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Offline namida

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Lemmings Plus III
« on: July 21, 2014, 08:25:40 AM »
Moderator Note: The links and downloads in this topic are all out of date, please refer to this topic for the Lemmings Plus series

http://www.lemmingsforums.net/index.php?topic=1922.0




<span style="font-size: 16pt;" class="bbc_size"><strong>Lemmings Plus Games Index</strong></span>
<strong>Lemmings Plus DOS Project</strong>
A Lemmix-based pack of 150 levels using the official graphic sets. Lemmings Plus DOS Project mostly stays true to the original mechanics, even including glitches, but did introduce the staple Lemmings Plus feature of having non-timed bombers.
<a href="index081e.html?topic=283.0" class="bbc_link" target="_blank">(Topic)</a> | <a href="http://www.neolemmix.com/old/lpdos.zip" class="bbc_link" target="_blank">(Download)</a>

<strong>Lemmings Plus II</strong>
A Lemmix-based pack of 100 levels + 5 secret levels using five new graphic sets. Introduces the concepts of Frenzy and Gimmick levels, as well as secret levels; though the engine is a modified version of traditional Lemmix, not NeoLemmix.
Has a bonus pack of 30 levels + 2 secret levels focusing on repeats and gimmick/frenzy levels.
<a href="index5aec.html?topic=879.0" class="bbc_link" target="_blank">(Topic)</a> | <a href="http://www.neolemmix.com/old/lpii.zip" class="bbc_link" target="_blank">(Download)</a> | <a href="http://www.neolemmix.com/old/lpiibonus.zip" class="bbc_link" target="_blank">(Download Bonus Pack)</a>

<strong>Lemmings Plus III</strong>
A NeoLemmix-based pack of 60 levels + 9 secret levels using four new graphic sets. Lemmings Plus III is the first pack in the series to use the NeoLemmix engine.
Has a bonus pack of 35 levels + 7 secret levels focusing on repeats and gimmick levels.
<a href="index55ce.html?topic=1036.0" class="bbc_link" target="_blank">(Topic)</a> | <a href="http://www.neolemmix.com/old/lpiii.zip" class="bbc_link" target="_blank">(Download)</a> | <a href="http://www.neolemmix.com/old/lpiiibonus.zip" class="bbc_link" target="_blank">(Download Bonus Pack)</a>

<strong>Holiday Lemmings Plus</strong>
A small NeoLemmix-based pack of 12 levels exclusively using the Christmas graphic set. Holiday Lemmings Plus is the first pack in the series to use the new NeoLemmix skills and vertical scrolling.
<a href="index81b1.html?topic=1079.0" class="bbc_link" target="_blank">(Topic)</a> | <a href="http://www.neolemmix.com/old/lph.zip" class="bbc_link" target="_blank">(Download)</a>

<strong>Lemmings Plus Flashbacks</strong>
An NeoLemmix-based collection pack featuring 32 of the best levels selected from Lemmings Plus DOS Project, Lemmings Plus II and Lemmings Plus III.
<a href="index81b1.html?topic=1079.0" class="bbc_link" target="_blank">(Topic)</a> | <a href="http://www.neolemmix.com/old/lpf.zip" class="bbc_link" target="_blank">(Download)</a>

<strong>Lemmings Plus Omega</strong>
An NeoLemmix-based pack of 135 levels using the Lemmings Plus II and Lemmings Plus III graphic sets. It is the last entry in the Lemmings Plus series.
<a href="index280c.html?topic=1217.0" class="bbc_link" target="_blank">(Topic)</a> | <a href="http://www.neolemmix.com/old/lpo.zip" class="bbc_link" target="_blank">(Download)</a>

<hr />
<span style="font-size: 15pt;" class="bbc_size"><a href="indexea48.html?topic=1109.0" class="bbc_link" target="_blank">Lemmings Plus III Bonus Pack Level Voteoff!</a></span>

Following on from <a href="index081e.html?topic=283.0" class="bbc_link" target="_blank">Lemmings Plus DOS Project</a> and <a href="index5aec.html?topic=879.0" class="bbc_link" target="_blank">Lemmings Plus II</a>; I've now made a third (fourth if you count LPII Bonus Pack) Lemmix-based entry in the Lemmings Plus series, with the incredibly creative, original and unpredictable title, "Lemmings Plus III". <img src="http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />

Lemmings Plus III is a bit shorter than the previous packs, at 60 levels plus <del>8</del> 9 secret levels; divided into four ranks of 15 levels + 2 secret levels each (3 secret levels in one of the ranks), titled Timid, Dodgy, Rough and Fierce. It's also the first entry in the Lemmings Plus series to be built from the ground up for NeoLemmix, instead of just having a NeoLemmix conversion as a kind of "bonus" release. Hopefully, the use of new NeoLemmix features, and the increased difficulty and complexity especially in the fourth difficulty rank, should make up for the lower amount of levels. Lemmings Plus III has also, unlike the previous packs, gone through pre-release testing by a few other players, so - while I'm not saying it'll be 100% free of problems - should be a bit more backroute-proofed than the initial releases of LPDOS and LPII. <img src="http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />

Like Lemmings Plus II did, Lemmings Plus III features completely new styles - four of them this time - making use of NeoLemmix's extended palette capability, new object types, and other features. It also features four VGASPEC levels; the kind of thing that was a staple feature of the Cheapo Lemmings Plus packs, but has not been used in the Lemmix ones until now.

<strong>Bonus Pack</strong>

Just like LPII had one, LPIII also has a bonus pack. This pack contains 28 original levels and 14 repeat versions of levels from LPIII, with the original levels mostly being gimmick levels, and some of them indeed being secret levels. Unlike in past packs, the secret levels are in their own seperate rank instead of being tacked on to the end of the rank they're found in. Also unlike the LPII Bonus Pack, half of these repeats are easier versions rather than harder ones. The levels are split into 6 ranks, including the secret levels rank, of 7 levels each:

<strong>Breather</strong> - Features easier versions of 7 of the hard levels from LPIII.
<strong>Rehash</strong> - Features harder versions of 7 of the easy(ish) levels from LPIII.
<strong>Moonwalk</strong> - Features levels using the Backwards Walkers gimmick.
<strong>Teamwork</strong> - Features levels using the One Skill Per Lemming gimmick.
<strong>Party</strong> - Features levels using combinations of gimmicks; many of these use LPII gimmicks as well as LPIII ones, though each combination includes at least one LPIII gimmick.
<strong>Secret</strong> - Features the 7 secret levels. There are a variety of concepts here, including the remaining two LPIII gimmicks, a Frenzy, and levels based on successful concepts in LPDOS and LPII that weren't used in LPIII.

Like with the Lemmings Plus II Bonus Pack, these are not intended to be progressive with one rank's difficulty starting roughly where the previous left off (although I would say that, excluding Secret of course, overall each rank is harder than the previous - but the early levels in each rank are usually fairly easy). Instead, each rank is just for a different type of levels. However, <strong>within</strong> each single rank, the difficulty is progressive. The Bonus Pack stays true to LPIII's high level of difficulty, and especially in the gimmick ranks the difficulty gets up to Rough/Fierce level very quickly.

<strong>Downloads</strong>
DropBox Folder Links - <a href="https://www.dropbox.com/sh/z1h2vwtu90w8igs/AAB2sphgKtISB2TKNQJ_OG2ia/LemmingsPlus/Lemmings Plus III" class="bbc_link" target="_blank">Lemmings Plus III</a> | <a href="https://www.dropbox.com/sh/7ljqu4rn49ruky6/AADp-m7x0oaVe7M1O-nvUtUaa?dl=0" class="bbc_link" target="_blank">Lemmings Plus III Bonus Pack</a>

Lemmings Plus III NeoLemmix Player - <a href="https://www.dropbox.com/sh/z1h2vwtu90w8igs/AAB1Io2R8fL4Cjl0s3UCLPjMa/LemmingsPlus/Lemmings Plus III/LPIII.zip" class="bbc_link" target="_blank">Download</a>
Version: Levels V3 | NeoLemmix Engine V1.15n*
<strong>This version is considered the official version (even though newer versions have been "unofficially" available) until further notice.</strong>
<span style="font-size: 8pt;" class="bbc_size">Note: On the title screen, the player claims to be "Levels V2 Player V1.15n"; but if the player version is V1.15n, it's definitely also Levels V3. It's just an incorrect text.</span>

Lemmings Plus III Bonus Pack NeoLemmix Player - <a href="https://www.dropbox.com/s/1w1fbf1al44t5bq/LPIIIB.zip" class="bbc_link" target="_blank">Download</a>
Version: Levels V2 | NeoLemmix Engine V1.23n-C
<strong>This version likewise is considered the official version until further notice.</strong>

Lemmings Plus III Solution Replays - <a href="https://www.dropbox.com/sh/z1h2vwtu90w8igs/AABdDk_q3sxiN5myKKEXD60ja/LemmingsPlus/Lemmings Plus III/LPIII_Solutions.zip" class="bbc_link" target="_blank">Download</a>
Version: Levels V3

Lemmings Plus III Bonus Pack Solution Replays - <a href="https://www.dropbox.com/s/x7zlag54deugi1s/LP3B_Solutions.zip" class="bbc_link" target="_blank">Download</a>
Version: Levels V2

Lemmings Plus III Levels - <a href="https://www.dropbox.com/s/gzb4qpax2zvog0j/LPIII_Levels.zip" class="bbc_link" target="_blank">Download</a>
These are the raw level files of all 69 LPIII levels. Please note that these use an older version of the level format. Although the newer versions of NeoLemmix and the NeoLemmix Editor <em>are</em> able to open them, they cannot automatically identify the correct graphic set in the same way they can for levels created in newer versions. The graphic sets must be identified by their number; these files use the LPIII numbering and not the NeoCustLemmix one; see the included readme for more info.

Lemmings Plus III Styles - <a href="https://www.dropbox.com/sh/z1h2vwtu90w8igs/AAAStR72bVytzS4d8slmgfuga/LemmingsPlus/Lemmings Plus III/LPIII_Styles.zip" class="bbc_link" target="_blank">Download Ground/VGAGR and VGASPEC Files</a> | <a href="https://www.dropbox.com/s/my2zdrwmnagq4jt/LP3B_VGASPEC.zip" class="bbc_link" target="_blank">Download Bonus Pack VGASPEC Files</a>
Note that these are numbered with the LPIII numbering scheme. Check the NeoLemmix topic and download the Updated Styles zip if you want them, along with all the other styles, in the NeoCustLemmix numbering scheme. Also note that these are already included in NeoCustLemmix, the NeoLemmix Flexi Player, and NeoLemmix Editor.
These are partially updated versions (ie: the pickup skill objects include the new skills added in NeoLemmix V1.15n; but the slight trigger area adjustments made in V1.25n have not been applied).
<em>Note: The source files have been removed, as with the newer versions of LemSet you can simply decompile the styles to obtain the source.</em>


All LPIII content may be used freely (with credit given).

Special thanks to EricLang and ccexplore for the base version of Lemmix, and to the four people who helped with pre-release testing; Akseli, DynaLem, minimac and Nepster. <img src="http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />

The cheat code for LPIII is <strong>HEARTBLEED</strong>. The cheat code for the bonus pack is <strong>FISHSTICKS</strong>.

<strong>List of levels containing secret levels (LPIII)</strong>
<div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><span style="color: #dee7ef;" class="bbc_color">Timid 4 "Roundabout Run"
Timid 9 "The Acid Vat"
Dodgy 1 "Boost Jumper"
Dodgy 14 "Party In The Skies"
Dodgy 17 "The North Korean Method"
Rough 7 "Hardwired!"
Rough 13 "Shmooth Shailing"
Fierce 4 "Lost In Translation"
Fierce 10 "Lem At Your Own Risk..."</span></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>
<strong>Update Schedule</strong>
LPIII updates are complete.

LPIII Bonus Pack (note: other updates may occur solely to update to a newer NeoLemmix version)
<del>First release - Initial release.</del>
Second release - Backroute fixes. This will only be done ONCE.
Third release - This will come a bit later, and enable things like challenge mode, secret levels via cheat codes, etc.


<strong>Level name references</strong>
<div class="codeheader">Code: <a href="javascript:void(0);" onclick="return smfSelectText(this);" class="codeoperation">[Select]</a></div><code class="bbc_code">Timid 1 "Here We Go Again!" - An appropriate name for the first level of a new pack.
Timid 2 "Welcome To Lemlab" - A reference to the 3D Lemmings levels "Lemlab" and "Tower of Lemlab"
Timid 7 "Oh No! More Oddstacks!" - A reference to Medi 16 from LPDOS, though the level's resemblance is purely visual (this level is MUCH easier)
Timid 10 "What Does This Button Do?" - A reference to Dexter's Laboratory
Timid 11 "A Digger Would Be Handy" - A reference to Tricky 3 (and, I guess, Wimpy 13 and Wimpy 20 from LPDOS)
Timid 17 "Just A Garden-Variety Lemming" - A reference to Genius 16 from LPII; the gimmick in this level is more or less the inverse of the one in Genius 16

Dodgy 2 "If The River Runs Red..." - "...take the dirt road." If you don't know what that means, you probably don't want to. :P
Dodgy 3 "Flea Market" - It's another name for a garage sale; this level kind of has the "pick what you want" concept
Dodgy 5 "A Lemming For Your Thoughts" - A play on "A penny for your thoughts"
Dodgy 6 "Frantic Frenzy" - A reference to LPII's "Floater Frenzy" levels, which this level is extremely similar to
Dodgy 12 "Speak of the Lemming..." - A play on "Speak of the devil"
Dodgy 17 "The North Korean Method" - A subtle hint at the solution to this level
Dodgy 18 "The United States Method" - Both a subtle hint at the gimmick, and a not-very-subtle reference to the level through which this one is accessed

Rough 2 "The Perfect Storm" - A reference to the movie of the same name
Rough 4 "I'm Going To Try Science!" - An XKCD reference
Rough 6 "The Lemming Redemption" - A reference to... something, I'm not actually sure what, I know I've heard "the ____ redemption" somewhere and thought this play would sound cool
Rough 13 "Shmooth Shailing" - A reference to Final Fantasy X-2
Rough 15 "Plan 10 From Outer Space" - A reference to Plan 9 From Outer Space

Fierce 1 "Dead Is The New Black" - A play on "Red is the new black"
Fierce 5 "In The Frenz-zone" - A play on "In the friendzone" and this level being a frenzy level
Fierce 7 "Another X-Of-Everything Puzzle" - Both a lampshading of the amount of X-of-everything levels in LPIII (even if most of them aren't exactly a very high value of X), and a reference to Genius 7 from LPII
Fierce 8 "Curiosity Killed The Lemming" - A play on "Curiosity killed the cat"; also because this level is in Martian style and that robot on mars is called Curiosity
Fierce 10 "Lem At Your Own Risk..." - A play on "Enter at your own risk"
Fierce 12 "We Lem In Peace" - A play on "We come in peace"
Fierce 14 "Symmetrical Warfare" - A play on "Asymmetrical warfare" and this being a symmetrical level
Fierce 15 "The Final Stand" - An appropriate name for the final level of what will very likely be the last numbered entry in the Lemmings Plus series
Fierce 16 "Limited Requests" - Refers to only being able to make one "request" from each lemming


-= Bonus Pack=-
Breather 3 "Multimethodical" - Refers to one solution involving 20 climbers and 20 floaters via different paths
Breather 4 "Space Invasion" - A reference to Space Invaders
Breather 5 "The Complete Connection" - A play on "The Complete Collection"

Rehash 1 "Here We Go Again... Again." - A reference to Timid 1 "Here We Go Again!", which this is a harder repeat of
Rehash 3 "Lemming & Paeroa" - A reference to a New Zealand soft drink called L&P, or "Lemon & Paeroa"
Rehash 7 "Door To Tomorrow" - A reference to an item from Final Fantasy X

Moonwalk 1 "Red Remix" - Refers to the level being a remake in the Martian (red) style of an earlier NeoLemmix test level

Party 2 "What A SNEAKY Level!" - A play on Taxing 15 "What an AWESOME level", as well as a reference to the Sneaky rank of LPII, which had a level featuring one of the gimmicks used in this level
Party 3 "Gotcha Again! :P" - You'll know why when you play it.
Party 5 "Teamwalk" - A combination of "Moonwalk" and "Teamwork", as this level combines the two gimmicks from those ranks

Secret 1 "You Knew It Was Coming..." - This level's underlying concept is a Lemmings Plus staple, and probably the first thing people expected when I mentioned the use of "concepts from LPDOS and LPII that were missing in LPIII"
Secret 4 "Seven-Way Security" - Refers to the use of 7 unlock buttons for the exits
Secret 6 "Hero Frenzy" - Refers to Mayhem 3 "It's Hero Time", the original 1-of-each-skill level, combined with "Frenzy"</code>
<strong>VGASPEC Level References</strong>
The Rickroll Level (LPIII) / Gotcha Again! <img src="http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" /> (LPIII Bonus) - <a href="https://www.youtube.com/watch?v=dQw4w9WgXcQ" class="bbc_link" target="_blank">This GTA4 trailer</a>
The Duck Level (LPIII) - <a href="https://www.facebook.com/pages/Duck/445560262212393" class="bbc_link" target="_blank">This Facebook page</a>, and to a lesser extent, <a href="https://www.facebook.com/bobthebobsta" class="bbc_link" target="_blank">this one</a>, music comes from <a href="https://www.youtube.com/watch?v=MtN1YnoL46Q" class="bbc_link" target="_blank">this video</a>
The Nyancat Level (LPIII) - <a href="https://www.youtube.com/watch?v=QH2-TGUlwu4" class="bbc_link" target="_blank">This video</a>
The Troll Level (LPIII) - <a href="http://knowyourmeme.com/memes/trollface-coolface-problem" class="bbc_link" target="_blank">This meme</a>, music comes from <a href="https://www.youtube.com/watch?v=sTSA_sWGM44" class="bbc_link" target="_blank">this video</a>
The Lemmings Forums Level (LPIII Bonus) - ...really? <img src="http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" />
Trivia Time! (LPIII Bonus) - No references.

<span style="font-size: 16pt;" class="bbc_size"><strong>Lemmings Plus III Trivia</strong></span>

<strong>Development related</strong> (Note: All first/last level points are excluding secret levels, though most remain true even if those were included)
- Lemmings Plus III is the first content to be made specifically for NeoLemmix, excluding one test level which was eventually remade for the LPIII Bonus Pack.
- The order the styles were made in was Circuit, Sky, Martian, Lab.
- Circuit was both started and finished before the Sky style, though both were worked on simultaneously. The Martian and Lab styles were only done after these two were both complete, and were done one at a time.
- The first Timid level to be made was Timid 4 "Roundabout Run". The last one to be made, which was also the last LPIII level altogether to be made, was Timid 12 "No Floaters, Guaranteed".
- The first Dodgy level to be made was Dodgy 11 "Extra Skill Required". The last one to be made was Dodgy 13 "Flag Games".
- The first Rough level to be made, which was also the first LPIII level altogether to be made, was Rough 1 "Viva Las Lemmine". The last one to be made was Rough 4 "I'm Going To Try Science!".
- The first Fierce level to be made was Fierce 4 "Lost In Translation". The last one to be made was Fierce 12 "We Lem In Peace".
- The final levels of each rank were made in the order the ranks themself are in.
- The first update (Levels V2) included in its allowance backroute fixes for Rough. This almost wasn't nessecary; Rough 5 was fixed in the update, but in fact this level had already been fixed before release - it's just that somehow the unfixed version ended up in the final product. However, this update did also fix a few backroutes in Fierce as well - all three levels in question being levels that had been backrouted multiple times during the testing period, but the correct version was included in release and it was simply a matter of yet more backroutes being found.
- Lemmings Plus III has been confirmed to be the last <strong>numbered</strong> entry in the Lemmings Plus series; there will not be a Lemmings Plus IV. There have been two entries since ("Lemmings Plus III Bonus Pack" and "Holiday Lemmings Plus"), and two future entries planned (currently known only by the codenames "Lemmings Plus C Project" and "Lemmings Plus Z Project"), but these use / will use non-numbered names.

<strong>Level / Style related</strong>
- Like with LPDOS and LPII, a voteoff between all LPIII levels was held. The winner of this was Rough 7 "Hardwired!". This level, however, failed to get even a single vote when it was then played off against the all-time winner from previous voteoffs (Genius 8 "Panic Attack" from LPII).
- Level 9 uses a different style in every rank. Purely by coincidence, this was also true for LPII.
- Level 11 also uses a different style in every rank - and in this case, they are also in the same order the styles are numbered in.
- Level 13 too uses a different style in each rank, though there is no other special point to mention on this one.
- Level 17 as well, also uses a different style in each rank. In this case, they are in the same order the styles were made in.
- Level 18 also technically uses a different style in each rank. <em>Technically</em>; because only one rank (Dodgy) even <em>has</em> a level 18.
- Lemmings Plus III has a total of 11 symmetrical or very-near-symmetrical levels. (To give some reference points - Timid 11, Dodgy 6 and Fierce 1 all qualified for the count; while Timid 3 and Fierce 13 did not.) The most common style for these is Lab, but they occur in all four styles.
- There are 25 levels in Lemmings Plus III - that's more than a third of the levels - that have an X-of-everything skillset (not counting pickup skills). This is not counting levels like Timid 4 and Rough 9, where the skillset is a very slight variation on an otherwise X-of-everything skillset.
- If you include levels which deviate from an X-of-everything skillset on only a singe skill, that number rises to 31. It rises even further if you allow cases like Timid 5 (10 of most skills with <em>two</em> which there are zero), Dodgy 9 and Dodgy 15 (both of which have X each of the first five skills and Y each of the last three).
- Rough 5 requires the lowest percentage saved of any Lemmings Plus III level, requiring only 20%. However, this is not the lowest ever for Lemmings Plus (which would be Genius 11 from LPII, which requires only 1%).
- The Lab style is the only style without any object that is unique to it - the Sky style has updrafts, the Circuit style has locked exits and buttons, and the Martian style has triggered traps.
- The Sky style is the only style without one-way arrows.
- Of the new object types in NeoLemmix, the updraft is the only one without a proper tutorial level.
- The lowest frequency of a style being used within a rank is Circuit style levels in Dodgy; there are only two (even including the secret levels).
- There are only three levels that use triggered traps - Rough 5, Rough 15 and Fierce 12. Out of these, Rough 15 is the only one that only has a single one - Rough 5 has five, and Fierce 12 has two.
- Lemmings Plus III is the first Lemmix-based entry in the Lemmings Plus series to feature a 1-of-everything level that requires, or is even possible to acheive, 100% - Fierce 13.
- There are three levels that do not contain any trapdoors, relying instead entirely on pre-placed lemmings - Timid 8, Rough 5 and Fierce 9. Dodgy 16 was also meant to be like this - it was created before pre-placed lemmings were added to the Lab style, and I never ended up replacing the trapdoor with a pre-placed lemming.
- All but three of the levels that require 100% provide at least one bomber in the skillset.
- Fierce 1 is the only Fierce level that was solved by all four testers prior to the official release.
- Not including the two Frenzy levels that give you unlimited floaters and builders respectively, the most you're given of a single skill in one level is in Rough 13, where you have 30 each of climbers and floaters. You are also given 30 bashers in Rough 5.
- Again excluding the Frenzies, the most skills you're given in total for a level is 200, in Timid 16.
- Fierce 4 has the highest time limit, at 10 minutes. Originally (including in the version sent to testers), this was only 6:30, but it was increased because even with this much time, the level was very tight.
- When the decision was made to reduce LPIII to 15 normal levels per rank instead of 25, Rough already had 17 non-secret levels at this point. The two that were moved to other ranks ended up as Dodgy 5 "A Lemming For Your Thoughts" (the save requirement on this one was also reduced; when it was in Rough it required 98% whereas the final version requires 96%, everything else is unchanged), and Fierce 3 "The Soft Scale" (no changes were made to this one).
- Timid 5 "The Rickroll Level" is the only one of the VGASPEC levels that does not require 100%. It is also the only one that has zero of any skill (blockers and bashers). Dodgy 9 "The Duck Level" is the only other one that has any amount of any skill that is not 10 (1 each of bashers, miners and diggers); both Rough 10 "The Nyancat Level" and Fierce 9 "The Troll Level" have a 10-of-everything skillset.
- Timid 5 "The Rickroll Level"'s terrain was completely drawn from scratch, although an image of Rick Astley was used as a guideline. The other three have at least some parts that were copied and pasted.
- The V3 update changed the positions of 5 levels - one set of three was rotated, while a set of two was swapped. The former is Rough 8 -> Fierce 6 -> Rough 14, the latter is Fierce 1 <-> Fierce 8.
- Excluding Frenzies and secret levels, Fierce 8 was the last level to be confirmed as having been solved.
- The save requirement in Fierce 11 has changed in every new version released - it was 95% in the testing version, 94% in V1, back to 95% in V2, and back to 94% again in V3.
- The Circuit style contains two copies of one terrain piece. It is quite obvious that the second one was meant to be flipped horizontally, but I accidentally didn't do this. However, the newer versions of NeoLemmix negate the need to have horizontal flipped versions of terrain pieces anyway.
- At the time of writing this, Dodgy 18 and Fierce 16 still remain unbeaten to the best of my knowledge.

<strong>Rank related</strong>
- Timid is the only rank with more than two levels where 100% is possible but not required.
- Dodgy has the most levels that require 100%, at 9 levels.
- All the non-secret levels in Rough either require 100%, or are impossible to acheive 100% on. (One of the secret levels, however, can be 100%ed but does not require it.)
- The VGASPEC levels for Dodgy and Rough were swapped during the testing period - originally Dodgy had "The Nyancat Level" and Rough had "The Duck Level". Nothing else about these levels was changed.

<strong>Music related</strong>
- Lemmings Plus III uses a 7 track rotation. These tracks are, in order, (1) the normal in-game music from Bust-A-Move 4, (2) "Burning Blood" from Final Fantasy Legend II, (3) the windmill theme from Legend of Zelda: Ocarina of Time, (4) the Bubbly Clouds music from Kirby's Dream Land, (5) the special stage music from Super Mario Land 2, (6) the overworld music from Final Fantasy Legend, (7) "Don't Give Up" from Final Fantasy Legend II
- Lemmings Plus III features a special track for the final level of each rank, except Fierce, where it's used on the second-to-last level. This music is the final boss music from Final Fantasy Legend.
- The final level of Fierce has yet another special track, which is the final boss music from Final Fantasy Legend II.
- Unlike NeoCustLemmix and the NeoLemmix conversions of previous packs, LPIII has new gimmick and frenzy musics instead of re-using the LPII ones. These are the bee level music from Crash Bandicoot 2 for gimmick levels, and the Screech's Sprint music from Donkey Kong Land 2 for frenzy levels.
- The four VGASPEC levels also have unique themes, in each case at least somewhat relating to the level's theme.
- Altogether, this gives a total of 15 different musics used in LPIII. This is more than LPII (8 tracks), but less than LPDOS (17 tracks).

<strong>Comparisons to other Lemmings Plus entries</strong>
- Lemmings Plus III is the first time a Lemmix-based entry in the main Lemmings Plus series has either a first or final level of a rank that requires 100%; with Timid 15 "Locked Out!", Rough 1 "Viva Las Lemmine" and Fierce 1 "Dead Is The New Black" all requiring 100%.
- Lemmings Plus III sets new records for both the lowest and highest time limit in a Lemmix-based Lemmings Plus level; with Rough 6 having the record for lowest limit at 40 seconds (previous record was 1 minute in many levels; or if you count NeoLemmix conversions, 45 seconds in Trial 5 of LPII Bonus), and Fierce 4 having the record for highest limit at 10 minutes (previous record was 9 minutes in a handful of levels) - although this record only stands if you don't include the levels from LPDOS that were removed in V7; as the former Wimpy 12 had a time limit of 42 minutes.
- Lemmings Plus III also sets a new record for the most lemmings in a single level, with 500 in both Dodgy 6 and Fierce 5. The latter is even possible, theoretically, to save 100% on. (However, LPII still holds the record for most lemmings in a normal (ie: not gimmick, not frenzy) level, at 250; on both Cheeky 6 "Raindrop Lemmings" and Sneaky 8 "Lemming Surge".)
- Lemmings Plus III is the first Lemmix-based entry to have four difficulty ranks instead of five. However, the Cheapo-based entries all had four ranks, except for the first one.

<span style="font-size: 16pt;" class="bbc_size"><strong>Lemmings Plus III Bonus Pack Trivia</strong></span>
- LPIII Bonus Pack has the highest secret levels to non-secret levels ratio out of all Lemmings Plus packs; 1 in 6 levels (16.67%) is a secret level (compared to just under 1 in 8 (13.04%) in LPIII, 1 in 16 (6.25%) in LPII Bonus Pack, and 1 in 21 (4.76%) in LPII - all others don't have secret levels at all).
- The gimmick ranks have a three-track rotation seperate from that of the non-gimmick ranks, which features the LPIII Gimmick music, the LPII Gimmick music, and a third track which is new. This track comes from the sewer levels in Crash Bandicoot 2.
- There are two secret levels that are gimmick levels; despite the level numbers suggesting one should have the LPII Gimmick music and the other the new one, both of them use the LPIII Gimmick music.
- LPIII Bonus Pack had one backroute-fix update before being finalized; all levels that were modified in this update were in Moonwalk.
- Breather 3 is the only Breather level that doesn't come from either Rough or Fierce.
- Breather 4 is the only level in Lemmings Plus so far that has two secret levels hidden within the same level.
- Timid 8 "Scatterlem" was considered for use in Rehash, but did not make the cut as no sufficiently challenging solution could be found without requiring an excessive amount of precision.
- Rough 4 "I'm Going To Try Science!" was considered for use in Rehash, but did not make the cut as while a very good solution was found, it was impossible to de-backroute it without modifying the layout of the level.
- Moonwalk 1 "Red Remix" is a remake of the first dedicated NeoLemmix level to ever be created (which was originally in the dirt style).
- Moonwalk 3 and Moonwalk 6 were originally in the opposite positions to each other (though this change was made before release).
- The trick used to solve Teamwork 5 was originally intended for use in Teamwork 2, but the layout here gave rise to backroutes that would have been too complicated to fix in the Sky style, so a new level was made to use the trick and Teamwork 2 was made into an easier level.
- Party 3 is the only completely new non-secret level that does not have a gameplay-affecting gimmick.
- Party 4 was inspired by a trick in a (since fixed) backroute to Party 7.
- Party 5 was originally going to be Party 1, but was moved due to the gimmick combination turning out far more difficult than expected. Even after this relocation, it was still determined to be too hard so had some modifications to the layout to decrease the difficulty.
- Party 6 was originally going to also use the No Gravity gimmick, but this gave rise to backroutes that were easiest to fix by simply removing that gimmick.
- Party 7 was originally also going to be Frenzy in addition to the set of gimmicks it did end up using, but this was ditched due to the level requiring some quick-reaction moves at certain points.
- Secret 5 is a VGASPEC level (although most of its design uses pieces from a normal graphic set), but does not use a special music unlike other VGASPEC levels in LPIII and LPIII Bonus Pack. It just uses the LPIII gimmick level music.
- Secret 6 is the only Frenzy level in LPIII Bonus Pack.
- Out of all gimmicks that were used in either LPII or LPIII, there are two that are not used in LPIII Bonus Pack, both of which were from LPII - the Unalterable Terrain gimmick and the No Gravity gimmick. The latter was planned to be used in one level (as mentioned above) but was later removed; while the former was not considered for any level.
« Last Edit: September 23, 2017, 03:28:16 PM by Flopsy »
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Offline namida

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Re: Lemmings Plus III - Release Topic
« Reply #1 on: July 21, 2014, 08:25:55 AM »
Levels that remain unbeaten
This is a list of levels that, as far as I am aware, no one has beaten yet (other than myself).

Lemmings Plus III
Dodgy 18 Beaten on 12/21/14 by DynaLem
Fierce 16 Beaten on 12/22/14 by DynaLem

Lemmings Plus III Bonus Pack
Moonwalk 5
Moonwalk 6
Moonwalk 7

Teamwork 5
Teamwork 6
Teamwork 7

Party 6
Party 7

100%ability list

For levels where 100% is not possible, they are bolded if it is possible to save more than the requirement.

Lemmings Plus III

Timid: 2 required, 1 impossible, 14 optional
Timid 1:  100%able
Timid 2:  100%able
Timid 3:  100%able
Timid 4:  100%able
Timid 5:  100%able
Timid 6:  100%able
Timid 7:  100%able
Timid 8:  100%able
Timid 9:  100%able
Timid 10: 100%able
Timid 11: Record is 98% (98 lemmings)
Timid 12: 100%able
Timid 13: 100%able
Timid 14: 100%able
Timid 15: 100% required
-----------------------
Timid 16: 100%able
Timid 17: 100% required

Dodgy - 9 required, 7 impossible, 2 optional
Dodgy 1:  100%able
Dodgy 2:  100% required
Dodgy 3:  Record is 92% (92 lemmings)
Dodgy 4:  100% required
Dodgy 5:  Record is 98% (49 lemmings)
Dodgy 6:  Record is 88% (443 lemmings) *theoretical*
Dodgy 7:  100% required
Dodgy 8:  Record is 90% (9 lemmings)
Dodgy 9:  100% required
Dodgy 10: 100% required
Dodgy 11: Record is 97% (39 lemmings)
Dodgy 12: Record is 84% (59 lemmings)
Dodgy 13: 100% required
Dodgy 14: 100% required
Dodgy 15: 100%able (Nepster)
-----------------------
Dodgy 16: 100% required
Dodgy 17: 100% required
Dodgy 18: Record is 98% (49 lemmings)

Rough - 7 required, 9 impossible, 1 optional
Rough 1:  100% required
Rough 2:  100% required
Rough 3:  Record is 48% (48 lemmings) (Nepster)
Rough 4:  Record is 92% (37 lemmings) (Akseli)
Rough 5:  Record is 20%
Rough 6:  100% required
Rough 7:  Record is 95% (19 lemmings)
Rough 8: Record is 96% (29 lemmings)
Rough 9:  100% required
Rough 10: 100% required
Rough 11: 100% required
Rough 12: 100% required
Rough 13: Record is 95% (38 lemmings) (minimac)
Rough 14:  Record is 96% (29 lemmings)
Rough 15: Record is 94% (71 lemmings) (Nepster)
-----------------------
Rough 16: 100%able
Rough 17: Record is 62% (31 lemmings) (DynaLem)

Fierce - 5 required, 11 impossible, 1 optional
Fierce 1: 100% is required
Fierce 2:  Record is 95% (19 lemmings) (Nepster)
Fierce 3:  Record is 93% (28 lemmings) (Nepster)
Fierce 4:  Record is 82% (33 lemmings) (Nepster)
Fierce 5:  100%able *theoretical*
Fierce 6:  Record is 95% (76 lemmings)
Fierce 7:  100% required
Fierce 8:  Record is 92% (65 lemmings)
Fierce 9:  100% required
Fierce 10: Record is 99% (99 lemmings)
Fierce 11: Record is 97% (97 lemmings) (Nepster)
Fierce 12: Record is 91% (91 lemmings) (Nepster)
Fierce 13: 100% required
Fierce 14: Record is 90% (45 lemmings) (Nepster)
Fierce 15: Record is 90% (45 lemmings) (Nepster)
------------------------
Fierce 16: 100% required
Fierce 17: Record is 72% (36 lemmings) (DynaLem)


Lemmings Plus III Bonus Pack
Note: At this point, some levels have not been thoroughly tested for 100%ability

Breather - 1 required, 6 optional
Breather 1: 100%able
Breather 2: 100%able
Breather 3: 100%able
Breather 4: 100%able
Breather 5: 100%able
Breather 6: 100% is required
Breather 7: 100%able

Rehash - 3 required, 4 impossible
Rehash 1: Record is 94% (47 lemmings)
Rehash 2: 100% is required
Rehash 3: Record is 95% (38 lemmings)
Rehash 4: 100% is required
Rehash 5: Record is 75% (15 lemmings) (DynaLem)
Rehash 6: Record is 96% (48 lemmings)
Rehash 7: 100% is required

Moonwalk - 3 required, 3 impossible, 1 optional
Moonwalk 1: 100%able
Moonwalk 2: Record is 96% (48 lemmings)
Moonwalk 3: 100% is required
Moonwalk 4: 100% is required
Moonwalk 5: 100% is required
Moonwalk 6: Record is 95% (19 lemmings)
Moonwalk 7: Record is 98% (49 lemmings)

Teamwork - 1 required, 5 impossible, 1 optional
Teamwork 1: 100%able
Teamwork 2: Record is 95% (38 lemmings) *97% might be possible?*
Teamwork 3: Record is 86% (52 lemmings) *more might be possible, though definitely not 100%able*
Teamwork 4: 100% is required
Teamwork 5: Record is 98% (49 lemmings)
Teamwork 6: Record is 99% (149 lemmings)
Teamwork 7: Record is 90% (63 lemmings) *more might be possible, though defintiely not 100%able*

Party - 5 required, 2 impossible
Party 1: 100% is required
Party 2: 100% is required
Party 3: Record is 96% (48 lemmings)
Party 4: 100% is required
Party 5: Record is 72% (72 lemmings) *almost definitely improvable, I'm fairly sure 100% is impossible*
Party 6: 100% is required
Party 7: 100% is required

Secret - 5 required, 1 impossible, 1 optional
Secret 1: 100% is required
Secret 2: 100% is required
Secret 3: Record is 99% (99 lemmings) (DynaLem)
Secret 4: 100% is required
Secret 5: 100% is required
Secret 6: 100% is required
Secret 7: 100%able
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Offline namida

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Re: Lemmings Plus III - Release Topic
« Reply #2 on: July 25, 2014, 11:23:01 AM »
So, rather than arbitrarily deciding for myself what and when to release; I'm just going to arbitrarily decide the when part, and let you guys decide what. See the poll in this topic. I won't run these polls for very long before actually acting on the results, so get your votes in quickly. :P

The current options should be self-explanatory, but just in case:

-= Style files =-
The raw GROUNDxO.DAT and VGAGRx.DAT files, so that others can make custom levels in the LPIII styles. Of particular interest is the fact that this will allow custom levels using some new object types. Once these have been released *and* final version (ie: no more backroute fixes will occur) has been finalised, level files will be added as an option in the next poll after this.

-= Timid replays =-
Replays for Timid. Once these have been released, Dodgy replays will be added as an option in the next poll after this.

-= The cheat code =-
The code that needs to be entered to unlock cheat mode (ie: being able to enter codes like TIMID7 and to skip levels by pressing 5). Keep in mind that until a later release, cheat mode can only be used to access non-secret levels.

-= List of levels containing secret levels =-
Self-explanatory. Once this list has been released, replays of how to access them specifically will be added as an option in the next poll.


By the way - I'll put the 100% list up soon, though for some levels I may not have exact maximum %s, just "this level can't be 100%ed".
EDIT: Done. And rather than that, I just put what my record is for those levels. The only level I specifically tested to try and get the highest possible score while doing this was Dodgy 12; though most others I had previously tested already. Those that haven't been tested too thoroughly and are thus probably improvable, I've marked as such. The two Frenzies are theoretical maximums; I doubt either of these scores will ever actually be acheived in practice (especially Dodgy 6).
For the most part I've only used my own results, though two that really stuck out from the testing period, I've put on, along with the person who acheived them.
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Offline namida

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Re: Lemmings Plus III - Release Topic
« Reply #3 on: July 26, 2014, 10:12:02 AM »
As per the poll results, here are the styles:

http://www.mediafire.com/download/w4i5v6lw9948rly/LPIII_Styles.zip

They're numbered 15 Sky, 16 Circuit, 17 Martian, 18 Lab; this is the numbering that NeoCustLemmix uses for them (as opposed to 0 / 1 / 2 / 3 used internally by LPIII itself). Any editor should be able to use them (though those that display trigger areas probably will display them inaccurately), though NeoLemEdit would need to be used to exploit the full extent of their capabilities. I would not reccomend trying to use them in traditional engines as they're specifically designed for NeoLemmix (they don't even use a dual-compatible palette unlike the Sega style, even without going into the custom object types); though you're welcome to try. These are full-featured versions of the styles; completely identical to the ones LPIII has internally (except for the numbering).

Obviously the level files can't be added yet (as I don't want to release those until the levels will definitely have no further modifications); but I added the next option to replace the styles - the VGASPEC files. Whatever's highest voted in a few days, I'll release next.

And just so you know - NeoCustLemmix already contains these internally, and has done so since the latest release (actually, only the Lab style was newly added in the latest release; the other three have been in there for quite a while).

As usual (obviously, if I'm releasing them), you're more than welcome to create and release levels using them. You can attempt to convert them to other engines if you want, though I doubt any of them will fully support the features of them.
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Offline namida

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Re: Lemmings Plus III - Release Topic
« Reply #4 on: July 27, 2014, 07:02:15 AM »
I only just realised, the wrong (old) version of Rough 5 was included in the release. As far as I can tell, none of the other levels are the wrong versions. 100% is actually possible on this version; it isn't in the fixed one (though I won't say for sure that nothing above 20% is, just that 100% definitely isn't). I'll make sure to include the fixed one when I update it, but first I'll wait to see more replays, as the furthest I've got successful (not just attempt) replays up to for the released version (as opposed to the test one) is Rough 7.

Quite impressed with Rough 8 - as far as I remember, it wasn't solved by anyone during the testing window either. I actually thought it was one of the easier Rough levels myself.
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Offline Nepster

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Re: Lemmings Plus III - Release Topic
« Reply #5 on: July 27, 2014, 01:53:18 PM »
Yes, Rough 8 is even harder than Fierce 15, where I am back to 88% :evil:.

Some selected replays attached and some comments here:
Fierce 4: Your fixes created a new solution, though it's now likely to be closer to the intended one. I hardly ever found such wasteful (but necessary) uses for diggers.
Fierce 11: My solution still works and got even nicer. Though I wonder whether the skill changes didn't simplify the level, as one has fewer possiblities to pass the obstacles.
Fierce 12: Were you aware that one can easily omit one builder in my solution as well? There is now a certain part in my solution where the large number of lemmings is slightly annoying.
Fierce 15: I am confused about this one. My usual approach can be modified to work as well for this version (and saves again 88%). But I had to change the part I thought you referred to when you wrote in PM, that I solved about half of the level in the intended way? Btw. I liked the previous version better, because it felt cleaner.

As for those, who wonder how I got so far in Fierce:
Quote from: Spoilers
The officially released and the test version use the same level codes and cheating was allowed in the test version ;P.

Offline namida

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Re: Lemmings Plus III - Release Topic
« Reply #6 on: July 27, 2014, 02:56:23 PM »
Dodgy 15 - Congrats on the 100%! After watching a replay from Akseli (which didn't get 100% but had a fair few spare skills left over) I suspected it might be possible, but you got around to proving it before I could. :P

Rough 3 - Nice work on improving the percent saved. This is very close to the intended solution (despite bypassing the updrafts), so I wouldn't consider it a backroute.

Rough 15 - Again, very close to the intended solution, but nice going on the improvement!

Fierce 2 - Again, nicely done!

Fierce 4 - That is a lot closer to the intended solution. It's also of similar complexity, so I'm actually happy to leave this one in. You should watch my replay, though. :P (Testers got early access to all of these as a thanks, that's how Nepster has them.)

Fierce 11 - This one, I'm going to have to fix... I have one last idea for a simple fix (-1% required, -1 blocker, +2 bombers), if that doesn't work, I might have to try looking for a more complex fix...

Fierce 12 - This one is also going to have to be fixed... one possible way is putting several traps along the bottom instead of just one. The intended solution does in fact save slightly higher than the requirement (89%, vs 88% required), but not enough that raising the requirement would block this backroute... An alternative approach may be using uneven terrain to prevent building across the trap at the top-left, though that may be hard to do well without hiding the trap, which is something I'd rather avoid. Actually, now that I think about it, maybe simply increasing the release rate to 99 would take care of this approach... not sure on that one... though this would make the intended solution a bit harder to pull off (though far from impossible).

Fierce 15 - I *think* a steel block on the other side of the one-way too would take care of that? Though geez, your solution is suprisingly resilient against backroute fixes. o_O


Also, *technically*, cheat codes are allowed in the released version. They just can't be set in the INI file and I haven't revealed the code. :P
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Offline Nepster

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Re: Lemmings Plus III - Release Topic
« Reply #7 on: July 27, 2014, 03:09:08 PM »
Dodgy 15: Actually I already got this solution when DynaLem asked whether 100% is possible during the pre-testing period, but I forgot to send it to you until now.
Fierce 11: This fix won't work. In fact, it would make the solution even easier:
Quote from: Spoilers
Stop the basher with the additional bomber and then you can send another climber late enough such that it turns in the miner tunnel instead of the blocker.

Offline namida

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Re: Lemmings Plus III - Release Topic
« Reply #8 on: July 27, 2014, 04:50:43 PM »
I'll have to think about something for Fierce 11. As for Fierce 12, I thought of an even better way - replace the bottom trap with a gap. xD This won't even destroy the level's status as one of the few with triggered traps, since it still has the one in the top-left.

Also, I added a list in the second post of which levels remain unbeaten (or only beaten via backroutes that will be fixed). Interestingly, both Fierce 1 and Fierce 13 are on the list, despite these two being in a demo. In all fairness, Fierce 13 is probably the hardest level of LPIII (apart from maybe, ignoring backroutes, Fierce 15), but I didn't think Fierce 1 was that hard - certianly not as hard as some of the ones that have been solved.
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Offline namida

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Re: Lemmings Plus III - Release Topic
« Reply #9 on: July 28, 2014, 01:59:03 AM »
Fierce 15 - I *think* a steel block on the other side of the one-way too would take care of that? Though geez, your solution is suprisingly resilient against backroute fixes. o_O

Okay, this was a very blonde statement. xD That would block the intended solution too, though a slight variation on this idea wouldn't... (but it would look messy... hmm...) (EDIT: I found something else that should block that solution). With each update your solutions actually get closer and closer to the intended one - but the biggest problem is that the one trick that's unique to this level (rather than just a matter of combining non-unique tricks at the right places and figuring out which ones to use) is not present in any of your solutions so far. If you've watched my replay (though I'm guessing you haven't due to wanting to find the intended solution yourself)...
Quote
I'm referring to the one done just to the right of the one-way wall, involving a bomber, a builder and a miner, before the climber arrives.

Anyway, I've made (but so far haven't yet tested - about to do that now) fixed versions of Fierce 12 and Fierce 15. Fierce 12 shouldn't even need a new replay, my existing one should work; Fierce 15 will need a new one.

EDIT: Indeed, my existing replay for Fierce 12 still works. :)
EDIT: And, confirmed that Fierce 15's intended solution is still possible with the fix.

Now I just have to decide what I'm going to do about Fierce 11... though I'll still wait a bit longer in case more backroutes show up, especially for the levels that haven't been solved at all yet (Fierce 10 in particular; I'm pretty sure 1 and 14 are solid, and more or less 100% sure that 13 is airtight).
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Offline namida

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Re: Lemmings Plus III - Release Topic
« Reply #10 on: July 28, 2014, 02:49:00 AM »
Votes for the next thing to be released were evenly split between the VGASPEC files and the list of levels containing secret levels. I figured the latter would be more useful, so I'm releasing that one now.

Those of you who've reached the finish screen (ie: probably no one except the testers) will have noticed that it mentions there is in fact a 9th secret level hidden somewhere. This list does not say where to find *that* level; only the 8 which their existance was already known.

List of levels containing secret levels
Quote
Timid 4 "Roundabout Run"
Timid 9 "The Acid Vat"
Dodgy 1 "Boost Jumper"*
Dodgy 14 "Party In The Skies"
Rough 7 "Hardwired!"
Rough 13 "Shmooth Shailing"
Fierce 4 "Lost In Translation"
Fierce 10 "Lem At Your Own Risk..."

* Sorry about this one! I know I said I wouldn't put them in levels that were in the demos, but I forgot about that when I placed this one...

LPIII's ones are generally a bit easier to find than LPII's, especially if you know what levels they're in. Unlike LPII's which were almost arbitrary, LPIII's generally (but not always) has terrain features hinting at their locations.

What I will say about the 9th secret level is that it's accessed in the same way as any other secret level (ie: by finding a secret trigger), but it's significantly harder to reach than any of the other ones (probably on par with the Sneaky and Cunning secrets in LPII) and does not have terrain hinting at its location (but there may be other features of the level that do hint at it).
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Offline namida

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Re: Lemmings Plus III - Release Topic
« Reply #11 on: July 31, 2014, 05:18:26 AM »
Not at home at the moment, but when I get home I'll upload the VGASPECs. I won't add the next option for this space (the level files) until both:
a) The levels have been finalised (no more backroute fixes will be done)
b) All levels have been completed by at least one person

However, I've updated the poll so you can start voting for the next thing you want. Just remember - the cheat code will NOT allow you to access the secret levels; only the normal ones. You still have to access those the proper way (or with their specific codes).

http://www.mediafire.com/download/bwi5rqa5xn2993d/LPIIIVgaspecs.zip

Keep in mind that they are not numbered in the same order as they are in-game. The ordering of these files is (again also, these files are numbered with the (Neo)CustLemmix scheme, not LPIII's internal one - also notice that these are just as compatible with CustLemmix as they are with NeoCustLemmix, as NeoLemmix doesn't have any special extra features relating to VGASPECs):

VGASPEC6 - The Duck Level (Dodgy 9)
VGASPEC7 - The Nyancat Level (Rough 10)
VGASPEC8 - The Rickroll Level (Timid 5)
VGASPEC9 - The Troll Level (Fierce 9)

If you're wondering about the number ordering - it's the order they were made in. :P

EDIT: Sorry, I forgot about this! Uploaded now. :)
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Re: Lemmings Plus III - Release Topic (Updated! Levels V2, NeoLemmix V1.12n)
« Reply #12 on: August 01, 2014, 02:55:59 PM »
Lemmings Plus III first update has been uploaded. Same link.

This fixes backroutes in four levels:
Rough 5 "Dense Packing"
Fierce 11 "The "Lemming" Experiment"
Fierce 12 "We Lem In Peace"
Fierce 15 "The Final Stand"

As well as upgrading to the NeoLemmix V1.12n engine.
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Offline Wafflem

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Re: Lemmings Plus III - Release Topic (Updated! Levels V2, NeoLemmix V1.12n)
« Reply #13 on: August 01, 2014, 03:07:26 PM »
Up to how many updates do you plan to do? What's your limit on how many times you will de-backroute a level?
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Re: Lemmings Plus III - Release Topic (Updated! Levels V2, NeoLemmix V1.12n)
« Reply #14 on: August 01, 2014, 03:20:00 PM »
Levels V5 will be the absolute final levels update, but there's also restrictions on *which* levels can be updated, and those get stricter with every subsequent release.

V2 allowed for fixes to the Dodgy secret levels, and all of Rough and Fierce.
V3 will allow for fixes to the Rough secret levels, and all of Fierce.
V4 will allow for fixes only to Fierce 11 onwards (including 16 and 17).
V5 will allow for fixes only to Fierce 14 and/or 15, nothing else.

If a significant amount of time passes without further updates, I'll probably finalise it at that point without doing further updates (eg: if no more backroutes show up after V3 for long enough, I won't make a V4 or V5). Whatever version of NeoLemmix exists at that point (or at the point of V5) release, combined with the last levels update, will be considered the "official and final" version of LPIII, just like V7 of LPDOS / V4/1/3 of LPII / V2/1/2 of LPIIB (unless some kind of major bug is discovered in the NeoLemmix version at that time) though "unofficial" updates to newer NeoLemmix versions will continue just like they are with the other three.
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Re: Lemmings Plus III - Release Topic (Updated! Levels V2, NeoLemmix V1.12n)
« Reply #15 on: August 02, 2014, 02:48:04 PM »
Alright, next thing to be released is the cheat code!

The cheat code for LPIII is... HEARTBLEED.

I've taken the release poll down for a bit, just to give a bit of a rest before I release more stuff. In the meantime, I've put a just-for-fun poll in its place. When it goes back up, unless the levels are all finalised by that point (in which case the level files will be an option too), the options will be the Timid replays or the answer to "Which level is the 9th secret level hidden in?".
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Re: Lemmings Plus III - Release Topic (Updated! Levels V2, NeoLemmix V1.13n)
« Reply #16 on: August 03, 2014, 05:24:24 AM »
Update uploaded. This one doesn't count against the update schedule since no levels are changed; it just updates to the new NeoLemmix V1.13n. There is one LPIII specific change: Cheat codes can now be enabled in the INI file. (They still cannot be used to access secret levels.)

http://www.mediafire.com/download/ozmgwl327bzvfvc/LemmingsPlusIII.zip
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Re: Lemmings Plus III - Release Topic (Updated! Levels V2, NeoLemmix V1.13n)
« Reply #17 on: August 07, 2014, 05:03:16 AM »
Just wondering if anyone's had any luck with the so-far unbeaten levels yet? :P

The levels are:
Rough 8
Rough 14 Beaten by Nepster
Rough 17
Fierce 1
Fierce 5
Fierce 10
Fierce 11
Fierce 12
Fierce 13
Fierce 14
Fierce 15
Fierce 16
Fierce 17
The 9th secret level

EDIT: I have a feeling Fierce 16 might've been beaten during the testing, but I keep forgetting to check when I'm at home.
Fierce 11, 12 and 15 have previously been beaten via backroutes, but the new update has fixed those backroutes and no new solutions (backroute or otherwise) have been found.
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Offline Nepster

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Re: Lemmings Plus III - Release Topic (Updated! Levels V2, NeoLemmix V1.13n)
« Reply #18 on: August 08, 2014, 09:06:28 PM »
Fierce 11, 12 and 15 have previously been beaten via backroutes, but the new update has fixed those backroutes and no new solutions (backroute or otherwise) have been found.
This has changed now, though I fear you won't be happy with the results.

Rough 8: Definitely much harder than its place as my solution requires several tricks and
Quote
at least my solution wouldn't work under traditional Lemmix mechanics, making it even harder for those who are used to them.
Fierce 7: Sorry, but I hate that level. Counting pixels on absolutely uniformily coloured pipes is pure hell!
Fierce 10: My main problem with this level was, that I had problems recognizing most of the steel. I always thought you had to mine down in the middle to let the lemmings from downstairs come up into the pit directly on the left of the exit. Once one realizes that this won't work because of a steel wall in between, there isn't much left one can try and the solution is relatively easy to find. Good level though.
And now I wonder, why all the non-rectangular steel is there? As far as I can tell, no backroutes would appear if one replaces them with usual terrain.
Fierce 11: Giving back the fourth builder was likely a mistake...
Fierce 12: I am getting closer to the desired 89%.
Fierce 15: I am deeply sorry, but this level still needs major changes. This time I essentially ran the "skills you can't live without" challenge (as I found this an efficient way to find alternative solutions): I got down to 1 climber, 3 bomber, 3 builder, 1 basher and 1 miner. One can still save 90% or solve the level in 1:30. Nevertheless many of these solutions turned out to be quite interesting and fun. Good luck removing all these solutions :evil:.

Offline namida

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Re: Lemmings Plus III - Release Topic (Updated! Levels V2, NeoLemmix V1.13n)
« Reply #19 on: August 08, 2014, 11:21:52 PM »
Rough 8: That's the intended solution, or at least extremely close. I might swap this level with one of the easier Fierce levels (perhaps Fierce 6?) in the next update. I'm also not quite seeing what (apart from of course the pickup skills :P) wouldn't work in traditional Lemmix for your solution...?

Rough 14: Not quite what I intended, but can't do much about that now. :P Still, it took quite a while for anyone to solve this one, so it's fine.

Fierce 7: Nicely done. There's no real single "intended" solution here, though all solutions so far follow this same idea, even if the methods vary.

Fierce 10: That is indeed the intended solution.

Fierce 11: Goddamnit. >_> This one's gonna need fixing.

Fierce 12: Your solution is close enough to the intended one that it's fine. The only real difference is that I sent another cluster of three leftwards, instead of thinking to send another climber over the right. xD

Fierce 15: Geez. Six solutions, and none of them use the one trick that's unique to this level (as far as LPIII goes, anyway)... clearly it would appear that trick can't be forced in this level. Outside of this, even with a variety of solutions available I think it retains a good degree of challenge, so I think I'm going to call it quits for fixing thing one; the main trick can stay in my pocket to use in the bonus pack maybe, in a level that doesn't have so many other elements to it. :P


I'm also thinking I should probably swap Fierce 1 with one of the later Fierce levels, since it still remains unsolved. Maybe with Fierce 8, so that they retain the same musics, although I don't know if Fierce 8 is a bit out-of-place for a first level of a rank...

So for next version:
> Swap Rough 8 with a Fierce level, maybe Fierce 6
> Swap Fierce 1 with a later Fierce level
> Fix Fierce 11


Also - poll results are split again. So that I can do the replays sequentially rather than fragmented, I'll give the location of the 9th secret level first.

The 9th secret level is hidden in...
Quote
Dodgy 17 "The North Korean Method"
Yes, that's right, a secret level in another secret level. :P

You can quite possibly guess easily *where* in the level it is, but accessing it is FAR harder than any of the other secret levels.


The remaining unbeaten levels are:
Rough 17
Fierce 1
Fierce 5
Fierce 11 (Backrouted)
Fierce 13
Fierce 14
Fierce 16
Fierce 17
The 9th secret level
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Re: Lemmings Plus III - Release Topic (Updated! Levels V2, NeoLemmix V1.13n)
« Reply #20 on: August 08, 2014, 11:32:42 PM »
Okay, level order changes for the next version involve two groups being moved around a bit:

  • Three way switch: Rough 8 -> Fierce 6 -> Rough 14
  • Swap: Fierce 1 <-> Fierce 8


Aside from that, I came up with a way - and I don't know HOW I didn't think of this before - that kills the general approach that all Nepster's backroutes for Fierce 11 had been based on. Of course, that doesn't guarantee a lack of other backroutes. xD
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Offline namida

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Re: Lemmings Plus III - Release Topic (Updated! Levels V3, NeoLemmix V1.13n)
« Reply #21 on: August 09, 2014, 02:49:18 PM »
Alright, new update is here, which updates the levels to V3. As such, beyond this point no further changes will be made to any levels except Fierce 11 to 17, no matter what backroutes might show up. (Levels may still be reordered if nessecary, but the levels themself won't undergo any further changes.)

Changes are mostly already noted in the above few posts, but just in case:
> Rough 8 was moved to Fierce 6, which was in turn moved to Rough 14, which was in turn moved to Rough 8
> Fierce 1 and Fierce 8 were swapped
> Backroute fixes in Fierce 11

No new NeoLemmix version; this still runs on V1.13n.
http://www.mediafire.com/download/ozmgwl327bzvfvc/LemmingsPlusIII.zip


The 100% list and the unbeaten levels list in the second post have both been updated; I also chagned the "9th secret level" to it's *exact* position (which is Dodgy 18).

I'll also confirm - I've tested all levels again (even those that remain unchanged from the previous releases, just in case a NeoLemmix update broke them), and they're indeed all still possible - obviously if I found any that weren't I would've fixed them before making the update. (Obviously this testing was not done by actually playing the levels, but simply by running my existing replay, and only if that failed would I actually play the level to test it, which only happened on two levels - Fierce 11 obviously due to backroute fixes, but also Dodgy 1 which I have no idea why there were issues with this one, but it worked up until the last few skills anyway which I was able to manually re-execute.)
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Re: Lemmings Plus III - Release Topic (Updated! Levels V3, NeoLemmix V1.13n)
« Reply #22 on: August 09, 2014, 03:32:50 PM »
Here's some hints for the remaining unbeaten Fierce levels. For Dodgy 18 and Rough 17, I assume these are more related to finding the levels than beating them, so I won't give hints.

Quote
Fierce 5 - Stack builders as a blocker substitute; you don't have to worry about running out of them after all.
Fierce 8 - All but one of the saved lemmings will enter the exit on exactly the same frame.
Fierce 11 - Don't try to save the basher, instead try to get other lemmings past him while he's bashing.
Fierce 13 - The interaction between a builder and one of the destructive skills is the key to this level.
Fierce 14 - In the most efficient version of the solution that I'm aware of, all lemmings that pass through a radiation object do one of three things before their countdown runs out; either a) get turned by a blocker at least once, b) become a blocker themself, or c) exit the level.
Fierce 16 - The exact positioning of a builder on their steps is key to solving this level.
Fierce 17 - Remember that an induced countdown via the radiation object does not count as assigning a skill, which leaves open the possibility of a lemming bombing *and* performing one other action.
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Offline Nepster

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Re: Lemmings Plus III - Release Topic (Updated! Levels V3, NeoLemmix V1.13n)
« Reply #23 on: August 09, 2014, 04:25:11 PM »
Fierce 11 still causes problems... On the positive side, contrary to Fierce 15, I see hardly any way to modify my solution. So there is a good chance, that your next fix will actually remove my way to solve the level.

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Re: Lemmings Plus III - Release Topic (Updated! Levels V3, NeoLemmix V1.13n)
« Reply #24 on: August 10, 2014, 04:39:03 AM »
I can think of three ways to deal with that solution all without affecting the intended solution; the first two are mutually exclusive, while the third can be used in combination with one of the other two.

1) Remove the bomber and modify the terrain slightly to remove the need to use it.
2) Remove the bomber from the skillset and make it a pickup skill instead, it's used at a later point than where you've used it.

3) Shorten (or completely remove) the pipe you built against; this has no functional impact on the intended solution (it makes a useful reference point for timing one of the skills though).
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Offline Nepster

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Re: Lemmings Plus III - Release Topic (Updated! Levels V3, NeoLemmix V1.13n)
« Reply #25 on: August 10, 2014, 12:48:51 PM »
Bad news first: The fouth builder in Fierce 11 created some new backroutes, e.g. my solution to the very first version during the test period reappeared (sorry for not seeing that earlier).

Nevertheless the following three changes should remove all solutions known to me (reasons given below)
- 3) Shorten (but NOT remove) the pipe
- 4) Move the upper right platform at the newly added gap down and to the right a few pixels (assuming this doesn't conflict with the intended solution)
- 2) Make the bomber a pickup skill (or alternatively choose 1) if you want to be completely sure to remove the backroutes, though I think this would make the level quite a bit easier)

Reason for 3) This seems to be the only way to get rid of solution 2 (apart from going back to a version requiring only 3 builders). And as you already noted it removes the solution in my previous post. Nevertheless completely removing this pipe seems not to be a good idea, as one could then build three stairs from the one-way wall to the left, fiddle a little bit around at the pipes in the top left corner and then take the ceiling route with all lemmings (though I am not sure if this actually would work).

Reason for 4) This would take care of solution 1 and 3. Moreover it would make solutions like 5 or 6 at least harder. Hopefully being able to close the gap using a builder starting from the lower platform does not create new backroutes.

Reason for 2) Seems necessary to remove solution 4. Perhaps one doesn't even need this to remove approaches like 5 or 6 (note that solution 6 only fails because I couldn't make basher-miner cancelling work in NeoLemmix). But making the bomber a pick-up skill definitely removes solution 6 and would at least require the basher-miner cancelling in solution 5. Together with the change 4) I feel reasonable certain that this takes care of solution 5. Moreover depending on the new location of the pickup bomber, this would give another reason why solution 3 no longer works.

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Re: Lemmings Plus III - Release Topic (Updated! Levels V3, NeoLemmix V1.13n)
« Reply #26 on: August 10, 2014, 03:39:44 PM »
I'll look at those soon.

For now - I've uploaded an update, this doesn't fix anything in the levels, it's just to update to the new NeoLemmix version V1.14n. Link is the same as always.
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Re: Lemmings Plus III - Release Topic (Updated! Levels V3, NeoLemmix V1.14n)
« Reply #27 on: August 11, 2014, 03:37:38 AM »
No update yet - I'll wait a bit longer in case anything else comes up, since this'll be the final update.

But, I decided it's time to start on the replays. And since it's taken a while to get around to these... here is both Timid AND Dodgy. Secret level access replays are not included, but solutions to the secret levels are.
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Re: Lemmings Plus III - Release Topic (Updated! Levels V3, NeoLemmix V1.14n)
« Reply #28 on: August 17, 2014, 03:12:03 PM »
Here's the replays for Rough. Enjoy! :)
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Re: Lemmings Plus III - Release Topic (Updated! Levels V3, NeoLemmix V1.14n)
« Reply #29 on: August 18, 2014, 07:12:26 AM »
I've decided that, since no other levels are problematic and Fierce 11 still remains a challenging level even with these alternative solutions, I'm not going to modify it from its current state. So, that release of Lemmings Plus III can be considered finalized in terms of level design. However, due to score-related issues on Dodgy 6 and Fierce 5, as well as some nessecary modifications to MAIN.DAT and the styles for NeoLemmix V1.15n, there will still be one more update before LPIII as a whole is considered finalised - but this update will be purely to update it to the next version of NeoLemmix; no changes to the levels.

So... has anyone had any luck with the remaining unbeaten levels? Fierce 5 can probably be put down to it being the Frenzy concept taken to an extreme, but what about the more-normal levels? I'd especially be interested to know if anyone's had luck with Fierce 8 or Fierce 13 yet? (Keep in mind that Fierce 1 and Fierce 8 were swapped in the latest update, the "Fierce 8" I'm referring to here is "Curiosity Killed The Lemming")
I did expect that Fierce 13 would be problematic, but as you can probably tell from me initially placing it as Fierce 1, I didn't actually think Fierce 8 was too hard in all honesty...

A couple more hints for those two...
Quote
Fierce 8 - The first two skills you should assign, the order is somewhat interchangable, are a floater and a bomber. The third is another bomber. By the time you assign this bomber, you should already have increased the release rate to 99, and you never need to decrease it again.
Fierce 13 - If you exclude the skills that aren't nessecary to the solution (the bomber is never needed, and the floater may not be depending on your timing), the next skill you need to assign at any given point will always be either the furthest-left or furthest-right one on the skillbar.
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Offline Nepster

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Re: Lemmings Plus III - Release Topic (Updated! Levels V3, NeoLemmix V1.14n)
« Reply #30 on: August 18, 2014, 10:45:14 PM »
Fierce 8: I disagree with Fierce 8 not being "too hard". Up to now I checked quite a few approaches, but all of them broke down at some point and none of them would have saved the required 92% anyway... As I will never ever read hints to levels I haven't solved yet, you may have to wait some more before you get a solution for this level (at least from me).

Fierce 11: It's a pity that you decided not to fix this level. Although it's of course your decision whether to stay with the current version or not: Have you considered going back to the level in V1? In my opinion, the current version features some solutions that are relatively standard and uninteresting, like my sol. 4.

Fierce 13: Finally solved this one - great level :thumbsup:. The solution's elegance was a pleasant surprise as I expected that I had to use
Quote
some trick using the new basher-mechanics.

Fierce 14: I can save 90%, so it's likely another backroute...

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Re: Lemmings Plus III - Release Topic (Updated! Levels V3, NeoLemmix V1.14n)
« Reply #31 on: August 19, 2014, 05:03:59 AM »
Neither of those are the same solution I used. I do REALLY like your solution on Fierce 13 though, so even if I was going to make further fixes I wouldn't touch that one. As for Fierce 14, I'd allow that one too, as it doesn't avoid any of the tricks. My solution to that one saved 82% so still above the requirement, but it was also somewhat wasteful; a couple of lemmings were killed that didn't need to be.

I still find it quite amazing that people see Fierce 8 as so difficult, but maybe it's one of those cases where I had the right idea at the right time and it's a once-in-a-million-years thought... xD
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Re: Lemmings Plus III - Release Topic (Final version released!)
« Reply #32 on: August 19, 2014, 06:06:13 AM »
Alright, the final version has been released. This updates it to NeoLemmix V1.15n; it also enables LookForLVLFiles, extra modes (Challenge Mode, Timer Mode and Forced Gimmicks), and allows using cheat codes to access the secret levels.

So, barring any major issues being discovered, the Levels V3 / NeoLemmix V1.15n version will be permanently considered the "official" version of LPIII. Updates to NeoLemmix V1.16n onwards will be "extra" releases, and will be simply included with the normal NeoLemmix update releases; but for the purpose of challenges, etc, this V1.15n-based player is the one to use.

https://www.dropbox.com/sh/z1h2vwtu90w8igs/AAB1Io2R8fL4Cjl0s3UCLPjMa/LemmingsPlus/Lemmings%20Plus%20III/LPIII.zip
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Re: Lemmings Plus III - Release Topic (Final version released!)
« Reply #33 on: August 20, 2014, 07:02:18 AM »
Alright, one more minor update. This is to fix three things:

1) The wrong version number was displayed on the title screen; it displayed as V1.14n-B. This is still unique (as no V1.14n-B version of LPIII was ever released) but potentially confusing.
2) The Stoner crash. Even though no LPIII levels use Stoners of course, but it could come up when using LookForLVLFiles; LPIII V1.15n *does* fully support the new skills (including LPIII-style skill panel graphics for them!), it just doesn't use them in any levels.
3) A slight glitch with teleporter mechanics. This change already existed in the source code by this point, so it was easier to include it than not include it.


Just to be clear, there are potentially three different V1.15n versions. Only this newest, actual finalised one, actually displays itself as "V1.15n". The other two display as V1.14n-B. The earliest one (which was avialable for a grand total of about 20 minutes) also has a bug when assigning a Walker to a Blocker; again this never actually affects LPIII levels, but could affect LookForLVLFiles.
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Re: Lemmings Plus III - Release Topic (Final version released!)
« Reply #34 on: August 20, 2014, 04:38:23 PM »
I found Rough and Fierce too hard for me, so on this poll my favourite set is Timid. I like having lots of skills to solve levels, the introduction to new traps, and creating interesting challenges for myself, and Timid suits that role very well. I thought that the Dodgy set would come out on top for me originally, as most of the levels are just at the right difficulty area, but because the final few levels were too difficult for me I changed my mind.
Level Solving Contest creator. Anybody bored and looking for a different challenge? Try these levels!

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Re: Lemmings Plus III - Release Topic (Final version released!)
« Reply #35 on: August 21, 2014, 03:26:54 PM »
Timid does have some pretty good challenge potential. I posted replays for these over on the Challenges board, but two I'd highly recommend - Timid 4 with only 2 climbers, and Timid 15 with only 2 builders. (In both cases, you can use as much as you like of the other skills, as long as you stay within the limit of the actual skillset.)


...I'm really just still amazed that no one's managed to beat Fierce 8 yet. xD To those who have attempted it - would you mind posting / sending replays of what you tried, even if it didn't work in the end? I'd be interested to see how people thought to approach this one. I did get one attempt replay back when it was released as part of a demo; the person who sent me it was actually on the right track but hadn't quite put together everything needed to beat the level.

I'd almost be tempted if to wonder if it's a "level 8 curse" (since the original Rough 8 (now placed at Fierce 6) also turned out to be very problematic, although it has been solved now), except for the fact that this level wasn't originally placed at Fierce 8.
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Re: Lemmings Plus III - Release Topic (Final version released!)
« Reply #36 on: August 29, 2014, 05:10:41 AM »
Okay, I've decided to change a bit from my initial idea of doing an "LPIII-2" as a large pack with more new levels - this project is not abandoned, but will be a seperate project; essentially it would be "Lemmings Plus IV" though I will probably call it something else, partly because I still don't plan to create new styles for it. For now, the codename for this project is "Lemmings Plus Z Project", until it gets an official name; just as LPII and LPIII had the codenames "Lemmings Plus 5 Project" and "Lemmings Plus X Project" initially. Very little has been decided about LPZ at this point; so I don't have much to say about it yet.

So, there'll be a Lemmings Plus III bonus pack in the same sense as there was a Lemmings Plus II bonus pack. I have holidays for two weeks after today, so I'll start working on it very soon. Just to clear up a few points:
  • The LPIII bonus pack is not going to use the new skills, or any gimmicks that did not exist at the time of LPIII's release (but it may use them in combinations that haven't been used before).
  • The LPIII bonus pack may use some of the LPII gimmicks, either in combination with LPIII gimmicks, or in secret levels.
  • The LPIII bonus pack will only use the LPIII styles.
  • The LPIII bonus pack will follow a similar structure to what the LPII bonus pack did; with one exception - instead of two ranks of harder repeats, there'll be one of harder repeats of easy levels, and one of easier versions of harder levels.
  • I don't plan to use Frenzy at all; I think we've well and truly had enough of that one by now. :P Although maybe if I come up with a really good idea, I might include one as a secret level.

    Now, at this stage I haven't actually started on it yet, apart from thinking of (not actually making, yet) a few level ideas. So now's the time to bring up any suggestions. But, here's my rough ideas at this point.

    Each rank will most likely be 7 levels, not including secret levels. This follows the same logic used in LPIIB's case, where the number of levels in each rank matched the number of musics in the game's cycle.

    "Breather" - This rank will contain easier versions of some of the harder levels; basically changed to X-of-everything style levels. I'll be looking for levels that end up quite fun, but not *overly* easy, when these conditions are apply. Some candidates I might consider include Rough 1, Rough 7, Rough 14, Fierce 8, Fierce 11 - but I'll look over all the levels and probably test a few of them under such conditions before deciding.

    (no name decided) - This rank will be the repeats rank. I don't know have any exact ideas of which levels I'll use yet - Timid 15 might be a possible candidate, due to interesting and challenging results (that don't overly rely on precise rapid assignments) in the Can't Live Without challenge. I would guess most of the levels would come from Timid or the earlier parts of Dodgy.

    (no names decided) - Three ranks of gimmick levels, focusing on a different gimmick each. Definitely the backwards lemmings and the one-skill-per-lemming ones; I'm not sure which of the other two gimmicks I want for the third; maybe even a mixture of both, since they're a lot more limited in potential than the other two. Lazy+Exhaustion might have some interesting potential that I haven't realised yet, but the only really impressive tricks I can think of with the surviving bombers, one was already used in Dodgy 17, and the other one is actually something I'd consider a glitch but still haven't got around to fixing (try using bombers while this gimmick is in effect mid-way through a fatal fall). And those who realised what the Dodgy 18 gimmick was will easily see why that one doesn't have much re-use potential. :P

    If I don't use one of those two remaining gimmicks for a rank, I can more or less guarantee there'll be at least one secret level that uses it. Aside from that, definitely expect a Karoshi secret level, because that gimmick is just too fun, especially in levels specifically designed for it. Other than that, secret levels might focus on interesting combinations of a large number of gimmicks; and it's fairly reasonable to expect that, like with LPIIB, there'll be at least one completely new non-gimmick secret level in there.
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Re: Lemmings Plus III - Release Topic (Final version released!)
« Reply #37 on: August 30, 2014, 08:34:54 AM »
I've picked out all the levels for Breather, as well as picked out some likely candidates for the repeats - one even happens to be from Rough, although the overwhelming majority are, predictably, from Timid. Still got to work on the exact details of these repeats; I only have vague ideas of how I want them to play out at the moment.

I've also developed (in my head) the idea for one backwards-lemmings level to the point that I can probably actually make it fairly soon. It's quite an easy one, maybe not nessecerially the first level of the rank, but definitely one of the early ones. I also have, thanks to DynaLem's suggestion, a name for this rank - I won't reveal it just yet. :P

I've also decided exactly what I want to do for the 5th rank, but I might not say right now.

Also, something a bit different I'm going to do here - secret levels won't be, say, "Breather 8", but rather, they'll be in a seperate rank of their own. This rank, of course, won't be accessible from the main menu. So technically, this will have 6 ranks. :P

Two other things I can confirm - we will be seeing at least one VGASPEC level in the LPIII Bonus Pack, but it will *not* be re-using any of the VGASPECs from LPIII; it'll be new. And there isn't going to be special "final level" musics this time; just the normal 7-track rotation that was used in LPIII along with a track for gimmick levels - I might look at having more than one gimmick music so it doesn't get too repetitive.


EDIT: I've made the first completely original (non-repeat) level for it now! It's the backwards lemmings one I mentioned before, but I came up with some ideas for improvements while making it, too. :D
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Re: Lemmings Plus III - Release Topic (Final version released!)
« Reply #38 on: August 31, 2014, 05:40:17 AM »
Got one level in the One-Skill-Per-Lemming rank now, as well as one secret level (non-gimmick, completely original, although the concept might be familiar).

All secret gimmick levels will have the usual LPIII gimmick level music, while in the gimmick ranks there'll be a three-track rotation which includes the LPIII gimmick level music, the LPII gimmick level music, and one new track.

I've also made all the rank signs now; previously I had only made the one for Breather. Just like LPIIBonus, each rank sign is done in a unique style, instead of all within a game being the same like in the main series entries (well, with the exception of PSYCHO in LPDOS).
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Re: Lemmings Plus III - Release Topic (Final version released!)
« Reply #39 on: September 01, 2014, 01:19:13 PM »
FINALLY! :D

Just received a replay from someone who managed to solve Fierce 8 (and they did indeed get the intended solution)! This means that now, all remaining unsolved levels are secret levels, or in one case, a Frenzy. So the remaining ones are:

Dodgy 18
Rough 17
Fierce 5
Fierce 16
Fierce 17
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Re: Lemmings Plus III - Release Topic (Final version released!)
« Reply #40 on: September 02, 2014, 02:55:36 PM »
Got a few more levels done for Rehash. Also had to ditch one level I had intended to use - I was going to do a repeat of Timid 8 "Scatterlem", but couldn't find a good restricted skillset solution that wouldn't require modifying the layout of the level or be overly fidgety. As for two others though, I found a very interesting solution to one of the earlier Timid levels, while another was very strongly inspired by a challenge solution I found recently.

I can also confirm that, like with the LPII Bonus Pack, we'll be seeing some repeats of gimmick levels, but in non-gimmick form. There's in fact two gimmick levels that have repeats, though I won't say which ones they are.

Also, as I'm sure you all guessed, the bonus pack will run on the latest version of NeoLemmix at the time, not on the same version (1.15n) as LPIII did.
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Re: Lemmings Plus III - Release Topic (Final version released!)
« Reply #41 on: September 03, 2014, 07:12:19 AM »
Some rough hints at the levels that will be repeated. Specifically, here's the count of how many in each style, and from what ranks.

Breather (easier versions): 0 Sky, 2 Circuit, 2 Martian, 3 Lab :: 0 Timid, 1 Dodgy, 3 Rough, 3 Fierce
Rehash (harder versions): 1 Sky, 3 Circuit, 1 Martian, 2 Lab :: 5 Timid, 2 Dodgy, 0 Rough, 0 Fierce

Also - unlike with the LPII Bonus Pack, the repeats will not nessecerially be in the same order the levels were. eg: If there was a repeat of Timid 11, it would not nessecerially come before a repeat of Timid 14.


EDIT: The "unconfirmed" lab level, the solution I had in mind works but cannot be backroute-proofed without heavily modifying the level; and since I want to not modify the levels *at all*, it's a no-go. I updated the count to reflect that, as well as a newly-added level to the set - still one gap to fill.

You may be wondering how these are going to work with Dodgy, given that the solutions were usually already somewhat puzzley - one case is a gimmick level that no longer has a gimmick in repeat form; the other is an entirely different (and in my opinion, harder) solution with a fairly different skillset.

Also, the fifth rank will be called "Party" and will mostly consist of levels that use combinations of gimmicks. The other two gimmicks from LPIII (the surviving bombers and Lazy+Exhaustion combo (it's practically treated as a single gimmick as far as Lemmings Plus is concerned, even though technically it's a combination of two)) will be used in at least one secret level each; and may also be used as part of some of the combos. The Party levels might also use LPII gimmicks too. This also means that the Moonwalk and Teamwork levels will be purely one gimmick each; no combinations there.
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Re: Lemmings Plus III - Release Topic (Bonus pack: 62.9% complete)
« Reply #42 on: September 04, 2014, 11:14:52 AM »
So I've come up with a level for Party 7. This one has a total of 6 gimmicks in effect, two of which would be very unexpected to see go together! (Obviously, most of the Party levels aren't going to have that many.) It was originally 7, but I removed Frenzy as it was far too annoying with it.
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Re: Lemmings Plus III - Release Topic (Bonus pack: 62.9% complete)
« Reply #43 on: September 04, 2014, 05:25:26 PM »
Just realised I still hadn't released the level files of LPIII. Well, I have now. :)

You can get them here. Note that these use the LPIII numbering scheme, not the NeoCustLemmix one, so they must either be modified to that numbering scheme, or a custom style defined in the NeoLemmix Editor with the LPIII scheme.
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Re: Lemmings Plus III - Release Topic (Bonus pack: 62.9% complete)
« Reply #44 on: September 14, 2014, 12:41:36 AM »
I haven't got around to watching the replays yet, but I've been informed that most of the remaining levels have been beaten. The two that are still left are Dodgy 18 and Fierce 16.

I haven't got anything further done on the bonus pack since creating Party 7 (apart from a few minor backroute fixes on that level itself); but don't worry, I should be back to working on it when I get home in a few days. :)

Some hints for the two remaining levels...
Quote
Dodgy 18 - The gimmick in this level is actually the False Flag gimmick. In other words, it doesn't really have a gimmick at all; it just plays gimmick music. That aside, the solution to this level relies on some mechanics details that differ between traditional and NeoLemmix.
Fierce 16 - Crowd control is in fact done via the obvious method; the twist is in how to get an unused lemming past while keeping the crowd and all used lemmings behind.
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Re: Lemmings Plus III - Release Topic (Bonus pack: 62.9% complete)
« Reply #45 on: September 17, 2014, 04:22:41 PM »
Let's drop some more preview info.

I'll confirm that at least two of the secret levels so far don't use a gimmick at all, but in fact are levels based on concepts that showed up in the highest rank in both LPDOS and LPII, but were absent from LPIII. :) I'd say both of them are harder than the LPDOS/LPII levels using the concepts. Most of you can probably guess exactly which two concepts I'm referring to here. :P

As for actual progress... no new levels yet (I'll probably do some over the weekend though), but I fixed yet another backroute in Party 7. xD I've actually had some good ideas come to mind for levels, but they're non-gimmick levels that use new skills so they'll have to wait until LPZ - for those who haven't read all the posts about it - LPIII Bonus Pack is not going to use any of the new skills or gimmicks, though I'm not ruling out using other, smaller features that weren't around at the time of LPIII's release (for example, there's one level that has a pre-placed lemming who starts out as a climber). This is fairly consistent with how LPII Bonus Pack was too - it didn't introduce any major new features, but did use some minor ones such as left-facing entrances and combinations of gimmicks.
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Re: Lemmings Plus III - Release Topic (Bonus pack: 71.4% complete)
« Reply #46 on: September 19, 2014, 07:00:28 AM »
So, I just made a level for Party that combines the two gimmicks being focused on in the other ranks (backwards walkers and one-skill-per-lemming). The two actually combine to give a very challenging result, even in relatively simple levels. o_O
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Re: Lemmings Plus III - Release Topic (Bonus pack: 77.1% complete)
« Reply #47 on: September 19, 2014, 10:50:59 AM »
Alright, I'll reveal a bit more about the secret levels now.

The Secret rank is in fact the same size as the others - so, 7 secret levels! Obviously, this means that some ranks have more than one secret level. And yes, this means the total level count is 42 levels (although 14 are repeats of LPIII levels, so only 28 original levels), thus putting it at nearly 2/3rds the size of LPIII itself. o_O

I earlier mentioned that two of them re-use previously-seen concepts that were missing from LPIII. While I'm sure all of you already guessed, these are the PSYCHO 28 / Genius 17 concept (a long level that gives 20 of everything but no builders and requires 100%), and the "No Time To Die" concept. The former I would say is around the same difficulty as the LPDOS/LPII levels of this concept, while the latter is definitely the hardest NTTD yet.

The third is simply a level with the Exhaustion + Lazy combination. It's definitely harder than either of the Timid secret levels, though not overly difficult - probably late Dodgy or early Rough.

The fourth is an entirely original non-gimmick level that makes use of locked exits.

The fifth is a level that uses Surviving Bombers gimmick, though admittedly there's no reason why it couldn't be a non-gimmick level that uses diggers instead of bombers. However, in general it's based on a very unique concept for a Lemmings level.

The sixth is a Frenzy based on a very versatile concept that was used once in Original Lemmings, once in LPDOS, three times in LPII, and twice in LPIII - I won't say what it is but you may be able to guess from these usage counts.

The only thing I'll say about the 7th one is that it's a VGASPEC level with no gimmick. As with the VGASPEC levels in LPIII, it has a custom music track, and is internet-related, though this one is not related to any meme.
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Re: Lemmings Plus III - Release Topic (Bonus pack: 83.3% complete)
« Reply #48 on: September 20, 2014, 05:08:45 AM »
Here's a level map. I won't say what kind of level this is though, apart from that it does involve a gimmick (or multiple gimmicks) and it's a relatively easy one.

Also, style counts so far - this is including the secret and repeat levels:
Sky: 7
Circuit: 11
Martian: 10
Lab: 10

Only 4 more levels to go before the pack is complete - 2 each in Moonwalk and Teamwork. The remaining empty slots (thoough this may be subject to change) are Moonwalk 5, Moonwalk 7, Teamwork 4 and Teamwork 7. (All levels in Breather, Rehash, Party and Secret have been completed and their order finalised.)

There's 3 VGASPEC levels (and I don't plan to add anymore), although only two are full-blown proper VGASPEC levels; the third is more along the lines of the Covox level (uses graphics from a standard set for most of the image but with some custom stuff added). Of these, one is in Party and two are in Secret.

EDIT: Updated the info above.
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Re: Lemmings Plus III - Release Topic (Bonus pack: 90.5% complete)
« Reply #49 on: September 20, 2014, 08:09:35 AM »
In case anyone was wondering: There isn't going to be any "testing period" on the bonus pack like there was with LPIII, and like with the LPII Bonus Pack, there will only be *one* backroute-fix update. Of course it'll be tested by me before release, but I won't be sending it to anyone else for pre-release testing.

So, it's just a matter of making those last four levels, doing some more testing, and then it's ready to go.



EDIT: One more level each now - at this stage, Level 7 in both, but I may end up reordering some of them (in particular, Teamwork 6 is definitely good enough to be put in Level 7 if I don't come up with something even better). Moonwalk definitely could use some reordering of the levels, while Teamwork is more or less fine as it is, except maybe having to slot the 7th level in an earlier position depending how it turns out.


EDIT: Made the last remaining level for Teamwork! Just got to come up with one more for Moonwalk now, as well as sort out the reordering of it.
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Re: Lemmings Plus III - Release Topic (Bonus pack: 99.9% complete)
« Reply #50 on: September 20, 2014, 01:46:58 PM »
All levels are now complete! Just got to do some reordering in Moonwalk, then do some testing, and it'll be ready for release! Expect it very soon. :)

Final style counts:
Sky: 9
Circuit: 12
Martian: 10 (including all 3 VGASPEC levels)
Lab: 11

UPDATE: Testing (and preparing replays) is now complete up to the end of Rehash. The reordering is also done for Moonwalk; in the end I only ended up swapping two levels around (level 3 and level 6).

UPDATE: Done to the end of Moonwalk. No changes needed to this point.

UPDATE: Done to the end of Teamwork. Needed two changes here - a backroute fix in one level seemed to have made it impossible, and another level I found gave one builder more than was nessecary (and this extra builder very much simplified the solution).

UPDATE: Done to the end of Party. I realised one level was FAR too hard for its position, so I both reduced the save requirement and moved it to a later position. Aside from that, no issues here. Only the secret levels remain to test now - all their post-completion redirects have been double-checked, but I've still got to check both accessing them and the levels themself.

UPDATE: Tested all the access locations. Only thing left to do is test the secret levels themself, then it's ready for release. (I'm actually 100% sure they're all possible as I haven't modified any of them since creation, but it's just my rule - test every level before release.)
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Re: Lemmings Plus III - Release Topic (Bonus pack released!!!)
« Reply #51 on: September 20, 2014, 05:40:41 PM »
Alright, it's here!

Lemmings Plus III Bonus Pack is now released! Enjoy!

https://www.dropbox.com/s/1w1fbf1al44t5bq/LPIIIB.zip

As usual, things like the cheat code, level files, lists of which levels have the secret levels, etc will be released at a later date.

One thing I will say now - one of the secret levels is NOT accessed in the usual manner! If you're trying to find it...
Quote
Pay close attention to some of the Circuit levels and you might be able to work it out.


So, what's next for Lemmings Plus now? Well, firstly is the updates for this - I'm going to do ONE backroute-fix update (assuming backroutes show up, which they virtually always do) at some point. The second major update (ie: not counting mere upgrades to new NeoLemmix versions, if deemed nessecary) will simply be to re-enable the disabled options (like Challenge Mode, etc). Once that's done, there's the "Lemmings Plus Z Project" (this is just a codename, like "LP5 Project" for LPII and "LPX Project" for LPIII) that I've mentioned here and there (no, I haven't started on it yet, and don't plan to too soon), which will be another large pack using the LPII and LPIII graphic sets combined, as well as the new NeoLemmix skills. I have plans for one other, relatively small entry in the Lemmings Plus series, though that one won't be for at least a couple of months yet - it's quite likely this one will come before, or be developed alongside, LPZ.
My Lemmings projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)

Offline namida

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Re: Lemmings Plus III - Release Topic (Bonus pack released!!!)
« Reply #52 on: September 21, 2014, 05:56:26 PM »
NeoLemmix V1.21n is ready for release. As this fixes a bug involving the Backwards Walkers gimmick, I thought it made sense to upload an updated copy of LPIII Bonus too. Just to be clear - nothing is changed except updating it to the latest NeoLemmix engine.

Same link as before.

EDIT: Just to confirm, there is no intention to release an update based on the V1.21n-B update, unless no new version is avialable by the time backroute fixes need to be done (if they even do - no issues so far).
My Lemmings projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)

Offline chaos_defrost

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Re: Lemmings Plus III - Release Topic (Bonus pack released!!!)
« Reply #53 on: September 22, 2014, 03:07:15 AM »
For some reason, Chrome seems to flag and auto-abort this pack as malware when I try to download it. Curious. Went on FF and it went fine. Playing now.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

Offline namida

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Re: Lemmings Plus III - Release Topic (Bonus pack released!!!)
« Reply #54 on: September 22, 2014, 09:54:20 AM »
That problem exists with many (not all) of the Lemmix players. Avast also did the same thing at one stage (though again, only with certain ones), but I haven't heard of that issue lately so I'm guessing they've sorted out whatever was causing it.

Just to clarify - are you referring to LPIII, the bonus pack, or both? I'll see if there's some way I can report it to them as a false positive.

EDIT: After googling it, it would seem apparently this is a very common problem with "unknown" files - which anything distributed here would be since it's not going to have millions of people downloading it. Basically, Chrome is just overparanoid.
My Lemmings projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)

Offline Wafflem

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Re: Lemmings Plus III - Release Topic (Bonus pack released!!!)
« Reply #55 on: September 27, 2014, 01:26:45 PM »
If nobody has played this pack yet, then I would highly recommend it. I would say the levels are very challenging, yet very rewarding. Even some of the Breather levels require certain strategies. The gimmick levels have added a completely new puzzle element, especially when used in combinations. Also, for those who enjoyed the locked puzzles in Lemmings Plus III, you'll be seeing more of them in this pack. If you were disappointed that Lemmings Plus III was too short, then this pack will more than make up for it. You should check it out if you haven't yet.
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 namida

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Re: Lemmings Plus III - Release Topic (Bonus pack updated!!!)
« Reply #56 on: October 10, 2014, 01:27:52 AM »
Alright, it's been long enough, so the Bonus Pack has been updated and finalized. The only levels that are changed are the last 3 levels of Moonwalk.

This does indeed mean that from this point onwards, all solutions are valid. (Of course they could still be ones I didn't intend, but they don't count as "the level still hasn't really been beaten" or "the new percent record doesn't count" on the grounds of being a backroute.)

https://www.dropbox.com/s/1w1fbf1al44t5bq/LPIIIB.zip

Additionally, the LPIII Bonus Pack level maps have now been added to the NeoLemmix website.

Now I'm free to focus on the new Lemmings Plus projects. I don't think it's time to create a new topic about them yet, but there's already some info on my website. Aside from that, all I'll mention is that there's three planned projects (one major one, and two much smaller ones), which are codenamed:

- Lemmings Plus Z Project (this one has the most info released - see the website for info)
- Lemmings Plus H Project (some info about this is on the website)
- Lemmings Plus C Project (all I've confirmed about this one is that it'll be NeoLemmix-based)
My Lemmings projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)

Offline namida

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Re: Lemmings Plus III - Release Topic (Bonus pack updated!!!)
« Reply #57 on: October 10, 2014, 03:26:28 AM »
By the way, just to clear it up, there are still some never-beaten (except by myself) levels in both LPIII and the bonus pack. Three of the bonus pack ones were beaten in the first release via a backroute, but the backroutes were fixed in the update. The two remaining ones from LPIII have never been beaten, not even with backroutes.

Lemmings Plus III
Dodgy 18
Fierce 16

Lemmings Plus III Bonus Pack
Moonwalk 5
Moonwalk 6
Moonwalk 7

Teamwork 5
Teamwork 6
Teamwork 7

Party 6
Party 7
My Lemmings projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)

Offline namida

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Re: Lemmings Plus III
« Reply #58 on: November 09, 2014, 10:44:44 AM »
Still no progress on any of them. I'm aware of one person who's been trying Dodgy 18 but hasn't succeeded yet.

Oh well, time to drop some more hints I guess.

Firstly, about which gimmick is in use on Dodgy 18...
Quote
No gimmick at all. It just plays gimmick *music*, but it's a regular level.

Now, hints for each level:
Quote
Dodgy 18 - This level would not be possible under traditional Lemmix / DOS mechanics, primarily due to how steel works. EDIT: Though it might be solvable under traditional mechanics by abusing glitches, but obviously that's no help under NeoLemmix.
Fierce 16 - The key trick involves using a destructive skill near the edge of a bridge while the builder is shrugging.

Moonwalk 5 - Apart from working out how to contain the other lemming, this level mostly uses a worker lemming approach.
Moonwalk 6 - Two blockers are obviously needed while reaching the exit; both blockers should be freed by the same lemming, though not at the same time.
Moonwalk 7 - The fact that backwards walkers still perform skills forwards is crucial to seperating workers in this level.

Teamwork 5 - A digger can survive the fall from the bottom of the "clip" at the left edge of the starting platform; this is critical to the solution.
Teamwork 6 - The building across the first gap should be timed so very few lemmings don't fall down.
Teamwork 7 - At one point, you'll need two bashers working on more or less the same wall.

Party 6 - You can get up to the first thin platform (with the gap in the middle) with only two skills, if you time and place them correctly.
Party 7 - Under the Exhaustion gimmick, a climber climbs exactly the maximum safe fall distance before falling down. Although knowing this won't solve the whole level, it's the key to killing the final lemming.
My Lemmings projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)

Offline namida

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Re: Lemmings Plus III
« Reply #59 on: December 21, 2014, 10:51:30 PM »
Wow. It's been ages since there's been any LPIII news - mostly because LPO has been in development / released - but I just now received a replay from the first person to beat Dodgy 18. Well done DynaLem! :D

Fierce 16 still remains unsolved, as do the mentioned bonus pack levels. (Or at least, if they've been solved, I'm not aware of them having been solved.)

EDIT: Received a replay showing Fierce 16 being beaten as well. This means that now, the only one of my packs with remaining unbeaten levels is the LPIII bonus pack - all LPO levels have already been beaten.
My Lemmings projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)