Actually, I have a plan. I'm going to create a notebook. I've started collecting statistics, such as lemming level playing area (1584x160) and the number of pixels a lemming will fall off of and die (65 not counting the pixel above(When I say this, imagine we all fall down. If you ran up 65 pixels, the first pixel being directly above the lower platform, then you would land on the top pixel of the top platform. I'm not sure where the Lemming actually starts falling). I'm also going to try to dig out of Mike, the formulas for lemming release (release rate (lemmings per second) trapdoors (order of release from)), rate of lemming movement (falling,digging,anything basically), length of dying animations (if a lemming is a bomber, and he explodes during the animation, the effects still occur), pixel positioning of mouse (it is only so precise in where it can be), real time of bomb count down, max time allowed in a level (99?), slant and length of bridges, and several other things. I will collect these things in a notebook. then I will print all of the terrain pieces in black onto paper from each set. These will follow the numbers. Following will be multifold pieces of paper, that are basically blank paper lemmings levels-you will be able to tell the pixels because the pixels will alternate, light blue, white, light blue, white, etc. and look like a checker board. On these, you can trace terrains. On the backs will be statistics, such as number of lemmings, lemmings saved, etc. Using the numbers from section one, you can test your levels for possibility.
In short - the ultimate on-the-go level design book!
You could make levels-anywhere!
recap
sec.1-valuable statistics
-physics statistics
-physics rules
sec.2-terrain piece black prints
-object black prints
sec.3-design sheets
Oh, and it'll all be in a binder. This way, levels and terrain sheets can be removed and put back in.
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On a side note, I've developed a refined process for making levels.