Lemmings Plus VI has now been released; click here to go to the release topic.I've also added images of the release versions of all levels, to any posts in this topic that had in-development images. Some are barely changed (or completely unchanged), others are noticably different.
Note: This segment is the original contents of the first post, when this topic was first created. It's very out of date now.Well, while I'm still not nearly as active as I once was, I have been finding the odd bit of spare time lately where I feel like making levels. So, I decided to start working on Lemmings Plus VI!
So... what to expect? Well, I noticed a common issue with my most recent packs - Omega II in particular - was that they're simply too hard. Of course, the flipside is that some people
loved the challenge of them, too. Nonetheless, I've done plenty of harder packs lately, so for Lemmings Plus VI, I'm going to take a step back and make this one a bit easier (if I happen to come up with any particularly hard levels, I'll save them for a later pack, or maybe release them as a bonus pack).
That aside, I'm going to learn from what's happened with more or less every pack I've made from Lemmings Plus III onwards, and not aim for a ridiculously huge amount of levels. Instead, Lemmings Plus VI will be a smaller pack - perhaps 40 to 50 levels, I haven't really decided yet. When I feel like I've made enough levels, I'll decide how to divide it up into ranks and what total number of levels to have - at this stage, I'm not even attempting to sort the levels into ranks. (The primary reason I did so originally was, in fact, because of the music rotation - I'd feel that certain levels suit certain musics, and thus place levels accordingly. Lemmings Plus VI will continue LPIV and LPV's system of the music being tied to the graphic set rather than a rotation, so that isn't a problem here.)
Due to this smaller level count, I'm also likely only going to make three graphic sets for this one (although this is not final). Of these, one is nearing completion, while work on another has started but isn't very far yet. The third, I only have vague ideas of what
kind of environment I'd like it to be, nothing specific.
As of this post, I've made 7 levels so far - five in the nearly-complete style, and two in the other one.
Current progressStyles- Note that I am creating these with a system of "If I need a new piece / object, I'll create it" rather than my previous "aim for a certain number of pieces / objects then make levels within those limitations". So I can't give "this style is X% complete" stats like I could with older packs.
- With that being said, I consider the styles more or less complete. Garden and Basement maybe need a few more terrain pieces.
Levels- 80 of 80 total levels created so far
--- By rank: 20 Sane | 20 Loopy | 20 Manic | 20 Delirious
--- Style usage: 27 Bridge | 27 Garden | 26 Basement
Backroute Fixing- No current known backroutes
- No current borderline cases
- No current talisman backroutes
Music- Will be using the same music scheme as LPIV / LPV (ie: each graphic set has a couple of associated musics, which are chosen arbitrarily on a per-level basis)
- The musics will originate from the first three games in the Phoenix Wright: Ace Attorney series
- Three musics for each graphic set have been chosen
- A potential candidate for final level music has been chosen, though it may be changed if a different final level is chosen
Trivia and teasers- I entered an LPVI level into the current level design contest, keep an eye out for it.
- The once-per-rank level in LPVI will be a return to the more classic style of "same map, different skills / stats" seen in LPI, LPIII and LPO, rather than the more-unusual concepts for them tried in LPIV and LPV.
- The hardest level I've made so far (which is no longer The Highbridge), would likely be in mid-Spiky if it were inserted into Lemmings Plus Omega II.
- One of the demo levels (other than Rocky Road) has a Part II. You'll have to wait and see which one.
- The first level made in the Bridge style (and first of all for LPVI) is The Highbridge, which can be seen in a post in this topic. The first level made in the Basement style is in the demo, Builderdash. The first level in the Garden style, "A Lost Tale", has not been revealed publicly, though the testers have seen it now.
- The first level of each rank, intentionally, uses the same graphic set as the last level of the rank.
- Garden1 is the most common music in the pack, at 11 levels. Excluding the final level music, Garden3 and Basement3 are all tied for least common, at 7 levels each.
- All but one of the Lemmings Plus VI levels with time limits are Bridge levels.