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Messages - Strato Incendus

#496
Thanks to WillLem for the info about the "dink!" sound when the maximum release rate is reached. :thumbsup: I'd be fine with that. Setting the release rate to 99 is the main thing I use it for. Slightly turning it up is only required on a few levels that have release-rate fiddling as part of their intended solution.

If IchoTolot is against this change, the only workaround that would please both sides would indeed be to have the option of enabling or disabling every sound separately... except for object-specific sounds, because that would be a huge hastle with all the graphic sets.

But we'd probably need a few more people to chime in... or even better have a poll about it? ;)
#497
I never noticed that was missing, but WillLem is right. :D I'm undecided about it.

On the one hand, it would be a way to increase similarity to original Lemmings again.
On the other hand, it seems like NeoLemmix is moving more and more away from original Lemmings even in its aesthetics now. And I agree with IchoTolo that this sound can be annoying. Because most likely, there wouldn't be a way to only turn off the release-rate sound while keeping all other sounds active?

Of course, you could hit "s" on your keyboard before changing the release rate to deactivate the sound, and then hit "s" again to turn it back on. But that's just additional inconvenience.

Also, what should happen when using the right-click shortcut to immediately set the release rate to either 99 or the starting minimum? Just a quick "blrrrrp"? :D
#498
Quote
I'm asking out of curiosity, because you've raised this point before and it doesn't tally with my experience. Other than conversions of older content, what packs are there that artificially restrict themselves to the classic 8 skills? I know of one (Lemmings Migration), which is hardly evidence that there is a general trend. Are there others?

Well, to be fair, since I announced I would give those older packs an obvious "free pass", I think most of them would qualify for that because they are indeed that old. For example, I know that Nepster's "Return of the Tribes" is even older than NepsterLems, so obviously it only has classic skills, too - even though a pack alluding to Lemmings 2: The Tribes feels much more like it "needs" NeoLemmix skills compared to e.g. Lemmings Migration. ;)

I looked back at when the Lemmings Plus Series started using NeoLemmix skills, and as far as I can tell, it wasn't until Lemmings Plus IV. Of course, I wasn't around at the time those packs were created, so I don't know whether namida made them in Lemmix first, or whether he had already set up NeoLemmix but hadn't introduced any new skills yet.

For packs converted from SuperLemmini, like SubLems, it's also obvious that they don't have NeoLemmix skills. And for the couple of levels Arty had to swap out because of certain skill behaviours that exist in SuperLemmini but not in NeoLemmix (like "Lemmings can't jump"), it wouldn't have made sense to introduce new skills just for those. Just like I didn't want to replace my radiation/slowfreeze levels in Lemmings World Tour with Shimmier levels in New Formats.

Then there is also Lemmings Stampede, although again, I don't quite know when it was first created.

Just in general, when I joined the forums, it already had had NeoLemmix skills for a while, yet most of the "current" content at that time (i.e. the packs held in high regard and recommended to others) still only featured the classic skills. Lemmings Migration came out new at that time and went into the same direction. I think it wasn't until I played CasuaLemmings that I encountered a new pack making excessive use of the new skills. And it wasn't until SEB Lems that a really challenging pack with new skills came along. At least that's how I remember it.

Now in New Formats, there are fortunately already many more packs that use NeoLemmix skills. ;)

However, in my post I was specifically referring to X-of-everything levels. And so far, most packs I've seen that feature them do so in a "X of every classic skill" manner. This is true for Lemmings Plus I-III and NepsterLems above all else. I haven't seen a lot of X-of-everything levels than include NeoLemmix skills in the same quantity as X.

Maybe because we haven't even agreed yet in the first  place on what "everything" means when more than 8 skills are available :D .
I'm referring to both the increased panel size (from 8 to 10) and the increased number of skill types (19 as of now, hopefully 23 in the end) here.
#499
Yeah, since strato_generalmd is a special tileset, not meant to add standard pieces or for others to build levels with (many members have their own "miscellaneous" tilesets for that), I doubt the styles manager will be able to grab it. It's not part of the official styles download, for sure ;) , nor are my custom recolourings of the sprites. (But the latter are optional anyway.)

QuoteParalems => LWT => Lemmicks => Pit Lems

Really? You found Pit Lems harder than LWT? Guess that gives me even more motivation to convert it to New Formats, then! :thumbsup:

Sure, the focus with Pit Lems was on mechanical challenge instead of aesthetics like in LWT. But it also contains lots of open-ended "puzzles" (that are merely about resource conservation), doesn't require a lot of "tricks", and having only really been completed by nin10doadict prior to you, I doubt it was much more backroute-proof than LWT.

Also, nin10doadict was indeed able to beat the entirey of Pit Lems, but did not progress that far into LWT, as far as I know.

Well, either way, Lemmings Open Air is going to take the top spot in difficulty among my packs soon... :evil:

QuoteTruthfully, the final level of LOA was nowhere near as stressful as The Grand Puzzle. Slightly easier as well, and I definitely prefer LOA's final level to LWT's final level. If you read my feedback on The Grand Puzzle, I'm not a huge fan of the level, mainly due to how I got quickly annoyed at how much scrolling needs to be done and just not being able to watch all crowds at once.

Yes, I've read your criticism, and it very much overlaps with what IchoTolot criticised about "The Grand Puzzle" as well. ;) That's why I had already taken it to heart and made the last level of LOA a) much smaller and b) had all the crowds contained from the start, except for the one where the camera / screen starts. This was one key difference IchoTolot had pointed out between "The Grand Puzzle" and "Final Frustration".

Last level of Lemmings Open Air
I'm not entirely content with the last level of LOA - I wish I could have provided an equal number of all skills, but nobody so far has managed to solve it with just 10 Builders (myself included). So it's 15 Builders as opposed to 10 of everything else. But the nice thing about it is that it is otherwise a 10-of-everything level with the new "10 classic skills" (classic 8 + Jumper and Shimmier). I hope this new "tradition" catches on! :thumbsup: I must admit I'm a little tired of packs that artificially restrict themselves to the classic 8 across the entire list of levels, now that we have so many more skills. Except of course if those packs were created before the other skills were available, like NepsterLems. ;) Then they get a free pass from me.

I can already promise that I will attempt a "Final Frustration" level again, because I think I can do even better than the last level of LOA.
#500
Ah yeah, thanks for adding Amateur 31; I had indeed already downloaded all your replays, so I just added this single one.

QuotePlus the New Formats version actually has a save requirement, and so I will have to play it anyway.

Well, that's namida's fault, not mine; at some point, for some reason, he decided to make the minimum save requirement in New Formats 1. :P And I've already complained to him how he partially ruined this otherwise completely indifferent level with that! ;)

Quotebrutal difficulty of some of the levels in the main ranks, especially the Legend rank, the final main rank of the pack.

Really? ^^ "Brutal" is a word I maybe would have expected for some levels from Lemmings Open Air, not from this pack. Maybe that's because IchoTolot seems to have breezed through this pack quickly and easily, so that I had already given up hope that any of those levels would pose an actual challenge to adept solvers such as you and IchoTolot.

I don't quite remember which of the Legend levels you considered the hardest, but maybe I'd have to check those specific levels again to see where you're coming from. ;)

As for the final level of the pack: Yeah, that took IchoTolot one hour as well. It's not necessarily for difficulty per se; it's just because there's so much stuff to cover.
In the end, I'm probably happy that the New Formats editor has a pixel limit, so that I can't even be tempted to ever create such a monster again. :evil:

"The Grand Puzzle" was my first attempt at creating a Final-Frustration-like experience; in Lemmings Open Air, "Hammer-Smashed Face" is my second one.
Interestingly enough, Lemmings: Hall of Fame actually does not end with such a huge open-ended level.
But Lemmings, Drugs, and Rock 'n Roll might... and hopefully, that one will be much better at a much smaller landscape size. ;)

QuoteWhen I do do this, should I do it post-commentary like I'm doing with United? Or should I just LP it as if from complete scratch? Even though it's not really, since it will be a non-blind LP like you said since I've already seen all of the levels. Come to think of it, I notice how very quickly I tend to forget my own solutions to other people's levels, and so I might just do the former. Then again, maybe doing the latter is better and makes for a much more enjoyable experience for both me and the viewers, especially a pack author such as yourself ;) IIRC the longest I have ever struggled on a level in this pack was probably for a good 45 minutes or so, although I think the final level was close to an hour.

Well, if you really actually do forget your own solutions again quickly, then this might be the best chance you have to do a semi-blind LP. ;) In other words, just running the replays over the levels with post-commentary might be a wasted opportunity. At least as long as you're not really getting stuck - which I think both of us would have good reasons to doubt, now that you've already solved the entire pack in Old Formats.

I might still do a creator's commentary later, where I can run the replays with commentary... or IchoTolot might upload his solutions for New Formats to YouTube eventually. (Which would then be the same format in which you're planning to LP the pack, so if you're both just running the replays over the levels, it would be a very similar experience for the viewer, therefore most likely redundant.)

Quote11 failed, some due to the glider issue, others for various reasons, most notably due to the ceiling being deadly in New Formats, while another 14 is undetermined (see my attached mass replay check text file for v12.10.0). Curiously, for v12.9.4, there are more problematic replays (mass replay check text file for v12.9.4 also attached). In both cases, it reports as Diva 24 not being found, although I ran my replay and it does work, so no problem there. However, it reports an error with Groupie 39 due to the generalstratomd style missing.

- The Glider physics change was indeed only implemented in New Formats, so yes, all those replays will fail and did so for me as well. Sometimes I had to adjust the position of an updraft in a New-Formats level but had to deliberately not do so in Old-Formats.

- Diva 24 is a rerun of Noisemaker 15, so maybe there was an issue with the level IDs in the replay files? I remember I didn't quite know about the issue with identical level IDs back in Old-Formats, so whenever I created a rerun out of an existing level but then later on manually gave it a different level ID, replay files I had created before that would end up getting confused.

- Groupie 39 isn't the only level to require the strato_generalmd style; it's also needed for e.g. the level "Weiße Rosen aus Athen", for my custom white flower traps, and for the level "It must have been Lems", with my custom Builder staircases pre-placed inside the level.
So if you don't have that tileset installed (even though you should, since it ships with the New-Formats download), those other levels should have produced error messages as well.
Maybe you downloaded the styles together with the pack, but they didn't get unpacked into the right folder? ;)
If you unpack the ZIP into your main NeoLemmix 12.10 folder, the levels folder should automatically get integrated into your levels folder and the styles folder into your styles folder. If however you unpack them directly into levels, then the styles will end up in the wrong place.
#501
QuoteThis could be improved thogh: I suggest if you use a skill only to turn around a slider, make the skill do something else on top of that! This way the slider interaction helps making another nessesary skill in the level even more important!

Yeah, indeed I tried to do exactly that on "Microcosm": I wanted the staircase to both turn around the Slider and simultaneously break the fall from above out of the Laserer tunnel.
But I couldn't see a way to make the drop higher without breaking the path for the Shimmier. At least not initially. ;)
Now, instead of moving everything up, including the exit (which would have broken the Basher trick on the left), I've connected the different altitudes with a slope of the maximal possible Shimmier-friendly increase (45°).

I've attached an edited version of the level and a new replay. Removed the Fencer, the Spearers (because they could be used like Stoners to break the fall on the right), as well as one Builder, because stacking at the end of the Laserer tunnel is enough to prevent the crowd from falling out.

Interestingly, the Slider survives a drop out of the Laserer tunnel, even when not landing on the staircase - but if the crowd falls from the same height, it does not survive. ;)
However, this should not be a matter of 1 pixel, i.e. precision:
I think it's because the Slider's feet are actually already much lower (8 pixels) when he turns into a Faller? Since he's dangling from the ceiling before he falls, whereas a regular Walker turns into a Faller immediately after losing ground.

It's kind of similar to how, as a kid, jumping down from something high seems much more dangerous when you're standing upright, compared to when you're crowching down before you jump... at least it took me a while as a kid to understand that the height I was jumping down was actually the same. :D

This could be a devious little trick, where you can use Sliders to break falls even in such cases where there isn't actually a straight wall to slide down... :evil:

I will also put the update in the levels thread where we collect them all; this is just to respond to IchoTolot's point.

QuoteAlthough placing the big pillar at the right side just screams "simply glide into it to get down" instead of giving 2 extra shimmiers and the slider!

In fact, I originally intended for the lemming to have to jump over to the pillar to slide, instead of sliding down the steel and transitioning straight into a Shimmier. The pillar remained in there as a red herring. :P


Your minor backroute to "The Creation" was also interesting; this shows how the Spearer can create shortcuts similar to the Stoner. Not quite as powerful, of course, because you still need another lemming to place the spear correctly first, whereas Stoners can just break falls and provide a "foothold" for Builders when coming from the same side as the worker lemming. But still... these types of "drop down and go around the obstacle (in this case the steel wall that's supposed to prevent you from building from the right) from below" shortcuts are easy to overlook. Or rather, so far I only ever thought of them when providing Stoners.
#502
Yes, that is one possible backroute to "Microcosm". I guess I will eventually have to enforce the 2-Laserer solution and cut the Spearer from this particular level. ;)

"Thus spoke Zarathustra" was solved, as feared, with just one worker lemming instead of two. However, this is only possible due to the high ramp, which is needed as long as we have the current Slider-Swimmer behaviour. If this is changed, I can lower that ramp. If now, I'll have to dent the ceiling in such a way that you can't jump off the ramp to reach for the ceiling.

Have you seen my level "The Creation"? It wasn't in your "Strato Exp Skills levels" ZIP. And that one should definitely need the Spearer to work.
#503
Congratulations for being the first one to beat the Old-Formats version, kaywhyn! :thumbsup:

That gargantuan pack was definitely a one-off on my part. ;) Especially the Encore rank probably could have been left out by me in hindsight. Sure, Flopsy included his entire MegSEBytes pack in SEB Lems - which is what inspired me to do the same with (most of) my previous song-title levels - but the MegSEBytes levels were of much higher average quality than my Encore rank. In general, the structure of LWT, being divided into a "main part" and two "bonus ranks", was very much inspired by SEB Lems. So when I attempt SEB Lems again, I would definitely also split it, first trying to solve everything up to the end of the Rapture rank, and then taking a break before I look at the rest.

Anyways, I'm still trying to determine where the sweet spot for pack size is. Usually I like them at 100 levels at least - original Lemmings had 120, ONML had 100, and with regards to custom packs, NepsterLems clocks in at 111, which is also quite a nice number. With my current packs, I try not to go above 120 levels per pack.

Paralems was probably already too much from my side with 150; Lemmicks had even more, at 170, though I felt it was more justified in that case because the constant change of gimmicks kept mixing things up. The player needs some time to get used to the different mechanics on each rank, after all.

Lemmings United of course is pretty huge as well, and I believe it's the second largest pack, i.e. after Lemmings World Tour. That said, what's deterring me from that pack is not its size, but it's sheer difficulty, of which I have already gotten a taste when playtesting just the first rank. It definitely seems to be the optimum of level quantity and quality among all packs currently released (that is, if you equate "quality" partly with "difficulty" :P ; but I definitely can also see the huge amount of effort IchoTolot put into designing the terrain landscapes. So that I have some pretty level pictures to admire, even if I can't solve them :D ).
#504
Damn, you're faster than I can reply to these! :thumbsup: In a weird anachronism, I've watched your first half of Groupie before the rest of your replays (and also before IchoTolot's re-solutions for New Formats... he already announced he "re-backrouted" the levels, so I assume he found some of the same backroutes you found :D ).

So here are just my comments on Groupie 01-20

01: Close to intended. As long as you compress the lemmings somewhere, I'm fine with that. The ketchup and mustard bottles aren't traps by default. It's just my evil genius that turned them into traps. :P Usually, only animals are deadly in my levels... but as you've seen from the occasional lightning bolt that can hit a lemming out of a thunder cloud (e.g. on "Lems in the sky with diamonds"), it's not entirely restricted to that.

02: That is a slight backroute, but a clever one. Maybe I can fix it, maybe not. I don't want to go all out on pickup skills on this particular level, since that's what Flopsy's second level, "Read my lips", is for.

03: Open-ended. This isn't based on any actual level by Proxima; it's based on his own verbal description of his level building style. Funnily enough though, as you can see from the past pages of this thread, he nevertheless was the very first one to identify his own level. :D

04: Intended. If you watch any Let's Play by Colorful Arty, you immediately know this level is his. ;)

05: This level is a gift that keeps on giving with regard to backroutes. A little steel should fix this particular one, though.

06: That solution was much more complicated than the intended one, because you had the worker lemming loop around quite a few times. :thumbsup: Still, you used all the skills, so that's fine by me! Now I can understand though why that crackle sound was annoying you the whole time, because the level took much longer with your solution. FYI, the New-Formats version doesn't have this object anymore, since it's technically an animation with no effect. And probably also because it disguises as terrain, and is therefore similarly dishonest as a hidden trap. I think namida has plans of reintroducing no-effect triggered objects, but that still doesn't mean this particular "trap" will return. ;)

07: Intended. Just like IchoTolot's solution. Glad this approach seems to be sufficiently enforced on this level.

08: Open-ended. This is one of the levels not made in-style of IchoTolot, but a level type that IchoTolot hates (like a Hard-for-Flopsy level for Flopsy). That's why, in contrast to Groupie 03, I made the chambers interact with each other via the teleporters, as a compromise. ;)

09: Valid alternative solution, includes the main trick.

10: Open-ended.

11: Well, that's one way to do it. :D As long as you use compression method and the chain staircase at the end, the level has fulfilled its minimum requirements.

12: Very nice and elegant! Btw, if this had been supposed to be GigaLem's level, I would have used his updated version of the Tree tileset. I used the classic one on purpose, because that's the one namida originally made. ;) Also, the title is not misspelled, but written to emulate a New-Zealandic accent. If I had wanted to be particularly infantile about this, I would have called the level "All hands on deck!" instead. Though in the meantime, I've heard that this type of childish humour is actually something namida enjoys himself quite a lot, so maybe that could have been considered another "signature element" of his... :evil:

13: Not as bad as IchoTolot's initial backroute, but still too easy, you're right. At least you didn't use the Bomber to create any shortcuts. That gives me hope I might be able to stop this with a few more one-way arrows.

14: Different than intended, but not a backroute per se.

15: Open-ended. You used all the skills except for the last 2 Platformers, this is fine by me.

16: Yes, compressing the lemmings with the Fencers is intended. However, I never knew that it could be done inside the Fencer tunnel itself! :lem-mindblown: I always compressed them while still on that flat surface of the wooden platform right under the hatch, and only once they had been compressed did I send them up by fencing through the stack. I guess I didn't think about this possibility because Arty originally did this with Bashers, and with those, in-tunnel compression won't work, because the tunnels are wider.

17: Intended. The SubLems level in question is "I am R.T." (pronounced like "Arty"), which is Arty's take on the Sunsoft-rank original Lemmings level "I am A.T.".

18: Valid alternative solution. I've come to accept that this level does too many things at once to specifically enforce the trick it's hinting at. But as you said, you used all the skills, and if it still worked for you to recognise this level als Pieuw's, that's all that matters! ;)

19: Well, as simple as that was, it still required most of the skills. :D Maybe I can prevent it specifically by putting a small piece of steel right under the cross you used to have the Zombies walk over the Digger shaft. But if it's still possible to just dig anywhere else after that, this one might be difficult to fix.

20: Open-ended. And as you can see, no ketchup or mustard traps here! ;)

I'll reply to your second batch of Groupie levels later, but two things from your second post of course I have to comment on: ;)

QuoteOverall, an excellent pack that I would definitely recommend despite the very large size of the pack.

Thank you very much for recommending this pack to others! :thumbsup:

QuoteWhen I do the New Formats version, I'll probably end up LPing it. It'll take an extremely long time, though, and from what I remember it's definitely very slow going at first with the first two ranks, especially since the levels in them are not your tutorials at all, and some are difficult. Of course, I'll let you know when I have started it and provide you the link

I'd be honoured to see that, of course! :thumbsup: It would be interesting to watch in comparison, not only because you would be the first person LPing the New-Formats version - Flopsy has uttered interest in doing it, but no certain plans yet, as far as I could tell; and also, he would probably use his own music playlist again - but also because it would be the first non-blind LP.

Well, except for the couple of levels that had radiation and/or slowfreeze replaced on them, because they have slightly different solutions in New Formats. Albeit those solutions are rarely "better", just "different"... and sometimes just outright inferior versions, a mere attempt at replicating the original design.
#505
Level Design / Re: Vote on the theme of my next pack!
November 23, 2020, 01:34:50 PM
Well, then, let's play around with some ideas! The phase of divergent thinking (=brainstorming) was over pretty quickly, now we're engaging in convergent thinking (=narrowing it down to the option we have chosen). I could already open an In-Development thread for Lemmings Universe, but I want to wait with that at least until I've officially released Lemmings Open Air. Otherwise, it will look like I'm starting several things and never finishing any of them. :P

The next thing I / we should still decide on early is the tilesets that are going to be used. I don't want the chosen styles to be as arbitrary as in Lemmings World Tour. At the same time, I'm not ruling out tileset mixing completely. In Lemmings, Drugs, and Rock 'n Roll, I'm repeatedly mixing the same tilesets to emulate other tilesets that NeoLemmix doesn't have - specifically, those from Lemmings 3D. Now we could think about which tilesets to mix to emulate certain planets, and then whenever that combination of tilesets shows up again, you know where you are. ;)

Let's start in our own solar system; this is going to be complex enough! :D

Mercury: L2 Space, orig Fire
Venus: nin10doadict's Lava tileset, orig Fire, namida / GigaLem Sky, ONML Rock
Earth: namida / GigaLem Tree, namida / GigaLem Desert, namida / GigaLem Metal, L2 Beach, orig Brick
The Moon: L2 Space, orig Crystal, ONML Rock, namida Mineshaft, namida / GigaLem Purple
Mars: namida Martian, orig Dirt, namida / GigaLem Desert, ONML Rock
Jupiter: namida / GigaLem Sky, namida / GigaLem Desert, namida Martian
Europa: ONML Snow, Raymanni Snow
Ganymede: ONML Snow, Raymanni Snow, orig Crystal, ONML Rock
Io: namida Honeycomb, namida / GigaLem Desert, orig Fire, ONML Rock
Saturn: namida / GigaLem Sky, namida / GigaLem Desert
Titan: ONML Rock, ONML Snow, ONML Bubble, namida / GigaLem Desert, Raymanni Snow
Uranus: namida / GigaLem Sky, ONML Snow, Raymanni Snow, Proxima Tile, Jarv Future
Neptune: same as Uranus
Pluto: namida Martian, ONML Snow, ONML Rock, Raymanni Snow

Here we already see the problem: A lot of the tilesets overlap. So visual recognizability suffers because the various planets and moons will look very similar, unless I only use specific, different pieces from the same tileset for two different planets / moons.

For example, the reason I listed the Desert tileset(s) for Saturn is that many of the pieces have the same shape as in the Sky tileset(s). Thus, I could use them as clouds, even inter-mix them with pieces from the Sky tileset(s), and thus, due to the different context, they would indeed look like clouds, not like heaps of sand. ;)


Once we leave our own solar system, there are a couple of types of planets we could add that we don't have here. For example, a complete water world, which could use Arty's Underwater tileset.
Most actual confirmed planets out there however don't have particularly memorable names - and we don't really know what they look like either, we can only imagine. In turn, if we fill some of those gaps with SciFi references (from Star Trek, Star Wars, or others), the world outside our own solar system might become more specific.

Star Trek is sometimes a little unimaginative when it comes to the physical makeup of other worlds - because most of the plots usually revolve around diplomacy and humanoid interactions, the vast majority of stories are simply settled on "M-class planets", which basically look like Earth, with just a couple tweaks here and there.
Star Wars, in contrast, frequently employs the idea of an entire planet having the same climate (e.g. Tatooine entirely a desert, Mustafar entirely volcanic, Hoth entirely frozen, Dagoba entirely a swamp etc.) That may be more versatile - but not necessarily realistic, thinking about how much climate zones differ just within the confines of our own planet. With the exception of a world that's entirely frozen (simply because it's too far away from its star), these "Mono Worlds" aren't all that likely to exist. But of course, they make for better levels / easier tileset choices. ;)
#506
Ah yeah, sorry, I forgot that in Old Formats, it isn't so easy to tell which levels changed ;) . In New Formats, the ticks next to the level names turn orange, obviously.

Updated levels are Groupie 01, 05, 06, 13, 18, 27, 29, and 36. The change about Groupie 10 was merely cosmetic (repositioning of one-way arrows).

I also swapped out the exit on Diva 23, because the exit on the Sandopolis tileset in New Formats apparently had been changed by the person maintaining the tileset (Flopsy was the creator, afaik). Therefore, both versions feature a classic Pillar exit now.

And yeah, the Dropbox link always remains the same when I simply replace the original file in the Dropbox folder with the new one.
#507
And the update is here, with the same fixes to the Groupie rank as in Old Formats, but also including the menu changes required for NeoLemmix 12.10! :D

I expect there will be another huge update after I've watched all of kaywhyn's (Old-Formats) solutions.
#508
And the update is here at last, the Groupie rank is fixed! :D The link in the starting post is still the same.

Some of IchoTolot's alternative solutions that used all or almost all skills are still possible, and sometimes deliberately so, because I found them awesome! :thumbsup: But everything that's obviously a glaring backroute has been dealt with now.

Except for Groupie 39, "Not the incended solution". Here the level-preview text even announces that backroutes will be possible. :D
#509
In Development / Re: Lemmings, Drugs, and Rock 'n Roll
November 22, 2020, 01:43:47 PM
"Pluto, Pluto - you're cold and far, and not even a planet;
Venus, Venus - too much CO2;
Mars, Mars, Mars, Mars - ain't enough magnetosphere;
There's only one place I wanna go!

Saturn, Saturn - your rings vibrate and I hesitate;
Jupiter, Jupiter - you're gassy and brown;
Neptune, Neptune - a huge calippo too big to swallow;
There's only one place where we can go!

Gonna head right to..."



Uranus



Thanks to Nanowar of Steel ft. Michael Starr (from Steel Panther), I could make this level as a follow-up to "I'm your Venus" from Lemmings World Tour.

Both are also likely going to re-appear in a future astronomy-themed pack named Lemmings Universe.

And in the meantime, I'm uploading this level and the replay, so that "everybody can enjoy the view... of Uranus." ;)
#510
Level Design / Re: Vote on the theme of my next pack!
November 22, 2020, 01:34:42 PM
QuoteAll very good points you brought up here. Whatever you decide for the astronomy theme pack, I'm definitely looking forward to it! :thumbsup: It's too early for me to be making suggestions anyway, but I'm glad that you thought my idea of a planet in each rank was a good one

I was mainly referring to the idea of having separate tilesets per planet, and then revisiting those planets, rather than having each level be a one-off resembling any given world as closely as possible. The latter would have been closer to a Lemmings-World-Tour artsy approach, where the level is made to look as "realistic" as possible.

Now instead, I could use certain tilesets repeatedly, and then I would no longer have to spell out in the level title every time which planet this is supposed to be - once I have established it in the beginning. ;)

Reading it again, I think your suggestion didn't refer to tilesets directly, but you definitely gave me the idea to have several levels per planet / moon. ;) With my original concept, I guess our entire solar system would have been confined to one rank, with just one level per planet / moon, and then we would have gone straight out into the unknown.