Alongside my upgraded Lemmix project, I'm also working on a small "Lemmings Plus II Bonus Pack". =D
This will feature 30 levels across 5 ranks, 6 levels per rank. Plus maybe one or two secret levels (probably not one per rank this time, just one or two altogether) - haven't decided yet.
These levels will be 18 original levels, and 12 repeat versions of levels from Nice and Cheeky (6 each). All of the 18 original levels will be gimmick levels (only using existing gimmicks, no new ones).
Just so you know, this isn't based off the upgraded player I'm working on. The player is more or less identical to the LPII one except with less levels. The only other change is that it automatically detects gimmick levels and plays the appropriate music rather than requiring them to be hardcoded. Mechanics-wise, it is identical to LPII.
I won't be focusing on all 5 gimmicks (for example - I don't think much more can be done with Sneaky 4's gimmick, it's really one of those ones that only works once), but rather the focus will be on three types of levels:
- Karoshi levels
- No-gravity levels
- Floater Frenzy levels
For the last one, I plan to base the levels off the basic Floater Frenzy concept (not just re-use the "no pausing", but actually keep the core idea of dishing out floaters) but add in some other elements to them as well - essentially, "advanced" Floater Frenzies.
There's no overall difficulty curve between ranks (I haven't yet decided whether I will attempt to create one within each rank), each rank is independant and focuses on a specific type of level:
Trial - Repeats from Nice
Challenge - Repeats from Cheeky
Reverse - Karoshi levels
Flight - No-gravity levels
Rush - Frenzy levels
So far, I've made five of the six Nice repeats (I have basic outlines for two more and I'm deciding which one of those two I'd rather use - one of them I really like but I know it's just begging to be backrouted) as well as one Karoshi level. It's actually quite interesting trying to design repeats when I have an absolutely fixed layout to work with.
My main reason for this is that I feel that a lot more can be done with those three gimmick level types especially. If I come up with some good ideas, I might include a Cheeky 8 and/or Genius 16 type level as a secret level, but I don't see as much potential in those two so I'm not dedicating a full rank to them.
All levels will use the LPII styles. However, I plan to also include the official styles in the player, in case people want to try making gimmick levels in them.
If I really get stuck for no-gravity level ideas, I might make the 4th rank a combination of no-gravity, no-destruction and Genius 16 gimmick levels.
Random revelation: One of the nice repeats is of Nice 9. The repeat does *not* have the Karoshi gimmick, so you finally get to actually rescue the lemmings in this level. =D
Here's a preview shot from one of the Karoshi levels. It has 50 lemmings and requires 100% (100% killed that is, of course). Remember, falling out of the bottom of the level does *not* count as killed for the Karoshi gimmick (obviously, if there's water there and they drown, then it does count). Time running out quite obviously doesn't count either. =P Making a lemming into a bomber DOES count, but I'm sure you're already well aware of that.