Thanks for your reply, Strato. First of all: Disarmers (and zombie-disarmers) will stay now, so no need to worry about them.
Proxima makes some very good points. This is the second time in the history of NeoLemmix that level features are actually removed from the game, and not likely to happen again in the next few years.
"The opportune moment" would work with an updraft instead of an anti-splat pad, however "Break my fall" wouldn't, and other levels featuring splat pads, like "Who put that thing there?" or "It's not always what it seems" wouldn't either. So splat pads should definitely stay, and if there are splat pads, I don't see why there shouldn't be an anti-splat pad as a logical counterpart.
Splat pads will certainly stay. That was never a question. And sorry, but I don't see at all, why "Break my fall" wouldn't work with an updraft instead of the anti-splat pad?
Such measures flat-out destroy some existing levels, not only in my pack,...
Every change in the game physics does that. I know it hurts if some of one's levels no longer work. I have some levels that only work in Lemmix and some physics change regarding the digger made them trivial in NeoLemmix. I had some Lix levels that had to go, because Simon removed time limits.
Nevertheless in all cases I managed to replace the levels by even better ones. You can do the same!
Summing up: The question is not "Is there a level it destroys", but "Are there enough good levels to make it worthwhile keeping it with all the additional complexity it adds to the game."
One of my levels for example could have made excellent use of the Frenzy gimmick. It's quite unfair to new creators in my view to treat them like "we were able to toy with this, but you don't get to, just because you happened to find our community too late".
I don't see this is as "we don't let you toy with it", but as: "We already tested these features, found no good use of them, so you don't have to do the same mistake trying to use them". Your Frenzy gimmick is actually a very good example: It annoyed people so much, that a glitch was found to slow down the game despite the gimmick, and other people repeatedly assigned one skill and then restarted the replay before assigning the next skill. So culling the Frenzy gimmick avoided some rants about your levels.
Adding stuff first and then throwing it out again light-handedly actively discourages new creators from trying new ideas, because they never know whether a feature their current levels rely on will still be present in the next version of the game.
That is why we are now much more restrictive with adding new features, so that we don't have to throw them out again. Yes, we made mistakes in the past, but that doesn't mean that we have to keep all the bad stuff we did years ago. And yes, it was also a mistake not to throw out steel areas long ago.
Also, there's the level "Danger of breakthrough" where you have to navigate a lemming with walkers until it gets stoned by the slowfreeze, to both create a blocker at the right spot and to bridge across a pont of water.
Good example of a level which needs frame-precise positioning of timed stoners, which we would like to discourage.
These are only two very simple examples, I do believe there's still a lot of unexplored potential for both of these "skills". So why throw them out before they have been fully explored?
What do you define as "fully explored"? Aren't over two years enough? Should we throw them out after they have been fully explored?
I actually believe one thing that might bar us from exploring these features creatively is getting stuck in one specific level building philosophy.
Ok, here is a sad truth: NeoLemmix doesn't try to please everyone and be able to create every level with every imaginable type of challenge. It simply cannot do that. Instead it focuses on the puzzling aspect with the deliberate choice
to get stuck in one specific philosophy.
If someone wants something else from a lemmings clone, then we encourage them to try out Lemmix, (Super)Lemmini or other clones. It's actually a pity that Tsyu isn't more active on SuperLemmini, because it has a somewhat different philosophy and would make a rather good addition to NeoLemmix and Lix.
PS: Regarding 1.43: I tried to use an older version recently, and for some reason it didn't open properly. Are there any additional files I need to make the 1.43 editor / player work?
It
should work without any additional files. But it won't be able to open any of the levels or packs created with newer NeoLemmix versions. Having said that, I will have to check whether the current style files can be loaded with V1.43.