I am still doubtful whether multiple background images are useful:
Claim 2) The current background images in NL styles tend to be too bright and distracting.
IchoTolot criticized the background in "Jade Creek from Freedom Planet" and Simon was annoyed by the background in the first version of zanzindorf's contest level. I tend to agree with both assessments. The best background image was the one namida experimented with: The menu background added to the dirt style. But even this reduced the constrast between terrain and air a lot.
Corollary to Claim 2: The currently available content does not make a strong argument to keep - nevermind extend - the background image feature.
Claim 3) Multiple background images make recognizing terrain even harder
With one background image repeating itself, the player soon knows how the background should look like. With multiple background images, one never knows whether a change in color or theme is due to existing terrain pieces or due to a different background images.
Consider the example image for "Thermal Base from Freedom Planet": To the right of the exit there are huge "windows" between steel pillars. Do they consist of solid terrain or are they background? (I tend to solid...)
Or consider the example image for "Battalio from Freedom Planet": If there wouldn't be so much other terrain in front of the green building with one-way-arrows not extending onto the green stuff, I would have thought it would be solid terrain. And is the air-ship to the right of the green building solid or not? On the one hand, it certainly looks like a special terrain piece that puts a few obstacles in the way of lemmings walking over it, but on the other hand it seems a bit too dull compared to other terrain.
What do all three examples have in common? All these terrain/background parts appear precisely once in the levels. If the background image would automatically be repeating itself, then I could easily compare the respective parts with other parts of the level and make a reasonable guess. But with multiple background images, I am left to try walking there and see what happens...
Corollary to Claim 3: Multiple background images have the tendency to make recognizing terrain even harder, if they do not use the same color theme.
Clam 2) Just because something hasn't been done well [in some people's opinion] doesn't mean it can't be done well.* I agree that a lot of the backgrounds that have been made in the past for NL and more for Lemmini have been too bright and distracting.
Another matter of making the background easier to distinguish is making it simpler; a complex background is more confusing. Dark, simple, maybe even a blurry effect (not sure this can be achieved effectively with small images) can make excellent backgrounds and accent the level well without becoming the least bit distracting.
Lemmings Revolution actually is a decent example° There are many background color/textures to the levels which mostly contrast the level nicely+ the outside area (there are 4 types of these) with rather complex features (like a town) but they're removed from the play area so they don't distract.#
°minus the minor stuff overlapping the game play area; everything else about it is excellent. Yes, this game also features a good example of the worst possible background image: something blocking view of the level completely.
Claim 3) If the background(s) is significantly enough different enough from the terrain so telling the difference is super easy (as I believe it should be) then this won't matter. If you come to a new level, with a new background; if the above is true it should be just as simple as playing a level with new terrain you've never encountered before. Speaking of which, it's still true, imo, that some of the newer terrain sets have STEEL which is not super easily recognizable immediately. I can't remember off hand which they were.
Basically I agree with most of your points here; but like I said above; just because it's done that way, doesn't mean it can't be done another way? So why say 'no more than one background image just because you don't like the current examples'?
*I don't mean to insult anyone's effort on making graphics. Lately everyone who's made new graphics look very beautiful
#It occurs to me again this is one of the things Revolution does really well; maybe why I love the graphics of that game so much. For starters they are very subdued, easy on the eyes, relaxing to look at. And even in that realm, there are quite a few good contrasting terrain/background
EDIT: another idea; which I'm sort of sure has been talked about before and probably shot down, was a background which moves at a slower speed than the foreground. They of course; may get more confusing to some people. But it would differentiate the background from the foreground every time you scroll. I'm not super-in favor of this idea, but just mentioning it.
EDIT: I want to add that if any changes are made; I'd greatly appreciate the automatic background system removed. If someone doesn't want to use a background; they shouldn't have to just because it exists. They should be added by the editor; either as an object as-is or as a separate function within the editor. And some way of dealing with the vertical aspect of an images is needed too. As I understand it; currently background objects wrap horizontally but not vertically? I think they should wrap this way too; for levels that might be taller than 160.
And I just realized something else: if the automatic background function is kept, how would that work now that terrain mixing is introduced?
--After testing; it seems that it will take the background of whatever terrain set is picked last.