Excuse me, how can you remove objects that are used in several levels like that? In my mind, culling something because "very few people use it" is a terrible reason to cull it, because it will break several levels while giving literally no benefit to anyone else. If few people use it, then why remove it any destroy the levels that do use the feature just because not enough use it? I do not see the rationale for that decision I must say.
As ccexplore already mentioned, I gave reasons besides low usage to cull these objects. However I always stressed the low usage, because I wanted to preserve as many levels as possible. Actually there are quite a few features that I would love to remove as well, but due to their high usage, I refrain from even suggesting it. In other words:
"Low usage is not a reason to remove features, but high usage is a reason to keep them."
Unfortunately all such culling discussions have a tendency to focus on this usage aspect, in part because all people having actual levels using the features will complain and say "But you destroy my level!". That's totally understandable, and I have done so myself in the past.
Thanks to everyone for their replies and opinions. Here are my final decisions. I am aware that whatever I decide, there will be someone unhappy about it, and most likely noone will agree with all of my decisions (and this includes myself).
Dear Strato, have you read this? I
know that you are unhappy if we don't keep everything, in the same way that I
know Proxima and others (including myself) would have liked to cull more. The point here is: You are totally entitled to your own opinion and can ignore the given arguments for removal as irrelevant. But everyone else is entitled to their opinion, too! And this holds even true, if you cannot understand how they arrived at their opinion.
So I have to make some sort of compromise, and this time it was: You get to keep radiation objects and disarmers, and I get to remove slowfreeze and steel areas.
If you have any suggestion how to make everyone happy, please tell me! But simply keeping slowfreeze objects doesn't do this!As far as designing new levels goes, Lemmix is dead.
That's what I thought. So it's quite funny then that I was pointed towards Lemmix for all my timed bomber needs .
If you like timed bombers so much, then revive Lemmix or build levels in Lemmini! If others agree with you and like timed bombers, then they will play your levels in Lemmix.
Even troll levels, as much as they can be hated, can just be skipped - I know a lot of people did that with the trolling level from PARALEMS, and I'm fine with that.
For this they have to know
first, that the level is actually a trolling level. The hatred for such levels comes exactly from the fact, that people who would love to skip such levels, don't realize they play a troll level and try to solve it for a long time until the realization hits them.
This is actually one of the main reasons why we strive to present the player with the full information on the level: To enable to player to decide right away whether they want to play it or not!
Fun fact: When I played Paralems, I knew that there would come a trolling level somewhere, but while playing through the pack, I didn't find it. Only afterwards I actively looked for the trolling level using the clear physics more and then found it.
And who says level creators only build for the Lemmings forum? I've given my pack to my brother and a friend of his, who is a lot more casual in his playing of Lemmings, it mainly has nostalgic purposes for him. If I just serve him puzzles all day he will get a knot in his head after a couple of them and quit before finishing the first rank.
Noone is saying that people just build for the Lemmings forums. But unsatisfactory as it is, we can only hope to please the lemmings forums crowd, because we have no way to know what everyone else thinks.
I also think level packs providing a greater variety of challenges could also help the YouTubers here on the forum in growing their channels. Watching someone think about a puzzle for half an hour isn't really that much fun, is it? You could just play the pack and think about it yourself, then. Watching someone trying to execute an idea that has a little more action to it would make for a much more entertaining Let's Play experience, I think!
And you seem to confuse "puzzle levels" with "hard levels". Almost all of the original lemmings levels are still perfectly fine levels and even here you'll find several packs with relatively easy levels that have received a warm welcome. So while we certainly have packs, where one has to think for half an hour before getting some idea, not every pack is like this.
And sorry, but I don't really agree with your opinion regarding YouTube play-throughs: I remember a live-stream of Wafflem playing Raymanni's pack, where some of the levels took quite some time. But there was always a lot of action, because Wafflem tried out a lot of different approaches, that didn't work.
On the other hand, I don't see much sense in watching 30 minutes of "We all fall down", where someone has to repeat the level time and again due to some misclicks.
Zombies don't cause confusion, really? Pre-skilled lemmings caused a lot of confusion on my pack, so just imagine how much confusion skilled zombies can cause, because their labels can't even be read properly, aside from the initial letter .
That's actually a very good point. It needs to be easier to find out permanent skills that zombies have, or we will have to remove skilled zombies from the game, too.
I have outlined to you how losing slowfreeze would be a loss, so can you tell me now how not removing something is a loss for anyone?
I have to repeat myself here:
- Slowfreeze objects are not sufficiently distinguishable from radiation objects, so these two types can easily be confused with each other.
- Slowfreeze objects require very often frame-precise positioning, making solutions hard to execute.
- The effect of slowfreeze objects cannot be distinguished from the effect of radiation objects until the ten seconds have passed. Lemmings with a timer on top look all the same.
- New players have to wait for ten seconds until they see what happens. Good features give an immediate feedback.
Note that the loss is purely on the side of the people playing the game, not for level designers.