Lemmings Forums

Other Lemmings Projects => Levels for other engines => Topic started by: Akseli on August 11, 2013, 04:22:27 PM

Title: Akseli's first custom level pack
Post by: Akseli on August 11, 2013, 04:22:27 PM
So that I can say I've released even one level pack. Plus level packs suddenly coming out of nowhere is cool.

It can't hurt to try out designing a few levels, can it? :) Level designing can be pretty fun and rewarding if you have some good ideas and people playing them.

...level, considering it's his very first. I hope you make more Akseli!  :)

I'm not sure if I would have ever made even one single level without a contest like this. And I'm really excited to see what kinds of solutions other people will find for my creation. I think I'm starting to understand the allure of making own levels more than ever.

And some more comments outside the forums something in the style of "How on Earth haven't you made levels, dude!?!?!?".

Yeap and it really seems to make sense starting a topic for a level pack rather than putting everything in Lemmix Level Pack Topic. :)

Recently I really realized how there's much less interest in level designing in the Lemmings community than I thought. I think "Lemmings Community Compilation Levelpack" topic was the last bit when I figured out that surprisingly few seem to be really interested in the level designing scene/has played many custom levels/are willing to discuss about these. This issue doesn't at least spark my level designing appetite too much, and I'm not sure if/when I'm going to make more levels. But now I have created even one single pack, so I can taste what it's like to create levels myself, not just to play others' ones.

My levels in this pack focus on tricks. Some of them I've discovered entirely myself, and some of them I've got inspiration from Clam's trick topic. One level uses a glitch, but I think it's somewhat obvious which one it is. I don't know if most of these tricks are used in older levels already. Highly probably they are, and you can mention it if you find my levels similar than some older levels. But it's of course very nice if there's even one single level which could offer you something that you haven't experienced in Lemmings before.

Naturally, I'd like to hear any kind of thoughts which come to anyone's mind about my levels. Are there flaws in my levels, which kind of, does something look ugly, is the difficulty curve solid etc. I'd like to hear which levels are your favourites of these, but also which levels are your least favourites. Also, which levels you considered the hardest, which the easiest and so on. You can rank my levels in these kinds of orders if you like.
I'd guess that the most annoying issues in my levels are going to be executing the solutions. Like I said, they use tricks, and these need precision. I'd recommend to utilize fast forward and save states as much as you like. Of course I'd like to hear which other details annoy in my levels. And if there's actually something you like about. Please don't hesitate to give any kind of feedback, I'll appreciate everything.

The first level I saw in my dream when I was 11 years old. It looks very simplistic, but at least for now I don't want to add any decoration there, because the level was exactly like that in my dream. I'm surprised that the level actually works well.
The third level is a tribute/gift/something for some of my favourite level designers. In a neat puzzle game called "Laser Tank" there were people who made this kind of tribute levels for their "role models"/level designers they honoured particularly in that game. I liked that idea a lot. Tricks needed in this level aren't discovered by me.
The fifth and the ninth levels are familiar from level design contests.
I tried to order the levels by difficulty (tell me your opinion!). I'm a bit worried if two certain levels resemble each other too much.  :-\

I think I'll upload this pack to the Lemmings Level Database after fixing possible backroutes and such.
I hope you enjoy playing this! Or at least try not to break down in tears when playing my levels, if they're so awful haha. :P And yes, I'd very much like to see your solutions for my levels.

- - - - - - - - - - - - - - - - - - - -

If you have problems with setting up Lemmix, take a look at here.

Some hints for using Lemmix smoothly:
My levels are meant to be played in 'Custom Lemmings' viewer style. To change the viewer style, right click with the mouse on the window where levels are listed and choose 'Change viewer style...' and choose 'Custom Lemmings'.
When playing a level, you can save a replay by pressing 'u', and a replay file will appear in the Replay folder. To view a replay, press Shift+R.
You can save the current state by pressing Ctrl+F1, and load the latest saved state by pressing Shift+F1. Fast forward works by pressing 'f' and game will jump 10 seconds by pressing the Spacebar. Just to ease your playing experience. :P

If you want to send your solutions me privately (which is recommended), you can send them in my e-mail: juhoakseli[at]hotmail.com or link them me (with speedyshare or dropbox, for example) in a personal message.

- - - - - - - - - - - - - - - - - - - -

EDIT 1: The second version of the level pack is out now! Fixed levels 1, 2, 4, 5, 6, 7 and 8!

EDIT 2: The third version of the level pack is out now! Fixed again levels 1, 2, 4, 6 and 7!

EDIT 3: The pack is even more updated and at last available in the Lemmings Level Database!
Title: Re: Akseli's first custom level pack
Post by: grams88 on August 11, 2013, 11:23:11 PM
Hi Akseli

Cool I've gave your levels a try for the first time oh they are hard haven't completed any yet but I was wondering if these levels are meant for lemmini or is it meant for the custlems.  I got it working on the dos custlems but not lemmini.

I can get them up to the exit on the first level but keep running out of time. 

Oh my I remember that laser tank game, must of been a long time ago since I last played that.  I remember spending a bit of time making my own levels and tested it by letting my brother play the levels in that game.

Title: Re: Akseli's first custom level pack
Post by: chaos_defrost on August 12, 2013, 12:51:24 AM
Oooooh, definitely getting/playing/giving comments, a lot like how you've done for my sets. This is going to be good, if what I've seen from you in the past is any indication.  8)
Title: Re: Akseli's first custom level pack
Post by: Akseli on August 12, 2013, 11:40:44 AM
Thanks for the nice comments! :thumbsup:

This pack is meant to be played in Lemmix/CustLemm. I just checked that this pack works in Custom Lemmings, no one of the levels crashed when I played them. : ) Most of the tricks are DOS/Lemmix specific, but I know that at least the third level works as intended in Lemmini also.

Yeah, if you don't make it in time in the first level, then you don't have the right solution. ;)

Oh my I remember that laser tank game, must of been a long time ago since I last played that.  I remember spending a bit of time making my own levels and tested it by letting my brother play the levels in that game.
Oh yeah I love that game, I played it a lot about ten years ago! :thumbsup: An addictive puzzle game with loads of different levels from different authors, and some of the authors created just ingenious stuff. I also created some levels, mostly for my little brother to try out, but then the hard drive crashed and my work disappeared. :I
Title: Re: Akseli's first custom level pack
Post by: Pieuw on August 12, 2013, 03:47:03 PM
Yeepee, Akseli dude finally made his first pack !

I have to say all these levels look pretty nice, I just love this big bug !
And level 3 is of course the best of all, a true masterpiece... ok I'm just being silly here. :D

I did not solve any of them yet, but as you know I quite suck at playing levels in Lemmix.
And I usually suck at solving other people's levels, so... I'm doomed here.

Awesome work anyway my friend :thumbsup:
Title: Re: Akseli's first custom level pack
Post by: grams88 on August 12, 2013, 11:38:55 PM
I think I figured out the solution to level 3,  :evil: well I won't say too much don't want to give it away.  I'm still to actually complete that level.

We could do a race to see who completes the levels first.

Title: Re: Akseli's first custom level pack
Post by: Minim on August 13, 2013, 09:24:03 AM
We could do a race to see who completes the levels first.

Well, count me out, because I only have Lemmix and therefore access to only the 5 original levels. :( Still, I had a go and only solved 2 of them so far, levels 3 and 7. They're both clever solutions and do require a lot of thought, especially in what tricks you need. They certainly gave me a couple of tries, and I sure all of them would be like this as well.
Title: Re: Akseli's first custom level pack
Post by: Pieuw on August 13, 2013, 09:31:47 AM
Well, count me out, because I only have Lemmix and therefore access to only the 5 original levels. :(

If it is the exact same problem I had, just copy any level pack into Lemmix\gamedata\custlemm and rename it levelpak.dat. It worked for me.
Title: Re: Akseli's first custom level pack
Post by: Akseli on August 14, 2013, 04:32:42 PM
Thank you all for the comments! :thumbsup: It feels great to read that kind of analysis about my levels, what did you minimac do, for example. :) I hope that you'll get your Lemmix to work with ONML styled levels also, you still had made ONML tileset levels years ago. If Pieuw's advice didn't work, maybe take a look at here?
And I'd still like to see everyone's solutions. :D

Some hints for using Lemmix smoothly:
My levels are meant to be played in 'Custom Lemmings' viewer style. To change the viewer style, right click with the mouse on the window where levels are listed and choose 'Change viewer style...' and choose 'Custom Lemmings'.
When playing a level, you can save a replay by pressing 'u', and a replay file will appear in the Replay folder. To view a replay, press Shift+R.
You can save the current state by pressing Ctrl+F1, and load the latest saved state by pressing Shift+F1. Fast forward works by pressing 'f' and game will jump 10 seconds by pressing the Spacebar. Just to ease your playing experience. :P

If you want to send your solutions me privately, you can send them in my e-mail: juhoakseli[at]hotmail.com or link them me (with speedyshare or dropbox, for example) in a personal message.

Three levels are backrouted at the moment. :XD:
Title: Re: Akseli's first custom level pack
Post by: Ryemanni on August 14, 2013, 06:16:49 PM
This is really stupid question, but how can I actually play levels that are in .dat. I have only used to play Lix and Lemmini levels, so I'm not really sure what to do. :(
Title: Re: Akseli's first custom level pack
Post by: Pieuw on August 14, 2013, 06:52:31 PM
This is really stupid question, but how can I actually play levels that are in .dat. I have only used to play Lix and Lemmini levels, so I'm not really sure what to do. :(

In Lemmix :

- File -> Open
- Select file type : DOS Levelpack file (*.dat)
- Choose Akseli's pack
- View -> Levels viewer -> Custom Lemmings
- Open the level you want to play and press F2
- Voilà ! For more tips, read Akseli's post above.
Title: Re: Akseli's first custom level pack
Post by: geoo on August 14, 2013, 06:55:45 PM
Raymanni: Set up Lemmix as described here: http://www.lemmingsforums.com/index.php?topic=804.0

I had a first pass through the level set two days ago, first pass meaning I spend 5-10 minutes on each level and if I can't solve it by then I move on to the next. Back then I solved all levels but 1, 4 and 10. I had an idea for 10, but thought that if that's the intended solution then that's going to be so horrible to execute I don't want to do it.
I had another go at the rest today and managed to solve them. Not sure why I had trouble with 4. For level 1 my previous solution ran out of time, and you comment prompted my to look for a different solution. Though trying my old solution again I barely managed to complete the level within the time limit. Level 10 I was just being dumb thinking the solution I had would be too hard to execute.

Comments:
1: Nice minimalistic level, though I don't know whether my solution is intended. If it is, then the time limit is a bit tight (the last lemming enters the exit in the last possible frame I think).
2: I think the timing here is a bit more tricky than it needs to be, but I like the underlying idea.
3: I realized very quickly what I had to do, but still, it's a really beautiful idea.
4: You got quite a lot of skills here, so the level seems relatively easy, but it still gave me a bit of trouble figuring the skill placement. Not sure whether my solution is intended. Either way, I feel the gap at the right could be shortened slightly so you don't have to resort to bridge stretching (or at least very precise placement).
6: This was a really good puzzle, I was trying various things before I got this one, though I used that digger placement from early on. Again, not sure if intended.
7: My solution to this one was a bit weird. It's really hard for a puzzle with that many skills, the only big restriction is having only one digger.
8: Probably my favourite one of the bunch (excluding 5 and 9, which I think I've commented on before). I first had a solution that was supposed to mine through the one-way wall, but the OWW glitch made it impossible. So I had to readjust my idea. I saw the main trick in one of Steve's Lix levels before, and then worked out the timing at the top, so this one was probably not as hard for me as to other players.
10: I had the idea I worked out on my first pass, but I thought it'd be so hard to execute that I didn't try. Turns out I was being dumb as I thought I had to dig right away, making the timing a lot more difficult. Again, having seen that trick before might have made it easier for me here.

I'll send my solutions to you via PM.
Title: Re: Akseli's first custom level pack
Post by: Ryemanni on August 14, 2013, 07:09:57 PM
This is really stupid question, but how can I actually play levels that are in .dat. I have only used to play Lix and Lemmini levels, so I'm not really sure what to do. :(

In Lemmix :

- File -> Open
- Select file type : DOS Levelpack file (*.dat)
- Choose Akseli's pack
- View -> Levels viewer -> Custom Lemmings
- Open the level you want to play and press F2
- Voilà ! For more tips, read Akseli's post above.
For some reasons that did not work, because I'm missing some graphics files, but I can still create and test my own levels without problems. I'm going to try the Lemmix player what geoo mentioned.  :thumbsup:
Title: Re: Akseli's first custom level pack
Post by: Proxima on August 14, 2013, 11:15:38 PM
Time for me to comment... I was hoping to solve more of them first, but ah well. Got #3, #4 and #8, and I'd already solved #5 in the contest.

Firstly, these are really nice-looking levels, especially #2, #3, #4, #6 and #9, though I'm not wild about all the flags on #3. Love the crescent moon on #9. (Is the odd spelling of #9's title deliberate?)

#3 is a fantastic level -- which trick you need is obvious from the skills, but it's not at all clear where to use it, and when you see it and everything clicks into place, the solution is really beautiful. I like the fact that the release rate is already set up to help with the timing.

#4 is okay, a little disappointing in that it turned out to be easier than it looked at first glance. I haven't seen the trick used before in that exact version, so that's a plus. #8 is an excellent puzzle, though here, as geoo said, being familiar with the trick made it a little easier to get. Still, overall the level is very different from Insane Steve's, so definitely worth keeping.

Of the ones I haven't solved yet, I really like #2, just because it's great to see a really difficult puzzle level with builders only, and #6, because I've spent a fair amount of time on this one and am very much enjoying being baffled by it.
Title: Re: Akseli's first custom level pack
Post by: Turrican on August 14, 2013, 11:52:38 PM
Hi Akseli !

Very nice pack! It has some very well made levels!  I  have solved the levels 2 , 3 , 5 and 7 until now. I have e-mailed you the replays of the solutions.

My favorite level from the pack is level 9 ( Crysilis ) , even if I haven't solved it yet ( it looks very nice, and I like builderless levels )!

Also in level 8 , it seems I've encountered the issue geoo has described ( about trying to mine through the one-way wall ).
Title: Re: Akseli's first custom level pack
Post by: Akseli on August 15, 2013, 12:57:07 AM
So many replays and comments now that I can't keep up properly! Thank you so much, everyone! :thumbsup:
Thanks for giving constructive criticism as well! :) I really appreciate your feedback.
I myself won't talk about the solutions yet too much, I don't want to reveal anything. :D

geoo and Turrican: Great job, I sent you a PM!

Proxima: Great comments as well! :) Those flags in level #3 actually have a little inside meaning, and Crysilis I presented here, the title comes from Jazz Jackrabbit. :D I'm definitely looking forward to your solutions, especially your description for level #4 was exciting for a few reasons!


7 levels are backrouted at the moment! I'm trying to remove backroutes and I'm working on the second version of this level pack.
Title: Re: Akseli's first custom level pack
Post by: Clam on August 15, 2013, 11:14:07 AM
Not much to say for now besides: I am impressed! :) I sent some replays via PM, and I'll post comments later (if it hasn't all been said already!)
Title: Re: Akseli's first custom level pack
Post by: Akseli on August 15, 2013, 04:39:19 PM
Thanks Proxima and Clam for your solutions, I sent you a PM. :)

The pain of backroute fixing. :D
Thanks for geoo, Pieuw, Turrican, Proxima and Clam Spammer for sending your solutions so quickly! I managed to remove these backroutes already now.

The updated version of the level pack is out now, I attached it to the starter post of this topic.

Levels 1, 2, 4, 5, 6, 7 and 8 were backrouted.
Levels 3, 9 and 10 remain the exactly same as earlier, those aren't backrouted at the moment.

Due to backroute fixes, the difficulty of executing the solution in two levels increased to some extent. Yet again I'd remind utilizing save states and such to make performing the tricks easier. Of course you are recommended to mention your opinion if something is really annoying.
The other level is "Feel the Pressure", which has now save requirement as 96%. So far only geoo has solved this level in the intended way, so anyone other can also try it if they want, although they would have solved the contest version earlier. I got too tired of people avoiding the main trick in this level, so now it is enforced. :P

Thank you all again for your solutions and comments! :thumbsup: This has been very exciting to see how you solve my levels and what you think about them. :)

Title: Re: Akseli's first custom level pack
Post by: grams88 on August 15, 2013, 10:41:12 PM
Hi Akseli

I like the level that was in the contest interesting layout as I never played that one before as I was one of the later ones getting back into the levelpacks.  I think I might know what the trick is to that one ;P  I think I ate too much birthday cake today and drunk too much fizzy drinks (Not a good thing ain't it) 

 
Title: Re: Akseli's first custom level pack
Post by: Turrican on August 17, 2013, 12:02:09 AM
I have tried the second version of the pack and I have solved the levels 6 and 7 until now. I have e-mailed you the replays of these solutions.

My solution for level 7 is very different compared to the one I have found for the first version of the pack so it may be (probably) close to the intended solution!
Title: Re: Akseli's first custom level pack
Post by: Akseli on August 18, 2013, 10:16:49 AM
Nice Turrican, I messaged you.

Anybody having any luck with the levels still?
Has Insane Steve had time to check any level?
Have you grams yet managed to solve any level and make replays, because you said already that you may know the solution at least for two of my levels? ;)
Minimac, you can send me your DOS original mechanics replay solutions if you want, I am still capable to view those and decipher whether they are valid solutions, highly probably they are.

I've received much fewer solutions after backroute fixes, so I see this as a very good sign! I made really embarrassing mistakes with some of the levels at the beginning. :P
Please keep your replay solutions still coming if you find something! :)

EDIT (because I'm too lazy to post all the time):
Thanks Clam for his updated solutions, he's doing really impressive work and has now solved 9 levels, and even 8 of those in a way I'm happy with!
Also, one updated level is backrouted humiliatingly at the moment... :b But I'm happy that there seems to be so few backroutes now!
Title: Re: Akseli's first custom level pack
Post by: geoo on August 20, 2013, 07:02:14 AM
I solved all but 1 and 6 now. I think my solution to 2 is a pretty embarrassing backroute. For level 6 I'd have a solution if the max safe fall distance was 68 pixels, or if lemmings could walk up 7 pixel steps. Alas, neither works, but it still seems more manageable than level 1 (which I still maintain is the hardest of the bunch :P).
Title: Re: Akseli's first custom level pack
Post by: Luis on August 20, 2013, 10:41:26 AM
One level uses a glitch, but I think it's somewhat obvious which one it is.
I don't like bug solutions, which level is it?

Edit: Question answered in PM.
Title: Re: Akseli's first custom level pack
Post by: grams88 on August 20, 2013, 10:55:09 PM
Hi Akseli

I think it might be the same question as Raymanni  ???

I feel bad for pestering you again but here we are I've still got bad news with trying to get the levels working in lemmix (Is that possible, sorry if it's a silly question)       

I've added an attachment but it's sort of a screen print to see if I'm doing the right thing.  I got the levels up but it doesn't seem to allow me to play them in the lemmix once I press F2.  Only way I can really play the levels is getting them working through Dos box but that means there will be no way of recording the replays. I totally agree  I think it's good to record the replays as well that way you have a sense of achievement.  :thumbsup:

I hope I haven't confused you with my question.  ???

By the way I solved one of your levels in the dos version level 3.  I like your message in the level sort of like a tribute nice touch. Well I think I know why you might of put one of the Dodochacalo's  tribute for that particular level.  :thumbsup:  I can't go too much in-dept as I don't want to give away any solutions.

Hope everyone has been okay
Title: Re: Akseli's first custom level pack
Post by: grams88 on August 20, 2013, 11:17:18 PM
I think I got it working no worries (Just had a a look through the comments cheers)
Title: Re: Akseli's first custom level pack
Post by: grams88 on August 21, 2013, 12:14:09 AM
Here's one of my replays

Title: Re: Akseli's first custom level pack
Post by: Luis on August 21, 2013, 01:13:46 AM
I beat level 1. I'll send the PM.
Title: Re: Akseli's first custom level pack
Post by: Akseli on August 21, 2013, 02:40:43 PM
Thanks everyone again for sending your solutions! Now I received enough big bunch of backroutes (discovered by Turrican, geoo, grams88 and Luis) so I'll update the level pack.

So far the most updated, the third version of the level pack, is attached to the starter post of this topic, link here.

Levels 1, 2, 4, 6 and 7 were backrouted.
Levels 3, 5, 8, 9 and 10 remain the same as in the second version of the level pack.

About level 7, I said some people that I'm not quite sure if I'll block their solutions, but then there came too many of those, and everyone's solutions for level 7 is prevented now.

I was hoping that this third version is the last beta version of my level pack but now again it seems that there's so many alternative solutions. :D Oh well. Please keep your solutions still coming, and I hope you're having fun playing my levels! And don't forget to give comments and feedback. :)
Title: Re: Akseli's first custom level pack
Post by: Luis on August 22, 2013, 11:46:26 PM
Recently I really realized how there's much less interest in level designing in the Lemmings community than I thought.
I think one of the reasons why is backroutes are everywhere and fixing them is annoying. Lemmings is haunted by this forever. That contest that we had was more of a "Find the intended solution" contest. The last level to have their intended solution found is the winner.
Title: Re: Akseli's first custom level pack
Post by: grams88 on August 26, 2013, 03:04:09 PM
Hi Akseli

Here's a replay from one of the marble levels.  Tricky solution but actually quite a nicely designed level.  :thumbsup:

Title: Re: Akseli's first custom level pack
Post by: Akseli on August 28, 2013, 01:00:36 PM
Recently I really realized how there's much less interest in level designing in the Lemmings community than I thought.
I think one of the reasons why is backroutes are everywhere and fixing them is annoying. Lemmings is haunted by this forever. That contest that we had was more of a "Find the intended solution" contest. The last level to have their intended solution found is the winner.
Wow, you really think it in that way? :I I'd guess that backroutes mostly show up in hard levels and when skilled players plays them, not so much in more casual levels. Some people still find it discovering challenge solutions and such rather than ruining levels, backroutes can be harder than intended solutions. I myself haven't done backroute fixing too much because I have only one level pack, but I haven't seen it annoying at all. Seeing other people's solutions for my levels is like getting information about my creations, and it's the part of the fun to see how other people approach differently my levels. Sometimes it happens that someone finds even a better solution that you hadn't ever even thought about for your level!

If you mean our level design contest, our main categories were the amount of first version solvers, the most fun level and the best-looking level. The backroute fixing jam was pure fun after that: Those who wanted, they could spend more time finding different solutions for these few levels in the contest. And in the level jam there is only evaluating the levels in categories like most fun, original and best looking. Backroutes aren't related crucially to that jam at all in my opinion.???

I think our community is simply so small that there's so few people interested in level designing. Those long site breaks between forum incarnations of course dropped people out easily. Also, people of the generation of the most hardcore Lemmings fans have probably been already for years in such life periods that they don't have much time for Lemmings anymore.

===============

So far no one has backrouted any level of the third version of the pack! :) You are encouraged to point out about the annoying details in my levels still, so I might think of fixing them. I'm probably going to put this level pack in the Lemmings Level Database soon.


Okay, I think I'm starting to reveal amounts of solvers of my levels.

Level: amount of solvers (amount of intended solution finders)

Sparkle & Glitter: 4 (2)
The Glade of Disbelief: 5 (1)
For Mr. Dodochacalo & Mr. Pieuw: 6 (6)
Winter Solstice: 4 (1)
Feel the Pressure: 4 (2)
Why do you all look so similar?: 4 (0)
In the Core: 4 (0)
Pedantic Lemmings: 4 (2)
Crysilis: 3 (3)
Zygoptera: 1 (1)

I'm especially surprised about Sparkle & Glitter, I really thought that level is clearly the easiest and the worst level in this pack. On the other hand though, Zygoptera seems to be the hardest level as I anticipated.
More revelations maybe to come.
Title: Re: Akseli's first custom level pack
Post by: grams88 on August 28, 2013, 01:34:20 PM
Hi Akseli

You are right our community is small in the area of creating levels and with lemmings in general maybe.  The reason I was mentioning that last part was we kind of know each other in the lemmings community quite well especially if we are playing a random level pack we found on the internet then as soon as we noticed who created them, You will think to yourself I remember him or her. (Small world I guess in that respect)

One thing for sure is usually at the weekends I get a two player game with my dad, I think I beat my dad last time but still fun to this day especially the amount of unusual tactics we have been using for the levels trying to get to the exit.  My dad is 53 years old and he loves it at the weekend getting a game of lemmings as well as getting a relax.
 
I was reading something a while back in relation to backroutes and I thought to myself maybe backroutes are a good thing in relation to the levels as we tend to like a level with so many different solutions.  Now I can understand if the backroute slightly mocks the level that's different as it makes the level so easy.  ???  (Interesting point you have there Akseli about backroutes)
Title: Re: Akseli's first custom level pack
Post by: Akseli on June 29, 2014, 01:34:52 AM
After almost a year from the last solutions I had received, Nepster sent me his ones yesterday and made really impressive work beating entire 7 levels intendedly! He's one with the most beated levels now with Clam, who also has solved 7 levels. Also, this showed me that there's (hopefully) not that many backroutes left, and I got motivated to make last little improvements and fixes for my levels.

Luis' backroute for level 1 is now fixed as well as backroute-prone level 7. Also I made really small appearance improvements for levels 3, 4 and 6. I improved the title of level 6 a bit, too. Now I finally uploaded my level pack to the Lemmings Level Database like I aimed to do many times last year. :--D Here it is at last! Notice that the file in the database is named AkseliPack01, similarly to v1, but this newest pack is more precisely v4. Hopefully this doesn't confuse anyone too much.

As always, I'd like to see your comments and solutions even though if the last post in this topic gets a bit old, for example Nepster hesitated to post in this topic because there wasn't activity for a long time, but I think it's always good and even recommendable to post in this kind of topics if one has something to offer, right? :)

I hope you still enjoy playing my levels! :)
Title: Re: Akseli's first custom level pack
Post by: namida on June 29, 2014, 03:43:27 AM
I started having a go at these - only looked at the first level so far, pretty damn hard! o_O So far I've come up with  two near-solutions - one of them only saves 90%, the other one falls about 10 seconds short of the time limit. I'll keep trying later on today. :)

Quote
EDIT: Found another one that rescues 80% and is short by about 4 seconds >_> wonder if tweaking it might work... EDIT AGAIN: Nope, unless this level requires an insane amount of RR tweaking (or I'm missing an obvious pattern - which is very possible, this is me we're talking about), I'd say that solution is a dead end...

EDIT: FINALLY GOT IT! That was really clever! The far-right part was also an excellent distraction, at first I was trying the block-a-builder-while-he's-building trick (the one used, among others, in Genius 6). Okay, now onto the next...

Okay, for this one, I need to come up with a way to ever so slightly delay the right side lemming a bit longer... unless the solution is something completely different than what I'm thinking... EDIT: OH WOW, I overlooked something SO obvious that saved JUST enough time to make it work. Still, that level required one hell of a lot of fine-tuning, so I'm not sure if my solution might be a backroute...

3rd level was hella difficult to set up, but I realised almost right away *what* to do. Good level though. I should mention though that a major part of it is simply a matter of picking the right lemming out of a crowd (at least in the solution I found); I actually noticed the same thing being a problem in one of the LPIII levels so majorly reduced the number of lemmings to retain the solution while eliminating that factor. (EDIT: Now with the 2nd demo released, since the level I'm speaking of is in there I can reveal what one - I'm talking about "Synergistic Effect" (Dodgy 2 in the 2nd demo). Originally this had 40 lemmings.)
Title: Re: Akseli's first custom level pack
Post by: grams88 on June 30, 2014, 03:23:22 PM
You can do it Namida.  :thumbsup: I got so near with the (Sparkle & Glitter) but I ended up running out of time hmmm I must give these ones a go again and see if I can master the levels. 

I noticed that Akseli uses all the level sets which I quite like as each level set comes with it's own problems when trying to sort out the tiles.

I'm glad you got your levels up on the website.

Title: Re: Akseli's first custom level pack
Post by: namida on June 30, 2014, 05:13:49 PM
You can do it Namida.  :thumbsup: I got so near with the (Sparkle & Glitter) but I ended up running out of time hmmm I must give these ones a go again and see if I can master the levels. 

I noticed that Akseli uses all the level sets which I quite like as each level set comes with it's own problems when trying to sort out the tiles.

I'm glad you got your levels up on the website.

I actually passed the first three levels by now. I haven't had a huge look at the 4th one yet.
But I do have to say; my skill in solving levels is not nearly as high as that in making levels. I've completed all the DOS (including ONML, Xmas, H94, Covox and Prima) and Genesis and L3D levels, and I think at one point I completed all the levels in Tribes at least to Silver standard (dunno if I ever got gold) and about half of Revolution, but fan levels are often too hard for me. :P

Anyway, I've had a look at the 4th level now, haven't beaten it though. This one is very hard... The best I can seem to acheive is 60% (in the form of every lemming from one side and a single lemming from the other; I can acheive this with either side being the "every lemming" one, just not both at the same time). One such solution doesn't kill any of the remaining 4, there's just no way to get them to the exit.

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The closest solution I've found requires either an extra builder or an extra basher to work. :( It involves good timing on the left side by mining through at the first spike, bashing the second (with the positioning so it *doesn't* break through to the lower level), then digging through the last one and building across - I managed to time this so that no lemings die). On the right, use a climber to get a worker out, and it's a pretty standard solution there - but I'd need an extra builder or basher to release the crowd.

Other things I've noticed:
* Two destructive skills are definitely needed on the left side; though I'm not entirely sure which two. I'm trying to find an approach using only a miner and a digger (without any builders), if I can find one that gives time to build over the gap to the exit, it leaves me with enough builders to complete the right side fairly easily.
* This need for two destructive skills on the left rules out any "under the water pit" solution, as far as I can tell.
* By extension of there being no under the water solution, since going over it takes 5 builders, that leaves 1 climber, 1 floater, 2 builders, and 1 of each destructive skill for the remainder of the level.
---> Releasing the crowd on the right requires either a basher or a builder.
---> Getting over the gap near the exit (on the rightish side) also requires a builder, though I can see potential ways around crossing this gap altogether.
* I'm not yet entirely sure if the two sides need to work together, though I'm leaning towards yes as the other two multiple-entrance levels so far have required it. (There again, as someone who often uses these kind of distractions myself, I'm not taking anything like that as certain until I solve it. :P )
* If I find any use for the climber on the left side, I can avoid needing one on the right by substituting a builder, though this has to be the last lemming (unless the release rate can be jacked up without interfering with the left).
* It's possible to trap the left-side lemmings between the two spikes on the top "rung", by using a builder and a miner. (Or a builder and a basher, but I think that leaves no way to free the lemmings on the right.)

EDIT: GOT IT!!!! THAT WAS AWESOME!!! :D These are honestly excellent levels!
Also, if I'm not mistaken, by changing the timing I think it should be possible to get 100% with this solution?

EDIT AGAIN: 100% confirmed. Replay attached.


I've had a bit of a go at the 5th; though so far my best attempt gets 86% (edit: 88% with a slight tweak) - 5 lemmings short of the requirement, so I'm probably using a completely wrong approach.
EDIT: 92% with a different approach - still 2 lemmings short. I can probably improve this one to 94%, but not to 96%. :(
Title: Re: Akseli's first custom level pack
Post by: Akseli on July 02, 2014, 03:45:46 PM
I updated my pack in the database yesterday, the only change is fixed release rate for level 4 preventing namida's backroute. Links are also updated already, probably nobody even noticed anything. :P

Thanks guys for the comments! :thumbsup:

GOT IT!!!! THAT WAS AWESOME!!! :D These are honestly excellent levels!
This especially was one of the most heart-warming comments I've received, thanks a lot! :) Also, no one else gives that thorough description of their thought process during level solving as you, really nice. :) You've already made really impressive work with these levels!
Title: Re: Akseli's first custom level pack
Post by: kaywhyn on November 10, 2025, 09:44:25 AM
Hello @Akseli,

Nice to finally meet you and chat briefly with you on Discord in the past few days! :thumbsup: So you're the legendary Akseli who's very renowned for your great Lemmings level solving skills. Awesome! :thumbsup:

Anyway, after being off and on a lot with attempting to solve the levels in your Akseli01 Dos/Lemmix pack and not having much success in the past, I have finally had complete success in getting all the 10 levels solved! :thumbsup: I'm just posting to post my replays. As the zip file says, I played the pack on CustLemmix.

I've also recorded video solutions of my CustLemmix replays to your Akseli01 pack. YouTube playlist link here:

Kaywhyn's Playlist of Video Solutions to Akseli's Akseli01 Dos/Lemmix Pack (https://www.youtube.com/playlist?list=PLbp2m4KlFpJug807JTN39tjWrrDTeXd3y)

Enjoy! :P

I had attempted your Akseli01 pack at various times in the past several years but didn't have too much success with solving many of them. In particular, I remember solving Spark & Glitter in the past, as well as attempted both The Glade of Disbelief and Winter Solstice but no luck on either. I might had solved For Mr. Dodochacalo and Mr. Pieuw, but I don't remember. I believe I played the pack on Dos at first, which most likely made the second level more frustrating than it needed to be since I wouldn't be certain if I had stretched the bridges as much as possible in either direction due to no framestepping on Dos. I believe I didn't attempt any of the other levels in the pack. I also don't remember when this was, but it might had been in the late 2010s.

Then, sometime much later, I believe I came back to this pack but on one of the Lemmix players I believe. This might had been at the start of the 2020s. Think I solved Spark & Glitter again but still had no luck with either The Glade of Disbelief or Winter Solstice. Think I came back again to this pack a year or so later and once again still didn't have any luck with getting any further levels solved that I hadn't solved before.

Finally, I buckled down for real and gave all 10 levels a serious go, especially as I was determined once and for all to try and get them all solved. Even moreso that Pieuw recently told me in a Forums PM that I remind him of you due to my Lemmings level solving abilities being quite a similar level and caliber to yours and that my Lemmings content is apparently just as difficult, possibly harder at times, as your levels :P It is apparently these two Lemmings traits of mine that I reminded Pieuw of you because you're also similar in skill in those areas in the game of Lemmings.

While I didn't really get anywhere at first and it was very slow going in the beginning, at some point, I believe shortly after finally getting The Glade of Disbelief solved and still not getting anywhere with Winter Solstice, I took a look at Nepster's readme file for your pack that he converted to NeoLemmix. There's a section that explains which levels were removed because they aren't solvable in NL due to the original Dos/Lemmix level requiring a glitch that doesn't work on NL. There, I only read the level titles, but not the description of why they aren't solvable, just in case it spills the beans on what glitch(es) is possibly needed to solve your Akseli01 pack.

Eventually, I slowly chipped away at the remaining levels I hadn't solved before, until I finally got everything solved last night! :thumbsup: Wow, what an amazing level pack with really difficult levels! So, you definitely had me beat real badly for a long time with these levels, but finally, over a period of several years, I got everything solved at last! :laugh: :thumbsup:

More detailed feedback:

Spoiler
1 - Spark & Glitter Wow, when I came back to this level again in the past few days, I actually couldn't remember how to solve this level for a while. I kept building to the left first in order to bounce off a blocker in order to reach the exit platform. However, I never got this to work, because the best I achieved with this was 18/20, as time always ran out before the last one walking around can exit. Eventually, at some point I thought I remembered the bottom left area was used in the solution, but I couldn't remember for a long time what such a solution would look like. Then I decided to try and get into that area by bombing and then building just before getting past the vertical gold pipe. Ah, there's the clicking moment now! The builder is able to continue while also blocking off the way so that Lemmings cannot go back out to the left. That's how you save time and get everyone home on time! Yea, I think I definitely remember this critical element of the solution. I just don't know why it took me a while to figure that out, especially as I'm definitely familiar with the builder being able to continue and also sealing off the tiny gap to stop anyone from going back out. Nice level to start off the pack! :thumbsup:

2 - The Glade of Disbelief Ok, good to know that the solution doesn't rely on any quirk or glitch of the builder skill that I wasn't aware of before on Dos, as I grew up with the Dos version of Lemmings. I definitely know about a Lemming being able to step onto the builder staircase going in the opposite direction when connecting with it from below. I simply kept discarding this as the solution because I kept seeing it fail. In particular, it turns out I simply had the timing wrong of when the Lemmings should arrive at the gap in the middle. A lot of my earlier attempts had them arrive at a time in such a way that the right entrance Lemming would always come one brick away from connecting with the left entrance Lemming's staircase. Meaning, the Lemming above was still far away from reaching the exit platform. Eventually, after a really long time, I experimented by maxing out the RR and seeing if it makes a difference. Sure enough, it does. I finally had success with the right Lemming being able to connect with the staircase from above even though he needed to lay down 4 or 5 more bricks after building the second full staircase. This took me by surprise, as I honestly expected the Lemming to hit his head rather than continue and connect with the other Lemming's staircase. Indeed it's all about the timing and bridge stretching being more effective going to the right which doesn't trigger the builder ceiling check. Nice level, especially one that at first doesn't look difficult but in actuality is despite being a builders only level. You just blew me away at making a really difficult builders only level! :lem-mindblown: And for Dos/Lemmix!

3 - For Mr. Dodochacalo and Mr. Pieuw Ah, you know all about Dodochacalo and Pieuw. Yup, they're essentially legends in the Lemmings community too, having both separately released the highly acclaimed level packs DoveLems and PimoLems, respectively, eventually culminating in a collaboration pack they released last year, Fiat Lem!, for which you told me you played last summer. Yes, all excellent packs, and I've played them all. As a matter of fact, DoveLems and PimoLems were the very first custom level packs I played on Lemmini, though before those two packs, the very first custom pack I played was MazuLems on Dos. Don't worry, though. I'm not going to spoil any Fiat Lem! solutions for you :P  I'm also the same in not wanting to be spoiled the solution before I have solved the level myself first ;)

Anyway, for this level it's very clear that it requires crossing builders and crossing miners without either one getting cancelled. I don't remember if I ever got this solved on Dos. If I did play this level on there, I might had given up in frustration in getting the setup to work. At the same time, the builders themselves aren't difficult, it's the miners that's the hard part. Other than that, a great level which I'm sure Dodochacalo and Pieuw appreciated very much!

4 - Winter Solstice Didn't have much luck with this one for a while either. Sometime yesterday, I checked my New Formats NL Revenge of the Lemmings (I solved this version of the level first back in 2022) video to check if there were any changes mobius might had made to the level because of it possibly not being solvable in NL. Nope, everything is the same, including the skillset, except for one change on the right side where the overhang was removed so that the climber is able to climb out. With it there like in your original level, the climber wouldn't be able to climb out. I then paused the video and skipped straight to the post-results screen since I didn't want to spoil myself and simply wanted to see how much I saved because I couldn't remember if I saved 9 or all 10. For about another hour or so, I finally got the level solved, and my CustLemmix solution is very different from my New Formats NL solution. In particular, for the latter, the miner is able to stop at the second pillar on the left side, but it's a very pixel precise skill assignment, while on Dos/Lemmix the miner doesn't stop. Seems changes were made to the miner skill in NL, which would explain why there's a difference in the result. I believe this was simply to fix the discrepancy of the miner splatting on Dos but the others are able to survive the fall just fine, and also to keep the miner going instead of stopping when making a checkerboard setup. After solving this level, I read Nepster's description in the readme file of why this level is not solvable in NL, and he writes, "Requires miner stopping at certain pixels."

Anyway, nice to know this level doesn't rely on any Dos glitch I wasn't aware of before

5 - Feel the Pressure Another one where I solved other versions of this level first before the Dos/Lemmix one. In particular, it's in the Lemmini version of Revenge of the Lemmings, as well as in a really early version of RotL for NL. However, in both cases, they are the save 47 version, not the save 48 one like this one. I'm not sure why the change in the save requirement, though in the case of Lemmini, it would be due to how RR changes take effect immediately rather than the delay like on Dos/Lemmix. As for NL, maybe it's due to the traps triggering faster? Not to mention I don't think the basher would fall through like it does here for Dos/Lemmix. A really difficult level, especially as it's not easy to achieve the compression to minimize losses to the traps and taking some time to find the right RR values. Nice in concept, though!

6 - Why do you all look the same? Ah, good to know that what I believe to be the solution is indeed the one. However, I kept rejecting this for a while when I saw that the timing didn't work out several times, which did a great job of making me think it isn't the solution. Turns out that once again the RR needs tweaking a few times in order to get the right timing, and I also kept using the digger in the wrong spot. Indeed, this took several attempts before everything finally fell into place. Great level but wow, yea, difficult to get everything right!

7 - Into the Core Ok, this level does require glitches, but I've seen the pushing into walls with blockers before on SuperLemmini first before Dos/Lemmix I believe, though in the latter I might had triggered it off at times in the past a really long time ago but not intentionally. Turns out I simply went about the level incorrectly. For example, I kept repeatedly building with the climber so he can get out of the starting area, but this takes 5 builders. Similarly, due to the asymmetry of builders on Dos, if doing it with the left entrance that requires 5 builders as well and therefore you don't have one to turn around and then one final builder to close off the fire pit gap.

Another time, I thought to simply build my way up to the ledge at the top instead, but nah, this isn't any better. Turns out I kept ignoring the bottom right area, and it would had helped if I had send at least two Lemmings over there to see if it's actually possible to get in there to save the group on the right. I was definitely relieved to see that I met the save requirement exactly, as before this the closest I got was one short of the requirement.

Here, I kept being stuck on the fact that the save requirement is simply saving everyone from one hatch plus a Lemming from the other. With this approach, there's several red approaches that come very close to working but not quite because you'll be at least a skill short each time. Then I observed the tiny openings in the layout with the bottom area and, along with realizing that the number to save from each group is different rather than everyone from one group needs to be saved plus at least one from the other, finally got somewhere and then eventually succeeded after a while. Nice level, and I think I can definitely say this is the hardest level of the entire pack! ;)

8 - Pedantic Lemmings Another one where I solved the Revenge of the Lemmings version of this level first, especially as I didn't attempt this one before I finally did over the last few days. I'm definitely aware of the miner on the OWW bug when going to the right on Dos, but I completely forgot about it when I tried it. Guess that's what happens when I'm so used to NL now and haven't played the Dos version of the game in a really long time. As a matter of fact, it's going to be really difficult for me to, especially as I really appreciate the framestepping and other convenience features of Lemmix and other engines that are time savers compared to Dos.

As for the level itself, due to the OWW miner bug, this required a different approach. Took a while to get the digger and bomber setup right so that the climber can't go out to the right, since you need him to breach the OWW to release the crowd from the other side. I also wasn't sure if it's possible to bash in a miner tunnel on Dos, but I think this level made me aware that it is, or maybe sometimes yes, other times no. The basher in NL is more sensitive, after all. Another good level.

9 - Crysilis Oh nice, a builderless level! :thumbsup: I always like this type of level in Lemmings :) I can definitely see this one being a really difficult level, but I do know about making staircases by interrupting destructive skills midstroke by blocking and digging with a nearby Lemming to release the blocker and then bashing to interrupt the digger thanks to Icho's NL Introduction Pack. The right group is much easier than the left group with the two entrances on the same island, since for the former it's just a climber and a digger and finally a basher to get them home.

10 - Zygoptera I think I more or less knew what needed to be done here, I simply needed to confirm it by seeing where to best use the basher. I fiddled around with the moss area for some time before rejecting it due to the basher not continuing despite adjusting the position. Ultimately, this level didn't take me as long as it otherwise should had because, funnily enough, I have a level idea in mind that I want to make revolving around interrupting a basher midstroke with a digger to release at least one Lemming to go on ahead to make the path :P At the same time, I first saw this in a Lemmings United level. Once I thought of the stopping the basher with a digger, I then knew the reason for the low save requirement. For building to reach the exit, you can also do it on the right side instead and everyone should still be able to reach it, especially as the builder will be done long before the others reach him again after turning around in the miner tunnel. Nice level to end the pack on on what is one of the hardest Dos/Lemmix pack available on the Lemmings Level Database site.   

Well, once again, it might had taken me several years, but I finally managed to solve all the levels in your pack! :thumbsup: Phew, you definitely gave me a good run of my level solving skills with your really tough levels. Not necessarily a bad thing, since I love hard levels in the game of Lemmings, though I definitely prefer glitchless levels like in NL where the engine aims to eliminate all glitches. Luckily, none of the levels in this pack require really strange glitches except for one.

Thank you so much for Akseli01 and for letting me know on Discord that all of my solutions are intended :) It was my pleasure to record my video solutions for you to view. Also, thank you for your difficulty ratings for many of the custom packs at the Lemmings Level Database (https://lldb.camanis.net/) site! :thumbsup: It's quite helpful! :)

Finally, if you like, you can compare my solutions to levels 4 and 5 on other engines with the following links:

Winter Solstice: Revenge of the Lemmings New Formats NL Version (https://youtu.be/bXWAUlBQK9Q?si=uES-3r-HOJ2KNBDu&t=2120)

Feel the Pressure (save 47 version): Revenge of the Lemmings New Formats NL Version (https://youtu.be/HFqca-3MmlY?si=Y0h6tu7SHI9EnXns&t=1355)

Feel the Pressure (save 47 version): Revenge of the Lemmings Lemmini Version (https://www.youtube.com/watch?v=YPc30_wGGro)

For the NL vids, they start at the right spot with your level, so no spoilers. Plus, I put chapters and timestamps in them along with the author of the level next to the rank and level number, so you can easily go to yours by clicking the appropriate timestamp in order to avoid spoilers, unless you've solved that level already, of course ;)

Finally, more information on the New Formats version of Revenge of the Lemmings that mobius compiled can be found here:

https://www.lemmingsforums.net/index.php?topic=5963.0 (https://www.lemmingsforums.net/index.php?topic=5963.0)

Well done again on a great Akseli01 pack which seems like others too have enjoyed very much! :thumbsup:   
Title: Re: Akseli's first custom level pack
Post by: Akseli on November 11, 2025, 03:30:54 PM
Hello kaywhyn, thanks for playing my levels!  :thumbsup:  The most updated version of my pack is this v5 after patching namida's backroute to Winter Solstice in the beginning of July 2014. :D The up-to-date pack should be on the Lemmings Level Database, and it seems first 3 versions are attached to the starter post of this topic, containing backroutes. :P

Like I mentioned in our Discord conversations, Lemmings custom level gaming steered towards NeoLemmix in the 2010s and this pack of mine with levels relying on original game mechanics wasn't played that much perhaps after this last update in 2014. Checking from my forum personal messages I see that 2015 IchoTolot, Simon and geoo collaborately (I guess) solved all 10 levels from my pack. Turrican revealed on Discord solving my pack (though I haven't seen all of their solutions) and now you did it and you're the first person to post the solutions on YouTube, and it's somehow a bit weird but fun to see them finally on public like that! :D

I remember being quite eager keeping the intended solutions in secret in the beginning, but now it's over 10 years since my pack has been released. :P Spoilery comments of my levels:

Spoiler
Looking at my levels nowadays, lots of them require maybe excessive release rate tweaking, that might create unnecessary-ish artificial difficulty. When creating these levels, I thought I wanted to hide the solutions pretty well with those RR tweaks, so that no solution would be encountered by accident. But as said, release rate regulation makes the levels harder in lots of these cases, maybe harder than needed in the end.

Sparkle & Glitter I saw in a dream when I was a child and it's surprising to see how well it kind of works as a level, having few little tricks in a very minimalistic landscape. Early backroutes happened due to time limit being too lenient for unwanted approaches.

The Glade of Disbelief is built around that trick, about which Simon/IchoTolot even drew a concept art of how the builder check works. :P

For Mr. Dodochacalo and Mr. Pieuw is the only level I didn't try to hide the solution at all and alongside Crysilis and Zygoptera these levels that are still the only ones that aren't backrouted in any version of the pack. After all, it is a tribute level. :P

I didn't know that Winter Solstice is in Revenge of the Lemmings or even has a NeoLemmix version. :P Obviously, the miner shouldn't work on the left hatch area what it does in the NeoLemmix version now when watching kaywhyn's solution from YouTube. :D Also, this level has a visual quirk: the water pool on the right was designed to have 4 layers of ice on the surface, but it seems than only played in Lemmix those appear as intended (the lowest object is on the front and the highest on the background). In these other versions there's those mud layers instead of ice surfaces, it doesn't look as nice as I mentioned it to be. :P I guess it's possible to be fixed, though.

Feel the Pressure is the first level I ever released, it was in a Lemming level contest with a rule to design an 1-of-everything level. It revolved around the idea of merging Lemmings from two hatches in a digger pit with a RR of 87. Again, I don't think I have taken much part of the Lix/Lemmini/NeoLemmix versions of this level, but the save 47 solutions I've seen are ok for me. :)

Why do you all look the same? had earlier title "Why do you all look so similar?" if someone wonders if there's replays going around with that name, for example. The main trick is the main thing here, but as said, release rate fiddling makes things a bit hard.

In the Core is the only level with a clear glitch but as mentioned in my starter post of the topic it can be quite obvious to find out in the end. My solution actually involves releasing both crowds from below, I didn't even remember this before looking at my old replay. :D IchoTolot's solution is similar to kaywhyn's.

IchoTolot found a ridiculous backroute solution for Pedantic Lemmings in 2015 and I haven't bothered to fix it... :D others have found that intended solution of re-using the climber. I made the pack with all of 9 original tilesets from the games (excluding Xmas), and I chose my favourite tileset, Brick, to be the one used in two levels.

Crysilis was made in a level designing jam with a rule of making a builderless level. The title refers to the Crysilis planet level in Jazz Jackrabbit game. This is the most open-ended level in my pack and is pretty much any solution is fine type level. Yes, the right hatch area is pretty much filling compared to the two hatches area. :P

I can't remember exactly if Zygoptera was first a visual idea before deciding the main solution there, most probably it was. A fun fact: I wanted to use the cooler sounding name Zygoptera (damselflies) instead of Anisoptera (true dragonflies), even though the visual appearance of the level is maybe closer to Anisoptera. :P Also as I studied biology in the university it was nice to have something related to that in my level pack. In the solution my bomber and digger assignments are vice versa to kaywhyn's in their YouTube video and it's completely fine. :P Crysilis and Zygoptera are the two levels I initially meant in my original post saying "I'm a bit worried if two certain levels resemble each other too much." referring to the usage of basher mechanics.