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Offline mobius

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[Lemmini] MobiLems - Beta release!
« on: June 01, 2014, 09:10:57 pm »
download: <a href="https://dl.dropboxusercontent.com/u/72760678/MobiLemsINSTALL6.zip" class="bbc_link" target="_blank">https://dl.dropboxusercontent.com/u/72760678/MobiLemsINSTALL6.zip</a>
<del>OR check the attachment here.</del> Attachment isn't working for some reason.

NOTE: updated as of October 1, 2014 [version 6]

MobiLems is a Lemmings custom level pack made for Lemmini.

-To those that played my older levels; Many of my older levels are present however most have been altered greatly for this pack. Some even have completely new solutions! There are also over 30 brand new levels never seen before [by most people...]

-The difficulty curve on this pack should be closer to original lemmings rather than recent custom packs such as PimoLems or DoveLems. Most of the levels are easier, or have multiple solutions. The biggest place I'm worried about backroutes is Heinous and Brouhaha.
So if you're new to Lemmings, and don't consider yourself an expert player, my pack is for you!

-I often put little indications in the levels for spots where to build, dig, or bomb etc... If you need bomber timing or precision, look for these spots. There are also often things like this indicating hidden traps.

-Some levels in Friendly [and early Flap-doodle] have secret 'bonus' hidden exits. They are usually more difficult to reach than the regular exit. See if you can find them all!

<strong>INSTALLATION:</strong>
(if you do not follow these steps correctly the game will not work)

1. You need Lemmini to play this pack : <a href="http://www.lemmini.de/" class="bbc_link" target="_blank">http://www.lemmini.de/</a>
2. Backup all of your Lemmings/Lemmini folders (because this is always a good idea in any situation)
3. Extract the MobiLems install package folder.
4. Put the "MobiLems" folder into the "levels" folder of Lemmini. Put the Read-me file anywhere you want.
5. Replace the "styles" (...Lemmini/styles) folder with the styles in the MobiLems install package. [I have added a few terrain pieces to the existing tilesets]
6. Put everything from the "music" folder into your Lemmini music folder.

That should be it! If you have any problems let me know.

<strong>NOTES:</strong>
There is now custom music!

-I have not yet tested this game with SuperLemmini (the new upgraded Lemmini released on the forum by Tsyu) I will try to do this in the near future.

-remember the code to unlock all levels is without passwords is: 0xdeadbeef


<div class="quoteheader"><div class="topslice_quote"><a href="http://www.lemmingsforums.com/index.php?topic=947.msg19835#msg19835">Quote from: DynaLem on 2014-04-09 21:52:02</a></div></div><blockquote class="bbc_standard_quote">Can't wait to play this pack!

A few questions about the pack:
1. Will you add steel to the bubble set? (I know you said you're editing existing tiles, but I'm wondering if you added steel anyway.)
2. I've played some levels in Revenge of the Lemmings, and saw that some of your levels were there. Will you also use those levels in your pack?
3. I saw that you had two versions of "Hard to Port!" Will you use the Crystal version or the Snow version?
</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>
1. Yes! I did just that. Thanks to somebody who I forget, uploaded that steel on the forum somewhere. I did not draw the steel myself. Ironically it's only used in one level  <img src="http://www.lemmingsforums.com/Smileys/lemmings/XD.gif" alt=":XD:" title="XD" class="smiley" />
2. Yes, however like mentioned above most have been altered.
3. you'll have to play and find out!  <img src="http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />

<strong>credits:</strong>
thanks to Akseli, Pieuw, geoo, IS, Proxima, Clam, Nepster, Gronkling, ccx, rtw and everyone else who helped test the levels and gave other help
« Last Edit: November 10, 2017, 02:41:58 pm by Flopsy »
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Offline Tsyu

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Re: MobiLems - Aplha release!
« Reply #1 on: June 02, 2014, 12:35:47 am »
If you do make a SuperLemmini version of this pack, I strongly recommend using the mod feature rather than requiring the user to back up and replace files. I also recommend against including files that were not added or modified; not only does it undo any future updates to those files, doing so with stuff extracted from Windows Lemmings violates the Lemmini (and, by extension, SuperLemmini) EULA. (For example, if all you changed is dirt_13, then include just that file, not the whole dirt set.)

And yes, I still need to write the compatibility guide; there are a number of changes in SuperLemmini that can make older assets not work correctly. Hopefully I'll have it done within a few days.

Offline mobius

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Re: MobiLems - Aplha release!
« Reply #2 on: June 02, 2014, 11:57:35 pm »
NOTICE: this is important and will save you frustration;
If you ever have to re-extract the resources; [which because it's dumb you may have to do this a lot] you must replace the styles folder again. I suggest copying/keeping a version of my styles folder somewhere else to do this. Some levels won't work properly because of this.
--------------

I updated the pack with a change to two levels. *see first post. Just because I did them today so I figured why not.

the levels changed were:
You Never Know
Put your back into it, laddy

Others are likely to come but I'll try to wait to do more at a time.

Levels with known/possible problems:
take giant nose dive
Portrait of a Lemming
Welcome back, Kotter
Lemming still no climb hill
Operation Barbarossa
'It is better to travel well than to arrive.'
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Offline namida

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Re: MobiLems - Aplha release!
« Reply #3 on: June 03, 2014, 03:00:04 am »
I had a look at a few of the levels in the lowest and highest ranks. Looks quite nice. You have some pretty interesting designs.
My released level packs:
Lemmings Plus Series | Doomsday Lemmings

Offline Wafflem

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Re: MobiLems - Aplha release!
« Reply #4 on: June 03, 2014, 12:23:58 pm »
Thank you very much for this pack. Right now, I'm in Flapdoodle 17. The levels so far aren't easy, but at the same time not too hard - they require a decent amount of thinking (Flapdoodle 9 and 13, for example).

So far, my favorites are Friendly 12, 13, 15 16, 18, 19, 20, 30, Flapdoodle 2, 7 and 11.

I'm not sure if I did Flapdoodle 3 correctly; here's the replay.

It's also nice that you also made changes to the Xmas set by adding the ice blower trap.
YouTube: www.tinyurl.com/YTWafflem
Twitch: www.twitch.tv/Wafflem467

Have level designer's block right now? Have some of my incomplete levels for LOTS of ideas!

Offline mobius

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Re: MobiLems - Alpha release!
« Reply #5 on: June 03, 2014, 08:10:39 pm »
thanks for the comments guys!

here's something I forgot [I put it in the first post as well]
-Some levels in Friendly [and early Flap-doodle] have secret 'bonus' hidden exits. They are usually more difficult to reach than the regular exit. See if you can find them all!

also @DynaLem; you solved that level correctly. The other skills are just a ruse. A lot of my levels may have extra useless skills. [the easier ones anyway]

NOTE: Akseli brought to my attention Brouhaha 5 is much harder than its position and sort of unfair, I will be altering this level.
I also just found a frustrating incorrect skill allotment in "Lemmings in Motion" It should be 10 climbers, not 20. I fixed this before and somehow it came back  >:(
'It is better to travel well than to arrive.'
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Offline mobius

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Re: MobiLems - Alpha release!
« Reply #6 on: June 10, 2014, 08:27:54 pm »
I don't have time right now to look through all the replays people have given me yet so I'm releasing this which has just a few major fixes to some levels.

check the first thread for the new download links or attachment.

Levels fixed: The Road Less Traveled, Something's Burning Baby, Lemmings in Motion, Babylon Fading

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Offline mobius

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Re: MobiLems - Alpha release!
« Reply #7 on: June 13, 2014, 01:41:40 am »
in the first post I should've said "..has a LOT of problems"  :( many levels with backroutes, some that were unsolvable and etc... [I've fixed most of those however in the last update.

- anyway, thanks to Akseli [and the others who tested] I'll be making major backroute fixes and some small changes to the level  order in the near future.
'It is better to travel well than to arrive.'
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Offline Nepster

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Re: MobiLems - Alpha release!
« Reply #8 on: June 14, 2014, 06:50:04 pm »
I (nearly) played through all of the levels in V3. Most of then were quite fun, except for some long and repetitive ones (like "Path to Mahimah") and the two levels I would put in the category "fool the player" (namely "Puzzlin' Evidence" and "Nothing Gold Can Stay"). Apart from them:  :thumbsup:  :thumbsup:
My favourites are: Going down, Another funeral... (at least after simplifying the digger placement), Five for Fighting, Suspended Animation and the last three levels in Heinous.

Attached is a bunch of replays. Names like "S2L13" stand for "stage 2, level 13". Most of them should (hopefully) be rather close to the intended solutions. Those I believe are not (or have other interesting things going on) are mentioned below.

S1L1 - Lesson 1 - Block: Good blocker tutorial, but imo not trivial enough for the very first level. You have two hatches, lemmings will die when left alone and some traps are around...
S1L3 - It's A-Bashing: If you bash too low on the bottom right end, it's impossible to still solve the level. I don't know if that's a good thing to have in a tutorial level?
S1L11 - Send in the Lemmings: The ceiling route is trivial and uninteresting.
S1L23 - Workin' on a chain: Way too hard for Friendly. There is a 1-pixel gap in the vertical chain on the right, which can have annoying consequences. And I doubt my solution is intended...
S1L25 - Ice Cave: Boring - just dig down and then bash!
S1L26 - Lemming Overboard: In the rocks in the middle there is a 1-pixel gap that will trap the lemmings between it and the steel wall on the right. Depending on whether this is inteded, I would suggest to remove this gap or make it more visible. On the top platform at the right I noticed that you made it slightly thinner unter the rock. You did this probably to disallow digging down and then bashing along the platform. Right now it isn't a priori clear that this won't work, so maybe make the whole platform several pixels thinner?
S1L30 - Oh Lemming, where art thou?: I was slightly disappointed that there was no repeat for this level with a reduced skill set.

S2L6 - And the Long Shadows: No need to bash through any one-way-wall, cf. replay.
S2L12 - The Path to Mahimah: Way too long and not really intersting.
S2L17 - What's for dinner?: Not my type of level and more of a Friendly level.
S2L20 - The Six o'clock Rush: Good level, but too hard for Flapdoodle.
S2L22 - Hard to Port!: There is a backroute which is much harder than the intended solution, but doesn't need the blocker.
S2L28 - Loophole: My solution needs a Lemmini-only behaviour, which I consider a glitch.

S3L1 - The Icarus Agenda: At the bottom of the one-way-wall there is steel that goes way further than the graphics suggest. This had me placing the miner wrongly on my first try.
S3L5 - Eight Slippery Lemmings: How did changing the RR make the level easier? (OK, at least when considering only my solution, which is likely to be unintended)
S3L6 - Lemmings in Motion: The hardest level in MobiLems. Not yet solved (and neither the Lix version).
S3L7 - Going Down?: Have some spare skills...
S3L16 - Another Funeral...: The hidden steel makes the digger placement complicated.
S3L17 - Puzzlin' Evidence: No fan of this level - the solution is rather easy and uninteresting, but you never expect this to work.
S3L19 - It Takes Time to Build: Backrouted.
S3L24 - Road to Nowhere: 98% without the bomber possible.
S3L25 - Babylon Fading: Not yet solved. But this level seems the same as in V1. What have you changed?

S4L5 - Nothing Gold Can Stay: Not a fan of such levels, especially with what you did to the exit object.
S4L6 - Every Which Way But Loose: Backrouted.
S4L11 - Honey, I have shrunk the levels II: 100% possible.
S4L13 - Suspended Animation: 93% possible.
S4L21 - Eye of the Needle: The second builder has to be placed rather precisely. It would be easier if the exit platform would be 1 pixel lower or if the steel flag starts a few pixels higher.
S4L23 - Tres Hombres: The builder placement needs to be extremly precise. Is there no possibility to modify the level to allow for one or two pixels leeway?
S4L24 - Lemmings with the Golden Gun: 91% possible.
S4L26 - Passing Engagement: Backrouted

Offline Proxima

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Re: MobiLems - Alpha release!
« Reply #9 on: June 14, 2014, 07:11:31 pm »
S2L22 - Hard to Port!: There is a backroute which is much harder than the intended solution

Are you by any chance a married bachelor?  :P

Offline Nepster

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Re: MobiLems - Alpha release!
« Reply #10 on: June 14, 2014, 07:45:52 pm »
S2L22 - Hard to Port!: There is a backroute which is much harder than the intended solution

Are you by any chance a married bachelor?  :P
Yeah, kind of. The point is, that I believe that möbius made the level with one specific theme in mind, which can be circumvented using this approach. Moreover my solution is harder mainly because one needs some very precise skill assignments, so "much more annoying in its execution" instead of "much harder" would have been a better descrption.

Offline mobius

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Re: MobiLems - Alpha release!
« Reply #11 on: June 15, 2014, 05:40:34 pm »
thanks very much for the replays, I will get to them as soon as I can.

has anybody found any of the secret exits yet?
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Offline mobius

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Re: MobiLems - Alpha release!
« Reply #12 on: June 15, 2014, 09:58:12 pm »
I've began going through some of Nepster's replays [and Akseli's too]. I'm not done but found something important [at the bottom of this post];

S1L23 - Workin' on a chain: you over thought this level; it's much easier going to the left. The other way you found is a backroute that's harder but I'll add an extra fire trap to discourage it. When you mention a small gap do you mean the one around the corners of the two overlapping chains? I can't really do anything about that it was the only way to get the overlapping effect [I used small circle erasers]

S1L30 - Oh Lemming, where art thou?: I actually planned on having a repeat of this but ran out of room.

S2L22 - Hard to Port!: There is a backroute -- that's pretty neat, you solved Eye of the needle in this level! I think i'll leave it.

S2L28 - Loophole: this glitch is not required. Unfortunately I don't know how to avoid this. One nice thing is that this glitch is fixed in SuperLemmini, which I may end up recommending for my pack. This level may be a little too early however so I think I'll move it up.
Quote
the solution requires a little RR jiggering

S3L5 - Eight Slippery Lemmings: How did changing the RR make the level easier? (OK, at least when considering only my solution, which is likely to be unintended)

This level's supposed to have multiple solutions, and yours was pretty interesting. The solution before was too tight with the RR higher so it was ridiculously hard [done my way anyway]

S3L6 - Lemmings in Motion: The hardest level in MobiLems. Not yet solved (and neither the Lix version).
I'm a little surprised at this, some people have agreed with you but some people, Akseli for one I think thought this one very easy. One thing that helps is that I finally fixed it. [after having corrected the level several times and somehow have it revert back to the way it was or not really get saved]

S3L25 - Babylon Fading: Not yet solved. But this level seems the same as in V1. What have you changed?

this is because what I mentioned above came true once again. I made a change to the level, and I saved it and closed Lemmix, to later find that IT DID NOT SAVE, ONCE AGAIN.  >:(  >:(
so yeah, the level's busted. It's supposed to have 80% requirement not 100%

I'm tired of having to triple check my game everytime I make a save.  >:(
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Offline namida

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Re: MobiLems - Alpha release!
« Reply #13 on: June 15, 2014, 10:00:45 pm »
Just wondering, if Lemmix is giving you problems, did you try using jLevelBuilder? It also supports Lemmini (in fact, it supports Lemmini far better than it supports DOS/Lemmix) and IMO is more user-friendly.

(I also plan on most likely adding Lemmini support to NeoLemEdit at some point, but it won't be until after LPIII is completed.)
My released level packs:
Lemmings Plus Series | Doomsday Lemmings

Offline mobius

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Re: MobiLems - Alpha release!
« Reply #14 on: June 23, 2014, 05:10:42 pm »
I'm still fixing all the backroutes. I'm also changing the level order a little and even added 1 or two new levels (and getting rid of older ones)

here's some more comments and replies:

@Nepster: I took most of your advice about levels with precision problems.

Quote
S3L17 - Puzzlin' Evidence: No fan of this level - the solution is rather easy and uninteresting, but you never expect this to work.
This isn't really a guessing game. Look closely at the level for clues...

Loophole: Akseli also found another solution without a glitch, but I'll still move this level to a harder position.

Just wondering, if Lemmix is giving you problems, did you try using jLevelBuilder? It also supports Lemmini (in fact, it supports Lemmini far better than it supports DOS/Lemmix) and IMO is more user-friendly.
(I also plan on most likely adding Lemmini support to NeoLemEdit at some point, but it won't be until after LPIII is completed.)

I have tried and it's pretty nice but like anything it takes getting used to and I've gotten very used to Lemmix. For the most part I really have very few complaints about Lemmix. The worst part is getting it set up for a new person. It's quick and easy and pretty user friendly imo. As to this glitch lately I can't get it to happen consistently and it's also possible it was only a mistake by me.

I'd try NeoLemEdit But I really hate DosBox and everything about it.
'It is better to travel well than to arrive.'
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