Author Topic: Lemmings Plus Omega II - Development Topic  (Read 14192 times)

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Offline namida

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Lemmings Plus Omega II - Development Topic
« on: December 10, 2016, 04:02:44 PM »
Lemmings Plus Omega II has now been released. Release topic: http://www.lemmingsforums.net/index.php?topic=3170.0



So, a while back I announced "Lemmings Plus Twists". More recently, I mentioned that I wasn't really enjoying creating that and that I'm putting it on hold, if not outright dropping it (to be decided).

But I also mentioned that I had begun work on another Lemmings Plus project, with little information aside from that it's "a large pack" and it's "not Lemmings Plus VI".

So... large Lemmings Plus pack, not a main series entry... so what does that mean then? Well, after Lemmings Plus II and III, I created a new pack, Lemmings Plus Omega, that made more use of their graphic sets.

And now it's time for Lemmings Plus IV and V's sets to get their turn to be re-used in an all-new pack too!

I'm now officially announcing...




That's right! A new pack, making use of Lemmings Plus IV and V's graphic sets in some more new levels! In fact, those of you who are brave enough to face the risk of getting rickrolled, adventurous enough to click weird links, and persistent enough to keep trying until you get lucky may have already obtained the demo - for the last couple of days I had a link in my signature saying "This link has a 90% chance of rickrolling you" - the other 10% gave a Lemmings Plus Omega II demo.

And now, I'm dropping the whole mysterious, chance-based thing and right together with the original announcement, offering a demo to everyone! :)

Ten-level demo download: (V0.25)
http://www.neolemmix.com/download.php?program=26
Requires NeoLemmix V10.12.XX or higher; works best with V10.13.XX experimentals.

I'll drop more information over the next few days. :)



So what's the plan for this pack? Well, as usual, this may be subject to change, but my current target is four ranks of 25 levels each updated info: 20 levels each. And I'm not messing around this time - even the first rank is going to be hard. Some of the levels I've made for the last rank (in my opinion) make even Outrageous look... well okay, that's an exaggeration, but you get the point.

Rank names, you ask? The first one is "Fluffy". It's a very misleading name. ;) The others will be revealed later.

The demo levels are, in the current setup, one from each rank, in the correct order. But, I didn't want to put them in seperate ranks in the demo because it's quite likely that they'll get moved around (I'm sure you can all remember how in LPV's demos - and even LPIV's to a lesser extent - a lot of levels ended up in a different rank in the finished game than they were in the demos, even in regards to the second demos which came out much closer to the packs' completion dates).

As mentioned, graphic set wise, it uses the LPIV and LPV sets. Yes, this is why I changed LPIV to use graphic set-based music rather than a rotation - it would've been weird trying to mix the two methods of music selection into one pack otherwise. So yeah, it'll be the same music tracks again. LPO2 won't use the special final-level tracks from either game or the once-per-rank-level track from LPV... but there is an all-new track for the final level! :) Which yes, I've already made, unless I end up making another level that I think is even more final-level-worthy. Which is unlikely, because I already think this one is my most epic final level yet.

As you may have noted, in Lemmings Plus V I somewhat moved away from the "once per rank level" concept. Although it technically had one, it was essentially just five different levels that are all on one single map. Since it wasn't received too badly, I'm going to make an even bolder move and drop the once-per-rank-level thing entirely here. But instead - every rank is going to have one zombie level. :)

And, I'm going to start tracking progress now, so keep an eye on second post if you like to follow that.

Finally, yes. You can expect even more bee puns. :)



So as you may have noticed, I revealed the names of the 2nd and 3rd ranks - "Coarse" and "Spiky".

Another thing you might have noticed if you paid close attention - or just played the updated demo - is that for the first time in the Lemmings Plus series, there are levels with locked release rates. I'm not going to predict what conventions might be in the future, but for now, this isn't a standard thing of "every level has the release rate locked unless there's a reason for it not to". Rather, it will only be done in levels where it adds to the challenge or prevents a backroute.

There may also be something else new coming, but that's going to be a complete surprise. Even most of the testers aren't going to know about it until they get the test version. ;)



Well, we're almost at half way now, which means a couple of things:

Firstly, I think it's time to reveal the last rank name. So, the four ranks for Lemmings Plus Omega II are - Fluffy, Coarse, Spiky and Sharp. Such a mild-sounding final-rank name compared to "Psycho", "Genius", "Fierce", "Insane", "Outrageous", "Insane" and "Arctic"... okay, maybe not compared to that last one... but don't let the name fool you. There are some truly nasty levels in there.

And secondly, I'd say it's about time to start looking for testers! As usual - looking for a few testers of various skill levels. Don't let the fact that it's a hard pack deter you - the main purpose of testing is to weed out backroutes, after all. For obvious reasons, it's probably best not to help with testing if you're planning on doing a Let's Play of this pack; but aside from that, anyone can apply, though as usual, priority will be given to those who have helped with past testing of Lemmings Plus packs if they're interested.



Given that I'm starting to run a bit dry on level ideas, I've decided to cut the size down to 80 levels; 20 per rank. I've also given LPO2 its first significant level re-ordering, with almost every level's position changed (even after taking into account the reduction to 20 levels per rank; many still changed relative to other levels). This includes 8 levels that moved to a completely different rank; with one case in which a level even moved two ranks - although to be fair, another level moved just as far in terms of overall number of level slots moved, it just wasn't positioned such that this move caused it to jump two ranks instead of just one.

Testing has been going very well. In the latest test version, only one level that was included in the original test version was still showing backroutes - all other backroutes have been in recent addition levels that haven't got much testing yet. :)
« Last Edit: February 20, 2017, 04:15:20 PM by namida »
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Offline namida

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Re: New Lemmings Plus Project
« Reply #1 on: December 10, 2016, 04:02:54 PM »
Progress

All levels are complete, LPO2 is now in prerelease testing. Level order has been finalized.
Number of levels backroute-fixed in latest test version update: 10
Number of levels with known backroutes: 4
Number of levels with borderline cases or other potential concerns: 0

Demo Levels

The demo levels haven't been divided by ranks this time, as I've found too often in my past packs they end up getting moved around. Instead I've just put them all into a single rank, though I have always reflected the proposed in-game order at the time of any given demo update's release.

In the order the levels are in on Demo V0.25, and based off the finalized level order, the demo levels are:
Fluffy 1 "Easy As A, Bee, C"
Fluffy 11 "Edge Of The Universe"
Coarse 6 "The Arcade"
Coarse 1 "Space Oddity"
Coarse 12 "Lemming All-Sorts"
Spiky 18 "Lemming Chaos"
Sharp 1 "Then Came The Lemming..."
Sharp 7 "Odyssey"
Sharp 13 "It's Zombie Time!"
Sharp 17 "Broken Arrow"

All of these levels have been solved.
« Last Edit: February 19, 2017, 04:10:00 PM by namida »
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Online joshescue18

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Re: New Lemmings Plus Project
« Reply #2 on: December 10, 2016, 05:19:10 PM »
I solved all of the levels.

Offline namida

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Re: New Lemmings Plus Project
« Reply #3 on: December 11, 2016, 05:28:23 AM »
I solved all of the levels.

1 and 2 are intended or acceptable, 3 and 4 are backroutes.
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Offline Flopsy

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Re: New Lemmings Plus Project
« Reply #4 on: December 11, 2016, 01:27:51 PM »
Here's what I have so far, level 3 is unsolved for now

Curious if anyone else is having issues in this demo as well with bombers/nukes causing errors to appear.

Offline namida

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Re: New Lemmings Plus Project
« Reply #5 on: December 11, 2016, 02:19:20 PM »
Already mentioned this to Flopsy on IRC, but for everyone else who might wonder: Flopsy has the intended solution on level 1 (the exact intended solution actually, rather than the acceptable similar solution everyone else has found so far), a HUGE backroute on level 2, and the same minor backroute as joshescue18 on level 4.
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Offline namida

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Re: New Lemmings Plus Project
« Reply #6 on: December 11, 2016, 02:54:13 PM »
Updated the demo to fix Flopsy's backroute on "Lemming All-Sorts" (level 2), joshescue's backroute on "Then Came The Lemming..." (level 3), and the backroute they both found on "Odyssey" (level 4). I don't intend to fix the alternate solution to "The Arcade" (level 1), as it's just a slighty harder to execute variation of the intended solution anyway.
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Offline namida

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Re: New Lemmings Plus Project: Lemmings Plus Omega II
« Reply #7 on: December 11, 2016, 03:17:17 PM »
Okay, since we all love extra preview content... I thought I'd (somewhat) go back in time, and reveal the first level I made towards this pack! :)

"Ain't Over Til The Fat Man Sings"
50 lemmings, save 45
Release rate 40
No time limit
2 climbers, 2 bombers, 1 platformer, 4 builders, 1 stacker, 1 basher


At this point in time, level positions are very likely to change, but I currently have it placed as the first level of the 3rd rank. I might move it to somewhere in the mid-to-late 2nd rank though, I'm not really sure.

I also put a bit more info up in the first post. :)
« Last Edit: December 11, 2016, 03:29:23 PM by namida »
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Online joshescue18

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Re: New Lemmings Plus Project: Lemmings Plus Omega II
« Reply #8 on: December 14, 2016, 07:44:00 PM »
I solved Osyssey.

Offline namida

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Re: New Lemmings Plus Project: Lemmings Plus Omega II
« Reply #9 on: December 15, 2016, 03:16:29 AM »
That's another minor backroute, though a bit closer again to intended. I probably won't update the demo again, but I'll be sure to fix that for the full release.
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Offline namida

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Re: New Lemmings Plus Project: Lemmings Plus Omega II
« Reply #10 on: December 25, 2016, 01:10:39 AM »
Here's one of the zombie levels. No, it's totally not based off an Orig level or anything. :P
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Offline namida

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Re: New Lemmings Plus Project: Lemmings Plus Omega II
« Reply #11 on: December 27, 2016, 04:46:55 AM »
Just hit 30 levels! Here's the 30th level I've made for this pack*. I'm not entirely sure where this level fits into the difficulty curve yet, though I'm leaning towards at least early 4th rank.

"Broken Arrow"
15 lemmings, save 14
RR 30, locked
No time limit

1 Bomber, 3 Platformers, 1 Builder, 2 Bashers, 1 Digger

This is also the first Lemmings Plus level (at least in terms of creation order) to have a locked release rate.

* Technically, the 31st, because there's one level I made that I later discarded.
« Last Edit: December 29, 2016, 11:47:28 AM by namida »
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Offline namida

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Re: New Lemmings Plus Project: Lemmings Plus Omega II
« Reply #12 on: December 30, 2016, 07:46:20 AM »
I reuploaded the demo with four more levels added:
- The first level of the first rank. For quite a while I've usually included this level in demos, so it was a bit weird not to have it in this one.
- "It's Zombie Time", which is shown in one of the above posts.
- "Lemming Chaos", which is the permanent title of the level "The Doubly-Hard-For-Flopsy Level" which I entered in mobius's contest. Since it was already revealed, I thought it made sense to include it here.
- "Broken Arrow", which is also shown above.

In addition to the newly added levels, it also has a backroute fix for "Odyssey".

Link is in the first post. You may want to delete your existing save file, otherwise it'll think you haven't beaten levels that you have (and vice versa) since the levels are in the proposed in-game order, not "the four new additions were put at the end / in a seperate rank".
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Offline namida

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Re: New Lemmings Plus Project: Lemmings Plus Omega II
« Reply #13 on: January 02, 2017, 08:14:03 AM »
Okay, so, we finally had a rank hit 50% complete. It was the first rank, which is a bit surprising, given how much I've been on a roll with hard levels lately. I have reasons why I don't want to reveal the milestone level here, sorry.

The pack as a whole is now beyond 40% complete, too.

I added a bit more info to the first post, too. All rank names except the final one are now revealed.
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Offline namida

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Re: New Lemmings Plus Project: Lemmings Plus Omega II
« Reply #14 on: January 05, 2017, 11:41:02 AM »
Okay, so I just made a level that I can reveal. :)

"Don't Forget!"
10 lemmings, save 9
RR 60, no time limit
1 Climber, 1 Glider, 1 Bomber, 2 Platformers, 1 Builder, 1 Basher, 1 Digger

(Image attached).



I'll also reveal a couple of very minor details about the final level. Very minor, but for those who might want it to be a complete surprise I'll spoiler tag it anyway.
Spoiler (click to show/hide)
« Last Edit: January 05, 2017, 12:27:30 PM by namida »
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Offline namida

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Re: New Lemmings Plus Project: Lemmings Plus Omega II
« Reply #15 on: January 08, 2017, 12:08:31 PM »
Just had a fairly big moving-around of the levels.

The current planned order for the demo levels (I won't bother actually updating the demo to reflect this) is:

1. Easy As A, Bee, C (unchanged)
2. The Arcade (unchanged)
3. Lemming All-Sorts (unchanged)
4. Lemming Chaos (was 6th)
5. Then Came The Lemming... (was 4th)
6. Odyssey (was 7th)
7. It's Zombie Time! (was 5th)
8. Broken Arrow (unchanged)

Unchanged of course doesn't nessecerially mean their positions weren't changed at all; just that they weren't changed relative to the other demo levels. For example, Broken Arrow was previously in an earlier position than where It's Zombie Time! is now, but Broken Arrow itself was moved to an even later position too.
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Offline namida

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Re: New Lemmings Plus Project: Lemmings Plus Omega II
« Reply #16 on: January 11, 2017, 01:45:04 PM »
My latest level has now brought every rank up to a double-digit amount of levels. It's also put the pack overall just one level away from half way to completion!

"Sharp Minded Lemming"
20 lemmings, save 18
Release rate 50, no time limit
1 Glider, 1 Bomber, 1 Blocker, 3 Builders, 1 Basher, 1 Miner, 1 Digger

It's also probably the first somewhat-easy level I've made that I feel suits the abstract1 track (yeah, I know Blissful 5 "Stars In Their Eyes" of LPV had that track, but this was almost solely because I wanted the first 8 levels to introduce all 8 standard tracks). On top of that, it's also the first level I've used the newly-supported one-way-up arrows in, although their purpose on this level is almost purely decorative; and IIRC it's also the first level I've made that uses the "Rotate" flag on an object (notice the sideways water at the edges of the levels, which again, is pretty much pure decoration as the sides of the levels would kill the lemmings anyway, and you'd have to go out of your way to reach them).
« Last Edit: January 11, 2017, 01:50:54 PM by namida »
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Offline namida

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Re: New Lemmings Plus Project: Lemmings Plus Omega II
« Reply #17 on: January 11, 2017, 02:10:31 PM »
I'm going to start looking for testers now. It'll probably be a while yet before I start actually sending any test versions (IIRC, Lemmings Plus V was about 75% completed before I sent anything other than the occasional single level to testers), but I'd like to start getting an idea of who'd be interested.

As usual, the primary focus would be on eliminating backroutes; with a secondary focus on tuning the difficulty curve.

Please note that testers will need to have NeoLemmix V10.12.XX (or a higher future version, if applicable by the time testing starts). It's not just a matter of "I'm only building V10.12.XX NXPs"; there are reasons why some of the levels are entirely incompatible with older versions.
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Offline WouterSmits

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Re: New Lemmings Plus Project: Lemmings Plus Omega II
« Reply #18 on: January 11, 2017, 09:31:58 PM »
ilike to test if you give me tips how to beat it
so i can better test
I'm going to start looking for testers now. It'll probably be a while yet before I start actually sending any test versions (IIRC, Lemmings Plus V was about 75% completed before I sent anything other than the occasional single level to testers), but I'd like to start getting an idea of who'd be interested.

As usual, the primary focus would be on eliminating backroutes; with a secondary focus on tuning the difficulty curve.

Please note that testers will need to have NeoLemmix V10.12.XX (or a higher future version, if applicable by the time testing starts). It's not just a matter of "I'm only building V10.12.XX NXPs"; there are reasons why some of the levels are entirely incompatible with older versions.

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Re: New Lemmings Plus Project: Lemmings Plus Omega II
« Reply #19 on: January 11, 2017, 10:33:24 PM »
I'd be happy to help test. I have pretty good luck with stumbling onto backroutes.

Offline namida

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Re: Lemmings Plus Omega II - Development Topic
« Reply #20 on: January 12, 2017, 11:53:47 AM »
Been on a roll with 2nd-rank levels today, which is usually what I find the hardest to make. :D 2nd rank has actually hit the 50% mark before 3rd rank has (though only by a single level).
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Offline namida

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Re: Lemmings Plus Omega II - Development Topic
« Reply #21 on: January 15, 2017, 01:00:03 PM »
While I haven't managed any new levels for a few days, I've gone through and fixed 22 levels that had backroutes (some of which had more than one) today. :D
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Offline namida

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Re: Lemmings Plus Omega II - Development Topic
« Reply #22 on: January 16, 2017, 10:27:04 AM »
I've only made one new level in the last few days (mainly due to that I've been doing a lot of backroute-fixing), and it's one of the ones I don't want to reveal at this stage, so to keep up the previews, here's one that's still fairly recent in terms of creation order. If you were in #neolemmix the other day you might've already seen it, though it's had some adjustments since then, and I also didn't reveal the stats at that time, just the layout.

"USS Lemterprise"
21 lemmings, save 19
RR 99, no time limit
1 Floater, 2 Builders, 1 Basher, 1 Digger

As you can see, this level is very much designed with the artistic side of things in mind, but don't let that fool you - it's quite a clever puzzle too. :P At least if it's finally backroute-free, that is... so far, it's been this pack's biggest case of backroute hell. But I think I've got it now; I can't find any more backroutes, but it remains to be seen if the testers can.
« Last Edit: January 16, 2017, 12:28:09 PM by namida »
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Offline namida

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Re: Lemmings Plus Omega II - Development Topic
« Reply #23 on: January 17, 2017, 12:38:39 PM »
The last rank to pass the half-way mark has now done so*! Here's the level that brought Spiky past the 50% mark.

"Take A Bite"
50 lemmings, save 49
RR 80, no time limit
1 Climber, 1 Blocker, 1 Platformer, 1 Builder, 1 Stacker, 1 Basher, 1 Miner, 1 Digger

* Although I have a lot of notes on what should be reordered, so they might not all remain past half-done once the reordering is complete.

We're also getting very close to the existing levels being backroute-proof; compared to the 22 levels that needed fixes in the first test version, (so far at least) only 5 levels needed them in the latest test version. :D
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Offline namida

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Re: Lemmings Plus Omega II - Development Topic
« Reply #24 on: January 20, 2017, 04:49:04 PM »
I'm starting to have a phase of running dry on level ideas again, so as such I've decided to cut this down to 20 levels per rank, for a total of 80 levels. A lot of levels have also been shuffled around now.

I would still be interested in getting one more pre-release tester, preferably someone who's quite high in terms of Lemmings skill. I have approached one person about it, but if they're not interested or unable to do so, I'd be keen on finding another person. Do keep in mind that LPO2 does use the NeoLemmix skills, some NeoLemmix objects, and has a few zombie levels (one per rank).
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Offline namida

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Re: Lemmings Plus Omega II - Development Topic
« Reply #25 on: January 21, 2017, 06:22:24 AM »
I recently updated LPIV and LPV to use less conflict-prone music names, and I've now updated the LPO2 demo to also reflect these changes.

I also reordered the levels in the demo to accurately reflect the order the levels are currently placed in in the full pack.

I also noticed a distinct lack of Fluffy levels in the demo, so I added one more to it (so the demo now has 9 levels). There's a very big surprise in this newly added level (the second level in in-demo order). ;) Please note, this level will NOT work properly on earlier versions on NL than V10.12.XX (although the LPO2 demo as a whole probably won't load on them anyway).
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Offline namida

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Re: Lemmings Plus Omega II - Development Topic
« Reply #26 on: January 21, 2017, 09:55:53 AM »
Just hit 60 levels, w00t! :D

Here's the 60th level.

"Space Oddity"
50 lemmings, save 49
Release rate 80 (locked), no time limit
I'm going to keep the skillset a surprise on this one, for now.
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Offline namida

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Re: Lemmings Plus Omega II - Development Topic
« Reply #27 on: January 25, 2017, 04:37:39 PM »
Made the final (in creation order, not in-game order) zombie level today. :D

"Zombie Fence"
20 Lemmings (+ 1 Zombie), Save 18
RR 1, no time limit
1 Climber, 2 Floaters, 1 Blocker, 3 Platformers, 1 Builder, 1 Basher, 1 Fencer, 1 Digger
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Offline namida

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Re: Lemmings Plus Omega II - Development Topic
« Reply #28 on: January 27, 2017, 02:23:17 PM »
I'm at the point where I'm really struggling to come up with more ideas for good levels, so I've moved a lot of levels to later positions to fill in the last two ranks, and will be making easier levels to fill in the earlier ranks.

In fact, to avoid bloating it with poor-quality levels, I'm considering doing something unusual, and having different sized ranks - 15 levels each for the two easy ranks, and 20 each for the two hard ranks.
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Offline GigaLem

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Re: Lemmings Plus Omega II - Development Topic
« Reply #29 on: January 28, 2017, 02:55:39 AM »
Played through the demo level with the Fencer skill, darn it now I want to edit with that skill in mind

Offline namida

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Re: Lemmings Plus Omega II - Development Topic
« Reply #30 on: February 01, 2017, 03:45:45 PM »
Latest test version fixed backroutes in 13 levels. There is a 14th level that has a borderline solution that I'm still undecided as to whether I'll fix or not.

There are 11 levels that remain unsolved by any of the testers (not including backroute solutions that have now been fixed), all of which are in Sharp. The "borderline" level mentioned above, the intended solution also has not yet been found. Two of these 11 levels are in fact included in the demo ("It's Zombie Time!" and "Broken Arrow"); to the best of my knowledge no one has solved them there either. Neither have had modifications since the latest demo update. Two of the unsolved levels - which happen to be the last two levels in the pack - I would not be entirely surprised if they remain unsolved right up until the public release, given that these are very hard. To be fair, the tester who has in the past usually solved the most levels in my packs during prerelease testing, hasn't joined the team this time. Maybe I should ask them if they want to, even though this would mean 5 testers altogether which is an unusually high amount for me.
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Offline namida

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Re: Lemmings Plus Omega II - Development Topic
« Reply #31 on: February 07, 2017, 07:38:09 PM »
Testing is taking a bit longer than expected, partly due to that backroutes are only just starting to be found in the harder levels, and partly due to my own slackness.

In the meantime, I updated the demo again. As well as including new backroute fixes for "Odyssey" and "Then Came The Lemming", and correcting the order of the levels (at least in line with the latest test version), I also added one more level, and it's another one that involves fencers. :)
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Online joshescue18

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Re: Lemmings Plus Omega II - Development Topic
« Reply #32 on: February 07, 2017, 10:33:36 PM »
I solved the first eight.

Offline namida

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Re: Lemmings Plus Omega II - Development Topic
« Reply #33 on: February 08, 2017, 01:15:22 AM »
All of your solutions are at least acceptable, most are intended. :D w00t!
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Offline namida

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Re: Lemmings Plus Omega II - Development Topic
« Reply #34 on: February 11, 2017, 05:05:06 PM »
Latest test version update only had three backroute fixes. :) Of course, that doesn't guarantee the next one won't have more, but it's a good sign that we're getting close to ready for release.

In the meantime, here's a final level teaser. This is the final level's minimap... changed from the normal color to white, so the tileset isn't obvious (though I did mention earlier that it's an LPIV set, not an LPV one). :P The attached image is 4x zoomed.

This does give away the size of the level, at least approximately (it'd place it at somewhere between 800x392 and 815x399; the actual size is 800x396). You might notice it's actually quite small compared to LPIV's (960x480), LPV's (976x480), and even LPO's (480x736) final levels. However, smaller doesn't always mean easier... or even shorter... ;) It's also one of only three levels in LPO2 to have a three-digit lemming count (and one of the other two only has a three-digit count if you include cloners), and the only one with a three-digit save requirement. At least it has no time limit, no 99 release rate, and no lemmings headed for immediate danger. :P

And yes, it's the same level that I said back near when I started this pack I had made with the intention of using as the final level one. :)
« Last Edit: February 11, 2017, 05:21:10 PM by namida »
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Offline namida

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Re: Lemmings Plus Omega II - Development Topic
« Reply #35 on: February 15, 2017, 03:01:49 PM »
Ten more backroute fixes just sent out... only for four new backroutes to instantly appear. :P

Still, it's getting to the point where less levels are having backroutes, and it's mostly a few specific troublesome levels.

I've updated the demo with the latest versions of all the levels. Please do note that there may be issues with the screen start position on some levels if you're not using the V10.13.XX experimentals.
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Offline namida

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Re: Lemmings Plus Omega II - Development Topic
« Reply #36 on: February 16, 2017, 11:03:17 AM »
As of some replays I saw just now, every level has been solved, although some of them do remain "only solved via backroutes". Every level that's in the demo has been solved via the intended solution or at least an acceptable solution.
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Offline namida

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Re: Lemmings Plus Omega II - Development Topic
« Reply #37 on: February 16, 2017, 02:19:27 PM »
I've just sent out what I intend to make the last test version. Very few levels are still giving backroute-related issues, which is good - only four levels currently have the status of "not solved except via backroutes that are nowhere near the intended solution" now. I've also probably completed the list of talismans now (I say "probably" because there's one case where I might get rid of the talisman and make it the only solution, and if so, I'll need to add one more).

Release should not be very far away now. :)
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Offline namida

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Re: Lemmings Plus Omega II - Development Topic
« Reply #38 on: February 19, 2017, 04:07:18 PM »
Release is very close now. I've decided on the final level order (and will update the demo list on the first page in a second). I still need to fix a few backroutes (four levels - one in Coarse, three in Sharp). After that, it'll be ready for release. :)
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Offline nin10doadict

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Re: Lemmings Plus Omega II - Development Topic
« Reply #39 on: February 20, 2017, 01:41:27 AM »
I've been thinking about trying an LP of it when it comes out, or at least as much of it as I can manage before I get too stuck to continue. Maybe I'll get through the first rank at least, but if the difficulty is on par with Lemmings Plus 4 (or harder) then that doesn't seem likely (haven't beaten Smooth 20 yet). I'm still gonna try regardless.

Offline Colorful Arty

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Re: Lemmings Plus Omega II - Development Topic
« Reply #40 on: February 20, 2017, 03:08:11 AM »
I've been thinking about trying an LP of it when it comes out, or at least as much of it as I can manage before I get too stuck to continue.

Alright! Another lemmings LPer! I will say from what I've played of the demo, it gets quite hard, but even if you don't finish it would still be enjoyable to watch. :thumbsup:
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Offline namida

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Re: Lemmings Plus Omega II - Development Topic
« Reply #41 on: February 20, 2017, 04:09:13 AM »
I've been thinking about trying an LP of it when it comes out, or at least as much of it as I can manage before I get too stuck to continue. Maybe I'll get through the first rank at least, but if the difficulty is on par with Lemmings Plus 4 (or harder) then that doesn't seem likely (haven't beaten Smooth 20 yet). I'm still gonna try regardless.

I would say Lemmings Plus Omega 2 is probably my hardest pack yet.

If you're looking for something challenging but not too hard to LP, while still making use of NeoLemmix features, the first Lemmings Plus Omega might be a good choice. It does get very hard near the end, but for the most part it's not too bad.
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)