When converting level packs from NeoLemmix to SuperLemmix (which should ideally only be done either by the original author, or with their permission), there are several significant physics differences which may affect certain levels. These levels may need to be modified or even replaced altogether if a conversion is to be successful.
To name a few:
1) Direct drop is now possible (aka lemmings can fall directly into the Exit from a great height, as long as they hit the Exit trigger before they hit the ground). This also allows mid-air exiting.
2) Jumpers and Reachers can now jump into a mid-air Exit.
3) Sides are solid rather than deadly, and the top of the level is open to allow Jumpers and Projectile skills to continue their arc of trajectory back into the level. Other lems will stop what they're doing if they reach the top, and either walk forwards (if possible) or turn around if there's a terrain/steel barrier.
4) Shimmiers can be assigned to Climbers at any time.
5) The Laserer's range is now 3200px instead of 112px (so, it's
effectively infinite given the 2400 x 2400 limit on NeoLemmix levels)
6) The water graphics from
orig_fire and
orig_marble have been re-purposed as fire objects instead of water objects, and renamed to
lava and
poison. A water graphic has been added to each of these styles so that levels will open in the Player/Editor without throwing an error, but these will be obviously out of position. It's very quick and easy to replace the graphics if needed, I've posted instructions for how to do so
here.
7) Similarly,
ohno_bubble is now a new object type called
Blasticine which causes lems to explode on contact (no surrounding terrain destruction occurs) and
ohno_rock is now called
Vinewater, a new object type which triggers the vinetrap animation instead of the drowner. Again, see
here for instructions as to updating your levels/packs, should you wish to do so.
If I think of anything else I'll post it here, but these are the main things which will affect level solutions between the engines.
If porting one of your NeoLemmix levels to SuperLemmix, I would advise the following:
1) If the level contains Stoners, swap these out for either Blockers, Freezers or Stackers depending on how they're used in the level. For most levels, this shouldn't affect the intended solution too much (although it will obviously have some impact, particularly if the level relies on pixel/timing-precision).
2) If the Exit can be accessed from directly overhead (albeit from a great height), consider blocking this route off if you don't want players to able to drop the lems directly into the Exit. Otherwise, leave it as an alternative solution for players to find
3) If the Exit is in midair, consider whether you want it to be accessible by any of the following: Jumpers, Reachers, Floaters, Fallers. If so, leave it, if not then you might need to fix the level to prevent this.
4) If the level contains Laserers, then tbh there's not a great deal you can do if the solution relies on the original limited range. I would consider redesigning or replacing the level in this case.
5) Any levels containing the water graphic from
orig_fire and/or
orig_marble will need to have the graphic replaced with
orig_fire (lava) and/or
orig_marble (poison), respectively.
I've posted some step-by-step instructions for how to do this here.
With all of this said, of course it would be great to have some NeoLemmix packs ported over to SuperLemmix, and I'll do what I can to help anyone taking on this task. But, it may be even better to create new levels which make use of the new features and mechanics.
I'll be essentially re-writing my own packs for this platform (eventually!). Some levels will copy over nicely, others will need to be redesigned or replaced entirely.