody really never played Lemmings before and starts out with a forum pack right away (maybe because they found NeoLemmix here on this site first), giving all eight skills to them right away might actually be overwhelming.

I find it much easier to create restricted tutorial-type levels that are still a little bit of a challenge.

Quote
From what I've seen, 10-of-everything levels in later ranks are very rare, but they do exist.

My perception may be warped by having played the Sunsoft rank just recently, which definitely includes a lot of these levels ;) . None of them were particularly challenging, though, and Sunsoft is considered the hardest DMA-created rank.

Quote
In this case, it's the level designer's deliberate choice to give a balanced skillset, so as to give the player not much clue about which skills will end up being in short supply and which should be spent more freely to preserve the more valuable skills.

That's what I was suggesting to enforce with my points regarding "are there X gaps" or "X unclimbable walls" etc. ;)

For example, NepsterLems has a lot of X-of-everything levels, and usually the skill that you run out of first is the builder. But one could mix that up a little by throwing in more walls than gaps :) .

Quote
But most of all, I disagree with the idea that a level has to have a specific intended solution to be worthwhile. The "triumphant" feeling you mentioned comes when you surmount a challenge, and levels can be very challenging without being restricted to a single specific solution. A great example is "Labyrinth of Despair" in the Lix community set, which is a 3-of-everything level, and it was considered hard enough to get into the last 10 levels of the pack.

There's a huge difference between 3-of-everything and 10-of-everything ;) . That's why I explicitly excluded 3-of-everything levels from my criticism right away in the first line of my opening post:

Quote
A lot of forum members seem to be fans of 1-of-everything levels. So am I! :) 3 of everything is also nice, 5 is still fine.

Look at it this way: X of everything also means X of the most powerful skills (builder and miner). A level from my first pack rightfully received the criticism by Nepster (who does seem to really like X-of-everything levels, after all ;) ) that the abundance of builders made the level pointless, because one could simply build over all the obstacles, even though it would have been possible to e.g. bash through them.

He demonstrated this to me by solving the entire level with builders, even though that solution took much longer than the intended one. :) That to me was a sign that I had made the level too open-ended. You can leave some freedom to the player, of course - it is very hard to enforce one specific solution anyway. But you shouldn't leave the players so much freedom that they can pick and choose how to get through your level.

In this example, spamming builders in places where other skills could be used as well should lead to the player running short on builders at another point in the level where they are actually needed.

Quote
I've talked about this before, but my method for creating levels like this is actually a little similar to what you suggest, except that instead of removing all skills I didn't use, I remove enough to create either a balanced or patterned skillset (e.g. alternating between two amounts). This gives the player a bit more leeway; removes some pointers towards what solution I used

That is something I like to do as well, thanks for bringing that up! :) I guess one could put it among personal "level designer OCDs", as Nessy calls them. Or one could consider them red herrings to distract from the intended solution (which Arty likes to do a lot).

The problem occurs when the additional skills we throw in to merely conceal the solution end up breaking it. Especially when buffing up the number of builders to that of the other skills, this can happen easily. ;)

1527
In Development / [NeoLemmix 10.13] Nuclear Winter
« on: June 03, 2018, 11:23:00 AM »
Since Lemmings World Tour is probably going to be my last pack for the old formats version (hoping that at least either the jumper or the shimmier will be implemented in the meantime ;) ), it's also going to be the last one containing what seems to have become a pet element of mine - mainly because everyone else has stopped using it.

You probably guessed it: I'm talking about radiation and slowfreeze :) .

So I thought, in order to commemorate the departure of these two infamous objects, why not do a compilation pack? :)

Do you have any old radiation- and/or slowfreeze-based levels lying around? ;) Send them to me or upload them here, and I'll compile them into a pack of three ranks:

- one containing only radiation levels
- one containing only slowfreeze levels
- one containing levels that feature both radiation and slowfreeze

Just remember to write your name into the author line, of course! ;)

I'm just curious to see how many actually good puzzles there might be in total which contain these objects! :D So if we gather all the radiation- and slowfreeze levels in one pack, we'll have the overview.

(Any levels from Lemmings World Tour with radiation or slowfreeze are still going to go into this pack, including those I might still come up with. So there won't be a release right away, but probably about the time Lemmings World Tour gets released :) ).

1528
Level Design / A case against 10/15/20-of-everything levels
« on: June 03, 2018, 09:52:10 AM »
A lot of forum members seem to be fans of 1-of-everything levels. So am I! :) 3 of everything is also nice, 5 is still fine.

But above that, usually starting with the archetypical "10-of-every-classic-skill level", I just found levels become exponentially less interesting.

The main reason is one that has otherwise been mentioned frequently as a positive of the classic eight skills: The standad eight skills in combination are simply too powerful to work in tandem like that!

Keep in mind, they were designed to be everything you could choose from in original Lemmings - so the skill panel overall had to have this versatility - and then, a lot of levels were determined by which skills you didn't have, or weren't allowed to use. The most prominent case of this happening in original Lemmings is probably at the end of Tricky / early Taxing, where suddenly you can't really trap the crowd with blockers anymore and have to come up with more creative solutions.

Or sometimes, you have to go down without having any miners or diggers, or go up without having any builders. These are the kinds of restrictions that make levels interesting!

However, if you really have 10 of every classic skill, even if you have to save everyone and therefore cannot use bombers, it's still easy to trap the crowd with blockers and just free those with miners or bashers, sometimes diggers at the end. The classic skill panel is a Swiss army knife, and if it's packed with 10 of every skill, you pretty much have a solution for any obstacle you can encounter.

In contrast, a level featuring 10 of every NeoLemmix skill (you'd have to exclude one, since there are nine of them, obviously) is much more restrictive, mainly because the only destructive skill is the fencer, so going down is a problem - and the platformer doesn't gain height, so going up is a problem as well.

I do think though that there are a couple of steps you can take to make your "10-of-everything levels" more interesting; I believe part of the problem is how these levels are created:

Usually, they feature a wide landscape of terrain which is pretty time-consuming to create for a level designer. You end up with a level that looks very pretty, but after having put in all this work creating the terrain, you often do not have the energy anymore to come up with a specific solution. So you just provide 10 of everything and let the players figure it out for themselves.

Unfortunately, navigating through such huge levels is similarly time-consuming for the player, but also not very rewarding on top of that. Because in 90% of the cases, a bit of good judgement and resource preservation (like digging into the ground once and then getting rid of several obstacles with one basher rather than with several ones) are enough to solve those levels.

You don't get that "triumphant" feeling of having cracked a specific code to solve this level, because there's nothing specific to be done here.

Of course, there are exceptions, where a level seems like an X-of-everything level, but actually most of the skills are accounted for, like Nepster's "Final frustration". But the majority of these levels are obviously easier, and therefore their solutions are more generic :) .

So here are my suggestions on how to approach X-of-everything instead:
  • Try a smaller X; 1-of-everything is very restrcitive and thereby most rewarding; 3 or 5-of-everything also still work if 1 is too tight for your level size
  • Does your level have at least X gaps? This binds all the builders to certain spots where they have to be used, making it more of a challenge to overcome the remaining types of obstacles, like traps or walls.
  • Does your level have at least X walls that go up all the way to the ceiling? This means they can't be built or climbed over and at least 1 destructive skill has to be used here (even if you end up building towards or climbing into that tunnel eventually).
  • Is one specific skill provided in much lower quantities than the rest (for example, 10 of everything, but only 1 builder)? This is like the corner stone of a puzzle, the player has to start with thinking about where this one skill goes before worrying about the rest. The downside to this is that it puts all the attention on this one skill, so usually, the spot where it has to be placed can be identified pretty quickly, and then the rest of the level is just rather generic again.
  • Is one specific skill missing from the panel entirely? For example, if the lemmings have to move horizontally a lot, cut the bashers; if they have to move upwards, remove the builders. If crowd control is too plain and simple, remove the blockers; and if you have to save everyone, consider throwing out the bombers for something else, because they don't really have much "red herring" potential in that case anyway.
  • Speaking of something else: Swap out one or two of the classic eight skills for a NeoLemmix skill. It can make a huge difference if e.g. the platformer takes the slot of the builder in an otherwise classic "10-of-every-classic skill" level, because gaining height is much more difficult know. Same with swapping the fencer for miners and diggers, stackers for blockers, etc.

This goes back to the "bias for classic skills" issue, where the new skills receive less attention anyway because people are just more used to thinking and planning with the classic eight skills. While those classic skills have certainly earned their fame, their abundance in 10/15/20-of-everything levels can actually break a level easily. For that purpose, it's actually good to have skills which are objectively less versatile, and thereby less powerful. :)

For example, a swimmer can be seen as a floater that can only fall safely at very specific spots (=where there is water).

If nothing else works, try the following:

Provide yourself with 10/15/20 of every skill while testing
, and freely explore the level as the player would otherwise have to. But rather than solving the level like someone playing on Fun difficulty...
  • ...look for the fastest and most efficient solution, i.e. the one that requires the least number of skills possible.
  • ...try to use skills evenly to get past obstacles, rather than simply using builders for everything just because you can :P !
  • ...if you see an opportunity in the landscape that allows for controlling the crowd without using blockers, use it!
  • ...write down or memorise which skills you used in which quantities.
  • ...and then - guess what? - you remove all the remaining ones!

Now, what started as an open-ended, generic X-of-everything level does in fact have a very specific solution - the one that you found - and the player pretty much has to get into your mind to find it as well. Kind of like with every other, more restricted puzzle ;) .

And that, in my view, is the main purpose of being a level designer:
 
Figuring out any solution that works is the player's job. (This includes backroutes, solved is solved, no matter how.)
But figuring out an intended solution is your job. Do not delegate this task to the player! :)

1529
Level Design / What does "Sunsoft difficulty" mean anyway?
« on: June 03, 2018, 09:07:57 AM »
Occasionally, I see pack creators describing the difficulty of their ranks in comparison to the original ranks. For example, the first rank is "between Tame and Fun", the second may be "late Fun to early Tricky", and so on. Since a lot of packs have more than the original four ranks, but fewer levels per rank, for the last one you usually find a description like "Sunsoft" or "way beyond Sunsoft" in that case.

Having now played through almost the entire Sunsoft rank (which I probably should have done a lot earlier, I admit ^^), I'm a little bit confused by what that's supposed to mean ??? . I used to think "well, duh, it just means 'as difficult as it possibly gets'", but many forum packs are already much more challenging on lower ranks than a lot of stuff I got to see in that rank.

Of course, when referring to the original Sunsoft rank, one has to factor in the execution difficulties that are rendered irrelevant in NeoLemmix. But I was still expecting more of the puzzly-type of levels that many forum members have come to appreciate - level creators must be getting their inspirations from somewhere, I guess, so I thought the "secret" Sunsoft levels were where everyone had learned their tricks from.

Instead, a lot of what I got to see were either X of everything levels, providing the player with way too many skills to make the level challenging - or levels that were more akin to what I knew from the "Troll" rank in nin10adict's CasuaLemmings. :D

"Everybody turn left", "Private room available", "I am A.T."... seriously? It's obvious right from the getgo what the player has to do, and it's not only a difficult execution, but also extremely repetitive.

(No offense to nin10adict here, I know that for the Troll rank, this was done on purpose ;) ! )

There were a couple of exceptions, like "Anxiety", which I haven't managed to solve yet, or the 28th level, right before "I am A.T.", this gate-trap thing (forgot the exact name).

But overall, I don't really consider the Sunsoft rank something to aspire to anymore when trying to create difficult levels of my own.

Perhaps it's just because I don't like 10-of-everything levels, but I'll explore that in a separate thread... ;)

1530
Level Design / Tricks with the new NeoLemmix skills
« on: May 31, 2018, 11:44:01 PM »
While most tricks you can do with the classic eight skills are fairly well-known among the veterans here in the forum, I believe one reason why the new NeoLemmix skills are getting used less frequently is the fact that people simply have fewer interesting ideas of what to do with them.

So I thought, if the old skills have their own thread for discussing all the tricks you can do with them, there should also be one for the new skills, right? ;)

Disclaimer: I'm using example pictures from my packs "Pit Lems", "Lemmicks", and also the upcoming "Lemmings World Tour" here while explaining part of the solution, so... spoiler warning! ;)


GLIDERS
In my opinion, gliders are the skill with the most design potential by far among the new skills. Their ability to move diagonally downwards or upwards (with updrafts) in any direction opens up to directions of movement lemmings never had access to before.
- The diagonal movement can be used to get a glider ahead of the crowd if there's no way to hold the crowd back.
- Gliders can be used to recruit a second pioneer lemming (see below).
- Just like floaters, gliders can fall into exits without terrain underneath.
- The fact that they open up their parachute just after a while of falling, like floaters do, can be exploited to create one-way updrafts.
- Similarly to a climber going over a wall, turning around and mining down to allow the crowd to follow, gliders can do the opposite: Go across a gap, turn around and build in the direction they were coming from. Floaters can only do this if they land on solid ground, and then turn around to build a splatform.


A one-way updraft. A glider coming from the left will be able to cross over to the right side, but not the other way round, because the parachute won't open up in time before the lemming is out of the trigger area.

A builder from the left can't cross this gap. A glider needs to hover over, turn around, and then build from the right.

STONERS
Perhaps the most powerful skill among the new ones, probably due to its similarity to the builder. Even though it kills a lemming, the fact that it creates terrain out of thin air and a single use can break falls of almost the entire height of a normal level easily makes up for the loss. Like the builder, its potential for multi-purpose use is what makes the stoner so powerful - and therefore also in need of rigorous backroute checking whenever it's introduced into a level.
- Stoners can hold back climbers, like regular blockers - but contrary to stackers.
- They can however also do this on walls a climber would otherwise climb up, like bombers!
- Stoners can bridge gaps like builders, although they're obviously not very effective for that purpose.
- Stoners interact with builders very well, though, compensating for the builder's height gain whenever it is unwanted by creating "stepping stones".

Lemorials (Pit Lems, LOL 08). The entire level can be solved using only stoners.

A single builder cannot cross this gap; a "stepping stoner", akin to the Mayhem level "Stepping stones", is required as a stop in the middle. Sometimes it may even be necessary to dig into the stoner, in order to get low enough in order to make enough space for the second builder to finish its work.

STACKERS
Even at release rate 1, as long as there's only a single hatch (which is still the most common scenario), at least one lemming will always slip past the stacker. As a player, you will often hate this - as a level designer, you should absolutely love it!
- In pioneer-style levels, this isn't a problem at all: The lemming slipping past simply becomes the pioneer you needed anyway.
- When using a stacker to block of a path where no lemming at all is supposed to - e.g. on the side behind the hatch, facing away from the exit - you usually do not want a lemming slipping by. Again, it pays to make the second lemming the pioneer, so that there is more space between the first lemming (the stacker) and the third one, who should have a mucher harder time now getting past the stack before it's completed.
- Stackers are blockers that do not hold back climbers. You can create nasty surprises this way where climbers end up killing themselves while everyone else is safe!
- At the same time, stackers allow to easily recruit a second pioneer lemming by using a climber (see below). This is a huge advantage compared to blockers or stoners, which usually have to be removed or built over, both of which contain the danger of further lemmings slipping by.
- Stackers can make climber-unfriendly walls climber-friendly by just stacking a bunch of stacks on top of each other to create an almost straight wall.
- In combination with walkers, stackers can be used for the infamous stacker staircase, which gains height more quickly than regular builder staircases, but does not extend very much in the horizontal dimension. This is the vertical equivalent to platformers.
- A slight variation of the stacker staircase is the stacker ramp, created by using stackers and fencers.
- The question of how to get rid of the stack to free the crowd is also a challenge in and of itself. Bash or fence through? Build or platform over it? Have a climber climb on top and bomb or dig down? It's not always that obvious which skill has to be saved for last here, contrary to blockers which are usually either blown up, turned into walkers, or freed with a basher or miner (rarely a digger).

SWIMMERS
Swimmers actually have quite a lot in common with gliders - it's just that water is their equivalent to updrafts ;) :
- Water breaks a swimmer's fall, like updrafts do for regular lemmings (and always so, if they land inside the updraft). Contrary to updrafts however, water is deadly to all non-swimmers, so usually building across it is required - which takes away the beneficial effect of breaking falls. You can force the player to think about how to properly sequence this!
- Both swimmers and gliders will always move to the top of the trigger area of the respective water or updraft eventually. This can be used to gain height.
- Like gliders, they can travel across gaps that can't be accessed from one side to close these gaps from the other side.

Use a swimmer to break the fall.

A platformer from the left can't bridge across the water. A swimmer needs to cross it, turn around, and then platform from the right.

PLATFORMERS
- When provided instead of builders, the fact that platformers in NeoLemmix do not gain height can be used as a real drawback for players. Not only is it much harder to create splatforms this way - how do you even get out of a pit if just a single lemming happens to fall into one?
- On a related note, platformers can't be assigned on even ground. This is especially relevant when working with the backwards walkers or turn around on assign gimmicks in NeoLemmix 1.43, as can be seen in my pack "Lemmicks"; but also when you want to assign cloners to a platformer, or just use it to turn the lemming around in general.
- As a level designer, plan the width of your gaps precisely, depending on whether you want the platformer to turn around at the end or not. Also keep in mind a player always has the option of having the lemming walk up to the final pixel of terrain before assigning the skill, so that you don't experience any surprises that change the behaviour of this skill completely!

FENCERS
Fencers are not only miners in reverse; they are also an excellent way to create self-made one-way fields.
- The "miner in reverse" allows for a new twist on the classic "send a climber up and have him mine down to get the crowd up, too" paradigm: Send a floater / glider / digger down, and use the fencer to create a safe passage for the others from below.
- Making two fencers go through each other's paths is a lot harder than with builders or miners, but it can be done. The shaft behind one fencer needs to be resealed with terrain, though, in order for the other one to pass and continue his task.
- Ever freed a blocker from below? Fencers can do this just like miners can!
- The option of inverting one-way down arrows to create one-way up arrows which only fencers can pass through gives this skill an actual monopoly.
- If a fencer's tunnel ends high enough, it may not be possible to return into the tunnel from the other side. This gives the fencer potential to be used as a blocker, since blockers act like one-way fields attached to lemmings.
- Like with the stacker though, these "one-way fields" usually still can be overcome by climbers, who will be able to climb into the tunnel - which is obviously not possible with actual one-way fields ;) .

A single fencer from the left can allow lemmings to pass to the right without any lemmings from the right passing through to the left. This is not possible with a single basher.

CLONERS
The cloner has absolutely no design space on its own, apart from compensating for lost lemmings. But once you couple it with all the other skills, its potential grows exponentially!
- The potential for synergies with builders, miners, and bashers is almost infinite.
- But also stackers shouldn't be overlooked; a stoner and a stacker can create a nice pit to trap the crowd, if done correctly.
- Cloning platformers often only works in very specific places, usually on poles where there is no terrain to either side. But it can be very effective, because it allows you to provide the player with what seems to be a too low count of platformers, one which has to be compensated by using the cloners!
- Likewise, providing seemingly too few permanent (=athletic) skills requires the player to think through the steps in which these different permanent skills have to be assigned, so that each clone has the skills it should have, and equally importantly, doesn't have any skills it shouldn't have! Otherwise a cloner might climb over a wall it's not supposed to climb over, or glide into a trap where it normally wouldn't have landed.
- Sometimes, a high drop along a straight wall has to be broken by a faller bombing into the wall, and then a climber climbing into the bomber hole to build a splatform from there. Gliders can do this out of thin air; with cloners, this is possible even if the glider is facing in the same direction as the falling bomber before.
- Sometimes, two pioneer lemmings facing in the same direction are required, rather than two lemmings moving in opposite directions. For that purpose, it is crucial to find the right spot to clone so that either of the two lemmings hits a wall as quickly as possible, so that it turns around and follows the other one.

DISARMERS
While this skill may have the least design space of all, it actually lends itself very well to some of the hardest types of levels out there :D .
- Hard for Flopsy-levels where the crowd is difficult to control, and the disarmer has to get a bunch of work done before the crowd arrives and kills itself.
- Pre-placed lemmings or several hatches, where disarmers come out of one of them and need to clear the path for the lemmings from the other hatches.
- The disarmer is a pickup skill; getting to collect it is the main challenge of the level, not the actual use of the skill itself.

Athletic aesthetics (Pit Lems, LOL 04). A surprisingly hard level for its early position in the pack, this one is all about stalling while the disarmer is doing his job.

WALKERS
On the one hand, this is probably the second-most powerful skill from all the new ones - given that it combines specific powers of the builder and the miner to free blockers, interrupt skills and turn lemmings around. On the other hand, the possibilities for specific use of this skill are very limited. "Know your needs" applies to this one more than to all the others:
- If you need to turn a lemming around or interrupt a skill without providing aditional destructive (miner) or creative (builder) opportunities, provide walkers;
- However, if it's crucial that the lemming can only turn around in specific places (hitting his head / tanking on steel), or that the blocker isn't supposed to be freed just by assigning a skill, then you should rather provide another builder or miner than potentially breaking the level with a walker.




A final word on the "second pioneer lemming" issue:
The above shown example of the "stepping stoner" is a case where you are going to need a second pioneer lemming:
- The first lemming goes ahead and does its job; however, at some point you have to sacrifice it - in this case for creating a stoner.
- Now you need a second pioneer lemming to finish the job - but how do you draw one out of the crowd without releasing the entire bunch?

In classic lemmings, the most elegant way to do this is to trap the crowd in a digger pit and then pulling single climbers from that pit (fortunately you have the arrow keys in NeoLemmix, to make sure you only select a lemming facing in the intended direction).

Usually however, you have to do more impractical things:
- Blowing up the blocker and immediately assigning a new one, costing you an additional lemming and bomber.
- Temporarily freeing the blocker with a walker and then re-assigning it immediately. If several lemmings are clumped together though, they will still slip past when you assign the blocker.
- Building over the blocker and cutting of the staircase to prevent other lemmings from following - an effort which is going to cost you at least two different skills.

With NeoLemmix skills, in contrast...
- the stacker provides a welcoming 2-in-1 solution: The first pioneer slips past by itself; the second one can climb over the stack while the rest of the crowd is held back.
- When lemmings fall down a ledge, you can place a blocker / stacker / stoner on the bottom below, but still close to that ledge. As long as there are still lemmings spawning from the hatch, a glider falling from the ledge can get over the blocker / stacker / stoner, while all the other lemmings continue to get stuck behind it.



Since I like to enforce "stepping stoners" frequently, I also often run into the "second pioneer lemming" issue, so it's good to see how the other NeoLemmix skills compensate for this built-in drawback of the otherwise very powerful stoner :) .

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