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« on: August 03, 2020, 10:48:44 AM »
Tested rank 4s music to neolemmix's in that levelpack and it matches
Rank 5 Nightmare
Level 1 From Unrest to Antrophy
The hardest thing about this level is just making sure to start the diggers on left upper and right upper part before the worker lemming even gets to
mine the pole that has OWW's on it or you will run out time. also the digger lemming on right side has to be the climber otherwise if you don't pick
him he'll climb back up back toward water and won't make it back. also he would splat.
Issues: had to move up that tiny slope by water on right side because that stupid cliimber again wants to climb over that. Tsyu needs to address
this.
Level 2 Castle Rush
This level has to be precise not only in actions but also timing. What I have to do from now on in Nightmare levels is first check for the differences
in neolemmix's version to correct backroutes (ie add OWW's,etc) then instead of watching Youtube's video I will have Lemmini and Superlemmini's
windows open and slowly watch Icho's Lemmini replay and follow exactly it in Superlemmini right down to the finest of details(ie exact placement
of actions, timing, release rate changes) and use forward framestepping and pause in Superlemmini.
Anyways as far as solving this level, yes I had to use Icho's Lemmini replays and follow it in Superlemmi right down to the finest of details, I mean
within pixels, clock management etc. and as long as I did this the level worked. but yes I can see the differences already in the first two levels in
this rank already over the previous ranks.
Issues: None
Level 3 Lemming City Stories
Again used Icho's replay and slowly did everything precise in Superlemmini. This one wasn't so bad because I had 57sec left when level finished.
probably the most difficult thing is making sure digger on far left is close enough to edge below so he can be released by a blocker. other than that
there wasn't too many difficult things about it.
Issues: None
Level 4 Stop and Go!
This level has a major problem with diggers unblocking blockers (I think it's Superlemmini's physics that are not the same as Lemmini's)
kinda like the climber climbing over 1 pixel ceilings. I've spent hours on this level. There are times the blocker is practically on i pixel where his
one foot is hanging is space. I don't think that is supposed to happen. but finally i got a funky replay where the blocker is supposed to block on
left diggers pit until builder to left exit is almost done building then release that blocker with a digger.
my replay is where there is a super thin(almost looks like a piece of thread) barrier and the blocker in the middle with lemmings on both sides)
Kinda looks like the one in SterneHimmel where the blocker is in the middle with lemmings on both sides blocked by thin barriers.then i release
the blocker with the digger(on left side of blocker). I know this is not the intended solution but since it worked I'll take it since I think the physics
in Superlemmini may not work correctly with the diggers unblocking blockers. I had no problem with the other ones just for some reason with the
blocker in left diggers pit could never get unblocked no matter what I did.
I'm just going to move on from this level, at least I have a replay that worked(even a funky one)
also I saw Icho's Lemmini replay on this level to see where blocker is there. I've had the blocker in that position before and Superlemmini
wouldn't let me unblock him there, because it's too close to steel.
Edit: i'm thinking of maybe exchanging a basher for 1 of the diggers in this level. but i'll hold off for now. I'll think about for a while. and I
reported this behavior to Tsyu
Edit 2: I've just noticed neolemmix's version is different. I'm going to use neolemmix's version since their Icho mentioned something about this
level having a lot of patches.
UPDATE:
Ok Superlemmini will now use the Neolemmix version of Level 4 stop and Go. This is much better as now there are no Issues
This version has a different skill set (still must use them all to solve). Now 3 miners are in this version. also this one has added steel to terrain
Now there is less time to solve from 3 minutes to 2 min 40 sec. but this isn't even an issue as I finished level still with 30 seconds.
Level 5 Four Pals
Ok this one is a super easy one. the only thing you have to make sure of is miner mines right 2 small poles back instead of right at edge of
barrier and basher bashes right at lowest part of snow at bottom area to keep lemmings somewhat close together as this is a must so builder
has time to build over gap toward exit.
Oh Added right facing OWW's on pole lemmings land on according to Icho's video
Issues: None
Level 6 Brick Confusion
ok what makes the level hard is the timing of the floaters. 1st let the 1st lemming float, then pause set RR to 99 do framestepping and as soon as you
see the next one out the set RR back to 1 so the 2 will be close together as only 1 can get sucked by the sucker. And the only other part
that gave me trouble is getting that blocker on end of builders step so builder will turn right(after several attempts I finally got it). all the other
steps in icho's solution not that hard. and if you do everything correct time won't be an issue as I finished level around 38 seconds left.
Issues:None
Level 7 Tactical Foul
Ok, I have one question for you, why is this in Nightmare rank? Should be maybe only beginning part of 2nd rank or end of 1st. the puzzle is
super easy to execute. did it 1st try. Not even a time cruncher. I didn't even find 1 part tricky.
maybe only to make sure athlete builds not at edge to reach barrier there to build so the released lemmings don't splat.
Maybe this level is here in this rank because the're on their way home drunk. (which is harder than this puzzle)
Issues: Level doesn't belong in this rank.
Level 08 Up and Down the Shafts.
ok. This is a nice puzzle. This one isn[t too tough to execute. probably the trickiest parts were the 2 mining actions. 1st one at upper hatch
when its time to mine that blocker away so upper crowd can drop down to lower level. Again it's so crowded up there sometimes its hard to get
the miner to mine right also back enough so no lemmings splat(in neolemmix would be easier because of skill shadows) and the other miner
action near the exit. must mine left down close to that square steel block(without hitting it) because if you don't get close to steel block miner
will continue mining through floor. other than those 2 things rest of level is easy to execute.
Issues: None
Level 09 Pipe Grid Puzzle
Ok this level is just a timing puzzle. everything must be timed just at the right time. also the group of non-worker lemmings have to be
released early enough so you don't run out of time as there is only 2 minutes. the puzzle part is easy. it's just timing everything right. It took
several tries. But I got it. Probably the trickiest part is when to make a lemming a climber so last 2 builder lemmings will get to exit.
Issues: None. Of course I made sure all the suckers work.
UPDATE: I watched Icho's youtube video on this level. He said it was problematic with so many backroutes to fix. So I made these fixes for
for Superlemmi. This isn't a different version, it's just backroute fixed. Solution is the same and skillset is the same.
UPDATE2: This level is still a problem level as it still can be backrouted.
Level 10 Shadowrun
Wow I had 1 second left when last lemming exited. Of course I saw Icho's replay for regular Lemmini his replay only had 3 seconds.
and his neolemmix replay had 6 seconds. He mentioned in his channel as long as you do his solution, time will not run out but sure cuts it close
He must have spent some time on designing this one. I found only 1 tricky part though (getting the right lemming to start digging from hatch)
I found out when framstepping and pausing as soon as you see 12 lemmings out dig the starting lemming. That will make it so 2 lemmings are in pit
1 will go right and 1 left. The rest of the level was easy to execute, just had to use pause since it's a minor multitask (left side lemmings and 2 right
side ones) I can't even see a backroute on this one since time is extremely tight
I added the small right-facing OWW's on upward slope just left and below hatch that's in neolemmix(he said that part was a backroute fix)
Issues: again climber issue: had to raise that tiny slope near right-most OWW's where lemming digs before exploding as stupid climber wants to
climb instead of being contained. and one cant have that I mean he could make it to exit but since time is an issue I had to fix.
Level 11 The Chosen Lemmings of Ra
ok, This one is kind of a timing one too. The tricky part for me is It seemed like the lemmings heading left from the trap at bottom right would
keep beating the lemming that came down after digging above exit where he builds right accross small gap. The other parts I had no problem
with. I had to play around with the timing with the floater at top right, when to float him. finally got it. also I increase the RR to 99 as soon as
see the 3rd lemming coming out of hatch. I finished level with 9 seconds. Man your right, no playing around, every one of the actions have to
be spot on or time runs out. In neolemmix, Icho's version is easier as he has more levels with unlimited time.
Issues: Again I had to raise that tiny slope just to the right of that small water gap as the climber who mined left at top left wall climbs that.
This is really annoying. Climbers shouldn't be doing that.
Level 12 Way into Madness
ok this one was easy to execute. nice puzzle. I've been noticing in this rank he has some nice puzzle ones. basically the solution is just
making sure lemmings have builder steps to walk on over small fire pits and a couple spots where a lemming makes a bash so lemmings
won't fall over (right side sloping terrain and digger part on left side.). Finished with 3 seconds left. Icho's lemmini replay was 2 seconds.
Note:Neolemmix's version is different. a little bit different terrain on left side upper level and solution was different in neolemmix from
Lemmini's..But I always try to keep the Lemmini's version in my Superlemmini. (Nightmare 4 Stop and Go was the one exception
since it had a problem) I do though add backroute fixes if the level is the same. In this one the only thing I added was the 3 fireblowers
on the right upper level (Icho mentioned a backroute).
Issues: 3 of the firepits I had to adjust, because instead of lemmings dying, they were just walking back and forth on them.
Update: I have saved 2 replays for this level. I wanted to see if Icho's neolemmix solution would work in this one since this one is Lemmini
version map. Terrain a little different in my Superlemmini(I kept Lemmini's version). but his neolemmix solution(slightly different)
also works (finished with 6 seconds vs 3 in lemmini's solution). both solutions use all skills.
Level 13 Face Down and Pushing Through
ok This level according to Icho was changed to a solution that Namida used thus getting rid of 1 miner and 4 diggers. He said he changed it to
Namida's because it was backrouted too much, so I did the same. so when playing my Superlemmini to solve one must use the Namida solution.
And yes it works. I saved the replay with the change in skill set.
As far as solving the level the only tricky part was getting that last build to OWW. The builder must be back far enough so build can reach near
high part of OWW so miner can mine left down without hitting steel. also the builder steps go more into OWW so miner will go through it without
leaving a tiny gap.
Issues: None
Level 14 Justice for Heroes
Ok this level wasn't too tricky to execute either. the trickiest part was the blocker near the exit. In Superlemmi if a lemming is too close to the exit
it won't allow one to become a blocker. I managed it though. This is the only part that has to be precise because of Superlemmi's engine.
I added the OWW's that were on big block left of entrance where 1st miner mines shown in neolemmix (backroute fix). The blocker pickup skill obviously
can't be used in Superlemmini, so there probably will still be a backroute as Icho added one in neolemmix where he said he put the blocker pickup
skill because the blocker was being misused at the beginning.
Issues: None
Level 15 Try Die Cry
Ok this is a nice puzzle too. Not hard to execute either. In the neolemmix version Icho mentions he had to add 3 blocker and 2 basher pickup
skills as a backroute fix, but obviously Superlemmini doesn't have pickup skills, so here there's probably a backroute. But I solved just using
Icho's solution. As far as solving, nothing is that hard to execute, probably the trickiest is just making sure a builder is
used correctly hits barrier without turning around right before small water gap on bottom floor because he needs to climb there so he can
continue right to upper floor. if he turns around he'll just exit.
Issues: I had to put a small vertical barrier right before small left diagonal stairs near upper right because again a stupid climber climbs over
that. so annoying. also I had to go to pillars style file and add the ,1 for the spikes as it crashed. this is the first level that uses spikes.
Level 16 Another Brick in the Wall(Pink Floyd)
ok this one wasn't hard to execute either. the trickiest part was probably to make sure that digger on on top of that big block digs near left edge
so when he gets to bottom and breaks thru just at very bottom to open gap he can be blocked and released. This level I finished with 25 seconds
Icho's Lemmini replay he finished with 7 seconds left because when he built over small water gap at far right bottom near exit the lemming
turned around and he didn't bash the right barrier with the 1st lemming where I did.
Note: this level is exactly the same as neolemmix's including same skill set, but save % in neolemmix is 97 where in Lemmini it's 96. so I
changed it to 97. This is because in Icho's Lemmini replay he forgot to turn 2nd lemming into a climber(he did 3rd one so he lost a lemming that he
shouldn't have-he messed up). In neolemmix he got it right-he didn't lose a lemming, so was 97.
Issues: same ol' same ol' stupid climber issue. a climber wants to climb over statue right below leftmost hatch so i put a tiny piece of terrain on
his head so climber will turn around there.
Level 17 Frozen Mind
This is a a Nightmare(pun intended). I hate this level. I just couldn't get that lemming to bash thru the 2 placed builders steps. of course there
was timing of when to send the climbers. Send the first one but then must wait till you see the 13th one out to send the next 3. and the final one
after 37th lemming come out of hatch. also that digger has to be real low because the lemmings that are not doing anything are low, so that was
a problem. Everything else was easy. its just the 2 builders have to be super precise where they start building also the basher has to be at a
perfect spot to bash so he will go through the builders steps into the left area where remaining lemmings are. finally after hours of trying I did it.
Issues:None
Level 18 Under the grinning Moon
This level was easy to solve but an editing nightmare. Stupid way the shadow traps work. they have too big of a trigger zone. Spent a few hours
just fiddling with it to get it to work. Not a perfect one but at least the traps work.
Also Icho made a lot of backroute fixes in the level. He added a tiny bit of steel below hatch, left facing OWW on big block left of exit, along with
some steel on top of that block. also a middle-sized block left of exit. Not a fun level at all to edit.
But as far as solving this level it was a nice puzzle. The only real tricky part was lining up the builder miner trick Icho loves to use. but this trick
isn't nearly as difficult as that one in the previous level. I hate those ones, especially when the basher is far from builder steps. These tricks are
easier to do.
Issues: editing nightmare with the traps as they have too big a trigger zone.
Level 19 Balls Ahead!
ok this is a nice puzzle, very easy to execute. The only tricky parts again were Icho's builder miner trick near exit and also to make sure 3rd
climber is sent a little later so a lemming can build left at blocker near top of map.
Issues: just had to lower a little bit of those steel blocks near top of map close to entrance as climbers fell back down instead of continuing over.
also again a tiny slope that climber climbs over where he shouldn't have (although climber could still make it to exit in time, but since he
isn't supposed to climb the slope I raised it again.)
Level 20 Pachelbel's Canon
ok got this level to finally work the stupid miner builder trick wouldn't work with the terrain so I altered it slightly so it will now work. spent hours
on this again.
anyways, solving this level's is a multi-task between the upper level and lower level not really hard to solve if you take it slowly. I had no
problem in this one with the basher builder trick but the minor builder one failed every time because of the terrain.
I noticed the song it play's. I think it is only used in this level (from neolemmix). I like the music. also Lemmini also play another version
of this song. I like Lemmini's too.
Issues: builder miner trick wouldn't work so I slightly made it work with fixing terrain. This was the only issue.
Edit: I watched the Lemmini one of this one. when the miner hits steel he doesn't turn around. In Superlemmini he does. This was another
problem I was having. That is another reason I altered Superlemmi's terrain.
Level 21 Rockbiter
ok this one was a multi-task level. the trickiest parts for me, I think were making sure the miner mines 3 times in big middle block by having
blockers at each edge to turn the miner. 1st one was simply a climber from top left hatch then next 2 were sent up by climbers timed just right to
block then the miner will be low enough so all lemming can get home. of course have to build the gaps miner left but that was easy.
also top right lemmings got home by 2 floaters falling then climbing right thin column. 1st floater-climber explodes about 1/2 way up pole then
2nd one just puts a single step in bomber hole so the top right ones can land on it after a builder land on pole.
Issue: None
Level 22 Kairo
First of all, this level Icho fixed in his last neolemmix reunion update, which I went back to solve because I wanted all the replays for neolemmix's
So I kinda already remembered the solution to this one. This puzzle is kind of a Beat the Clock level. Basically you do a few skills to lead the lone lemming to open the path to the exit (with help from a 2nd one who made it past traps(send 5 and block the 6th) at the end you will have your lone lemming leading way. then it's a matter of race to last crusher all the lemmings that were released from the blown up blocker and lone lemming pretty much have to be at last crusher almost simultanionly but just an instant before the lone lemming has to be crushed and while that happens the others sneak past the last crusher to the exit.
Note: I fixed this to match neolemmix's as the level and solution are the same with changes Icho made in his last update.
Issues:None
Level 23 You have to Believe!
ok this level requires extreme precision with the miner builder steps so miner can zig-zag down before bashing right to free lower level lemmings
also at the beginning, it's the same way where miner from right hatch has to mine down left thru builders step that were placed there from the digger
at start. also was very difficult to get the miner to mine left since it's so crowded there.
This level is the most difficult level in game so far not because of the solution per say, but because of extreme precison.
Also this is the Lemmini's version of the level which is more difficult than neolemmix, also neolemmix has a different solution. But I always try to keep
the Lemmini version even though it's way more difficult than neolemmix's
Issues:
Ok this level has a problem with the thickness of the builders steps. in the 2nd zig-zag mining area the thickness causes the miner to aways break the
one going down left near where left wall starts so I decided to add 1 more builder to level to have a double builder there so the puzzle can be solved.
Maybe it's Superlemmini engine(not sure). I saw Icho's Lemmini replay. this part is so extreme that I don't believe other people will enjoy this problem
so that is why I added 1 builder. The level should be based on the puzzle not the builders steps.
UPDATE: i just saw Icho's youtube on neolemmix for this level and yes he mentions this problem with the builder steps, so he also added an extra
builder..
Level 24 Rise of a Digital Nation
Ok this level I finished with 3 seconds. Since neolemmix's version is exactly the same, I just followed Icho's solution on Youtube. Not really a hard
one, just make sure to pause and see what's going on in level and follow it precisely. Not too many difficult things, the trickiest was just that 2nd
gap(the one after electrical trap) the lemming has to be just on very edge of block so he builds and turns around. had to use forward
framestepping and do a few times. but managed it.
Issues: None
Level 25 The Flameout
ok this level wasn't too bad. the trickiest part was getting that blocker at very far right near exit. he practically was just as far as he can go,
because even though I got builder to hit him and turn and make it left. it was difficult because blocker has to be far enough right after builder
builds so other lemmings get on the step and turn and head for exit instead of hitting blocker and not going up. that was very difficult.
rest of level was not very difficult.
Issues: None
Level 26 The Master System
Ok this level Icho used his builder miner trick 2 times, I accomplished both by looking precisely at his youtube channel the placement.
the first one it took 3 tries as I was just a tad off. The 2nd one near the exit I managed to do it the 1st try.
There was no problem though in these tricks as long as there flat or near flat surfaces unlike pachebel's canon. That level's dirt area was just
too ruged. The only other tricky part (and not really that tricky) was bombing the crowd at the right time so they won't splat on diggers ledge.
I added the tiny OWW's on the compartment sides where the rightmost lemmings are shown in the neolemmix level(backroute fix according to
Icho)
Issues: None
Level 27 Unsecure Area
Ok this level was the 2nd of 2 levels Icho updated in his latest release in neolemmix. So again I was already familiar with the solution as I
corrected the solution for his neolemmix pack. The only difference between neolemmix's version and Lemmini's is he exchanged a basher
for a digger in neolemmix. but either one was used in the same spot, so it really doesn't matter which one is there. The solution is the same
either way. The only thing That I added for Superlemmini is the ton of stompers at beginning because I fixed a backroute Icho mentioned
where if one does any kind of building the lemmings will get stomped as building there is to prevent a backroute.
As far as solving, I think this level is not too hard. The trickiest part probably is again Icho's famous builder miner trick. but after a few tries
I got it lined up. Just had to make sure digger at OWW's was far enough left so when miner gets down there to finish mining he doesn't leave
a gap.
Note: in Neolemmix's version Icho added 2 climber pickup skills but since Superlemmini does'nt have pickups there might still be a backroute
possible here in Superlemmini.
Issues: had to vertically adjust map because climbers fell back down trying to climb those steel blocks near top of screen.
Level 28 Cranking the Stress
ok, Now I know why he calls it this. Everything in this level is hard.(still I think "You have to believe" and "Lemmings go cliffjumping" are harder)
For me the hardest part of the level is the very first part timing the floaters just right. Also the bomber climbing there has to be in a precise
spot so when miner mines down right, the builder steps are placed correctly. Still for me not so tricky(saw in Icho's replay precisely where to
bomb. I got the all the placements correct. Just timing the floaters was for me the hardest part.
Issues: None
Level 29 Lemtris Version X
Wow what a level very lenghty but not as hard as some previous levels. Just had to take my time with the placements of the builder miner
Tricks and follow Icho's solution although the last few things I didn't as I could see the final touches which I did on my own.
At least the lemtris blocks are square so the builder minor tricks are much easier to do once you just get it placed correct.
Used every skill except for 4 blockers. I know Icho had a few others, but I'm just glad to finish it (had 1min 42sec left).
Issues:None
Level 30 NOW YOUR NIGHTMARE COMES TO LIFE(OR AKA "A Living Nightmare" in neolemmix)
Ok this has now become the most difficult level in the pack. Every placement is extremely difficult. The most difficult part was the last blocker
was never far enough left so builder could get to top of bashed slope(in Superlemmini blockers can't be put down near fire like lemmini's
(lemmings will just walk past-I saw in Icho's Lemmini one the replay where it lets you) so I decided to push inward the leftmost blue block
before exit so there will be slightly more room to get builder up to bashed slope). Also the spot where a bomber explodes and the builder needs
to build right thru hole to some hatched lemmings, the exploding hole is just not big enough to get him to right in 1 build(he always hit his head
so I decided to add 1 builder to help here.
As far as solving the level, I had no trouble with the builder miner trick on leftside, where miner releases the blocker down left.
the basher 2 builder trick was difficult because one had to time this so the builder steps are at a spot where when the basher from leftside will
release the hatched lemmings. But the most difficult of all was the last blocker on left before exit. Didn't have enough room like Lemmini's so I
needed to push that left blue block a tad right to help with this. Also this Level is a time cruncher. Finished level with 17 seconds not counting the
Nuke.
Issues: see above
Pack is now finished. There are no Java issues in any levels so there shouldn't be any crashes including the traps, (i fixed any with Tsyus ,1). Also
all the issues with the exits are now solved.
Soon I will get the Pack Uploaded. Just going to check a few other things, then I will upload it.