Hmm, the value of the vortex diminished after the decision that the normal exit catches floaters and gliders.
To justify the vortex, you must argue that replicating (with normal grounded exit, and updraft to catch fallers, or redesign the fall to be survivable) is not enough. Be it for practicality/physics/visuals/something, e.g., argue that updraft above the exit exit now catch fallers, but pushes the gliders away.
With the many gadgets in NeoLemmix, it's certainly often doable to replicate X with Y. Ease of workaround cannot be the only criterion against X. But opportunity cost rises for X.
Also potential design issue: How clearly is a gadget a vortex and not an exit? The sucking behavior is clear for WillLem's designs. Will every vortex designer be this clear?
The portal has a similar design issue as the vortex. How does a portal look clearly different than a teleporter? E.g., teleporters are always machines and portals are always wormholes/vortexes? Fun will happen when you have exiting vortexes and portal vortexes, you'll really have to put green/blue scenery in the exiting vortex.
Does the portal pull its weight? E.g., can you replicate the portal by redesigning the level to shorten the distance that the portal shall cross, or can you trap the lemmings to be portalled in a pit with a slow-consuming teleporter.
I have a hunch that the portal will pull more weight than I see at first glance. Lemmings needs both fire and triggered traps, both are integral design elements, although that has to be relativized; this direct comparison is too extreme: The trigger area of triggerd traps won't fill a large region unless they look ugly and stacked. You'd use fire/water for this. And you can (replicate more portal using the teleporter) than you can (replicate fire using triggered trap) because the player wants to enter the portal/teleporter eventually, but is on a strict limit of losses for the trap.
I'm still waiting for a smash hit: An idea so good that namida reacts with "oooooh" and where I'm envious because I didn't think of it first.
In Lemmings 1, traps guided the player, but were not central to the puzzle. Since then, triggered traps have become iconic, and most gadgets can fix backroutes. Clearly, gadgets have grown some weight in design. How close does it come to the design weight of the terrain, the main concern in level design?
The core idea of Lemmings is to control the many by modifying terrain by assigning to the few. A gadget that modifies the terrain? Remote-controlled bomb? Extendable automatic bridge? The bomb has the typical design problem that once you have 7 triggers in the map and 7 bombs, it becomes messy to display which switch is which. And the switch must look different from the exit-opening button, nan nan nan.
-- Simon
Or does NeoLemmix have too many gadgets and we should have ourselves a nice culling spree! The final new object culls! Burn baby burn!