Traps have secondary animations.
I'm considering making custom unanimated versions as part of the project - mainly for those that are
meant to be hidden. Having the visible traps animated is, IMHO, definitely an improvement.
If you feel that "edited to suit the engine" destroys their authentic status, then that's a reason not to have the conversion: Because it can never be authentic.
I agree, and your line of reasoning has led me to question my motivations for doing this... I think it is purely so that
as much of the "look" of the original game is preserved as possible. If I have to be completely honest, it's a mixture of preference, nostalgia, and almost a sense of
protectiveness over the game I grew up with. That last one might seem a bit wierd, but I'd be lying if I denied the presence of that particular motivation. I'm sure I'm not alone in that.
I also fully acknowledge that authenticity is relative: I was only calling Proxima out on it because he stated that as the reason for wanting moss to be removed from steel. However, doing so compromises the visual authenticity. So, I guess it comes down to priorities - in this case, Proxima seems to be prioritising the authenticity of the level's intended solution, whereas I'm prioritising the authenticity of the visual design.
which is more authentic -- preserving the level data or preserving the underlying gameplay?
It's an interesting question, and not one I can answer easily to be honest. I'd say that, since the underlying gameplay is
always compromised by virtue of it being played on NeoLemmix, it makes more sense to go with preserving the level data, and
embracing the resulting differences in gameplay.
From the point of view of challenges, Redux and the original levels are separate packs, and neither is "official" (which has no meaning in this context). I am interested in maintaining a version of the original levels, both because I am interested in results from levels that aren't included in Redux, and for the sake of the "original levels with new skills" challenge.
This seems like a bit of a cake-and-penny situation. If you want a version of the original levels to use for challenges, I'd say
either go with one which has been carefully edited to be suitable for use in NeoLemmix (i.e.
Redux), OR a version which has as few edits to the original layout/data as possible. Why use a sort of "halfway" version? It just seems to add further absurdity to the situation, and potentially renders the results meaningless.
That said, I am happy for the "restored" version not to be accepted as official for challenges - that's not why I'm making it. And besides, people can make challenges for whatever packs they want anyway. I guess I'm just trying to understand the reasoning behind your decision to create a separate pack for challenges, particularly if it means having
yet another version of the original levels!