Author Topic: Lemmings Plus Omega (100% complete, now in testing)  (Read 15875 times)

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Offline namida

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Lemmings Plus Omega (100% complete, now in testing)
« on: November 10, 2014, 12:13:50 PM »


Well, I figured it was about time to make a topic for Lemmings Plus Omega (formerly known as "Lemmings Plus Z Project").

Lemmings Plus Omega is a currently-in-development large pack, which will be somewhere between LPDOS and LPII in terms of size, and will be the final major entry in the Lemmings Plus series, if not the final entry in it full stop - this doesn't mean for sure I won't be making more levels after it, just that it's the end of the Lemmings Plus brand, so to speak. This is indeed the motive behind the name, with "Omega" somewhat referring to the concept of being final - a previous title that was considered, and nearly ended up being used, was "Lemmings Plus Finale".

Lemmings Plus Omega will, as you probably expected, be based on the NeoLemmix engine, and take full advantage of most of NeoLemmix's capabilities; one feature that won't be used this time is secret levels. However, expect to see the new skills in full swing, plenty of levels with vertical scrolling, and a couple of new gimmicks too (including some that won't be revealed or made available in NeoLemmix until Omega's release). There won't be new graphic sets; the levels will be made using both the LPII and LPIII styles.

The levels will be split into five ranks. Four of these are the standard progressive difficulty ranks - these are titled "Breezy", "Puzzling", "Perplexing" and "Mental". The last one, titled "Playtime", is somewhat of a bonus rank, and could almost in a way be thought of being Lemmings Plus Omega Bonus Pack but included with the main game itself - all the gimmick and frenzy levels will be in this rank. Playtime will be a bit shorter than the other ranks.

Playtime will contain some levels using never-seen-before gimmicks, as well as some levels using existing gimmicks, and possibly even some levels using old and new gimmicks in combination. There will be exactly one Frenzy level, which is pure-Frenzy (not combined with any other gimmick).

"What about repeats?" Well, Lemmings Plus Omega will, like LPDOS, have repeats throughout the main levels. This is something I kind of missed doing in my last couple of packs (and thus why the Bonus Packs had repeats of the main games' levels). Therefore, Playtime won't have simple repeat levels - though there are repeats of standard levels with a gimmick added to them.


So, how much content to expect? The main ranks have 30 levels each, while Playtime has 15 levels, giving a total of 135 levels. That makes it the largest entry in the Lemmings Plus series, apart from LPDOS. Part of my logic here is that given that I don't need to spend time on making new styles, or do much unique coding for the player, I should expand the level count a bit. And on that note, the completion percent in the topic title refers solely to level design; there are some other minor details (such as MAIN.DAT) but for this pack, these are so small that they're pretty much negligable.

Current progress is:
- Breezy: 30 of 30 (100%)
- Puzzling: 30 of 30 levels (100%)
- Perplexing: 30 of 30 levels (100%)
- Mental: 30 of 30 levels (100%)
- Playtime: 15 of 15 levels (100%)

Style usage so far (note: includes repeats):
- Tree: 15
- Purple: 15
- Psychedelic: 15
- Metal: 15
- Desert: 15
- Sky: 15
- Circuit: 15
- Martian: 15
- Lab: 15

Some more detailed preview info, trivia and a few level maps are available on the Lemmings Plus Omega page of the NeoLemmix website.

Two demos are available.
Demo 1 - 2 levels each from the standard ranks.
Demo 2 - 2 levels each from the standard ranks plus 1 from Playtime using a new gimmick.
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Offline namida

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Re: Lemmings Plus Omega (30.4% complete)
« Reply #1 on: November 10, 2014, 12:14:05 PM »
Demo level positions in the full game: (these of course may be subject to change)
Demo 1
- Breezy 1st level: Breezy 9
- Breezy 2nd level: Breezy 18
- Puzzling 1st level: Puzzling 10
- Puzzling 2nd level: Puzzling 18
- Perplexing 1st level: Perplexing 1
- Perplexing 2nd level: Perplexing 7
- Mental 1st level: Mental 6
- Mental 2nd level: Mental 16

Demo 2
- Breezy 1st level: Breezy 22
- Breezy 2nd level: Breezy 23
- Puzzling 1st level: Puzzling 4
- Puzzling 2nd level: Puzzling 26
- Perplexing 1st level: Perplexing 3
- Perplexing 2nd level: Perplexing 17
- Mental 1st level: Mental 1
- Mental 2nd level: Mental 12
- Playtime level: Playtime 8



Demo 100%ability list:
Note: Some solutions may be backroutes; as I don't plan to update the demos, as far as the demos is concerned these results hold valid.

Demo 1
Breezy 1: 100%able
Breezy 2: 100%able
Puzzling 1: 100%able
Puzzling 2: 100%able
Perplexing 1: 100%able (Nepster)
Perplexing 2: Record is 97%
Mental 1: Record is 96% (Nepster)
Mental 2: 100% is required

Demo 2
Breezy 1: 100%able
Breezy 2: 100%able
Puzzling 1: 100%able
Puzzling 2: Record is 92%
Perplexing 1: 100% is required
Perplexing 2: Record is 96% (DynaLem)
Mental 1: Record is 98%
Mental 2: Record is 96%
Playtime 1: 100% is required



Demo "unbeaten" levels list
These all have been beaten, but only via backroutes that will be fixed in the full version.

Demo 1
Mental 1

Demo 2
Perplexing 2
Mental 2
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Offline Wafflem

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Re: Lemmings Plus Omega (30.4% complete)
« Reply #2 on: November 10, 2014, 12:49:27 PM »
Can't wait for this one!

Since you've added a lot of gimmicks to NeoLemmix, I would suggest making Playtime about 25-30 levels. This is so you'll have space to make levels with new gimmicks, new frenzies and levels with gimmick combinations; a lot of combinations I've mentioned in the NeoLemmix topic have many interesting results (such as the Assign All + Disobedience one). Also, you've mentioned that Playtime might have VGASPEC levels.
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Offline namida

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Re: Lemmings Plus Omega (30.4% complete)
« Reply #3 on: November 10, 2014, 03:47:45 PM »
We'll see. I often have difficulty coming up with good gimmick levels, which is one of the reasons I've decided to keep it short - heck, there's only one level I've made for Playtime so far (with one more idea I have in mind but haven't yet got around to making), compared to quite a lot for the normal ranks.
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Offline namida

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Re: Lemmings Plus Omega (30.4% complete) (DEMO RELEASED)
« Reply #4 on: November 11, 2014, 10:59:09 AM »
ALRIGHT GUYS! The first demo is now here! :)

This demo consists of two levels from each of the main difficulty ranks (there's no levels from Playtime). There's seven unique maps; one level in the demo is a repeat of another level that's also in the demo. It's running on NeoLemmix "V1.25n-D", which is almost identical to V1.25n-C; the only difference being the "test.wav" bug is fixed.

Download Link:
DropBox
NeoLemmix Website

Enjoy, and feel free to send me any replays (either by PM, or just post them in this topic). I'll reveal the cheat code at some point in the next few days.

By the way - I received a PM suggesting that the EXE's icon should be changed to something else, instead of the same one as LPIII. It will be; I just haven't got around to making one yet.

Quote from: No hints; just something that might spoil a surprise with one of the levels
Those who liked Dodgy 3 "Flea Market" from LPIII should really like the second Mental level in the demo. :)
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Offline namida

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Re: Lemmings Plus Omega (30.4% complete) (DEMO RELEASED)
« Reply #5 on: November 11, 2014, 12:18:34 PM »
Another interesting tidbit I'll drop - this has already been hinted at, but I'll outright confirm it now. Yes, there are going to be some new gimmicks that have been made specifically for LPO; these new gimmicks will be made available in NeoCustLemmix / Flexi once the relevant LPO level has been released (whether as part of a demo or the full version). So far, I've made one of these - I'm trying to avoid the ultra-subtle stuff (like for example, Sneaky 4 and Dodgy 16/17 gimmick, and especially the trick used in Dodgy 17 (and let's not forget the REALLY sneaky twist in Dodgy 18* xD)) and instead make it present quite obvious twists that you then have to find a way around - basically, the idea is that for most, if not all of them, an average lemmings player should be able to work out exactly what the gimmick does the first time they try a level that uses it.

In fact, I'm intending that most of the Playtime levels will revolve around new gimmicks, but I do intend to make a couple of levels using classic ones, including some that use classic ones by themself (not in combination with new ones), particularly Karoshi. The already-existing Playtime level is a Frenzy level (based on a concept that most people probably saw coming a mile away), and I intend for that to be the only Frenzy level in the pack.

Quote
* For those who don't already know what Dodgy 18 does (highlight to read), it plays the gimmick music but the level doesn't actually have any gimmick; it's just a regular level with a solution that's somewhat dependant on NeoLemmix mechanics.


I've attached an image of one such new gimmick; it should be quite obvious what's going on here. :P
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Offline Wafflem

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Re: Lemmings Plus Omega (31.9% complete) (DEMO RELEASED)
« Reply #6 on: November 11, 2014, 03:28:36 PM »
I'll post replays here as soon as I can finish what I can do. I feel like I'm close to beating Perplexing 2nd level. EDIT: Solved! Though hopefully it's not a backroute.

I'm very glad you chose to use both the LPII and LPIII styles for this one. The LPII ones especially bring back good memories of playing LPII, and they go very well with the LPIII styles. I honestly missed the LPII ones in LPIII.

Just to clarify: Will the Playtime levels include ones you've added in the NeoLemmix topic (i.e. ones like Steel Invert, Assign All, Other Skills, etc.)? These are very good gimmicks you've added and have tons of potential, especially when combined with other gimmicks.
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Offline namida

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Re: Lemmings Plus Omega (31.9% complete) (DEMO RELEASED)
« Reply #7 on: November 11, 2014, 03:59:59 PM »
All the gimmicks so far included in NeoLemmix, plus a couple of new ones that'll be revealed when LPO is released (or possibly when another demo is), are potential candidates for it, but I may not necesserially use all of the old ones (in particular, I don't think I'm going to try using Overflow a *third* time, people will be expecting it by now :P also, Unalterable Terrain seems to have outlived its usefulness).
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Offline Wafflem

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Re: Lemmings Plus Omega (33.3% complete) (DEMO RELEASED)
« Reply #8 on: November 11, 2014, 05:04:14 PM »
Two glitches I've noticed:

Puzzling 1st level: If a lemming enters a teleporter when walking right, they somehow come out walking left from the receiver.
Puzzling 2nd level: The updraft trigger area needs to be fixed; at the very right of the updraft, the lemmings still falls normally as if they are unaffected by the updraft.
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Offline namida

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Re: Lemmings Plus Omega (33.3% complete) (DEMO RELEASED)
« Reply #9 on: November 11, 2014, 05:07:55 PM »
Two glitches I've noticed:

Perplexing 1st level: If a lemming enters a teleporter when walking right, they somehow come out walking left from the receiver.
Perplexing 2nd level: The updraft trigger area needs to be fixed; at the very right of the updraft, the lemmings still falls normally as if they are unaffected by the updraft.

1) Not a glitch. It can be set for lemming's direction to be swapped after they go through a teleporter.
2) I wondered about this when doing the updates to the styles, but decided against it. Perhaps that level should be slightly modified, though.

Also, those levels are both in *Puzzling*. :P
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Offline Wafflem

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Re: Lemmings Plus Omega (33.3% complete) (DEMO RELEASED)
« Reply #10 on: November 11, 2014, 07:16:02 PM »
Yeah, had to quickly correct that mistake as you were typing your reply. I think I get Puzzling and Perplexing confused a lot. :P

Anyway, here are my demo replays so far. The attempt replay for the 1st level of Mental is also there.

https://www.dropbox.com/sh/ibysw88xw64utjm/AADy8_wr-JNYj_DyhOE3c3Jza?dl=0

My comments (hidden in case nobody wants to know yet):

Quote from: Spoiler

Breezy 1: I'm not sure about this one, one of my solutions did not end using the new skills. Also, does that updraft on the top signify that there will be a repeat level?
Breezy 2: I honestly didn't really expect Mental 6 to have an earlier repeat. This one's different for a worker-lemming level because you have to navigate through the pipes and avoid the radiation objects. I like that I used the Stacker to hold back the lemmings as opposed to the mundane blocker.

Puzzling 1: This one, as far as I can tell, has multiple solutions which are not obvious. Although the teleporter-receiver where lemmings end up in the opposite direction from when they first entered the teleporter may be frustrating. A very good level indeed.
Puzzling 2: Yeah, the updraft needs to be adjusted a little bit. Nothing special, though the three lemmings makes this level different. I would switch this one with Puzzling 1 (unless my solution is a backroute), since this one is easier than Puzzling 1.

Perplexing 1: I really liked this one. Took me quite a while to find the solution; I thought it was pretty clever.
Perplexing 2: This one too, makes great use of the stackers. Both of these levels remind me of Rough 1 "Viva Les Lemmine" for some reason.

Mental 1: What am I missing when handling the radiation objects at the top?
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Offline namida

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Re: Lemmings Plus Omega (33.3% complete) (DEMO RELEASED)
« Reply #11 on: November 11, 2014, 07:40:43 PM »
Quote from: Feedback on replays/comments

Breezy 1 - This is a very early level (in fact, it's the first non-training level that has new skills available) so it's meant to be very open-ended.
Breezy 2 - Using stoners, stackers or sometimes other skills for crowd control is a fairly common thing here. There's quite a lot of early levels that only give one of the three, so by the time the more difficult levels arrive, the player should be used to any of them.

Puzzling 1 - That's a solution I never thought of! Nice! :) (Not a backroute, as the level is intended to be open-ended.)
Puzzling 2 - That's also a somewhat unique one in terms of crowd control. I see now why the updraft objects' trigger areas were noticable to you. I don't think this level is easier than Puzzling 1 though, due to the need for creative crowd control.

Perplexing 1 - That's exactly how I solved it too. :) And it's also one of my favorites.
Perplexing 2 - Your solution is quite different to mine, but just as creative (mine also involves creative use of stackers), and I'm definitely leaving that one in.

Mental 1 - One thing you're missing (though not the only thing); you need constructive *and* destructive skills to get the crowd past where you got them up to. The constructive skill part should be done first. Aside from that, can you get the bombers down to that area *without* destroying the path you've made upwards? (Walkers and blockers are both quite useful for this, but you'll need one other skill too.)

Overall, well done. All your solutions to the levels you did solve are definitely ones that I'm accepting; one (Perplexing 1) was exactly the same as mine, while several of them are ones I hadn't thought of but definitely want to leave in, most notably Perplexing 2, which was designed as one of those "there's only one way to do this, possibly with slight variations on the exact execution" levels, and you came up with a completely different solution that's every bit as creative as the original one and definitely worth keeping in there.
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Offline Nepster

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Re: Lemmings Plus Omega (34.1% complete) (DEMO RELEASED)
« Reply #12 on: November 12, 2014, 05:18:44 PM »
Some replays. Given what you wrote in the second post, my 96% solution to Mental 1 should be a backroute.

Offline namida

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Re: Lemmings Plus Omega (34.1% complete) (DEMO RELEASED)
« Reply #13 on: November 12, 2014, 06:28:18 PM »
Perplexing 1 - Well done on the 100%! :)
Perplexing 2 - You got the same solution that I did.

Mental 1 - Yep, that's a backroute. I'm not going to release an update of the demo so as far as the demo goes your record stands, but that solution will have to be fixed somehow in the full release.
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Offline namida

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Re: Lemmings Plus Omega (37.8% complete) (DEMO RELEASED)
« Reply #14 on: November 13, 2014, 09:05:24 PM »
Pumped out quite a few levels today. Here's a level map of one; this one is in late-Perplexing. There's at least three different solutions that I know of (there's also a fourth that should theoretically work, but in practice requires very precise timing and I haven't been able to pull it off). Two of the solutions are more or less the standard difficulty for that point, the third is a little bit harder (and would probably push the level into Mental if it were the only solution).



50 lemmings, 98% required (100% is possible), RR 50, no time limit.
1 Blocker, 4 Platformers, 3 Miners, 2 Diggers
The pre-placed lemming is a climber.
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Offline namida

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Re: Lemmings Plus Omega (40.0% complete) (DEMO RELEASED)
« Reply #15 on: November 16, 2014, 09:15:22 AM »
Here's a level I just made. This one is mostly intended more as an artistic level than anything else, though it isn't without its challenge factors.

EDIT: Alright, another rank is more than half-done now - just made the 15th level of Perplexing; Breezy has been at 15+ for a while now.

EDIT: Just for fun, I just looked at what was the longest gap between two level slots that had been filled - 7 levels, between Breezy 21 and Breezy 29. The longest consecutive set that *has* all been filled is 11 levels, Breezy 1 to Breezy 11.
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Offline namida

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Re: Lemmings Plus Omega (43.7% complete) (DEMO RELEASED)
« Reply #16 on: November 17, 2014, 12:06:39 AM »
Wow, well I've been making a lot of levels recently (probably because the semester is over, so I'm more or less free until early January now - even then, that's just the summer semester and so I'll only be doing one paper, so will still have plenty of spare time *). Latest level is one that enforces a trick that was meant to be used in Fierce 15, but someone kept finding ways around. :P Unlike Fierce 15, this level almost solely focuses on the trick, with just one other minor obstacle to deal with; so hopefully it won't be backrouted. :P

* Not that I don't spend way too much time on Lemmings even when I don't have it to spare... xD
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Offline namida

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Re: Lemmings Plus Omega (43.7% complete) (DEMO RELEASED)
« Reply #17 on: November 17, 2014, 10:26:44 PM »
Alright, time to let the cat out of the bag. The cheat code for the demo is CHEATSTIME. Like with the demo / nonfinal versions of LPIII, LP3B and HLP, the code has to be re-entered every time you play.
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Offline namida

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Re: Lemmings Plus Omega (43.7% complete) (DEMO RELEASED)
« Reply #18 on: November 18, 2014, 06:11:54 PM »
Though I'm not going to update the demo, the backroute fix for Mental 1 only involves a change to the skillset so you can try it now if you like. The change is simply one less basher. The same general solution (though obviously not the exact approach) still works without the extra basher, though...

Quote
...as far as I can tell, it's only possible to save the bare requirement exactly. I have an idea that might get 82%, actually, but I haven't tried it yet.
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Offline namida

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Re: Lemmings Plus Omega (43.7% complete) (DEMO RELEASED)
« Reply #19 on: November 18, 2014, 07:36:36 PM »
Just made a level that I think sets a new record for most objects I've put in a single level, at 97. Definitely making use of NeoLemmix here. (Doubly so since the majority of those objects are updrafts.) It's an interesting level, because my harder levels generally tend to be more along the ONML or maybe Genesis lines, but this one has a real Mayhem feel to it.

I also think this is probably the longest I've worked on any pack without coming up with the once-per-rank level. "No Salvation" was among the first LPDOS levels I made, and Floater Frenzy came almost as soon as I got the idea of doing gimmick levels in LPII. Excavation Expedition was a bit later for LPIII, but still fairly early in development IIRC.

We won't speak of Floater Frenzy, but I kind of feel Excavation Expedition, while fun, wasn't up to the same standard as No Salvation. So I'm aiming for something more like that this time... just need the idea. xD I have an idea for the general concept - what I'd like to do is have the same level, same stats, and same amount of each skill (probably a low single-digit number), but change *which* skills you get each time.
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Offline namida

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Re: Lemmings Plus Omega (50.4% complete)
« Reply #20 on: November 19, 2014, 02:49:30 AM »
And of course, as soon as I posted that, I came up with one. :)

It's a one-screen level with lots of traps; as could be expected due to this, most iterations of the level give Mechanics in the skillset. The level always has 50 lemmings, a save requirement of 80%, RR1 and no time limit, and always has two each of 5 skills, but *which* 5 skills those are vary between versions. And yes, there's even a Playtime version of it, which indeed keeps to the usual rules (same stats, same quantity of skills, but different selection of skills) but of course adds a gimmick.

Also; adding this level brings the completion past 50%! :D It also brings yet another rank - Mental, this time - to the 50% mark. Only Puzzling and Playtime haven't reached half completion yet. Also, at this point, the pack is only a single level away from having as many levels *so far* as LPIII did altogether (needless to say, it's a lot less work when I only have to make levels, and not also styles). I'll probably do another demo when it gets to around 70% or so; and most likely I'll include a Playtime level too this time.
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Offline namida

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Re: Lemmings Plus Omega (51.9% complete)
« Reply #21 on: November 22, 2014, 11:34:08 PM »
So far there are two brand-new gimmicks for Omega, one of which you've already seen a screenshot of (the rising water one). I'll probably add one more too, though I haven't come up with an idea for it yet. I've done two rising water levels; I'll probably do one more. The other gimmick is more the "one shot" type that can only really be used once, or at least once per pack.

Aside from that, there's also a level using a gimmick (or gimmicks) that are already present in NeoLemmix but haven't been used in Lemmings Plus yet, as well as one Frenzy level (without any other gimmicks) and one level using two already-used gimmicks in combination; the exact combination was also used in the Lemmings Plus III Bonus Pack but this level plays very differently to that one.
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Re: Lemmings Plus Omega (59.3% complete)
« Reply #22 on: November 26, 2014, 01:24:31 AM »
So, a level I just made puts Playtime past 50% too. The only rank that hasn't yet reached that mark is Puzzling. Once it does - it's only one level away - I'll probably put out another demo.

(Of course, it goes without saying that the next level I make won't necesserially be a Puzzling one. I generally aim to make Perplexing or Mental levels, as the early ranks are easier to fill in later.)

Next demo will most likely be two levels of each normal rank again, plus one Playtime level.
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Re: Lemmings Plus Omega (62.2% complete) (2nd Demo Available!)
« Reply #23 on: November 26, 2014, 11:55:28 PM »
Alright, Demo 2 has landed! Once again it's two levels from each main rank, with 7 different maps (the 8th being a repeat of another level that's in the demo). This one, however, also includes one Playtime level, using one of the gimmicks made specifically for Omega.

Download links:
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(NeoLemmix Website)
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Offline namida

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Re: Lemmings Plus Omega (62.2% complete) (2nd Demo Available!)
« Reply #24 on: November 27, 2014, 02:00:13 AM »
I'll be looking for pre-release testers once this pack is completed, so if youre interested, let me know in this topic or via PM.

Highest priority will go to those who were on the testing team for LPIII but not for HLP, second will be to those who were on the HLP team, and finally will be anyone else; however, as usual, the relative skill levels of testers will also be taken into account. Keep in mind that this pack makes heavy use of NeoLemmix features.
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Offline Wafflem

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Re: Lemmings Plus Omega (62.2% complete) (2nd Demo Available!)
« Reply #25 on: November 27, 2014, 11:40:10 AM »
Another great and challenging demo!

Here are the replays of the levels I have done so far. I haven't beaten Mental 1 and 2 yet, but I'll get back to you with a replay/attempt replay on them.

https://www.dropbox.com/sh/v39o5hc9rug7wan/AAAFftJ4txv3Z3xuggAkIdD0a?dl=0

Quote

Breezy 1 - Now that's an interesting level - pre-placed permanent skill trapdoors. Would this happen to be the tutorial level for them?
Breezy 2 - There must be a repeat version of this level, because this one has multiple solutions, some of which don't use the mechanic skill. Nevertheless, I did use the mechanic skill.

Puzzling 1 - Another locked exit puzzle using a tricky structure for a worker lemming. It's also a good way to get acquainted with the level layoit because its repeat version is very difficult. Nice to also see another style using the locked exit-buttons.
Puzzling 2 - Nice use of the slowfreeze, although it would have worked better if you had a tutorial level for the Slowfreeze in the demo, much like how you did with the radiation object. This one seems hard for a Puzzling level; then again, it is in late Puzzling, and I know you like to put a hard level amongst levels that relate to the rank.

Perplexing 1 - might be a backroute. If not, then this level wasn't too hard for a Perplexing level; it might work as the first level of the rank instead.
Perplexing 2 - also might be a backroute.

Mental 1 - Yeah, this one's having me stumped, as I always end up with not enough platformers and builders when trying to make a bridge for the lemmings on the bottom. I'll keep trying and get an attempt replay to you on this one.

Playtime 1 - the rising water level. I thought it'd be hard at first, but it felt satisfying once I figured out the solution. The swimmer skill has a clever usage, too.

There's a glitch in the save system for the demo, though. If you have unlocked both levels, and play the first level of a rank again then quit, switch to another rank before going back to the initial rank, it will take me to the second level instead of the first level.  (e.g. if I play Breezy 1, pressed Esc to quit the level and return to the main menu, then switch to Perplexing and back to Breezy, it takes me to Breezy 2 instead of Breezy 1).

Can't wait for the full game! With what you put in the demos, everything is sure to look exciting and really wrap up the Lemmings Plus series in an excellent way!
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Offline namida

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Re: Lemmings Plus Omega (62.2% complete) (2nd Demo Available!)
« Reply #26 on: November 27, 2014, 08:16:19 PM »
It's meant to do that. It takes you to the first level that is unlocked but *not* beaten. If this is problematic, I can add an option to the configuration to make this not happen?

I'll check your replays now.
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Re: Lemmings Plus Omega (62.2% complete) (2nd Demo Available!)
« Reply #27 on: November 27, 2014, 08:30:51 PM »
Quote

Breezy 1 - You solved it the same way I did. :p It is probably the first level with them, though it has a repeat too.
Breezy 2 - Indeed this one does have a repeat. :p
Puzzling 1 - Nicely done. :)
Puzzling 2 - There's a much tidier way to do this one (and one entirely different solution too, which is the 92% solution), but nevertheless, you have the right general approach.
Perplexing 1 - Not a backroute; that's the intended solution. Well done.
Perplexing 2 - This one is a backroute, though.
Playtime 1 - A bit different from how I did it, but I like your solution; I'm leaving that one in.

In short, only Perplexing 2 was a backroute. Well done! :)
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Offline namida

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Re: Lemmings Plus Omega (63.0% complete) (2nd Demo Available!)
« Reply #28 on: November 27, 2014, 10:54:53 PM »
The tutorial level for walkers simply uses them to free pre-placed blockers, so I've added a level which shows them being used to turn lemmings around, about half way through Breezy.
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Offline Wafflem

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Re: Lemmings Plus Omega (63.7% complete) (2nd Demo Available!)
« Reply #29 on: November 28, 2014, 12:36:06 PM »
Here's another Perplexing 2 replay, which may also be a backroute. The attempt replay for Mental 1 is also in the link.

https://www.dropbox.com/sh/v39o5hc9rug7wan/AAAFftJ4txv3Z3xuggAkIdD0a?dl=0

Also, I've noticed that some objects like the buttons and the updrafts do not appear in the preview screen, yet appear in the gameplay, much like how it was with pre-placed lemmings.
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Offline Nepster

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Re: Lemmings Plus Omega (63.7% complete) (2nd Demo Available!)
« Reply #30 on: November 28, 2014, 04:06:46 PM »
Here are solutions to Perplexing and Mental (though the Mental solutions might be backroutes).

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Re: Lemmings Plus Omega (63.7% complete) (2nd Demo Available!)
« Reply #31 on: November 28, 2014, 10:55:48 PM »
DynaLem:
Quote
- Perplexing 2: Yes, another backroute, though this one is much easier to fix; I'll just swap one builder for a platformer.
- Mental 1: You're very close to solving this one.

Nepster:
Quote
- Perplexing 1: That's the intended solution.
- Perplexing 2: The fall from the cactus was meant to be fatal, that's a major oversight on my part. That being said, this is very very close to the intended way.
- Mental 1: Backroute.
- Mental 2: Backroute too, though this one should be easy to fix.
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Offline Wafflem

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Re: Lemmings Plus Omega (65.2% complete) (2nd Demo Available!)
« Reply #33 on: November 29, 2014, 04:30:02 AM »
A bit different to how I did it, but definitely acceptable. It'll still work on the fixed version (to remove Nepster's backroute) too. :)
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Offline Wafflem

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Re: Lemmings Plus Omega (70.4% complete) (2nd Demo Available!)
« Reply #34 on: November 30, 2014, 02:46:54 PM »
Here's an attempt replay of Skill Factory from the first demo:

https://www.dropbox.com/s/to0y9rnuzuj3ifc/Mental_02.lrb?dl=0

I'd say this one is one of the hardest Mental levels due to the big level, the pickup skills and the pre-placed permanent skill lemmings.
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Offline LJLPM

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Re: Lemmings Plus Omega (72.6% complete) (2nd Demo Available!)
« Reply #35 on: December 01, 2014, 05:45:02 PM »
I've just taken a look at Lemmings Plus Omega, and I really enjoyed the fresh contents it brings to Lemmings! Very good work!!! :D
More generally, congratulations for all your work (level packs, NeoLemmix, tools, ...)!!!

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Re: Lemmings Plus Omega (73.3% complete) (2nd Demo Available!)
« Reply #36 on: December 02, 2014, 05:09:43 AM »
Just reached 100 levels, with the 100th being (if it doesnt get moved) Playtime 4. It's a Sky level using the nuclear bombers gimmick.
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Re: Lemmings Plus Omega (83.0% complete) (2nd Demo Available!)
« Reply #37 on: December 03, 2014, 10:59:12 PM »
As a point of interest, here's the remaining empty level slots at the moment:

Breezy: 17, 20, 24, 25, 27
Puzzling: 5, 7, 9, 11, 12, 14, 17, 21, 24
Perplexing: 12, 18, 24
Mental: 20, 22
Playtime: 2, 12, 13, 15
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Re: Lemmings Plus Omega (87.4% complete) (2nd Demo Available!)
« Reply #38 on: December 06, 2014, 03:06:54 AM »
Mental is now finished! :D

Still got to do 3 each for Perplexing and Playtime, and a handful for the first two ranks. I also probably need to revise the level order somewhat in all ranks.
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Re: Lemmings Plus Omega (88.0% complete) (2nd Demo Available!)
« Reply #39 on: December 06, 2014, 04:51:21 AM »
I've now made the final new gimmick. I think this one will be very interesting indeed...
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Re: Lemmings Plus Omega (91.9% complete)
« Reply #40 on: December 06, 2014, 09:34:36 AM »
Perplexing and Playtime are both now complete. :D

EDIT: And Breezy too now. Only Puzzling left to go.
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Re: Lemmings Plus Omega (100% complete, now in testing)
« Reply #41 on: December 07, 2014, 12:56:51 AM »
Development is now complete and the pack is ready to send to testers. :)
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Offline namida

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Re: Lemmings Plus Omega (100% complete, now in testing)
« Reply #42 on: December 09, 2014, 12:00:53 PM »
Just to keep everyone updated, so far there have been fixes to 22 levels (4 of which are currently known to need further fixing), and not including those 4, there are 9 more levels that I have listed as needing fixes. Not all of these fixes were to remove backroutes; for example, one was an easy level where the release rate was thought to be too high. This is also not including cases where a level's alteration is simply consequential due to fixes in its repeat, but does include when both have been modified for seperate reasons.

I haven't done any reordering yet, but I have 11 levels listed for potentially being moved, with about a 2 to 1 ratio of too easy to too hard.

Most interestingly, not a single fix (or potential reordering) has come up yet for Playtime, though there is one level where I'm expecting that something will probably come up after further testing (just because it's quite complex).
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Offline namida

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Re: Lemmings Plus Omega (100% complete, now in testing)
« Reply #43 on: December 15, 2014, 02:24:42 AM »
Well, I was right about that Playtime level. That aside, fewer and fewer backroutes are coming up now - someone we all know to be VERY good at finding them played through all of Perplexing and found only 3 unintended solutions, one of which I saw no point in fixing as it was far more obscure than the intended one. Mental had 6 as of the latest update (two of which were in the same level and could both be fixed with the same alteration) which is also a major improvement.
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Offline namida

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Re: Lemmings Plus Omega (100% complete, now in testing)
« Reply #44 on: December 17, 2014, 05:29:43 AM »
Well, in the latest updates, only two backroutes came up, both in levels that have been problematic to the point I'm not sure how much I can be bothered doing with them and may just leave them as-is and swap them with earlier levels.

I've just sent off to the testers the first version that has some level reordering, I'd say public release is very close now. :) Especially since it's getting close to Christmas, I'd like to get it out very soon, so likely I'll release it in the next few days even if there isn't much more feedback - I can always do a post-release update or two if need be, though hopefully it won't need many.

I'm going to reveal one of the other new gimmicks now (at least in described form); I'll spoiler tag it for those who don't want to ruin the surprise.

Quote
It's called the "Zombie gimmick". Some pre-placed lemmings (the engine also supports entire trapdoors having this, though none of the levels with this gimmick use it) are zombies, which have a darker and greenish-tinged skin; the zombies cannot be assigned skills and cannot use exits, but otherwise behave like normal lemmings. If they come in contact with a non-zombie lemming, that lemming also becomes a zombie - and if you're not careful, this contagiousness can take over an entire crowd in only a few frames. Just to be clear, although zombies cannot be assigned skills, if they're performing a skill when they get converted, they will continue performing it; they also retain any permanent skills they have. There are two levels using this gimmick.
My Lemmings projects
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