Lemmings Forums

NeoLemmix => NeoLemmix Levels => Topic started by: namida on December 15, 2014, 11:57:16 AM

Poll
Question: Which level did you find harder?
Option 1: Lemmings Plus Omega II, Sharp 18 "Insanity Plea" votes: 3
Option 2: Lemmings Plus Alpha, Obliteration 14 "Wasted Talent" votes: 3
Title: Lemmings Plus Series
Post by: namida on December 15, 2014, 11:57:16 AM
Lemmings Plus is a series of custom level packs which run on the NeoLemmix engine.

There are a total of 12 completed games in this series, consisting of:

- 6 main series entries
   (Lemmings Plus I to Lemmings Plus VI)

- 2 "Omega" series entry
   (Lemmings Plus Omega, Lemmings Plus Omega II)

- 3 other side entries
   (Lemmings Plus Alpha, Holiday Lemmings Plus, Lemmings Plus 3D - the last one being on Lemmings 3D rather than NeoLemmix)

- 1 collection pack, featuring 95 of the best levels from the Lemmings Plus series
   (Lemmings Plus Compressed)

Lemmings Plus I, II, Omega and Alpha were created with the Sega Master System music pack for Orig, and the DOS music pack for OhNo, in mind.

Note that most of these packs are considered "finalized", and they will only be modified if needed to ensure compatibility with new NeoLemmix versions (not to fix backroutes / etc). Of course, this is completely at my discretion.

All NeoLemmix packs have been confirmed solvable in NeoLemmix V12.12.X.

Order to play - Chronological
- Lemmings Plus I
- Lemmings Plus II
- Lemmings Plus III
- Holiday Lemmings Plus
- Lemmings Plus Omega
- Lemmings Plus IV
- Lemmings Plus V
- Lemmings Plus Omega II
- Lemmings Plus VI
- Lemmings Plus Alpha
- Lemmings Plus 3D

Order to play - Easiest to Hardest
- Lemmings Plus I
- Holiday Lemmings Plus
- Lemmings Plus II
- Lemmings Plus Omega
- Lemmings Plus VI
- Lemmings Plus IV
- Lemmings Plus III
- Lemmings Plus V
- Lemmings Plus Omega II
- Lemmings Plus Alpha

(Lemmings Plus 3D is hard to fit into the above, due to using a different engine and intentionally spanning a HUGE range of difficulties.)



Download All

Download entire Lemmings Plus series (https://www.neolemmix.com/download.php?program=47) (all packs except Lemmings Plus Compressed and Lemmings Plus 3D)



Main Entries

Lemmings Plus I - 150 levels using NeoLemmix (formerly titled "Lemmings Plus DOS Project") - Difficulty: Low to Medium
(Download) (http://www.neolemmix.com/download.php?program=20) | (Solution Replays) (http://www.neolemmix.com/replay/LemmingsPlusI_Replays_V12.10-A.zip)

Lemmings Plus II - 100 levels using NeoLemmix, with new graphic sets - Difficulty: Medium
(Download) (http://www.neolemmix.com/download.php?program=21) | (Solution Replays) (http://www.neolemmix.com/replay/LemmingsPlusII_Replays_V12.10-A.zip)

Lemmings Plus III - 64 levels using NeoLemmix, with new graphic sets - Difficulty: Very Hard
(Download) (http://www.neolemmix.com/download.php?program=22) | (Solution Replays) (http://www.neolemmix.com/replay/LemmingsPlusIII_Replays_V12.10-A.zip)

Lemmings Plus IV - 80 levels using NeoLemmix, with new graphic sets - Difficulty: Hard
(Download) (http://www.neolemmix.com/download.php?program=23) | (Solution Replays) (http://www.neolemmix.com/replay/LemmingsPlusIV_Replays_V12.10-A.zip)

Lemmings Plus V - 75 levels using NeoLemmix, with new graphic sets - Difficulty: Very Hard
(Download) (http://www.neolemmix.com/download.php?program=24) | (Solution Replays) (http://www.neolemmix.com/replay/LemmingsPlusV_Replays_V12.10-A.zip)

Lemmings Plus VI - 80 levels using NeoLemmix, with new graphic sets - Difficulty: Hard
(Download) (https://www.neolemmix.com/download.php?program=49) | (Solution Replays) (https://www.neolemmix.com/replay/LemmingsPlusVI_Replays_V12.10-A.zip)

Lemmings Plus II Graphic Sets
Tree
(http://www.neolemmix.com/levelimg/lpii/0201.png)

Purple
(http://www.neolemmix.com/levelimg/lpii/0501.png)

Psychedelic
(http://www.neolemmix.com/levelimg/lpii/0508.png)

Metal
(http://www.neolemmix.com/levelimg/lpii/0405.png)

Desert
(http://www.neolemmix.com/levelimg/lpii/0417.png)
Lemmings Plus III Graphic Sets
Sky
(http://www.neolemmix.com/levelimg/lpiii/0303.png)

Circuit
(http://www.neolemmix.com/levelimg/lpiii/0301.png)

Martian
(http://www.neolemmix.com/levelimg/lpiii/0409.png)

Lab
(http://www.neolemmix.com/levelimg/lpiii/0315.png)
Lemmings Plus IV Graphic Sets
Candy
(http://www.neolemmix.com/levelimg/lpiv/0304.png)

Space
(http://www.neolemmix.com/levelimg/lpiv/0301.png)

Clockwork
(http://www.neolemmix.com/levelimg/lpiv/0406.png)

Wasteland
(http://www.neolemmix.com/levelimg/lpiv/0403.png)
Lemmings Plus V Graphic Sets
Abstract
(http://www.neolemmix.com/levelimg/lpv/0407.png)

Honeycomb
(http://www.neolemmix.com/levelimg/lpv/0401.png)

Mineshaft
(http://www.neolemmix.com/levelimg/lpv/0314.png)

Machine
(http://www.neolemmix.com/levelimg/lpv/0413.png)
Lemmings Plus VI Graphic Sets
Bridge
(http://www.neolemmix.com/levelimg/lpvi/0213.png)

Garden
(http://www.neolemmix.com/levelimg/lpvi/0219.png)

Basement
(http://www.neolemmix.com/levelimg/lpvi/0305.png)



"Omega" Series Entries

Lemmings Plus Omega - 120 levels using NeoLemmix, uses the LPII and LPIII graphic sets - Difficulty: Medium
(Download) (http://www.neolemmix.com/download.php?program=25) | (Solution Replays) (http://www.neolemmix.com/replay/LemmingsPlusOmega_Replays_V12.10-A.zip)

Lemmings Plus Omega II - 70 levels using NeoLemmix, uses the LPIV and LPV graphic sets - Difficulty: Extreme
(Download) (http://www.neolemmix.com/download.php?program=26) | (Solution Replays) (http://www.neolemmix.com/replay/LemmingsPlusOmegaII_Replays_V12.10-A.zip)



Other Side Entries

Lemmings Plus Alpha - 45 levels on NeoLemmix - Difficulty: Extreme
(Download) (https://www.neolemmix.com/download.php?program=51) | (Solution Replays) (https://www.neolemmix.com/replay/LemmingsPlusAlpha_Replays_V12.10-A.zip)

Holiday Lemmings Plus - 12 holiday themed levels on NeoLemmix - Difficulty: Low to Medium
(Download) (http://www.neolemmix.com/download.php?program=27) | (Solution Replays) (http://www.neolemmix.com/replay/HolidayLemmingsPlus_Replays_V12.10-A.zip)

Lemmings Plus 3D - 80 Lemmings 3D levels, available for both Loap and DOS L3D - Difficulty: Covers the whole range
(Dedicated Topic) (https://www.lemmingsforums.net/index.php?topic=4368.0)
Please view the dedicated topic for download link, replays and installation instructions.



Collection Packs
Lemmings Plus Compressed - A collection pack of 95 of the best levels from the Lemmings Plus packs (other than Lemmings Plus 3D)
(Download) (https://www.neolemmix.com/download.php?program=48)



Abandoned
Lemmings Plus VII - Was never finished; the levels that were made (many of which have backroutes) have been released, as have the styles (namida_crypt, namida_dungeon, namida_organic).
(Download) (https://www.neolemmix.com/download.php?id=587)
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on December 30, 2014, 04:22:22 AM
Talisman Lists

You can also view these in-game by pressing F6 on the title screen. This will also show you which ones you have already obtained.

For those who aren't familiar, Talismans are kind of like achievements; you get them by completing certain challenges.

Lemmings Plus I
Spoiler
:tal-bronze: Complete Mild 7 "The Staircase" without any builders.
:tal-bronze: Complete Mild 13 "Take A Shortcut!" without any builders.
:tal-bronze: Complete Mild 30 "You Just Lost The Game!" without any floaters.
:tal-bronze: Complete Wimpy 12 "Only One Place To Go" with two skills.
:tal-bronze: Save 100% on Wimpy 13 "A Magician Would Be Handy".
:tal-bronze: Save 100% on Danger 12 "When Life Gives You Lemmings...".
:tal-bronze: Complete Danger 16 "The Oddstack" within 3 minutes.
:tal-silver: Complete Wimpy 6 "Two Pathways" with only two skills.
:tal-silver: Save 98% on Wimpy 17 "No Need To Worry!" with no more than one builder.
:tal-silver: Complete Wimpy 25 "Down With The Lemmings" with no more than three builders.
:tal-silver: Save 100% on Wimpy 30 "Counterlogical" without any floaters.
:tal-silver: Complete Medi 6 "This Is..." in less than one minute.
:tal-silver: Save 100% on Danger 4 "In The Life Of A Lemming...".
:tal-silver: Complete PSYCHO 28 "To The End!" using only bashers and diggers.
:tal-gold: Complete Medi 1 "Secret to Success" with no more than 4 builders and no more than 2 of each other skill.
:tal-gold: Save 80% on Medi 25 "Wall of Wisdom".
:tal-gold: Beat the final level (PSYCHO 30 "Hellfire!").

Lemmings Plus II
Spoiler
:tal-bronze: Complete Nice 1 "Holding Out For A Hero" without floaters.
:tal-bronze: Save 100% on Nice 11 "Fun With Lasers".
:tal-bronze: Complete Nice 17 "Lemmings Gettin' Down" with no more than 1 of each skill.
:tal-bronze: Save 90% on Cheeky 13 "Above The Forests". (NOTE: The game incorrectly states this as "Save 40"; the requirement is "Save 45".)
:tal-bronze: Complete Cheeky 17 "Heads Up!" with only 3 builders.
:tal-bronze: Save 100% on Sneaky 5 "Misfortune of the Masses".
:tal-silver: Save 94% on Nice 3 "The Downwards Mission".
:tal-silver: Complete Cheeky 1 "What Does The Lemming Say?" without any builders.
:tal-silver: Complete Sneaky 1 "Good Luck!" without assigning skills to multiple lemmings.
:tal-silver: Complete Sneaky 19 "Turnabout Lemming" with 8 skills maximum.
:tal-silver: Save 90% on Cunning 6 "Cleverbash".
:tal-silver: Save 85% on Cunning 7 "Left-Tuned Lemming" in less than 45 seconds.
:tal-silver: Complete Genius 2 "Stampede!!!" without any floaters.
:tal-gold: Complete Nice 18 "MEGALEMMINGS!" without any bashers.
:tal-gold: Complete Nice 19 "Live And Let Lem" with no more than 3 of each skill, and no more than 15 skills total.
:tal-gold: Complete Cunning 19 "When You Wish Upon A Lemming" without assigning skills to more than one lemming.
:tal-gold: Complete the final level (Genius 20 "Cactus Central").

Lemmings Plus III
Spoiler
:tal-bronze: Complete Timid 3 "Strike It Down!" without miners or diggers.
:tal-bronze: Complete Timid 6 "The Rebound" without floaters.
:tal-bronze: Save 100% on Timid 9 "Scatterlem".
:tal-bronze: Save 98% on Dodgy 5 "A Lemming For Your Thoughts".
:tal-bronze: Save 90% on Dodgy 9 "Synergistic Effect".
:tal-silver: Save 100% on Dodgy 1 "Boost Jumper".
:tal-silver: Complete Dodgy 12 "Extra Skill Required" with no more than 1 builder.
:tal-silver: Save 100% on Dodgy 16 "Critical Point".
:tal-gold: Complete Timid 4 "Roundabout Run" with no more than 10 climbers.
:tal-gold: Complete Fierce 14 "Crossover Arena" with no more than 5 skills, in less than 2:30.
:tal-gold: Beat the final level (Fierce 16 "The Final Stand").

Lemmings Plus IV
Spoiler
:tal-bronze: Save 100% on Smooth 1 "Candy Crossing" with no builders and no more than 2 platformers
:tal-bronze: Complete Smooth 4 "Just Dig... IN SPACE!!" with just a single skill
:tal-bronze: Complete Smooth 9 "Central Boiler" with no blockers and no more than 1 stacker
:tal-bronze: Save 96% on Smooth 14 "Cogs of War"
:tal-bronze: Save 100% on Smooth 19 "Warp Zone"
:tal-bronze: Save 100% on Bumpy 5 "Space Race"
:tal-silver: Complete Bumpy 7 "Sweet As!" with no more than 4 skills
:tal-silver: Save 100% on Bumpy 12 "Luck of the Draw"
:tal-silver: Complete Insane 19 "Overclocked Lemming" in under 4 minutes
:tal-gold: Complete Smooth 6 "Lollipops Playland" without builders
:tal-gold: Complete Insane 12 "No Time To Die... IN SPACE!!" with no more than 5 builders
:tal-gold: Complete the final level (Insane 20 "Goodbye Galaxy")

Lemmings Plus V
Spoiler
:tal-bronze: Save every lemming on Blissful 1 "Back In Action!" with no more than 1 Platformer and no more than 2 Builders.
:tal-bronze: Save every lemming on Blissful 3 "Welcome To The Hive".
:tal-bronze: Complete Touchy 4 "Three by Three" without Climbers.
:tal-bronze: Save every lemming on Edgy 1 "Secret Storage".
:tal-bronze: Save every lemming on Edgy 2 "Bee Plus".
:tal-bronze: Complete Edgy 6 "Un-bee-lievable" with no more than 7 skills.
:tal-bronze: Save at least 25 lemmings on Unruly 12 "Midair Magic".
:tal-bronze: Save more than the required number of lemmings (ie: at least 16) on Outrageous 11 "Relentless".
:tal-silver: Complete Touchy 5 "The Bee's Knees" with no more than 1 Miner.
:tal-silver: Complete Touchy 13 "How Can You Bee So Cruel?" with at least 1 of each skill left over.
:tal-silver: Complete the final level "To Infinity, Beyond And Back!"
:tal-gold: Complete Blissful 2 "Mine Your Own Business" with no more than 1 Builder.
:tal-gold: Complete the final level "To Infinity, Beyond And Back!" in less than 12 minutes 30 seconds.
:tal-gold: Complete the final level "To Infinity, Beyond And Back!" with 26 skills or fewer.

Lemmings Plus VI
Spoiler
:tal-bronze: Complete Sane 10 "Peak Point" without blockers
:tal-bronze: Complete Sane 11 "Unblock Them Lems" without floaters, platformers or builders
:tal-bronze: Save 49 lemmings on Manic 6 "Reverse Psychology"
:tal-bronze: Save 14 lemmings on Delirious 3 "Not A Lemming Went By..."
:tal-silver: Save every lemming on Sane 1 "Rocky Road"
:tal-silver: Save every lemming on Sane 9 "Conspiracy"
:tal-silver: Complete Sane 14 "Infection Channel" in under 1 minute
:tal-silver: Save every lemming including clones on Sane 19 "Don't Overthink It..."
:tal-silver: Save 28 on Sane 20 "Tower Flower" with no more than 8 builders
:tal-silver: Complete Delirious 2 "Tell Me, Little Lemming" without diggers
:tal-silver: Complete Delirious 6 "Lemmings For All!" without climbers
:tal-silver: Save 30 lemmings (every lemming excluding clones) on Delirious 9 "The Bridge To Heck"
:tal-gold: Save 36 lemmings with no more than 1 climber on Manic 1 "BridgegdirB"
:tal-gold: Save every lemming on Manic 16 "The Bottom Line"
:tal-gold: Complete Delirious 11 "The Obligatory No Time To Die Level" in under 1 minute 30 seconds
:tal-gold: Complete Delirious 20 "Rocky Road (Part IV)"

Holiday Lemmings Plus
Spoiler
:tal-bronze: Complete Glimmer 1 "Holiday Island" with no more than 3 of each skill.
:tal-bronze: Save 100% on Glimmer 3 "Lemmingmallows" without blockers or stackers.
:tal-silver: Save 100% on Glimmer 6 "A Package For Mr Lemming" without swimmers or gliders.
:tal-silver: Complete Arctic 1 "Generous Inclination" without blockers.
:tal-gold: Complete the final level (Arctic 6 "A World Between Us").

Lemmings Plus Omega
Spoiler
:tal-bronze: Save 100% on Breezy 7 "Stacking The Odds"
:tal-bronze: Save 100% on Breezy 14 "What A Sixy Lemming" with only 5 diggers and no other skills
:tal-bronze: Complete Breezy 15 "Get Your Lemming On" without builders
:tal-bronze: Save 96% on Breezy 19 "A Blocker Would Be Handy"
:tal-bronze: Save 100% on Puzzling 5 "No Rush..."
:tal-bronze: Save 100% on Puzzling 9 "Trap Turner"
:tal-bronze: Save 100% on Puzzling 18 "Not THAT Simple..."
:tal-silver: Save 100% on Breezy 29 "Spelemkers" without using gliders or miners
:tal-silver: Save 100% on Breezy 30 "Lemming It The Hard Way" without climbers, swimmers or gliders
:tal-silver: Save 100% on Puzzling 30 "Drop Them Lems"
:tal-gold: Complete Puzzling 10 "A Little Bit Of A Lemming" with only one of each skill
:tal-gold: Save 94% on Perplexing 9 "Stone System"
:tal-gold: Save 100% on Mental 30 "The Final Tower"

Lemmings Plus Omega II
Spoiler
:tal-bronze: Save every lemming on Fluffy 5 "Backroute THIS!".
:tal-bronze: Complete Fluffy 14 "Faster Than Light" without blockers or bashers.
:tal-bronze: Save every lemming on Coarse 3 "A Mind Of Their Own".
:tal-bronze: Complete Coarse 6 "The Arcade" in under 1 minute 30 seconds.
:tal-bronze: Save at least 19 lemming on Spiky 8 "The Workshop".
:tal-silver: Complete Fluffy 1 "Easy As A, Bee, C" with no more than 9 builders, and no skills other than builders.
:tal-silver: Save at least 19 lemmings on Coarse 5 "Tactical Drops".
:tal-silver: Save at least 28 lemmings on Spiky 14 "Hot Plate".
:tal-gold: Save every lemming on Fluffy 15 "Drop Them Lems Again".
:tal-gold: Complete Sharp 19 "Struck Out" in under 2 minutes 30 seconds.
:tal-gold: Complete Sharp 20 "The Lem Goldberg Contraption".

Lemmings Plus Flashbacks Series
The Lemmings Plus Flashbacks series does not have talismans.



Music Sources

This is an often-asked question, so I'll put the list here.

Lemmings Plus I
Lemmings Plus I uses the Original Lemmings tracks in the Amiga ordering, with one exception: tracks 16 and 17 are swapped. This is because the pack was developed with the Master System musics in mind, which also has these two swapped compared to Amiga.

Lemmings Plus II
Lemmings Plus II uses the Oh No! More Lemmings! musics, with no special cases.

Lemmings Plus III
Lemmings Plus III uses an 8-track rotation, with special musics for the special graphics levels, level 16 of each rank, and the final level.

Rotation tracks
1. (bam4.it) Bust-a-Move 4 Standard In-Game Music
2. (burningblood.it) "Burning Blood" from Final Fantasy Legend II
3. (windmill.it) "Song of Storms" from The Legend Of Zelda: Ocarina Of Time
4. (bubblyclouds.it) "Bubbly Clouds Theme" from Kirby's Dream Land
5. (sml2.it) Super Mario Land 2 Special Stage Theme
6. (ffloverworld.it) Overworld Theme from Final Fantasy Legend
7. (dontgiveup.it) "Don't Give Up" from Final Fantasy Legend II
8. (beehaving.it) Diggin' It / Bee-having Theme from Crash Bandicoot 2

Special Positions
Rank-final level Timid/Dodgy/Rough (creator.it) - Final Boss Theme from Final Fantasy Legend
Fierce 16 "The Final Stand" (savetheworld.it) - "Save The World" from Final Fantasy Legend II

Special Graphics Levels
Timid 5 "The Rickroll Level" (rickroll.it) - "Never Gonna Give You Up" by Rick Astley
Dodgy 10 "The Duck Level" (ducksong.it) - "The Duck Song"
Rough 11 "The Nyancat Level" (nyancat.it) - Nyancat Theme
Fierce 10 "The Troll Level" (trololo.it) - Trololo

Lemmings Plus IV
Lemmings Plus IV has two standard tracks for each graphic set, and no set pattern as to which one any given level will use. There is also a special track for the final level, and special tracks for three of the four special graphics levels.

Candy Track 1 - Kirby's Blockball Level 1; first appears in Smooth 1 "Candy Crossing"
Candy Track 2 - Kirby's Blockball Level 6; first appears in Smooth 6 "Lollipops Playland"
Space Track 1 - Kirby's Blockball Level 4; first appears in Smooth 4 "Just Dig... IN SPACE!!"
Space Track 2 - Kirby's Blockball Level 10; first appears in Smooth 5 "Star Watch"
Clockwork Track 1 - Kirby's Blockball Level 5; first appears in Smooth 9 "Central Boiler"
Clockwork Track 2 - Kirby's Blockball Level 7; first appears in Smooth 10 "It's Opposite Day!"
Wasteland Track 1 - Kirby's Blockball Level 8; first appears in Smooth 2 "The Minefield"
Wasteland Track 2 - Kirby's Blockball Level 9; first appears in Smooth 3 "Splatwire"

Final Level track
Insane 20 "Goodbye Galaxy" - Master Battle from Pokemon TCG (Gameboy)

Special Graphics Levels
Smooth 10 "Wow! Such Level!" - How Much Is That Doggy In The Window? (Orig Lemmings version)
Twisted 8 "Oh No! More Ricks!" - "Never Gonna Give You Up" by Rick Astley
Insane 7 "Dopefish Lives!" - "Eat Your Vegetables" from Commander Keen 4

(Bumpy 12 "Luck Of The Draw" does not have a special music and just uses Space track 1.)

Lemmings Plus V
Lemmings Plus V has two standard tracks for each graphic set (three for Abstract), and no set pattern as to which one any given level will use aside from that one track is exclusively used in the once-per-rank level. There is also a special track for the final level.

Abstract Track 1 - Level 5 from Wario Blast; first appears in Blissful 1 "Back In Action!"
Abstract Track 2 - "Bridge To The Universe" from ModArchive; first appears in Blissful 5 "Stars In Their Eyes"
Abstract Track 3 - "Exage" (full title unknown) from ModArchive; first appears in Blissful 9 "Code PURPLE"
Honeycomb Track 1 - Bridge Zone from Sonic The Hedgehog (Master SYstem); first appears in Blissful 3 "Welcome To The Hive"
Honeycomb Track 2 - Hornet Man Stage from Mega-Man 9; first appears in Blissful 6 "Livin' La Bee-da Loca".
Mineshaft Track 1 - Level 2 from Wario Blast; first appears in Blissful 2 "Mine Your Own Business"
Mineshaft Track 2 - Level 3 from Wario Blast; first appears in Blissful 7 "Golden Hopes"
Machine Track 1 - Boss Theme from Bust-A-Move 4; first appears in Blissful 4 "Lemming Come Home"
Machine Track 2 - "Machine" (full title unknown) from ModArchive; first appears in Blissful 8 "Rust Buster"

Final level track
Outrageous 15 "To Infinity, Beyond & Back!" - This is a remix (by the original author) of Bridge To The Universe (Abstract track 1).

Lemmings Plus VI
All musics in Lemmings Plus VI originate from the first three games in the Ace Attorney trilogy.

Bridge Track 1 - Maya's Theme (AA2/3 version); first appears in Sane 10 "Peak Point"
Bridge Track 2 - Gumshoe's Theme; first appears in Sane 2 "Under The Bridge"
Bridge Track 3 - "Tell The Truth" (AA2); first appears in Sane 8 "Loopback Bridge"
Garden Track 1 - Cross-Examination Theme (AA3); first appears in Sane 6 "Rescue Operation"
Garden Track 2 - Courtroom Opening Theme (AA1); first appears in Sane 1 "Rocky Road"
Garden Track 3 - Larry's Theme; first appears in Sane 17 "Hold It!"
Basement Track 1 - Grossberg's Theme; first appears in Sane 3 "Experience"
Basement Track 2 - Weird Character Theme; first appears in Sane 7 "Merit"
Basement Track 3 - Godot's Theme; first appears in Sane 9 "Conspiracy"

Final level track
Delirious 20 "Rocky Road (Part IV)" - Intense Cross-Examination Theme (AA3)

Lemmings Plus Omega
Lemmings Plus Omega just uses a combination of tracks from Orig, OhNo and Lemmings Plus III in a different order (with some tracks missing), with one special track for the final level.

Rotation
1. Orig Track 1
2. Orig Track 3
3. LPIII Track 1
4. Orig Track 2
5. Orig Track 9
6. OhNo Track 5
7. Orig Track 12
8. OhNo Track 1
9. Orig Track 11
10. LPIII Track 6
11. LPIII Track 4
12. Orig Track 15
13. LPIII Track 2
14. Orig Track 6
15. Orig Track 13

Final Level
Mental 30 "The Final Tower" - "The Final Countdown" by Europe

Lemmings Plus Omega II
Lemmings Plus Omega II uses the same tracks (excluding final level tracks and the once-per-rank-level track from LPV), in the same graphic-set-based arrangement, as Lemmings Plus IV and V. The only expection is one special track for the final level.

Final Level
Sharp 20 "The Lem Goldberg Contraption" - A remix of the final boss music from Kirby's Dream Land

Holiday Lemmings Plus
Holiday Lemmings Plus uses a rotation of 6 tracks, with no special cases. Some tracks overlap with the official Holiday Lemmings games, but HLP uses unique versions of these tracks.

1. "Jingle Bells"
2. "Rudolph The Red-Nosed Reindeer"
3. "Santa Claus Is Coming To Town"
4. "Winter Wonderland"
5. "Jingle Bell Rock"
6. "Grandma Got Run Over By A Reindeer"

Lemmings Plus VII (Abandoned)
Lemmings Plus VII uses the same "a few musics for each style" setup as Lemmings Plus IV to VI, with three tracks per style.

Crypt Track 1 - Boss Theme 2 from Grandia
Crypt Track 2 - Mines music from Spelunky
Crypt Track 3 - "Strange People" music from Ace Attorney 6
Dungeon Track 1 - Disc 2 Battle Theme (Regular) from Grandia
Dungeon Track 2 - Dimensional Corridor music from La-Mulana HD
Dungeon Track 3 - Graveyard Of The Giants music from La-Mulana HD
Organic Track 1 - Yeti level music from Spelunky
Organic Track 2 - Snow level music (IIRC) from Croc: Legend of the Gobbos
Organic Track 3 - Guard Post music from Commander Keen 6
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on January 01, 2015, 08:45:00 PM
It seems that when I download Lemmings Plus II, I am still using the old version which does not have the configuration menu and the remastered graphics.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on January 01, 2015, 09:39:27 PM
It would seem I forgot to upload the new version to the NeoLemmix website, and only uploaded it to DropBox. Gimme a sec to fix that...

EDIT: It was actually that the archive itself was corrupted (stupid unreliable connection here >_>), so it possibly didn't overwrite your existing copy at all. Nevertheless, uploaded a fixed version now. On a side note, the bonus pack upload seems to be fine.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on January 02, 2015, 12:56:45 PM
Thanks! Loving the new version of Lemmings Plus II - the DOS sounds go very well with it. Though I still play the game in the 16-color graphic sets.

It seems that the exit on the left side of Nice 21 is not working. I haven't tested the right side yet, though.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on January 02, 2015, 01:09:54 PM
Ah, one thing I overlooked doing the conversion - standard traditional Lemmix mechanics is any object at or above index #16 is treated as fake; LPII had a modification that change this to #24 or higher but I forgot to do that in this version. (In fact, IIRC LPII has no fake objects anyway.)

Uploaded a fixed version (of both) that has this adjustment; due to the need to reupload anyway I also changed the cheat code for the bonus pack back to what it should be. :)

This kind of stuff is why I put off the LPII update to new Lemmix versions for so long... xD (whereas LPDOS, the only special adjustment that was needed apart from the level ordering is the instant bombers)
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on January 04, 2015, 09:53:58 AM
To save having to hunt down their respective topics, I've put the maximum saved records for all the Lemmings Plus games (except Omega, for now) on their pages on the NeoLemmix website. :)
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on January 09, 2015, 05:18:45 AM
Uploaded a slightly changed version of LPDOS; the changes are so minor that it wasn't worth a new version number.

All that's different is:

1) The original V9 upload had the wrong icon (the Orig one instead of the LPDOS one); this is fixed.
2) I changed the cheat code back to what it was in the early versions.

Spoiler
CHEZBURGER
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on January 18, 2015, 01:23:47 AM
I'm updating all of these (well, the NeoLemmix ones anyway) to V1.28n, as mentioned in the NeoLemmix topic. The reason behind this is mainly for the extra features to make things simpler with the Replay Database; however it's also about time they were updated to take advantage of newer features (eg. the save system).

Note that packs that were made before the slight change in lemming spawn position have a minor "hack" in the code that causes them to continue using the old spawn position. The primary motivation for this was to avoid breaking old replays, without having to adjust the appearance of the level.

I'm not going to make a new reply here for each one that's done, I'll just edit this post, though I'll make a reply when all of them are done.

Lemmings Plus III
Status: Done
Changes (from unofficial V1.27n-B): Dodgy 2 needed changes; it had become impossible due to mechanics changes
Download: http://www.neolemmix.com/old/lpiii.zip

Lemmings Plus III Bonus
Status: Done
Changes (from unofficial V1.27n-B): Rehash 3 needed changes; this was to keep the layout identical to Dodgy 2 in LPIII
Download: http://www.neolemmix.com/old/lpiiibonus.zip

Holiday Lemmings Plus
Status: Done
Changes (from unofficial V1.27n-B): None
Download: http://www.neolemmix.com/old/hlp.zip

Lemmings Plus Flashbacks
Status: Done
Changes (from unofficial V1.27n-B): None
Download: http://www.neolemmix.com/old/lpf.zip

Lemmings Plus Omega
Status: Done
Changes (from last official release): None
Download: http://www.neolemmix.com/old/lpo.zip
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on January 18, 2015, 02:29:04 AM
All done. Unlike the usual case of the NeoLemmix website being slow, all of them have uploaded correctly there, but DropBox is being slow. So, if you're using the DropBox links, you might get an old version for the next few minutes or so (NeoLemmix Website links are all up to date).

Given that the main purpose of the update is adding extra info to the replay files (for Replay Database purposes), it goes without saying that similar updates are coming to traditional Lemmix, and when this happens, LPDOS / LPII / LPII Bonus will also get updates.

One other thing you may notice is that LPIII and LPIII Bonus now make use of the adjustable level sizes. Of course there's still no vertical scrolling levels, as none were made to have it (it didn't exist in NeoLemmix at the time these two packs were made), but the levels no longer have heaps of empty space on the sides. This has been the case in the unofficial updates for a long time now, but these updates bring that into the official versions.


While we're here, I'd like to mention that some levels in Lemmings Plus III Bonus Pack still remain unsolved - specifically, Moonwalk 5 to 7, Teamwork 5 to 7, and Party 6 & 7.


EDIT: The traditional Lemmix-based ones have now been updated too.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on January 21, 2015, 09:00:12 PM
Some glitches:

If I access Timid/Dodgy/Rough/Fierce 16 by cheat code, I am able to view the pre-text screen explaining the gimmick, but if I go there via the secret level trigger, no such screen is displayed.

When pressing '5' in Party 7 to end the level, there is no postview congratulations screen.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on January 22, 2015, 03:08:40 AM
1) I'll look into that.
2) Not a glitch. I got rid of the final level postview texts in the LPIII Bonus Pack (and the NeoLemmix version of the LPII Bonus pack). As long as it *does* display for LPIII, HLP and LP Omega, it's fine.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 03, 2015, 09:16:15 PM
I've realised something by watching a LP* of these recently; that the different versions (specifically the existance of NeoLemmix and standard Lemmix versions) of LPDOS / LPII / LPII Bonus could cause a lot of confusion. So, I'm going to do what I considered (but never did do) a while ago - and that is, make the NeoLemmix versions the official ones; thus mechanics etc will be consistent across the entire Lemmings Plus range. Of course I will leave the traditional Lemmix ones available too.

I don't think I'll need to make any major changes from the currently available unofficial NeoLemmix versions, but I'll need to do more in-depth testing of them before making an official release.

EDIT: LPDOS has been tested as far as the end of Danger PSYCHO 10.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on February 04, 2015, 01:04:04 AM
I have some mixed feelings about making NeoLemmix versions the official ones.

Pros:
-This would definitely make it consistent with Lemmings Plus Flashbacks, since Lemmings Plus Flashbacks uses the NeoLemmix versions of the levels.
-Medi 16 "The Oddstack" and PSYCHO 23 "Death Row" are improved in this manner.
-All the cool NeoLemmix features are there (save system, adjustable level sizes, configuration menu, etc.)

Concerns:
-In LPII, this would make Cheeky 8 "The Haunted House" indeed out-of-place due to the mechanics changes, but I remember you said you don't plan to move the level with some of the other gimmick levels.
-How will this affect the Level Review games? The current LPDOS one is based off the traditional version; should I continue the review game in the traditional version, or go off from the NeoLemmix version once you upload the NeoLemmix versions?
-If I ever start Level Review topics for LPII and its Bonus Pack, should I use the NeoLemmix version or the Traditional version?
-I honestly liked the traditional 16-color versions of the LPII Styles (but in the LPII/LPIIBonus games only, not Lemmings Plus Omega where I feel that's where the remastered versions of the styles work). Is it possible to make an option in the Neo versions of LPII and LPIIBonus to turn on and off the 16/32 graphic sets, much like in the Traditional version? (As well as Lemmings Plus Flashbacks if you do indeed do the graphic set switch)
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 04, 2015, 01:16:01 AM
I'll probably make some adjustments to the skillset in Cheeky 8's case, and perhaps reduce the required percentage. I won't move the level, though.

For the level review games, so far you haven't gotten up to any levels that would be affected majorly by the change. The first level where it really has any noticable impact is Mild 22 (due to the lack of blockers in the NeoLemmix version). And there's nothing that might actually have an impact on some solutions until Medi 16. However, I would say switch to the NeoLemmix version (as a note; I'll update the level images on the website, so if you've been using the neolemmix.com level image links, they'll automatically change to the NeoLemmix ones).

I can probably do something for the graphic set switch. I'll get back to you on that one.


I also noticed when testing, the two early-Psycho fire levels with really fidgety execution (Psycho 2 and Psycho 5); the former is a lot easier under NeoLemmix, while the latter is virtually impossible - I say "virtually" because it can be done, but pretty much every skill needs to be frame-perfectly assigned. The former I might leave as is, but the latter I might reduce the difficulty a bit, most likely by making it save 72 of 80 (instead of save 63 of 70), allowing one extra lemming lost, which is similar in difficulty to the traditional Lemmix verison of this level.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on February 04, 2015, 01:45:56 AM
How about the pre-V7 levels that were present in the NeoLemmix version?

Hm, perhaps one suggestion to that could be to make them secret levels?
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 04, 2015, 01:51:17 AM
They'll still be included in the same way they are now.

Testing is up to Psycho 21 now. A few levels have had some changes; two relate to either being impossible or near-impossible under NeoLemmix mechanics (you have to keep in mind; the last time LPDOS was fully inspected under NeoLemmix mechanics was, IIRC, before LPIII was released, and there have been quite a few small mechanics changes since then), while others are some difficulty tweaks on levels that are excessively easy for their position. One is a backroute fix I couldn't resist applying.

The full list of changed levels so far is:
Danger 23 - The aforementioned backroute fix. Also affects Wimpy 25.
Danger 24 - Made this level MUCH harder.
Psycho 5 - Made this level slightly easier (it's still very hard).
Psycho 13 - This level (or at least its intended solution) was impossible under NeoLemmix mechanics in its current state. Also affects Medi 1.
Psycho 14 - Made this level slightly harder.
Psycho 17 - Made this level slightly harder.
Psycho 18 - Removed one skill that isn't nessecary to the solution and could potentially open backroutes (though I'm not currently aware of any).

EDIT: One other level had a change, albeit a purely cosmetic one - Psycho 30's screen start position had become messed up somewhere along the line; it's been set back to what it should be now.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 04, 2015, 05:32:26 AM
Lemmings Plus DOS Project I's conversion has been done. And yeah, since it has less and less similarity to the DOS versions each time (as well as that that was originally a codename), I felt it was time to drop the "DOS Project" from the name. So, it's now called "Lemmings Plus I". (Though I'm sure people will still know what you mean if you use the old name.)

The links have been added to the original post. The following levels have been changed relative to the last (unofficial) NeoLemmix version:

Wimpy 25 - Slight layout change due to Danger 23's modification.
Medi 1 - Slight layout change due to Psycho 13's modification.
Danger 23 - Backroute fix.
Danger 24 - Difficulty increased a lot.
Psycho 5 - Difficulty reduced slightly.
Psycho 13 - No longer impossible.*
Psycho 14 - Difficulty increased slightly.
Psycho 17 - Difficulty increased slightly.
Psycho 18 - Difficulty increased slightly.
Psycho 30 - Screen start position fixed.

* Just for peace of mind, this level was NEVER impossible in any official release; it was just impossible in some of the unofficial NeoLemmix releases. This is a prime example of why they're considered unofficial - they aren't fully tested in-depth to the same extent official releases are.


The last traditional Lemmix version is still available on DropBox (https://www.dropbox.com/sh/s9ejkgr5kiyh9hp/AACk_vErBLvKOBgkXjxkEnlga) (so is the new version if you'd rather download it from there); there's also replays for the new NeoLemmix version there.


EDIT: So far, LPII has been tested as far as the end of Cheeky Sneaky (excluding secret levels, both their access and the levels themself).
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 04, 2015, 10:35:39 AM
Done LPII up to the end of Cunning.

About Cheeky 8, while it keeps its same position, it and Cunning 19 are swapped in terms of how difficult they are. Cheeky 8 has been made a lot easier (50 of everything instead of 25, and only 40% requirement), while Cunning 19 has been made a lot harder (3 minute time limit, 100% required, skillset is only 2 each of builders, bashers, miners and diggers (none of the other skills)). This is possible due to one key difference in how the No Gravity gimmick functions in NeoLemmix. The other three gimmick levels remain as-is.

EDIT: Done up to Genius 5 now. Genius 2's save requirement has been increased to 100%, all other levels remain unchanged. I gotta say... no matter how many times I've beaten it (and the fact that I made it), Genius 3 is one of those levels that I can never quite remember how to do...

EDIT: All of LPII is done now. Most of the bonus pack is done too; only Rush and the secret levels still remain.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on February 04, 2015, 03:34:05 PM
Another concern is the pre-text screens in the gimmick levels of LPII and LPIII. When I first played LPII, I had no idea what the gimmicks were, and it took me a while to figure them out and how to use them and their concepts to solve the puzzle. Part of the fun of gimmick levels is figuring out what the gimmick's features are. If I were to introduce LPII to the average Lemmings player, I feel that explicitly stating what the gimmick does spoils the surprise for the player

One suggestion to that would be to explaining the gimmicks' features as post-text screens after beating the level.

However, the pre-text screens are fine as-is in the LPII and LPIII Bonus Packs.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 04, 2015, 04:00:51 PM
IMO, most gimmicks are obvious almost right away (and indeed, that's how I intended them to be), with the obvious exceptions of the ones first used in Sneaky 4 and Playtime 10 (and, in a sense, Dodgy 18). The player still has to work out how to deal with the gimmick (or in many cases, actually make use of it rather than just working around it), as well as work out the exact details of how it functions - all they're given in most cases is a brief overview of the concept.



For LPII, the levels that were modified are:
Cheeky 2 - Tidied up the one-way arrows
Cheeky 3 - Tidied up the one-way arrows
Cheeky 8 - Majorly decreased the difficulty (save requirement reduced to 40%, skillset increased to 50 of each)
Sneaky 6 - Tidied up the one-way arrows
Cunning 9 - Replaced fake exit with the fire object
Cunning 18 - The entrance on the right side is now left-facing
Cunning 19 - Majorly increased the difficulty (save requirement increased to 100%, first four skills reduced to 0 each, last four to 2 each)
Genius 2 - Somewhat increased the difficulty (save requirement increased to 100%)
Genius 13 - Somewhat increased the difficulty (save requirement increased to 85%; yes, this is possible on the NeoLemmix version*)
Genius 20 - Slightly moved the exit position to keep it in line with certain terrain features
There's one other level too, but I'll leave that one as a surprise. It's very noticable.

* I actually can't think of any reason why this 85% solution wouldn't work on the traditional Lemmix version too (give or take 1%), though I didn't try it. If it does, then this is a MAJOR oversight by all of us - the current record stands at 79%! EDIT: I checked, and it won't work on the traditional version due to a difference in the skillset (which was nessecary because the traditional version's solution won't work on the NeoLemmix version due to differences in builder mechanics). However, I can confirm 86% is possible on the NeoLemmix version, though I don't plan to change the requirement to this, it's fine as it is.


For the bonus pack - I haven't actually made the modifications yet, just identified where they're needed (and this doesn't include Rush or secret levels as I haven't looked at them yet):
Reverse 6 - One less builder (as it's not needed in the NeoLemmix version)
Flight 3 - Tidy up the one-way arrows
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 04, 2015, 04:57:34 PM
Alright, both of these are done and have been uploaded now. Even if you've played LPII to death, I would advise giving the later parts of Genius another go in the new version... ;)


Aside from the above mentioned levels in the bonus pack, two other levels had modifications - Challenge 7 to fix up a minor misplacement of a terrain piece (I have no idea how that mistake survived for so long xD), and Rush 4 to make it tidier and one part of the execution less-precise.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 07, 2015, 11:11:30 AM
A couple of backroutes were pointed out to me that were specifically opened up by the NeoLemmix conversion in LPI. I've uploaded a patch to fix these. The affected levels are Medi 23 and Psycho 21. (Specifically, it related to the level borders now acting as walls and being much closer. This does happen on a lot of levels, but in all other cases, it either makes little difference (eg. Psycho 27, where if you reach the wall you're probably going to run out of time anyway), or doesn't work as well as it may seem at first glance (eg. Psycho 1, where there's no way to take advantage of it and still solve the level).

Hopefully there's no issues like this with LPII...
Title: Re: [Fangames] Lemmings Plus Series
Post by: Crane on February 07, 2015, 08:32:03 PM
I hope I'm not out of line by asking this, but would I be allowed to submit my two "Precarious Construction" levels to the next Lemmings Plus pack?
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 08, 2015, 12:30:23 AM
I don't plan on making any further entries in the series; and the ones I have made are entirely my own content. However, I have at several times thought about trying to put together a "NeoLemmix community pack" - they'd be great for that if this plan ever goes ahead!
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 17, 2015, 02:14:41 PM
Just wondering if anyone had a go at the new version of LPII yet; in particular the revised skillset of Cunning 19 and...
Spoiler
the completely new level that's replaced Genius 18.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on February 19, 2015, 04:06:53 PM
In Lemmings Plus III Fierce 5 "In the Frenz-zone", I would adjust the size of the level a little bit. Specifically, make it so that I can scroll to the left of the level and not see the electric field on the right. The reason is that the electric field can really hurt my eyes, especially in a level that involves lots of building yet still requires a certain strategy and takes a while to solve and get it all right.

Another missed feature is the forced skillset/gimmick feature. A suggestion for that would be a cheat code to unlock those features, very much like what you did with the Background Color feature.

Also, how's the 16/32 graphic set switch going in LPII/LPIIBonus/Flashbacks? Will there still be links for the traditional versions of LPII and LPIIBonus?
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 20, 2015, 03:08:10 AM
I haven't worked on that feature yet - thanks for the reminder. :)

Title: Re: [Fangames] Lemmings Plus Series
Post by: IchoTolot on February 28, 2015, 07:46:43 PM
Alright: Completed and recorded Lemmings Plus I (inclusive PreV7)  8-)  Learned a lot of NeoLemmix behaviors (as they are not default or "standard" to me) esspecially at the end of Psycho. All in all a great pack!  :thumbsup:  But maybe a bit too many X of everything levels, but this is just my personal preferance as I am more one of the everything comes together perfectly type of player (example Pieuw's Windy 20 "Nick of Time !" is one of my alltime favorites  :)).
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on March 01, 2015, 12:30:37 AM
Well done! :) Glad you liked it. :D
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on March 08, 2015, 12:43:08 PM
I've just noticed that the version of Psycho 1 "Variety Day" in Lemmings Plus Flashbacks (where it's placed at Hard 5) doesn't quite match the version in LPI, as it was modified to fix a backroute exclusive to the NeoLemmix version when LPI was officially moved over. I'll have to fix that...

EDIT: Done.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on March 10, 2015, 01:27:10 PM
I finally updated the NeoLemmix website with the "new" versions of the LPIII (and its bonus pack) levels (the differences being cutting out the empty space on the sides, and snapping one-way walls to terrain pieces in rough edged levels (most noticable on Martian levels that have them).
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on March 15, 2015, 02:20:02 AM
Some more fixes on Lemmings Plus I; fixes two backroutes that arose due to the NeoLemmix conversion, plus one incredibly simple backroute that I have no idea how I overlooked for so long (it's probably existed since the first version ever).

Affected levels are Medi 27, Danger 3 and Danger 23.

http://www.neolemmix.com/old/lpi.zip

Hopefully there aren't too many more of these...
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on March 15, 2015, 08:53:07 AM
In addition to my gameplay videos of (currently) GeoffLems, I've started a series where I talk about my thoughts (and background info) on the levels in the Lemmings Plus series.

You can find the playlist here: https://www.youtube.com/playlist?list=PLVWvcY0oGEFy2xdl_GFAQXAvMRjFgHcO3

Just thought it might be interesting for any fans of the series, as well as other level designers who want some insight into my thinking process for these levels (though admittedly there's not much to be said in that regard for the earlier levels).
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on March 21, 2015, 07:56:34 PM
Due to a bug in V1.30n relating to animated exits (specifically, the Rock and Psychedelic styles would be affected), all Lemmings Plus games have been updated to NeoLemmix V1.30n-B. The update is most important for Lemmings Plus I and Lemmings Plus Flashbacks; all others, the last official version was before this bug was introduced. The download links are the same as always.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on March 25, 2015, 08:16:07 PM
All of these have now been updated to V1.30n-D. This shouldn't matter too much for most packs, but it might be significant for Holiday Lemmings Plus and Lemmings Plus Omega, as the new update adds an option to use fixed shortcut keys for the skills instead of keys based on their positions on the skillbar.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on April 13, 2015, 05:29:19 AM
Now that the NeoLemmix Editor has a mass-conversion tool, who would be interested in SuperLemmini versions of Lemmings Plus I and II? (The others wouldn't be possible due to heavy use of NeoLemmix-exclusive features). Lemmings Plus I could pretty much be done right away, while Lemmings Plus II would need to wait until the graphic set tool supports exporting SuperLemmini graphic sets.

Lemmings Plus I could be done almost exactly as-is. The only levels I can think of off the top of my head that may have issues are Psycho 16 and Psycho 24.

Lemmings Plus II does use three features (albeit only at a rate of once per rank each) that SuperLemmini doesn't support; gimmicks, frenzies and secret levels. The Floater Frenzy levels should be workable (albeit a tad easier) by simply dropping Frenzy from them; while the others could be done perhaps by replacing the gimmick level in each rank with that rank's secret level, thus getting two birds with one stone. The bonus pack levels from Trial and Challenge could also be included, while Flight 7 and Rush 4 could perhaps be used if needed to replace levels that don't work in SuperLemmini.

(EDIT: On second thought, SuperLemmini doesn't support the one-way fields either... not too many levels use them though, and some of the ones that do could work without them with slight alterations (eg. Genius 19).)

(EDIT: After a brief look at SuperLemmini's graphic set format, it would appear it in fact DOES support the one-way fields! The only exists-in-traditional(-but-is-never-actually-used-in-a-graphic-set) object it doesn't support is the anti-blocker field; and that's assuming it isn't supported but just not documented; at any rate LPII definitely doesn't use those.)


EDIT: So, some thoughts have come up while I've been going through these packs again for the V1.31n-B update. Specifically, LPII Cunning 4 would be the most frustrating level in Lemmings history in SuperLemmini, due to the combination of timed bombers and having to replay from the start (yeah, there's action-replay, but you can't just savestate or jump back a few frames like you can in NeoLemmix). So, most likely, I'd replace that one with "When You Wish Upon A Lemming" (secret level in the Flight rank in Lemmings Plus II Bonus Pack).
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on April 14, 2015, 01:12:56 AM
I'm currently working on upgrading all of these to NeoLemmix V1.31n-B. They'll be uploaded as they're completed; but due to mechanics changes they need quite a lot of re-testing (for example, in Holiday Lemmings Plus, four of the six Arctic levels turned out to need new replays (the two that didn't being Arctic 2 and Arctic 5) although no modifications to the levels themself were needed).

Starting with the smaller packs first, apart from Lemmings Plus Flashbacks which I think can safely be assumed to work if LPI, LPII and LPIII all work too. :P

(x) Lemmings Plus I
(x) Lemmings Plus II
(x) Lemmings Plus II Bonus Pack
(x) Lemmings Plus III
(x) Lemmings Plus III Bonus Pack
(x) Holiday Lemmings Plus
(x) Lemmings Plus Flashbacks
( ) Lemmings Plus Omega


The mechanics changes primarily relate to blockers and bombers... I'm finding it interesting how, some levels that make very heavy use of these don't even need a single change to the replay (eg: Genius 6), yet some where these skills play only a very insignificant part have to be almost or entirely remade from scratch (eg: Cheeky 21). xD

Gonna take a short break before I check LPI and LPO. The updates for all the others have been uploaded to both DropBox and the NeoLemmix Website; the new level image for Genius 19 has been uploaded too (though you probably won't notice the difference unless you look very closely). Fierce 15 doesn't need a new image as only the skillset is changed.


Levels with changes:
LPI: none
LPII: Genius 19
LP2B: none
LPIII: Fierce 15
LP3B: none
HLP: none
LPO: ???
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on April 14, 2015, 10:22:10 AM
I'm feeling kinda tired, so I might leave Lemmings Plus Omega's update for tomorrow. The rest have all been updated to V1.31n, and I've confirmed that every level is possible (and all the secret levels possible to reach) under the new mechanics, as well as updating the provided replays. Out of all of those combined (plus Doomsday Lemmings), only a single level turned out impossible; Genius 19 of LPII. It's been altered slightly so that it's possible again. :) Fierce 15 of LPIII has also been modified, as one less miner is needed now for the intended solution, so I took one away.

EDIT: Lemmings Plus Omega has now been updated. No levels needed to be modified.

I'd say in total, about 20% of the levels needed minor alterations to the replay (eg. they may have had to be partly redone, anywhere from about half way through to "just the last few moves"), while only about 3~5% needed entirely new replays to be made from scratch or almost from scratch.  Out of the entire Lemmings Plus series *and* Doomsday Lemmings combined, only a single level actually became impossible due to the V1.31n+ mechanics changes, and one other needed a skillset change due to mechanics changes negating the need for one of the skills.

So, if Lemmings Plus is any indicator (which it probably isn't, since not everyone makes the same kind of levels, of course), only about 0.18% of levels will actually need revising due to the new mechanics changes. :P
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on April 27, 2015, 11:29:25 AM
Although I haven't encountered or heard any cases of Lemmings Plus games being affected by the "phantom trigger areas" bug - in fact I don't think it even appeared until V1.32n (the latest official versions of Lemmings Plus games were V1.31n-B), as a precaution I've updated all of them to V1.32n-B.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on May 06, 2015, 11:56:41 AM
So, as I've mentioned as a possible feature several times, I'm adding an Achievements-like feature to NeoLemmix. And the first games to get these will be the Lemmings Plus series - LPIV will have them on release, for the remainder I'm doing them in order. All achievements will relate to a single level, so there's no "beat every level" type ones. However, as a somewhat symbolic thing, there will be an achievement in each main game (plus Omega and maybe Holiday) for beating the final level.

I won't reveal all of them, but here's 5 sample ones I've come up with for Lemmings Plus I. Note that current version players will *not* remember you've done this, so be sure to save a replay if you're trying them now. :)

Bronze: Complete Mild 13 without any builders.
Bronze: Save 100% on Wimpy 13.
Silver: Complete Wimpy 25 with no more than 3 builders.
Silver: Save 100% on Wimpy 30 without any floaters.
Gold example: Complete Medi 1 with no more than 4 builders, and no more than 2 each of any other skill.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on May 10, 2015, 11:24:15 AM
I've uploaded a V1.34n update of Lemmings Plus I (haven't done any of the others yet), which adds talisman support, and gives 23 challenges to try.

Before I release any other V1.34n updates, I'd like to let people have a go with this and see if they find any issues or have any recommendations on how the feature may be improved.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on May 10, 2015, 02:43:18 PM
As I said before in the Achievements topic, this is a wonderful feature! I really can't wait to see it in the other Lemmings Plus games, most especially Lemmings Plus Omega.

On another note, how come you made Lemmings Plus Omega a side series when it used to be a main series? It's the one game that truly introduced the new NeoLemmix skills and helps people get acquainted to them (as well as makes very good use of the other NeoLemmix features). Also, I remember that one of the facts on the NeoLemmix site said that it is essentially LPIV but not called LPIV.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on May 10, 2015, 02:59:44 PM
Because there's an actual LPIV now. Or will be very soon, anyway. At the time, Omega was intended to be the closing game of the Lemmings Plus series, but now that the series has been resumed and an actual LPIV is being made, it didn't make a lot of sense to me to keep classing it as a main game. (And if you want to be technical, Holiday Lemmings Plus was the one to introduce 7 of the 8 new skills; it didn't have any levels that used Mechanics but all the other 7 appeared in it.)

I can assure you however that Omega will be getting talismans too, as will HLP and the two bonus packs. It's only Flashbacks that possibly won't, though I may also consider copying over to it any talismans relating to the levels included in it. As far as Lemmings Plus I goes, there are only two levels that appear in Flashbacks that have talismans associated with them (Wimpy 10 "Labyrinth of Despair", complete with no more than 3 of each skill, Gold (and also the hardest talisman in LPI); and Medi 16 "The Oddstack", complete in under 3 minutes, Bronze).


The Wimpy 10 talisman was actually inspired by the Lix version of this level (I believe it was remade by Proxima?), which only has 3 of each skill - but it adds a few more skill types, also with 3 each. The added skills are Jumpers, Batters, and most crucially, Platformers. In actual LPI, of course, your only constructive skills are builders. Initially I had that talisman as four of each skill, but then I got an idea of how 3 of each skill might be possible even without the extra skill types Lix gives you, and spent quite a while trying to find a way - and eventually found one. The solution I found uses the full 3 of each skill, although since it saves 92% (two lemmings more than required), you can reduce the number of floaters used - but you'll still need the full 3 of everything else. That talisman is right up there in difficulty with the Fierce levels in LPIII, if not harder.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on May 10, 2015, 03:53:42 PM
I would recommend including Talismas in LPF. Since Lemmings Plus Flashbacks is supposed to be for introducing people to Lemmings Plus, including the Talisman will also be a great way to introduce people to solving the side challenges in each level.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on May 11, 2015, 09:14:20 AM
I'm thinking it might be worth swapping around the Medi 23 and Danger 9 talismans in terms of their ranking. The Medi 23 one isn't too hard for experienced players, while the Danger 9 one can be quite tricky to execute correctly (though it'd definitely still be the easiest of the golds, apart from the "solve the final level" one). I'm also probably going to try and find two more to add, so that we don't have empty space on the final page. :P

I thought Psycho 14 might be a good level for the "assign skills to only one lemming". However, every solution I can find needs one extra skill. The skill could be any of builder, basher, miner or digger, with builder and basher being tied for easiest - but as-is, it'd seem it can't be done. There are even some ways that save 98% (or in some cases, would save 98% if the time limit didn't interfere - and this is on a level with an 8 minute time limit!), one of which only fails to save the required 100% because of a lemming slipping past before the crowd can be contained, rather than the worker becoming unsavable.

EDIT: Okay well, I found a different level that one-skill-per-lemming works well on. As for the skills-for-one-lemming-only; I found another level that it would work well except the time limit prevents it from working (I managed to save 50%, with the rest only being not saved due to time (and only by about 5-10 seconds); but the level in question requires 100%). I'll see if I can improve this one to get the required 100%...

EDIT: Improved to 55%. Still very far from the goal.

EDIT: Got 95% now! Same basic strategy, just a few time-saving improvements. If I can get this to work at all, it's definitely a Gold...
EDIT: Improved to 97%. Sooo close...

EDIT: Got it! Whatever I did this time must've made a lot of difference, because instead of falling two lemmings short, I saved them all with 3 seconds to spare. :D
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on May 11, 2015, 01:32:14 PM
Okay, I'd like to present "Lemmings Plus I with Talismans, Version 2"! :) This one fixes some issues (like the holding arrow key = crash), and adds a talisman completion percentage to the talisman record screeen. (This is based on a slightly-weighted count of how many of the total talismans you have, with the weighting ratio being 3:4:5 (bronze:silver:gold).)

It also adds two new talismans, both of which use one of the newly-added challenge types. Also, the Medi 23 talisman has been downgraded to silver, while the Danger 9 talisman has been upgraded to gold.

While testing this, I ran into some issues where, once the new ones were added, it would report that I already had one of them, while reporting that I no longer had one of the old ones. I'm almost certian I've fixed this issue, but please let me know if you run into any issues of receiving talismans you didn't have before, or losing ones you did have.


Just for the record, I can definitely assure you all 25 talisman challenges are possible. I've got (though I haven't yet uploaded) replays for all of them. :) The hardest ones are obviously the gold ones (apart from "Beat the final level"), I'd say the hardest of all is either the Wimpy 10 "Labyrinth of Despair" one, or the newly-added Danger 11 "The Warp Room" one.

Here's the finalized talisman list for LPI:

Spoiler
:tal-bronze: Complete Mild 7 "The Staircase" without any builders.
:tal-bronze: Complete Mild 13 "Take A Shortcut!" without any builders.
:tal-bronze: Complete Mild 30 "You Just Lost The Game!" without any floaters.
:tal-bronze: Save 100% on Wimpy 13 "A Magician Would Be Handy".
:tal-bronze: Complete Wimpy 22 "Fast Enough?" while keeping the release rate as low as possible.
:tal-bronze: Complete Wimpy 29 "Only One Place To Go" with two skills.
:tal-bronze: Complete Medi 7 "Leap of Faith" with two skills.
:tal-bronze: Complete Medi 16 "The Oddstack" within its old time limit (3 minutes).
:tal-bronze: Save 100% on Danger 12 "When Life Gives You Lemmings...".
:tal-bronze: Complete Danger 25 "Use The Pen!" without using any floaters.
:tal-bronze: Save 100% on Danger 29 "Pipeline Problem".
:tal-bronze: Save 100% on PSYCHO 16 "Crosswork".
:tal-silver: Complete Wimpy 6 "Two Pathways" with only two skills.
:tal-silver: Save 98% on Wimpy 17 "No Need To Worry!" with no more than one builder.
:tal-silver: Complete Wimpy 25 "Down With The Lemmings" with no more than three builders.
:tal-silver: Save 100% on Wimpy 30 "Counterlogical" without any floaters.
:tal-silver: Complete Medi 23 "This Is..." in less than one minute.
:tal-silver: Save 100% on Danger 4 "In The Life Of A Lemming...".
:tal-silver: Complete Danger 30 "The Hideout" without assigning more than one skill to each lemming.
:tal-silver: Complete PSYCHO 28 "To The End!" using only bashers and diggers.
:tal-gold: Complete Wimpy 10 "Labyrinth of Despair" with no more than 3 of each skill.
:tal-gold: Complete Medi 1 "Secret to Success" with no more than 4 builders and no more than 2 of each other skill.
:tal-gold: Save 80% on Danger 9 "Wall of Wisdom".
:tal-gold: Complete Danger 11 "The Warp Room" without assigning skills to more than one lemming.
:tal-gold: Beat the final level (PSYCHO 30 "Hellfire!").


While I might wait for more feedback before releasing anything, I'm going to start working on talismans for the other games now. They'll generally be in the order of release, though Holiday Lemmings Plus might be a bit out of order. (And in case anyone's wondering, yes, I plan to add them to Doomsday Lemmings too.)

While this may be subject to change, I'm aiming for a similar ratio that LPI had, or maybe slighlty higher - approximately 1 talisman for every 6 levels the game has. Like I have here, I'll probably round it either up or down so that every page is filled.



I'm currently working on picking some for LPII. So far, I've gone through up to the end of Sneaky and come up with 13 of them, including two Gold (which happen to be on two consecutive levels) and three silver.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on May 12, 2015, 07:53:41 AM
Alright, the talisman list for Lemmings Plus II is complete. I do need to go through and make replays of all of them myself before I release the update, though. (It's just my policy to not release anything I don't have a solution replay for, basically.)

EDIT: Lemmings Plus II with talismans has been uploaded. :) There's 9 Bronze, 8 Silver and 3 Gold.

Spoiler
:tal-bronze: Complete Nice 1 "Holding Out For A Hero" without floaters.
:tal-bronze: Complete Nice 9 "Something's Not Right Here..." with 100% using only one skill.
:tal-bronze: Save 100% on Nice 11 "Fun With Lasers".
:tal-bronze: Complete Nice 12 "Cactus Island" without any bashers.
:tal-bronze: Complete Nice 17 "Lemmings Gettin' Down" with no more than 1 of each skill.
:tal-bronze: Save 90% on Cheeky 13 "Above The Forests".
:tal-bronze: Complete Cheeky 17 "Heads Up!" with only 3 builders.
:tal-bronze: Save 100% on Sneaky 5 "Misfortune of the Masses".
:tal-bronze: Save 75% on Genius 9 "Floater Frenzy".
:tal-silver: Save 94% on Nice 3 "The Downwards Mission".
:tal-silver: Complete Cheeky 1 "What Does The Lemming Say?" without any builders.
:tal-silver: Save 100% on Cheeky 8 "The Haunted House".
:tal-silver: Complete Sneaky 1 "Good Luck!" without assigning skills to multiple lemmings.
:tal-silver: Complete Sneaky 19 "Turnabout Lemming" with 8 skills maximum.
:tal-silver: Save 90% on Cunning 6 "Cleverbash".
:tal-silver: Save 85% on Cunning 7 "Left-Tuned Lemming" in less than 45 seconds.
:tal-silver: Complete Genius 2 "Stampede!!!" without any floaters.
:tal-gold: Complete Nice 18 "MEGALEMMINGS!" without any bashers.
:tal-gold: Complete Nice 19 "Live And Let Lem" with no more than 3 of each skill, and no more than 15 skills total.
:tal-gold: Complete the final level (Genius 20 "Cactus Central").
Title: Re: [Fangames] Lemmings Plus Series
Post by: IchoTolot on May 12, 2015, 10:57:15 PM
Ok after a week of break from recording I finished the recording of Lemmings Plus II. Good stuff there  :thumbsup:, but one question:

Why 1% on Dungeons of Death? ???

I saw your comment video on your channel today, but getting to the exit is not that big of a deal.
In my opinion saving a good amount is the real challenge!
I myself got 55% on the third try and I could go up another ~10% with a bit of tuning (Like on the first barricade I upped the release rate to 99 instead of the way I got through the other ones).

No holding back required namida! It's the Genius rating and I expect you to "Hurt me plenty" (little reference ;P)  The 1% version would be better in Sneaky in my opinion.

Now back to preparing the next patch for my own stuff :)
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on May 16, 2015, 06:35:24 AM
If you want "no holding back", perhaps the Fierce rating of LPIII will be more your cup of tea... muahahahahahahaha! (There's one level in there that, to the best of my knowledge, only ONE person other than myself (Akseli) has solved!)




As far as talismans go for remaining entries; Lemmings Plus II Bonus Pack's ones are just around the corner. I still need to save replays for the two Bronze ones. (Since it's a small pack, it also has a very small number of talismans - 2 bronze, 2 silver and 1 gold; and there's no "Complete the final level" one; the gold one is an actual challenge, and a pretty damn hard one too. :P)
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on May 16, 2015, 10:09:01 AM
Lemmings Plus II Bonus Pack update has been uploaded. :)

Talisman List:
Spoiler
:tal-bronze: Kill 100% on Reverse 2 "If Only They Could Die...".
:tal-bronze: Complete Rush 1 "Flashback Frenzy" with only two skills.
:tal-silver: Complete Reverse 4 "The Monument" in less than 1:10.
:tal-silver: Complete Flight 2 "The Ups And Downs" without any climbers.
:tal-gold: Complete Flight 7 "When You Wish Upon A Lemming" without assigning skills to more than one lemming.

I've also put these talisman lists into the second post of the topic. You can of course see them in-game, but that might be useful for a quick reference.

Talismans have also been done for Doomsday Lemmings (check its topic for more info); I'll probably do Holiday Lemmings Plus later today but the other three may have to wait a while, we'll see. (EDIT: Holiday Lemmings Plus is done. Like the other small packs, it only has a very small number of them.)

EDIT: So, working on LPIII's now. So far I've come up with 12 (two of which are just for beating a specific level with no extra restrictions - aside from the final level; the other is for Dodgy 18, and that one isn't a gold), ideally I'll get 3 more before releasing the update. Bonus pack will most likely have 5; Omega will be either 20 or 25.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on May 21, 2015, 10:13:35 PM
Lemmings Plus III update is finally here; sorry about the delay!

Talisman List:
Spoiler
:tal-bronze: Complete Timid 3 "Strike It Down!" without miners or diggers.
:tal-bronze: Complete Timid 6 "The Rebound" without floaters.
:tal-bronze: Save 100% on Timid 8 "Scatterlem".
:tal-bronze: Complete Timid 11 "A Digger Would Be Handy" without blockers.
:tal-bronze: Complete Timid 15 "Locked Out!" with no more than 10 skills, all of which are assigned to the same lemming.
:tal-bronze: Save 98% on Dodgy 5 "A Lemming For Your Thoughts".
:tal-bronze: Save 90% on Dodgy 8 "Synergistic Effect".
:tal-silver: Complete Timid 5 "The Rickroll Level" without assigning more than one skill to each lemming.
:tal-silver: Save 100% on Dodgy 1 "Boost Jumper".
:tal-silver: Complete Dodgy 11 "Extra Skill Required" without using the pickup skills.*
:tal-silver: Save 100% on Dodgy 15 "Critical Point".
:tal-silver: Complete Dodgy 18 "The United States Method".
:tal-gold: Complete Timid 4 "Roundabout Run" with no more than 10 climbers.
:tal-gold: Complete Fierce 13 "Crossover Arena" with no more than 5 skills, in less than 2:30.
:tal-gold: Beat the final level (Fierce 15 "The Final Stand").

* To be clear; you may obtain the pickup skills, as long as you don't use them.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on June 05, 2015, 03:05:48 PM
Since you're now working on V1.35 (and the NeoLemmix Graphic Tool is more or less in a working state), have you gotten around to the 16/32 graphic set switch for LPII/Bonus/LPF? I honestly miss the 16-bit DOS graphics, and would really like to play LPII/Bonus/LPF in those graphics again. It would make sense too since LPI uses 16-bit graphics as well.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on June 10, 2015, 08:54:46 AM
Updated all of these (except LPIII Bonus and Omega which didn't have a V1.34n-B update, and LPIV which was already on V1.34n-C) to V1.34n-C, due to the major oddtable issue in V1.34n-B. This should only matter for LPI (and would also for Omega, except that didn't receive a V1.34n-B update yet anyway), but I updated all of them just in case.

The update does have a minor issue with oddtabled levels still, but it's very minor - simply that they use the music from the level they copy, rather than their own. As far as I can tell, everything else works as it should, so I won't worry about putting out yet another update just to fix this; I'll just fix it in the next general update.


I also realised - again - that I've kept putting off adding talismans to the last two games that need them (LPIIIBonus and LPOmega). I'll try and get at least LPIII Bonus done tomorrow; Omega may take a bit longer due to it being a much larger pack.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on June 11, 2015, 04:27:14 AM
As promised, LPIII Bonus Pack update is here. :)

Talisman list:
Spoiler
:tal-bronze: Complete Breather 1 "Ruins and Remains" using only bombers and builders.
:tal-bronze: Save 100% on Moonwalk 1 "Red Remix" while assigning skills to only one lemming.
:tal-silver: Complete Breather 5 "The Complete Connection" with no more than 2 of each skill, and no more than 13 skills total.
:tal-silver: Save 100% on Secret 3 "The Lazy Streak".
:tal-gold: Complete Teamwork 1 "Pipes of Pain" without using more than 1 of each skill other than builders.*

* For the record, this means you may use as many builders as you like (up to the number provided by the skillset, which is 20); not that you must solve it with 0 builders and 1 of each other skill.

I'll try and get Omega done over the next few days too, though as I said before, this may take a bit longer since it's a larger pack and also has a lot of X-of-everything levels which are generally the ideal type for talisman challenges. I'm going to aim for at least 20, maybe even 25 talismans for this one.

EDIT: Might get Omega done today too, after all. I've found a lot of pretty neat challenges in Breezy already, still need to look at the other ranks (although as I suggested earlier, there's one for Mental 30, but it's "Save 100%" rather than just beating the level. I did find a somewhat tidier way to do this than the previous 100% solution I'd seen, though.)

EDIT: Got 14 so far. 7 Bronze, 5 Silver and 2 Gold. All but two so far actually require saving a specific percent, though often this is in combination with other factors. (Edit: 16 now; one new Bronze and one new Silver. One of these new ones is unique among LP talismans so far, in that it doesn't require actually passing the level.)
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on June 11, 2015, 09:25:18 AM
Omega update is here. :)

Talisman list:
Spoiler
:tal-bronze: Save 100% on Breezy 7 "Stacking The Odds"
:tal-bronze: Save 100% on Breezy 14 "What A Sixy Lemming" with only 5 diggers and no other skills
:tal-bronze: Complete Breezy 15 "Get Your Lemming On" without builders
:tal-bronze: Complete Breezy 18 "Up, Up and Home!" assigning skills to only one lemming
:tal-bronze: Save 96% on Breezy 19 "A Blocker Would Be Handy"
:tal-bronze: Complete Breezy 26 "Parallel Process" assigning skills to only one lemming *
:tal-bronze: Save 100% on Puzzling 5 "No Rush..."
:tal-bronze: Save 100% on Puzzling 9 "Trap Turner"
:tal-bronze: Save 100% on Puzzling 18 "Not THAT Simple..."
:tal-bronze: Save one lemming on Puzzling 15 "Remember Your Beginnings..." without using any diggers**
:tal-silver: Save 100% on Breezy 8 "Classic Techniques" without assigning multiple skills to the same lemming
:tal-silver: Complete Breezy 28 "Traptastic!" without assigning multiple skills to the same lemming
:tal-silver: Save 100% on Breezy 29 "Spelemkers" without using gliders or miners
:tal-silver: Save 100% on Breezy 30 "Lemming It The Hard Way" without climbers, swimmers or gliders
:tal-silver: Save 100% on Puzzling 30 "Drop Them Lems"
:tal-silver: Complete Platyime 5 "Acid Leak" without assigning skills to more than one lemming
:tal-silver: Save 100% on Playtime 7 "Glider Frenzy"
:tal-gold: Complete Puzzling 10 "A Little Bit Of A Lemming" with only one of each skill
:tal-gold: Save 94% on Perplexing 9 "Stone System"
:tal-gold: Save 100% on Mental 30 "The Final Tower"

* Due to a glitch, you won't get this talisman if you use any Cloners; this will be fixed in the V1.35n update
** Yes, you do not have to meet the level's save requirement to get this talisman
Title: Re: [Fangames] Lemmings Plus Series
Post by: 607 on June 14, 2015, 08:08:06 AM
I've recently started Lemmings Plus I, and I like it a lot! I love how the Mild rated levels are easy, but not too straight-forward. They're not in any way like the bland Tame levels of ONML. This starting rating Mild is both easy to get into for newer players and interesting to play through for more experienced players! :thumbsup:
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on June 14, 2015, 11:05:17 AM
Glad to hear you're liking it! :D Wimpy isn't much harder for the most part, but the levels do tend to be a bit longer. Once you get to Medi, that's where the difficulty starts to pick up a bit. :)
Title: Re: [Fangames] Lemmings Plus Series
Post by: 607 on June 15, 2015, 05:01:05 PM
I just finished Mild, and really liked it. Most of the levels were quite straight-forward, but again: not as bland as ONML's. Some of them had a good puzzle, too (obviously nothing new to me, but teaching tactics new-comers should know).
The sound bug still happens to me, though :( It's not really a problem, but it's a shame I don't know what's causing it. S doesn't fix it either.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on June 16, 2015, 02:01:50 AM
Out of interest...
1. Is music also affected?
2. What version of Windows are you on? (Or are you using it on Linux under WINE?)
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on June 16, 2015, 03:08:35 AM
Alright... as you all may know, a handful of levels in the Lemmings Plus III bonus pack are currently never-been-beaten.

I just receieved replays of solutions to half of these.

The ones that still remain unbeaten are Moonwalk 5, Teamwork 5, Teamwork 7 and Party 6. (The ones that no longer remain unbeaten are Moonwalk 6, Moonwalk 7, Teamwork 6 and Party 7.)

Outside of Lemmings Plus IV (in which all levels were beaten by testers during the testing period, but a handful had backroute fixes between that and release with the levels not being solved again since then), those are the only remaining levels in the series which are unsolved.
Title: Re: [Fangames] Lemmings Plus Series
Post by: 607 on June 18, 2015, 03:55:46 PM
Music always just continues playing, and restarts when I press S. I'm on Windows 7.
Also, when sound does work, the sound for the builder nearly running out of stairs sounds quite odd, and much different than what I think it should.

On a note about the game: I think the difficulty level increased a lot from Wimpy 10 onward. Some of them may be because I don't have the intended solution, but I think that compared to Wimpy 1-9 10-14 are suddenly quite hard. Not that that's a problem, I just hadn't expected it, reading this.
Quote from: namida on June 14, 2015, 11:05:17 AM
Glad to hear you're liking it! :D Wimpy isn't much harder for the most part, but the levels do tend to be a bit longer. Once you get to Medi, that's where the difficulty starts to pick up a bit. :)
Do you have videos of these levels' intended solutions on YouTube? I'm really wondering about A Magician Would Be Handy, because I'm not sure if I did it the correct way. I saved 69 Lemmings out of 40 needed though, so I think I did good. :)

Title: Re: [Fangames] Lemmings Plus Series
Post by: IchoTolot on June 18, 2015, 04:09:06 PM
Namida's channel where he has a playthrough:  https: //www.youtube.com/user/jihoon4242

My solutions to the pack can be found here:  https://www.youtube.com/channel/UC4Elfo3E1jTl-SHlOy97kwA:
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on June 18, 2015, 06:19:46 PM
In general, if a level gives you a large amount of skills (like that one does), it probably doesn't have a single intended solution, but is just a matter of "do anything that works". :) Even some of the levels with not-so-huge skillsets are of that nature.

Up to the point you're up to, the only level that has a very precise intended solution is Wimpy 12 "Russian Rescue", and that one has never been backrouted so far so I'd be very surprised if any backroutes showed up now.
Title: Re: [Fangames] Lemmings Plus Series
Post by: 607 on June 18, 2015, 07:16:55 PM
From now on I should save a replay at moments like that, so I could show you my way of solving it.
Spoiler

I made some Lemmings Athletes, and I placed a blocker at the places they could fall off. I used the remain Lemmings to build up to the place where the climbers went to. While letting the remaining Lemmings build the Athletes also started building, at the other side, to prevent the non-floater Lemmings from splatting. After the no-splat stairs were done, I dug through the obsolete part, and finished the stairs that would let the remaining Lemmings go over to the side with the no-splat stairs. I then used a miner and a basher to get under the steel opening. To get up to the exit, I used builders and exploders. It was quite interesting, although messy :P
Also, I liked Russian Rescue.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on July 10, 2015, 03:36:30 PM
I would have voted for Lemmings Plus Omega, but unfortunately that became a side series. I felt that Lemmings Plus Omega is the best of all because the difficulty level is right for me, the LPII and LPIII go very well together, all the gimmicks/frenzies are in one rank, and the levels overall do an excellent job at helping me get accustomed to the NeoLemmix skills. I also liked that there were repeats in the game. Though I was disappointed at the extreme lack of locked exit puzzles.

I felt it didn't make sense for it to become a side series, because what if, say, a newcomer to NeoLemmix and Lemmings Plus goes straight to LPIV from LPIII, is unaware of the new skills, and skips the side series, then they suddenly see skills that are unfamiliar to them?

LPO would have worked as LPIV, while LPIV would have worked as LPV. Then again, there is the upcoming NeoLemmix Introduction Pack.

EDIT: Well, at least it appears in the side entry poll. It should be obvious what I voted for :P
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on August 03, 2015, 05:14:19 AM
All of the Lemmings Plus packs have now been updated to Player V1.35n-C. (NeoLemmix website links are still uploading; DropBox links have been updated fully.)


In regards to why LPO isn't LPIV; mainly, because it doesn't follow the same structure as LPII, LPIII and LPIV do (ie: new graphic sets, few repeats, etc). You may recall that the original intention was to have a "Lemmings Plus III Part 2", which was eventually split into Lemmings Plus III Bonus Pack and Lemmings Plus Omega (with the latter becoming much larger than it originally would've - LPI aside, it's the largest entry in the series at 135 levels).
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on August 06, 2015, 10:17:26 AM
I've (finally) uploaded my solutions to Lemmings Plus IV (except for talisman solutions; although some of these replays also achieve the talisman anyway).

https://www.dropbox.com/s/rf2s3l953e0ngnx/LPIV%20Solutions.zip
Title: Re: [Fangames] Lemmings Plus Series
Post by: Akseli on August 18, 2015, 08:08:36 PM
Hmm why to close the original levelpack topics? :P I'd guess that people that browse the forums would search discussion related to packs in their own topics in the easiest way.

Sorry for the late answers, but better than never. : )

Quote from: namida on July 10, 2015, 02:24:57 AM
QuoteBumpy9: Mechanical Split - A lovely main trick, resembles a bit Genesis Mayhem 1 level.
Hm, I don't remember using this level's trick to solve Genesis Mayhem 1. Or did you mean the layout?
My Genesis Mayhem 1 solution:
Spoiler
Dig down at the left edge of the pillar, then bash to the right to the lower crowd so that only one lemming turns left and builds to the exit. Then, release the now merged group with the basher.


Quote from: namida on July 10, 2015, 02:24:57 AM
QuoteTwisted15: Central Heating - A gem level, really good one! This gave me much trouble and I didn't like the strict timing with the two guys on the top, that made the solution unrealistic before trying it out. Otherwise maybe my favourite level in this pack so far, and should be in Insane imo.

Do you mean at the start or at the end? The part at the start should time itself, while the part at the end isn't too hard if you make use of pausing. :P In fact, often (though certianly not always) I try to set my levels up so the timing works itself out, unless the timing itself is meant to be a major part of the puzzle.

Spoiler
The interaction with the two worker lemmings at the top of the level, see my replay. Still, this might be my favourite level of the pack.


Quote from: namida on July 10, 2015, 02:24:57 AM
QuoteInsane14: Artificially Sweetened - I always compared this level to "No Added Colours or Lemmings" from L1 because of the title and the similarity of the size, tricky solution, high difficulty, and the place in the mid-late last rating of the game. :P

That's pretty high praise, considering that Mayhem 20 was voted the best level from Orig! :) But I also think very highly of this level; not just once it became the last remaining unbeaten level, but in fact from the moment I created it. I'd even go as far as to say that it might be better than Panic Attack from LPII.

Sorry if I didn't express myself clearly enough, I meant exactly what I said with those five points when comparing these levels. I didn't say that I like 'Artificially Sweetened' as much as 'No Added Colours or Lemmings'. Insane14 has its little trick, but

Spoiler
Other than turning around a guy with two platformers, this level is putting skills really precisely in their places, and their places are obvious. But yeah, it's somewhat unique level, and I don't want to let you down if you like this level a lot.

For my taste Panic Attack is way above this level.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on September 07, 2015, 06:53:37 PM
So, I'm thinking about making an equivalent to Flashbacks for levels from Omega and IV (and maybe Holiday, too). I'd like some input on levels to consider.

Here's my initial proposals for candidates (note: this is way more than would ultimately be included; this is just an initial list of levels that might be suitable). Since there haven't been voteoffs on these packs, it's based partly on my own thoughts about the levels' quality, and partly on feedback I've received from people who've played them.

Holiday Lemmings Plus
Glimmer 6 "A Package For Mr. Lemming" (http://www.neolemmix.com/old/hlp_glimmer.html)
Arctic 1 "Generous Inclination"
Arctic 5 "Dream Parade" (http://www.neolemmix.com/old/hlp_arctic.html)

Lemmings Plus Omega
Breezy 20 "The Nuclear Plant" (http://www.neolemmix.com/old/lpo_breezy.html)
Puzzling 7 "More Than Just A Dream"
Puzzling 14 "So This Is How It Ends..."
Puzzling 30 "Drop Them Lems" (http://www.neolemmix.com/old/lpo_puzzling.html)
Perplexing 5 "When They Need It Most..."
Perplexing 7 "Dial "L" For Lemming"
Perplexing 12 "That's Just How It Is"
Perplexing 30 "Lemming Treety" (http://www.neolemmix.com/old/lpo_perplexing.html)
Mental 12 "Cave of the Cactus"
Mental 16 "Skill Factory"
Mental 21 "Adventure Time!"
Mental 24 "Branch Out A Little" (http://www.neolemmix.com/old/lpo_mental.html)

Lemmings Plus IV
Smooth 14 "Cogs of War"
Smooth 20 "Over The Edge" (http://www.neolemmix.com/old/lpiv_smooth.html)
Bumpy 5 "Space Race"
Bumpy 9 "Mechanical Split" (http://www.neolemmix.com/old/lpiv_bumpy.html)
Twisted 16 "Don't Hold Me Back!" (http://www.neolemmix.com/old/lpiv_twisted.html)
Insane 6 "The Mystery Machine"
Insane 10 "Comradical!"
Insane 14 "Artificially Sweetened"
Insane 19 "Overclocked Lemming" (http://www.neolemmix.com/old/lpiv_insane.html)

Any suggestions for additions (or removals) to the list?
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on September 20, 2015, 06:04:22 AM
Some feedback I got via PM on this (I'll keep it anonymous, since I assume that's why it was sent as a PM rather than posted here);

Holiday Lemmings Plus
Add
Arctic 3 "23:58 12/24" (http://www.neolemmix.com/old/levelimg/hlp/0203.png), since it's a level that has a lot of different solutions yet all remain challenging.

Lemmings Plus Omega
Add
Perplexing 16 "Wiring Defect" (http://www.neolemmix.com/old/levelimg/lpo/0316.png)
Perplexing 21 "Wirebreaker" (http://www.neolemmix.com/old/levelimg/lpo/0321.png), particularly since it's one of the rare cases that extensive use is made of Cloners (without being overly annoying about it).
Perplexing 22 "Pick-a-plan" (http://www.neolemmix.com/old/levelimg/lpo/0322.png). I didn't have this in my initial list because a lot of feedback suggested it was too simple.
Perplexing 26 "Whisper of the Wind" (http://www.neolemmix.com/old/levelimg/lpo/0326.png); the reasoning behind this seemed to be just "because it, like Perplexing 5, ultimately originates from the original NeoLemmix Skills Tutorial pack". I personally didn't include this level as I felt it didn't stand out in any way when compared to other levels, ignoring the "nostalgic" (if it can be called that) value of it.
Mental 1 "Be A Tidy Lemming!" (http://www.neolemmix.com/old/levelimg/lpo/0401.png)
Mental 4 "Trade of the Tricks" (http://www.neolemmix.com/old/levelimg/lpo/0404.png), I felt that while this is a fairly unique level, it doesn't exactly stand out hugely as a great level.
Mental 17 "Recycled Lemming Syndrome" (http://www.neolemmix.com/old/levelimg/lpo/0417.png)

Seconded (ie: the person specifically mentioned agreeing with these choices, instead of saying nothing either way about them)
Puzzling 7 "More Than Just A Dream" (http://www.neolemmix.com/old/levelimg/lpo/0207.png)
Puzzling 14 "So This Is How It Ends..." (http://www.neolemmix.com/old/levelimg/lpo/0214.png)
Puzzling 30 "Drop Them Lems" (http://www.neolemmix.com/old/levelimg/lpo/0230.png)
Perplexing 5 "When They Need It Most" (http://www.neolemmix.com/old/levelimg/lpo/0305.png)
Perplexing 12 "That's Just How It Is" (http://www.neolemmix.com/old/levelimg/lpo/0312.png)

Remove
Breezy 20 "The Nuclear Plant" (http://www.neolemmix.com/old/levelimg/lpo/0120.png)

Lemmings Plus IV
Add
Smooth 13 "Trophy Cabinet" (http://www.neolemmix.com/old/levelimg/lpiv/0113.png), possibly in place of including Mental 10 "Comradical!" (as both are locked exit puzzles in the Clockwork set)
Bumpy 12 "Luck Of The Draw" (http://www.neolemmix.com/old/levelimg/lpiv/0212.png), specifically mentioning it as "my best VGASPEC level so far"
Twisted 1 "Proceed With Caution" (http://www.neolemmix.com/old/levelimg/lpiv/0301.png)
Twisted 2 "Lands of Despair" (http://www.neolemmix.com/old/levelimg/lpiv/0302.png), in particular due to the lack of Wasteland levels otherwise. Though most feedback on this level hasn't been as positive as this person's.
Twisted 5 "The Cooling Vat" (http://www.neolemmix.com/old/levelimg/lpiv/0305.png)
Twisted 14 "A Universal Production" (http://www.neolemmix.com/old/levelimg/lpiv/0314.png), due to the unique radiation / teleporter combo in the solution.

Seconded
Bumpy 5 "Space Race" (http://www.neolemmix.com/old/levelimg/lpiv/0205.png)

Remove
Smooth 20 "Over The Edge" (http://www.neolemmix.com/old/levelimg/lpiv/0120.png), as it's frustrating to solve and out of place (though as seen in the first Lemmings Plus Flashbacks, the ordering in the compilation pack doesn't have to correspond to the ordering in the source pack)
Insane 10 "Comradical!" (http://www.neolemmix.com/old/levelimg/lpiv/0410.png), not as fun without the originally intended trick (which this person was aware of), although they acknowledge that other people think more highly of this level than they do.

Since there's more adds than removes here, this does make the potential list even bigger. Keep the suggestions / feedback coming! :)
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on September 29, 2015, 08:34:34 AM
Still after feedback on the above question! :)

I'm also wondering - regarding the videos on the Lemmings Plus series, is anyone actually finding them interesting / worthwhile? Do you think they serve any purpose that simply offering a replay file doesn't? Is there any points you'd like me to talk more about in them (or less)? Or do most people think it's not worth me continuing with them?
Title: Re: [Fangames] Lemmings Plus Series
Post by: 607 on October 05, 2015, 06:02:22 PM
Quote from: namida on September 29, 2015, 08:34:34 AM
Still after feedback on the above question! :)

I'm also wondering - regarding the videos on the Lemmings Plus series, is anyone actually finding them interesting / worthwhile? Do you think they serve any purpose that simply offering a replay file doesn't? Is there any points you'd like me to talk more about in them (or less)? Or do most people think it's not worth me continuing with them?
To me, they sound very interesting; I haven't watched any of them yet, though, as I'm not really playing Lemmings at the time.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on October 06, 2015, 03:02:16 PM
Got more feedback via PM, at least for the Omega and IV levels:

Omega
Add
Puzzling 4 "Not Very Lemming Friendly"
Puzzling 13 "The Martian Lake Beast" (mentioned that this is primarily due to it being good in appearance)
Mental 13 "A Different Kind Of Hero" (specifically mentioned as a good level that involves Cloners)

Remove
Breezy 20 "The Nuclear Plant" (also mentioned by previous person as a removal suggestion)
Puzzling 7 "More Than Just A Dream" (one of my original suggestions, was also seconded)
Puzzling 14 "So This Is How It Ends..."
Perplexing 5 "When They Need It Most" (an original suggestion, seconded)
Perplexing 21 "Wirebreaker"
Perplexing 22 "Pick-a-Plan"
Perplexing 26 "Whisper of the Wind"
Mental 1 "Be A Tidy Lemming!" (it should be noted this person suggested its earlier version (Puzzling 4) as a level to consider adding)
Mental 4 "Trade of the Tricks" (due to execution difficulty)
Mental 12 "Cave of the Cactus" (same reasoning)
Mental 17 "Recycled Lemming Syndrome"
Mental 21 "Adventure Time!!!" (mentioned as being a long level with a non-memorable solution; though I actually remember this person praising this level in the past - interesting to note that maybe it's the kind of level that's only fun the first few times?)


Second
Puzzling 30 "Drop Them Lems" (2nd time it's been seconded)
Perplexing 16 "Wiring Defect" (not an original suggestion, but was suggested by previous person)
Perplexing 30 "Lemming Treety" (2nd time seconded)
Mental 16 "Skill Factory"
Mental 24 "Branch Out A Little!"
Mental 27 "Six-Lem Situation"

IV
Add
Bumpy 17 "Lem Your Lem Could Smell Like"
Twisted 17 "Climber's Edge" (suggested they don't feel too strongly about it, though)

Remove
Smooth 13 "Trophy Cabinet" (mentioned as best choice for an LPIV locked exit puzzle, but still not great - should be noted that Insane 19, which they seconded, is also a locked exit level)
Bumpy 9 "Mechanical Split"
Bumpy 12 "Luck of the Draw" (mentioned that if going for a good appearance level, Puzzling 13 of LPO is better; if going for a good, and specifically VGASPEC, level, then Insane 7 is a better choice)
Twisted 1 "Proceed With Caution" (mentioned that they don't feel too strongly about this one)
Twisted 2 "Lands of Despair" (specifically mentioning Bumpy 17 as a better choice for a Wasteland level)
Twisted 16 "Don't Hold Me Back"
Insane 10 "Comradical!" (second time suggested for removal)

Second
Smooth 14 "Cogs of War"
Bumpy 5 "Space Race" (2nd time seconded)
Twisted 14 "A Universal Production"
Insane 6 "The Mystery Machine"
Insane 14 "Artificially Sweetened"
Insane 19 "Overclocked Lemming"


I'll summarize thoughts based on getting these feedbacks at some point soon. :)
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on October 06, 2015, 03:49:05 PM
Okay, here's my new potential list (pre-trimming-of-excessive-number-of-levels). Removed levels from the original list have been struck out rather than being completely cleared. New additions are bolded. Those with a > next to them are the ones I'd be most likely to drop when trimming the number of levels. Ultimate decisions will probably depend on not only the quality of levels, but also where the most gaps are in the difficulty curve (as you may have noticed, LPF has a very steep initial difficulty curve - going from Fun-style levels to Taxing- or maybe even Mayhem-style ones in the first rank).

Holiday Lemmings Plus
>Glimmer 6 "A Package For Mr. Lemming"
>Arctic 1 "Generous Inclination"
Arctic 3 "23:58 12/14"
Arctic 5 "Dream Parade"

Lemmings Plus Omega
Breezy 20 "The Nuclear Plant"
>Puzzling 7 "More Than Just A Dream"
Puzzling 14 "So This Is How It Ends..."
Puzzling 30 "Drop Them Lems"
Perplexing 5 "When They Need It Most..."
Perplexing 7 "Dial "L" For Lemming"
Perplexing 12 "That's Just How It Is"
Perplexing 16 "Wiring Defect"
Perplexing 30 "Lemming Treety"
>Mental 1 "Be A Tidy Lemming"
>Mental 12 "Cave of the Cactus"
>Mental 13 "A Different Kind Of Hero"
Mental 16 "Skill Factory"
>Mental 21 "Adventure Time!"
Mental 24 "Branch Out A Little"

Lemmings Plus IV
Smooth 14 "Cogs of War"
Smooth 20 "Over The Edge"
Bumpy 5 "Space Race"
>Bumpy 9 "Mechanical Split"
>Bumpy 12 "Luck of the Draw"
Bumpy 17 "Lem Your Lem Could Smell Like"
>Twisted 5 "The Cooling Vat"
Twisted 14 "A Universal Production"
Twisted 16 "Don't Hold Me Back!"
Insane 6 "The Mystery Machine"
Insane 10 "Comradical!"
Insane 14 "Artificially Sweetened"
Insane 19 "Overclocked Lemming"




This is only 29 levels total, even without removing any of the "potentially remove" (only the definitely removed ones from the original list). To try and keep a similar structure to the original Lemmings Plus Flashbacks, I'd like to go for 32 levels again. So, basically - which other three levels should be included?

Previous suggestions that weren't put onto this list are:

Puzzling 4 "Not Very Lemming Friendly"
Puzzling 13 "The Martian Lake Beast"
Twisted 17 "Climber's Edge"
Perplexing 21 "Wirebreaker"
Perplexing 22 "Pick-a-plan"
Perplexing 26 "Whisper of the Wind"
Mental 4 "Trade of the Tricks"
Mental 17 "Recycled Lemming Syndrome"
Smooth 13 "Trophy Cabinet"
Twisted 1 "Proceed With Caution"
Twisted 2 "Lands of Despair"

Of these, the first three were suggested by the second person; the rest were suggested by the first, and disagreed with by the second. However, Puzzling 4 presents an additional problem - its repeat is already in there.

So, adding Puzzling 13 - they make a good case, it has an especially unique value as an artistic level. Of the "controversial" suggestions, I do see myself agreeing with Mental 17. This brings us to the following list, which needs one more level (assuming no removals occur) to reach the desired 32 levels. You're still welcome to argue for the removal of a level, of course.

First Draft List
Holiday Lemmings Plus (4 levels)
Glimmer 6 "A Package For Mr. Lemming"
Arctic 1 "Generous Inclination"
Arctic 3 "23:58 12/14"
Arctic 5 "Dream Parade"

Lemmings Plus Omega (16 levels)
Puzzling 7 "More Than Just A Dream"
Puzzling 13 "The Martian Lake Beast"
Puzzling 14 "So This Is How It Ends..."
Puzzling 30 "Drop Them Lems"
Perplexing 5 "When They Need It Most..."
Perplexing 7 "Dial "L" For Lemming"
Perplexing 12 "That's Just How It Is"
Perplexing 16 "Wiring Defect"
Perplexing 30 "Lemming Treety"
Mental 1 "Be A Tidy Lemming"
Mental 12 "Cave of the Cactus"
Mental 13 "A Different Kind Of Hero"
Mental 16 "Skill Factory"
Mental 17 "Recycled Lemming Syndrome"
Mental 21 "Adventure Time!"
Mental 24 "Branch Out A Little"

Lemmings Plus IV (11 levels)
Smooth 14 "Cogs of War"
Bumpy 5 "Space Race"
Bumpy 9 "Mechanical Split"
Bumpy 12 "Luck of the Draw"
Bumpy 17 "Lem Your Lem Could Smell Like"
Twisted 5 "The Cooling Vat"
Twisted 14 "A Universal Production"
Twisted 16 "Don't Hold Me Back!"
Insane 6 "The Mystery Machine"
Insane 14 "Artificially Sweetened"
Insane 19 "Overclocked Lemming"
Title: Re: [Fangames] Lemmings Plus Series
Post by: GigaLem on October 06, 2015, 05:41:36 PM
For the something else choice i have
Lemmings Plus REMIX
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on October 07, 2015, 02:47:42 AM
I'm not sure about that name. It kinda suggests new content (possibly derivative of existing content), rather than simply a compilation pack of existing content.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on October 08, 2015, 05:54:36 AM
Got a small bit of feedback on the draft list (I'm only including comments here that would actually change the list, not just agreements with the list's current content):

QuotePuzzling 13 "The Martian Lake Beast" - Although great artistically, not fun enough gameplay-wise for inclusion
Perplexing 21 "Wirebreaker" - Still suggesting this as an option
Smooth 13 "Trophy Cabinet" - Same here
Bumpy 7 "Sweet As!" - mentioned as another possible extra level to replace any that are removed
Bumpy 9 "Mechanical Split" - favors removal of this one
Twisted 1 "Proceed With Caution" - Another one they'd really like to see included
Twisted 10 "Clocked In" - Mentioned as too easy for its position in LPIV as a whole, but a good level (and the relative difficulty is not as huge an issue for a compilation pack

Also, in regards to Puzzling 4 vs Mental 1, they mentioned that they could see either one being a good choice, and so the decision should be made based on which level of difficulty is more needed.

Title: Re: [Fangames] Lemmings Plus Series
Post by: IchoTolot on October 08, 2015, 10:23:41 AM
After LP I+II with LP II bonus pack; it's LP III's turn in my walkthrough series!

Link to the first level: https://www.youtube.com/watch?v=7tPyIC1ic5Y
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on October 20, 2015, 11:24:33 AM
Alright - got an almost-final list, but it has 33 levels. Out of the levels on it, I'd like to - if anything's going to be dropped (which one has to be) - drop one of the following three:

LPO Mental 3 "Doomblock 42"
LPO Mental 12 "Cave of the Cactus"
LPIV Twisted 16 "Don't Hold Me Back!"

Any comments?

I also put up a poll. I'll make the decision based partly on feedback, and partly on where (if any) there are gaps in the difficulty curve - I personally feel that Mental 3 and Twisted 16 are of similar difficulty, while Mental 12 is a fair bit harder than the other two.

EDIT: Sorry, my bad! I forgot to update the list taking into account the suggestions a few posts above first. I'll consider that, then see if further feedback is needed.
EDIT: Even after considering that list (alongside other suggestions), it still comes down to 33 levels, with these three being the ones to decide between for removal. I'll now review the ordering to create a good difficulty curve, and if there still needs to be a decision on which one to remove, I'll put the poll back up.

EDIT: Okay, after taking difficulty into account - Cave of the Cactus is safe. But I need to pick one of the other two to remove. So I've put a poll up just between those two.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on October 20, 2015, 11:48:34 AM
Also, here's the final list (apart from needing to remove one of those two levels), including ordering. Note that there's 9 levels under "Hard", as both of the candidates for removal are in there. The list of levels is pretty much finalized, but the order is up for discussion.

The levels' positions in the original games should not at all be taken into account when deciding on ordering. Think of it as "if this was an entirely new game, and these levels were entirely new, what order should they be in" - this might not be purely a consideration of difficulty (eg. the first Lemmings Plus Flashbacks has Genius 6, Fierce 13 and Genius 8 as the last three levels; even though ordering purely by difficulty it should be Genius 8, Genius 6, Fierce 13), but just shouldn't take into account their original positions.

Easy
----
Smooth 14 "Cogs of War"
Glimmer 6 "A Package For Mr. Lemming"
Bumpy 5 "Space Race"
Puzzling 7 "More Than Just A Dream"
Puzzling 14 "So This Is How It Ends..."
Perplexing 12 "That's Just How It Is"
Bumpy 9 "Mechanical Split"
Bumpy 12 "Luck of the Draw"


Medium
------
Perplexing 16 "Wiring Defect"
Arctic 1 "Generous Inclination"
Puzzling 30 "Drop Them Lems"
Twisted 10 "Clocked In"
Arctic 3 "23:58 12/14"
Bumpy 17 "Lem Your Lem Could Smell Like"
Twisted 1 "Proceed With Caution"
Twisted 5 "The Cooling Vat"


Hard
----
Perplexing 7 "Dial "L" For Lemming"
Perplexing 5 "When They Need It Most..."
Twisted 16 "Don't Hold Me Back!"
Mental 3 "Doomblock 42"
Twisted 14 "A Universal Production"
Perplexing 30 "Lemming Treety"
Mental 13 "A Different Kind Of Hero"
Mental 1 "Be A Tidy Lemming"
Insane 6 "The Mystery Machine"


Extreme
-------
Mental 17 "Recycled Lemming Syndrome"
Mental 21 "Adventure Time!"
Arctic 5 "Dream Parade"
Mental 24 "Branch Out A Little"
Mental 12 "Cave of the Cactus"
Mental 16 "Skill Factory"
Insane 19 "Overclocked Lemming"
Insane 14 "Artificially Sweetened"
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on October 20, 2015, 12:42:36 PM
Received the following feedback on the list:
- Perplexing 12 should be moved to early-Medium; Puzzling 30 should be moved to the last level of Easy.
- Arctic 3 and Bumpy 17 should both be in Hard; while Perplexing 5 and Perplexing 7 should be moved back to Medium.

My thoughts on this - the Perplexing 12 / Puzzling 30 swap kind of makes sense; Puzzling 30 isn't hard as such, just somewhat intimidating. Moving one of Arctic 3 or Bumpy 17 to Hard, and moving Perplexing 5 back is possible; I'm not so sure about moving Perplexing 7.

EDIT: Adding to this:
- If only one of Arctic 3 or Bumpy 17 is moved, it should be Arctic 3
- And then, move Bumpy 17 to the last level of Medium
- Mental 24 should be swapped to Hard (maybe swapped with Insane 6 - note that this user says they have not beaten Insane 6), most likely as the last level; otherwise move to the first level of Extreme

My thoughts on this - mostly seems fine. But I don't agree with moving Mental 24 back that far; nor that Insane 6 belongs in Extreme; I get the feeling that had this user solved Insane 6, they probably wouldn't be saying this (but of course, I could be wrong).
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on October 22, 2015, 02:18:20 PM
Okay - doesn't seem to be any more feedback, so here's the first test version of it! If any further feedback comes in between now and the release of NeoLemmix V1.36n, I might take it into account. Aside from some of the above suggestions, I also made a few more ordering tweaks. Out of the two levels being considered for removal, Twisted 16 "Don't Hold Me Back" got cut; while Mental 3 "Doomblock 42" remains in the pack. :)

https://www.dropbox.com/sh/cvpszccwk2ms6c8/AAD_VpW4IxD4ezKtnsPELGeRa
(Note that the music file is optional, as always; it just gives more-accurate versions of certain tracks.)

Cheat code is "1234567890".

Note that being based off the preliminary V1.36n code, this means this has customizable hotkeys! Enjoy! :)
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on October 22, 2015, 03:03:27 PM
Received this feedback:
- Perplexing 5 is too easy for its position and should be put closer to the start of Medium.
- Arctic 1 should be more towards the end of Medium.
- Mental 3 should be closer to the end of Mental.

Also, it has been pointed out that Bumpy 17 has the wrong music here (it has the 3rd LPIV music, when it should have the 2nd one).
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on December 01, 2015, 07:47:16 PM
Alright, release time!

http://www.neolemmix.com/old/lpfii.html

It's based on the most up-to-date preview V1.36n code. Obviously, if there's any further changes, I'll update it to the official V1.36n once that's released.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on December 12, 2015, 08:19:05 AM
All of these have been updated to use the latest version of NeoLemmix (V1.36n). The only change to any levels is Fierce 15 of Lemmings Plus III (and its easier counterpart in Lemmings Plus III Bonus Pack), which has an almost-unnoticable change that nevertheless removes a fairly major backroute - and has a nice side effect of slightly reducing the precision needed in the LP3B easier version.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on January 13, 2016, 06:51:17 PM
The original post's links are currently broken as I've removed the EXEs, and am in the process of putting up NXPs instead. I don't have time to update the posts / website until later today, in the meantime, here's a Dropbox link where you can get all the games from:

https://www.dropbox.com/sh/j12gn3okvm1ic8z/AAAMre9Wt9tJxhu6zgs9H0C6a

EDIT: NeoLemmix Website links have now been added, and put in the first post. The above Dropbox link still works, if you prefer that.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on January 21, 2016, 03:13:21 AM
All the games with talismans (so - all of them except the Flashbacks ones) have been updated so that the talisman descriptions now refer to lemming counts rather than percentages. Aside from this, nothing has changed, so if you don't particularly care about talismans (or are fine with still having them displayed as percentages), no need to download the updated versions.

The criteria for the talismans themself is unchanged; it's only the description text that has changed.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on January 25, 2016, 06:30:24 PM
Rebuilt the NXPs using Flexi Toolkit V1.06. This means that they'll work with the Global Music Packs functionality, and also, that their filesizes are now much smaller. The tradeoff being that the newly-built NXPs won't work with players older than V1.39n.

If you aren't worried about either of those things, no need to redownload; none of the content has changed.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 05, 2016, 05:50:38 AM
Over the next few days, I'll work on updating these to the new format of using PNGs rather than MAIN.DAT. I'll cross them off this list when they're done:

Lemmings Plus I
Lemmings Plus II
Lemmings Plus II Bonus Pack
Lemmings Plus III
Lemmings Plus III Bonus Pack
Lemmings Plus IV
Lemmings Plus Omega
Holiday Lemmings Plus
Lemmings Plus Flashbacks
Lemmings Plus Flashbacks II


The Lemmings Plus II Bonus Pack update also fixes a mistake where Rush 6 was incorrectly marked as a secret level.

Note that those that use custom lemming graphics (yes, a few do - it's subtle, but there are customizations in them) - LPIII and its bonus pack, LPIV and LP Omega - there'll be another update after those are supported, in order to restore the graphics they have now.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 08, 2016, 09:19:30 AM
All Lemmings Plus packs have now been updated to use PNGs - there's no changes to the content (apart from that one bugfix in Lemmings Plus II Bonus Pack), it's just future-proofing so that the NXPs are ready for when MAIN.DAT support is dropped.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 10, 2016, 01:33:07 PM
Lemmings Plus III (and its bonus pack), IV and Omega have been updated again to restore the color-shifting floater and glider sprites. No changes in the new versions apart from that.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 15, 2016, 01:09:34 AM
I tested all the intended solution replays for all games on NeoLemmix V1.42n.

The update-friendliest were Lemmings Plus I and Lemmings Plus II Bonus Pack, both of which didn't have a single broken level. The most problematic in terms of absolute number of levels was Lemmings Plus Omega (about 12 broken replays; one of which I quickly realised would not have been broken had I waited several hours before trying it*), while in relative terms it was Holiday Lemmings Plus, with 10 broken replays - out of 12 total levels (with Glimmer 3 and Arctic 2 being the ones that remained working).

The most surprising was the replay to Nice 19 of Lemmings Plus II breaking - it was in fact the only one in LPII that did.

None of them actually required any level changes; only the replays had to be redone. All levels are still possible. :D

* If you've solved the level I'm referring to here, you'll both know why this would make a difference, and know exactly which level I'm talking about.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on February 18, 2016, 03:26:09 AM
Just letting you know that the same problem (http://www.lemmingsforums.net/index.php?topic=2416.msg55883#msg55883) I've reported in MobiLems II also occurs in LPI, LPII, LPII Bonus, the Flashbacks games and Omega.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 18, 2016, 03:31:12 AM
This is intentional. They no longer contain any embedded versions of the official game musics; they just use whatever version is available either in the "music" folder, or if none, the one embedded into NeoLemmix.

If you're not getting the proper rotation (the different-from-normal order in Omega, or Track 16 and 17 being in reverse order from normal in LPI), then you most likely have an outdated version of the NXPs. But yeah, if it's just not the expected versions of the tracks, that's normal.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 22, 2016, 11:35:31 PM
I'm working on fully-V1.43n-compatible (ie: direct drop free, tested with new climber mechanics) updates to these packs.

EDIT: I'm also trimming out the secret levels, gimmick levels, etc, and will be putting together a "removed levels" pack.

Lemmings Plus I: Complete. 26 broken replays + 9 broken talisman replays. Two levels required changes.
Lemmings Plus II: Complete. 9 levels replaced (some with formerly-secret levels, others with Bonus Pack levels). Those aside, 16 broken replays + 10 broken talisman replays. Some talismans removed, one new one added.
Lemmings Plus II Bonus Pack: Will no longer be a thing; its levels will be put into a "removed levels" pack.
Lemmings Plus III: Complete. I forget how many broken replays, but a lot. Two levels required modification. Several levels were replaced or added. One talisman removed.
Lemmings Plus III Bonus Pack: Will no longer be a thing; its levels will be put into a "removed levels" pack.
Lemmings Plus IV: Complete. 33 broken replays. No levels needed fixing / replacing. One talisman removed.
Lemmings Plus Omega: Complete. 30 broken replays + 1 broken talisman replay. Three levels (two of which share the same layout) required changes. Three talismans were removed.
Holiday Lemmings Plus: Complete. No changes to content, just had to redo a few replays.
Lemmings Plus Flashbacks: A few cosmetic changes (to account for changed positions of some LPIII levels).
Lemmings Plus Flashbacks II: No changes needed at all.

I'm also adding solution replay downloads to the links in the first post as I go through this.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on February 23, 2016, 04:42:22 PM
Since it looks like gimmicks and secret levels will be ultimately culled and the only gimmicks that are worth keeping are Frenzy, Karoshi, Rising Water, Zombies and Ghosts (and maybe Deadly Sides), how will this then affect LPII & Bonus, LPIII & Bonus, and the Playtime rank of Omega?

Omega shouldn't be overly affected I guess, since all the gimmicks are in one rank.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 23, 2016, 10:42:35 PM
One gimmick level missing from each rank... one secret level that needs a new home... sounds like that works out well. :) If Frenzy is dropped too, there's another slot that needs to be filled; levels from the bonus pack can be used for this (the original but non-gimmick/frenzy levels, and some of the frenzy levels that also work as normal levels eg. Superlemming II, Hero Frenzy). Essentially, get rid of the "bonus packs" and merge the compatible levels into the main pack, to replace the non-compatible levels. In LPII's case, maybe I'd have to put together a couple of new levels - or more likely, non-gimmick levels based off the existing levels.

To be honest, I'm thinking I should make these changes in the current set of updates. Of course, the removed levels would remain available as a "removed levels" pack (albeit one that's mostly only compatible with older NeoLemmix versions, eventually). Now that I think about it, LPI's Pre-V7 levels should probably go in there too.

Perhaps it's a good time to start thinking about that... let's see:

LPII
Levels that need replacing: 9 (2 per rank, except 1 in Cunning)
Available levels:
- The existing secret levels (except Cunning's one).
- "When You Wish Upon A Lemming"
- "SUPERLEMMING II: Desert Quest" - could work without Frenzy / Superlemming
- The repeats of Nice 9, Cheeky 10 and Sneaky 4 from the Bonus Pack
- "A Little Breather" (formerly removed level), maybe?

LPIII
I don't know if much needs to be done here, since all the gimmick levels are secret levels. Perhaps the unique and usable levels from the bonus pack can be added to the main pack either as an extra rank, or just a larger number of total levels. Dodgy 18 can be moved into a normal level position (or the bonus rank), since it doesn't actually involve a gimmick.

EDIT: Now that I think about it, there is Dodgy 6 and Fierce 5 that will need replacements... perhaps something from the bonus pack (perhaps Seven-Way Security) can replace the former, while Dodgy 18 replaces the latter...

LP Omega
Just drop those levels altogether.


EDIT: Lemmings Plus I reuploaded, with the Pre-V7 levels removed. These will be added to the "Removed Levels" pack.

The updated level images for those that have changed (Medi 7, Psycho 6) have been put up, too.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 24, 2016, 12:36:59 AM
Lemmings Plus II Changes (WIP)
Nice 9: Replaced with "Lemming Collider", minus the gimmicks, and with some slight alterations to the stats.
Nice 15: Replaced with Nice 21.

Cheeky 8: Replaced with "A Little Breather" (level has been renamed and skillset is slightly increased).
Cheeky 10: Replaced with Cheeky 21.

Sneaky 4: Replaced with Sneaky 21.
Sneaky 14: Replaced with Genius 21.

Cunning 19: Replaced with "When You Wish Upon A Lemming".

Genius 9: Replaced with "Now Let's Try The Normal Way" from the Bonus Pack (renamed, of course).
Genius 16: Replaced with "SUPERLEMMING II: Desert Quest", now renamed just "Desert Quest".

All levels except Genius 20 have been confirmed possible to achieve the intended solution on V1.43n, without any changes to the levels themself.
Genius 20 is still possible to beat, but requires a completely different solution.
Excluding where entire levels have been replaced, 15 other levels replays broke but the levels themself remained solvable (including Genius 19, w00t!).

All the removed levels, and all bonus pack levels (except the ones that have been copied into the main game, since they all end up being similar or identical to how they were) will be added to the "removed levels pack".

Next task is replay verification, and tidying up talismans (removing those that applied to now-removed levels, copy relevant ones across from the bonus pack, perhaps add a couple more if needed, then verify that all the replays for them still work).
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on February 24, 2016, 02:34:31 AM
I do wonder about one level in LPII - Cunning 20 "Secrets of the Lemmings".

The level's main purpose was to inform the player of the secret level locations. However, now that the secret levels are removed, and this level is way too easy to even be in Cunning, should this level itself be ultimately culled and replaced with the repeats of either Cheeky 10 "Floater Frenzy" or Sneaky 4 "Overflow Zone" (I'm hoping for the former since there aren't enough Tree levels, and that level is actually very good) from the Bonus Pack?

Also, switch "Time for Plan B" with "Camp of Curses". "Camp of Curses" is way too easy to be in Sneaky and is easier than even the later Cheeky levels.

Quote from: namida on February 23, 2016, 10:42:35 PM
LPIII
I don't know if much needs to be done here, since all the gimmick levels are secret levels. Perhaps the unique and usable levels from the bonus pack can be added to the main pack either as an extra rank, or just a larger number of total levels. Dodgy 18 can be moved into a normal level position (or the bonus rank), since it doesn't actually involve a gimmick.

EDIT: Now that I think about it, there is Dodgy 6 and Fierce 5 that will need replacements... perhaps something from the bonus pack (perhaps Seven-Way Security) can replace the former, while Dodgy 18 replaces the latter...

I like your idea for how Dodgy 6 and Fierce 5 should be replaced, and that should definitely be a thing. As a side note, this would ensure every rank has at least one locked exit puzzle ;) .

However, how about the other normal levels - "Gotcha Again! =P" "You Knew It Was Coming" "No Time to Die Even Now" "Trivia Time" "The Lemmings Forums Level"? I would also like to see Hero Frenzy in there, and I'm very sure that In the Fren-zone can be adapted into a normal level. "You Knew..." and "No Time to Die" especially need to appear to maintain the Lemmings Plus staple of having at least one of each for the main games. "Flying on Broken Wings" and "The Strange Construct" are also viable options.

I would add to the total number of levels instead of creating a bonus rank. Especially since culling all gimmick and frenzy levels would leave it at 59 regular levels total, which is way too low for LPIII.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 24, 2016, 03:18:53 AM
That's a good point about Cunning 20. I hadn't thought about that.

Re: LPIII Bonus Pack levels, Trivia Time (which for the record is a gimmick level, though easily adaptable into a normal one) and The Lemmings Forums Level would feel out-of-place in LPIII IMO. Likewise, "Gotcha Again" seems a bit excessive for one pack, not to mention it would break the one-VGASPEC-per-rank setup. I would quite like to get You Knew It Was Coming, No Time To Die Even Now and Hero Frenzy into the main game somewhere though. If we also include Flying On Broken Wings and The Strange Construct, as well as Seven-Way Security and The United States Method, that's exactly seven levels - one per rank, plus two to replace the two frenzy levels, with one level left over. The main question would be where should which levels go.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on February 24, 2016, 03:34:27 AM
My suggestions:

  • Move Dodgy 5 "A Lemming For Your Thoughts" to Timid - this one is too easy for a Dodgy level. Flying on Broken Wings works as late-Timid.
  • The Strange Construct, Hero Frenzy and Seven-Way Security work in Dodgy.
  • I'd still like to see In the Fren-zone adapted into a regular level as this level has a ton of builder tricks, and a lot of puzzle potential if the Frenzy is removed. Plus, the removal of Direct Drop adds to the challenge. In addition, the later ranks lack Sky levels. This one can be placed in Rough, along with the United States Method.
  • You Knew It was Coming and No Time to Die Even Now, of course, have to be in Fierce - it's typical of such levels to be in the last rank.

Also, is Bait-And-Switch going to be removed? If so, how will that affect the Rickroll level?
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 24, 2016, 04:00:12 AM
LPII update is released.

Changes are mostly as mentioned above. I also replaced "Secrets of the Lemmings" (Cunning 20) with "Another Way Down" from the bonus pack.

There's been a few changes to talismans as well. The following have been removed, mostly due to the associated level being removed but one is simply because mechanics changes make it impossible.

:tal-bronze: Complete Nice 9 "Something's Not Right Here..." with 100% using only one skill.
:tal-bronze: Complete Nice 12 "Cactus Island" without any bashers.
:tal-bronze: Save 75% on Genius 9 "Floater Frenzy".
:tal-silver: Save 100% on Cheeky 8 "The Haunted House".

The following new talisman has been added:

:tal-gold: Complete Cunning 19 "When You Wish Upon A Lemming" without assigning skills to more than one lemming.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 24, 2016, 04:02:36 AM
Quote from: DynaLem on February 24, 2016, 03:34:27 AM
My suggestions:

  • Move Dodgy 5 "A Lemming For Your Thoughts" to Timid - this one is too easy for a Dodgy level. Flying on Broken Wings works as late-Timid.
  • The Strange Construct, Hero Frenzy and Seven-Way Security work in Dodgy.
  • I'd still like to see In the Fren-zone adapted into a regular level as this level has a ton of builder tricks, and a lot of puzzle potential if the Frenzy is removed. Plus, the removal of Direct Drop adds to the challenge. In addition, the later ranks lack Sky levels. This one can be placed in Rough, along with the United States Method.
  • You Knew It was Coming and No Time to Die Even Now, of course, have to be in Fierce - it's typical of such levels to be in the last rank.

Also, is Bait-And-Switch going to be removed? If so, how will that affect the Rickroll level?

I would rather make as few changes as possible to any main pack levels that aren't already secret, gimmick or frenzy. I do see your point about In The Frenz-zone, though.
I also think Flying On Broken Wings is way too hard for late-Timid. I'll have to think more about what exactly to do with LPIII.

In regards to the Rickroll levels in LPIII and LPIV, they'll still be there, they just won't have the bait-and-switch thing anymore.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on February 24, 2016, 04:58:44 AM
I feel the removal of the bait-and-switch defeats one purpose of the Rickroll levels. Still though, the levels themselves are still very challenging enough to be left there.

Hmmm...if you want to even out the number of levels in each rank in LPIII and maybe even have more than 17 per rank, perhaps adapt some of the gimmick levels of the LPIII Bonus Pack into regular levels, like what you did with Lemming Collider? I can see levels like Red Remix, Cable Lock, Two For the Price Of One!, Plentiful Plans, Now That's a Lemming!, Detour Time, Strange Connections, Turbulent Affairs and The Lazy Streak being easily adaptable.

If all gimmicks will be culled in a later NeoLemmix update, how then will that affect Lemmings Plus Outtakes* since you plan to move all gimmick/frenzy levels and regular but discarded levels?

*I made that name up and was inspired by the same rank name of the first MobiLems that also had extra levels, but it might work as the title for the removed levels


Also, as a side note, in page with the list of level images for the Nice Rank of LPII, it reads as Mild 1, Mild 2, Mild 3, etc. instead.
Title: Re: [Fangames] Lemmings Plus Series
Post by: 607 on February 24, 2016, 06:44:29 AM
Hm... will we still be able to play the LP games as they are now? From what I understand, you're removing the gimmick levels, and I really like gimmick levels.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 24, 2016, 07:01:39 AM
I'm removing them because I plan to remove that feature from NeoLemmix eventually. But I will release a seperate NXP with all the removed levels. :) It just might not work properly on future versions of NeoLemmix.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 24, 2016, 07:04:55 AM
QuoteIf all gimmicks will be culled in a later NeoLemmix update, how then will that affect Lemmings Plus Outtakes* since you plan to move all gimmick/frenzy levels and regular but discarded levels?

It will not be compatible with newer updates to NeoLemmix. However, V1.43n will be the "stable version" for a while (excluding minor updates to fix bugs - there's a few I'm already aware of that need addressing). Chances are manual updating packs to the next "stable" version after that will take a while, and obviously not all content will be compatible, so V1.43n (or it's -B / - C / whatever version) will probably remain available after that.


I probably won't adapt levels except where it makes very little difference to them, or when I need to fill more level slots. Using normal levels is the priority.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 24, 2016, 09:32:34 AM
Lemmings Plus III
Added 1 new level to each rank, 2 to Fierce. Removed the secret levels (or relocated them).

Timid - Inserted a modified and de-gimmicked version of Timid 16 "Heads In The Sky" as level 8.
Dodgy - Replaced Dodgy 6 "Frantic Frenzy" with "Seven-Way Security", inserted "Flying On Broken Wings" as level 8.
Rough - Inserted "Hero Frenzy" (without frenzy) as level 8.
Fierce - Replaced Fierce 5 "In The Frenz-zone" with "The United States Method", inserted "No Time To Die Even Now" as level 8, inserted "You Knew It Was Coming" as level 15.

Still need to test / modify the talismans.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 24, 2016, 10:02:37 AM
Lemmings Plus III update is done. Details are as in the above post.

This just leaves Lemmings Plus Omega to update to correspond with the "no secret levels, no gimmick levels, no frenzies" policy - although it's a very straightforward matter of simply cutting off the Playtime rank. However, it - and LPIV and Holiday - do need to be tested that they work properly with V1.43n.

One talisman was removed:
:tal-silver: Complete Dodgy 18 "The United States Method".
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on February 24, 2016, 12:44:14 PM
Quote from: namida on February 24, 2016, 07:04:55 AM
QuoteIf all gimmicks will be culled in a later NeoLemmix update, how then will that affect Lemmings Plus Outtakes* since you plan to move all gimmick/frenzy levels and regular but discarded levels?

It will not be compatible with newer updates to NeoLemmix. However, V1.43n will be the "stable version" for a while (excluding minor updates to fix bugs - there's a few I'm already aware of that need addressing). Chances are manual updating packs to the next "stable" version after that will take a while, and obviously not all content will be compatible, so V1.43n (or it's -B / - C / whatever version) will probably remain available after that.

But then this may mean that some of the levels will no longer be playable and solvable. Will this be intentional?

Also, is anyone allowed to use these levels for themselves to create new solutions out of them?

Also, just found out that Timid 8 "Heads in the Sky" still plays the gimmick music.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 24, 2016, 12:47:22 PM
QuoteBut then this may mean that some of the levels will no longer be playable and solvable. Will this be intentional?

Yes. It can always be played on an older version of NeoLemmix (up to V1.43n (or any -B/etc sub-version of it), maybe a few versions beyond that).

QuoteAlso, is anyone allowed to use these levels for themselves to create new solutions out of them?

Go for it. :)
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 24, 2016, 01:03:10 PM
Lemmings Plus Omega's update is complete.

Puzzling 27, Mental 18 and Mental 28 required layout changes.
Playtime rank has been removed entirely, as have the three talismans that came from it:

:tal-bronze: Save one lemming on Playtime 15 "Remember Your Beginnings..." without using any diggers
:tal-silver: Complete Platyime 5 "Acid Leak" without assigning skills to more than one lemming
:tal-silver: Save 100% on Playtime 7 "Glider Frenzy"




Holiday Lemmings Plus's update is also complete. This one had two broken regular replays and two broken talisman replays, but no changes were needed at all to the content.

I doubt Lemmings Plus IV will need much in the way of changes either (just replay repairs), but at least one talisman will need to be removed (the level itself can be beaten without direct drop, but the talisman challenge cannot be).
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 24, 2016, 03:25:48 PM
Lemmings Plus IV is done.

The only change is the removal of one talisman:
:tal-bronze: Save 98% on Smooth 12 "Just A Snack"




The Flashbacks packs (which didn't really require much changes) are done.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on February 24, 2016, 04:24:20 PM
For the LPIII Graphic Sets pictures, Martian uses "No Time to Die Even Now", and Lab uses "Shmooth Shailing."
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 24, 2016, 04:28:51 PM
^ Fixed. Thanks for pointing it out. :)

I've uploaded the "Lemmings Plus Recycle Bin", a quickly thrown-together NXP containing all the unused levels. Level (and image) dumping is supported in it, feel free to create your own levels based on these ones.

http://www.neolemmix.com/old/mypacks/LemmingsPlusRecycleBin.nxp
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on February 24, 2016, 04:32:54 PM
Space Invasion is in the "LPIII Others" rank when it should be "Gotcha Again! =P"
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 24, 2016, 04:35:38 PM
Quote from: DynaLem on February 24, 2016, 04:32:54 PM
Space Invasion is in the "LPIII Others" rank when it should be "Gotcha Again! =P"

I didn't disable the bait-and-switch. :)
I probably should, though. Alright, reuploaded with the bait-and-switch turned off.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on February 24, 2016, 05:19:58 PM
Cunning 20 "Secrets of the Lemmings" is missing from the Recycle Bin.

Also, I'm wondering if you should change the title of Genius 18 "An Unexpected Journey." The only purpose of the title was to show that "A Little Breather" was suddenly replaced by that level when you updated LPII to NeoLemmix. But since "A Little Breather" has returned, the title should be changed.
Title: Re: [Fangames] Lemmings Plus Series
Post by: 607 on February 24, 2016, 06:08:14 PM
Quote from: namida on February 24, 2016, 07:01:39 AM
I'm removing them because I plan to remove that feature from NeoLemmix eventually. But I will release a seperate NXP with all the removed levels. :) It just might not work properly on future versions of NeoLemmix.
Hm, that's a shame. I guess I should've downloaded them ahead of time. Is there a topic about this change?
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 25, 2016, 02:09:11 AM
Quote from: DynaLem on February 24, 2016, 05:19:58 PM
Cunning 20 "Secrets of the Lemmings" is missing from the Recycle Bin.

Also, I'm wondering if you should change the title of Genius 18 "An Unexpected Journey." The only purpose of the title was to show that "A Little Breather" was suddenly replaced by that level when you updated LPII to NeoLemmix. But since "A Little Breather" has returned, the title should be changed.

Re: Cunning 20, I'll add it. (EDIT: Done.)
Re: Genius 18, nah, it can stay as-is. That's what the name was a reference to, but it still works as a level name in general too.

Quote from: 607 on February 24, 2016, 06:08:14 PM
Quote from: namida on February 24, 2016, 07:01:39 AM
I'm removing them because I plan to remove that feature from NeoLemmix eventually. But I will release a seperate NXP with all the removed levels. :) It just might not work properly on future versions of NeoLemmix.
Hm, that's a shame. I guess I should've downloaded them ahead of time. Is there a topic about this change?

It's being discussed over on the Bugs & Suggestions subforum. But even if they don't end up getting removed, over time I've started having stronger feelings against them, so I'd prefer them removed from my packs either way.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on February 25, 2016, 04:28:15 AM
I remember this post (http://www.lemmingsforums.net/index.php?topic=1188.msg33484#msg33484) when this was initially going to be your sequel to LPI/LPDOS.

I know some of the levels in LPDOS 2 made it to LPI. If there are any leftover levels of LPDOS 2, should those go in the Recycle Bin?
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 25, 2016, 06:06:27 AM
Quote from: DynaLem on February 25, 2016, 04:28:15 AM
I remember this post (http://www.lemmingsforums.net/index.php?topic=1188.msg33484#msg33484) when this was initially going to be your sequel to LPI/LPDOS.

I know some of the levels in LPDOS 2 made it to LPI. If there are any leftover levels of LPDOS 2, should those go in the Recycle Bin?

Theoretically; however I've long since lost those that weren't added into LPI.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on February 25, 2016, 03:33:33 PM
Some more NeoLemmix website typos:

The Nice level images are still listed as Mild 1, Mild 2, etc.

In the Dodgy level images, Dodgy 6 is still called "Frantic Frenzy".

Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on February 25, 2016, 03:55:38 PM
Fixed both. :)
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on March 09, 2016, 08:15:29 AM
I've decided to go back through LPI / LPII / LPIII and remove the majority of the time limits (since these packs predate the infinite time option, and I never bothered before now to update them to conform to the modern standard of generally not using limits).

Lemmings Plus I is done. All levels have their time limits removed, except the following (which have the same time limits they always had):

Mild 26 "No Salvation I"
Wimpy 7 "No Salvation II"
Wimpy 22 "Fast enough?"
Medi 13 "No Salvation III"
Medi 23 "This is..."
Medi 30 "Consider Everything..."
Danger 2 "Metal Lands"
Danger 6 "Alternative Logic"
Danger 11 "The Warp Room"
Danger 16 "Grounded!"
Danger 17 "Perfectionism"
Danger 18 "The Buildo Station"
Danger 20 "No Salvation IV"
Danger 21 "It's The Latest Craze!"
Danger 24 "Find A Way Out!"
Danger 29 "Pipeline Problem"
PSYCHO 2 "The Parking Lot"
PSYCHO 3 "Express Lane"
PSYCHO 4 "Think Outside The Square!"
PSYCHO 7 "Turn Back With Care"
PSYCHO 13 "Go High Go Low"
PSYCHO 16 "Crosswork"
PSYCHO 20 "No Time To Die"
PSYCHO 25 "Bullet Lemming"
PSYCHO 27 "No Time To Die (Part 2)"
PSYCHO 29 "No Salvation V"

Similar updates to LPII and LPIII won't be far away. :)
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on March 09, 2016, 08:41:54 AM
Lemmings Plus II updated.

As well as the time limit removal, I made two other changes:
1. Some backroute fixes to Genius 16 "Desert Quest". I know I'm generally not backroute-fixing the older packs, but I made an exception here. Sue me. :P
2. Swapped Cheeky 10 "Time For Plan B" with Sneaky 4 "Camp of Curses".

The levels that still have time limits (all of which retain their previous time limits) are:

Nice 18 "MEGALEMMINGS!"
Cheeky 19 "The Road To Nowhere"
Sneaky 2 "Ascenario"
Sneaky 3 "Tall Tales"
Sneaky 10 "Drought Season"
Sneaky 13 "When Only A Lemming Will Do"
Cunning 1 "Right-Tuned Lemming"
Cunning 6 "Cleverbash"
Cunning 7 "Left-Tuned Lemming"
Cunning 11 "Dam You!"
Cunning 13 "Fine-Tuned Lemming"
Cunning 16 "Look Closely!"
Cunning 20 "Another Way Down"
Genius 10 "Still No Time To Die"
Genius 14 "Minimalistic Approach"
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on March 09, 2016, 08:59:16 AM
Lemmings Plus III updated. Now all that's left is to make the corresponding changes to Flashbacks.

Levels that retain time limits in LPIII (once again, it's a matter of "existing time limit, or no time limit at all"):
Dodgy 7 "Experimental Materials"
Dodgy 8 "Flying On Broken Wings"
Dodgy 11 "Dreamy Drift"
Rough 1 "Viva Las Lemmine"
Rough 6 "The Lemming Redemption"
Rough 15 "Lem Particle"
Fierce 1 "Dead Is The New Black"
Fierce 6 "Double-Crosser"
Fierce 8 "No Time To Die Even Now"
Fierce 17 "The Final Stand"


Lemmings Plus Flashbacks has also been updated to correspond with these changes.
I also updated Omega to no longer mark the preplaced lemmings in Perplexing 29 as zombies. On current versions of NeoLemmix this doesn't matter anyway, because the level doesn't have the Zombie gimmick set; but it will matter for future versions. There's no other changes to Omega aside from this.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on March 09, 2016, 04:45:23 PM
Awesome! The revamped updates to Lemmings Plus I-III are a huge improvement! :thumbsup:

These levels (http://www.lemmingsforums.net/index.php?topic=1188.msg41998#msg41998) should be included in the Recycle Bin. Also, since the Recycle Bin now has Doomsday Lemmings levels, would it be better to have a completely new topic for the Recycle Bin? (Especially since you have levels from the NeoCustLemmix New Skills Tutorial "If It Ain't Broke, Unfix It", "Stone Hot Sacrifice" and "Master of the System" and some potential NeoLemmix Introduction Pack levels to add there).
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on March 09, 2016, 11:25:14 PM
I don't see the need to include those. One of them was remade almost-as-is (pretty much just a different graphic set) in Lemmings Plus II, and the other is just a 20-of-each easier version of it. In other cases where the level was reused in a slightly modified state, I haven't included them either (eg. Lemming Collider, A Little Breather, Heads In The Sky). Likewise, all the levels from the former new skills tutorial pack were included (possibly in a remade state) in either NeoLemmix Introduction Pack or Lemmings Plus Omega, with the exception of "If If Ain't Broke, Unfix It" - that one probably should be added to the recycle bin.

I don't see the need to make a dedicated topic for a pack of discarded levels. But now that it has DDLII levels too, I renamed it to "namida's Recycle Bin" rather than "Lemmings Plus Recycle Bin".
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on March 16, 2016, 12:11:11 AM
Since it looks like Fake/Invisible Objects are being removed, how will this overall affect LPIV Smooth 10 "It's Opposite Day!" ?
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on March 16, 2016, 02:18:06 AM
That - and two other levels, "Leap of Faith" from LPI and "404: Exit Not Found" from LPII - will most likely need to be replaced with entirely new levels. In the case of LPI and LPII, something from the Recycle Bin (probably in a somewhat modified form in the latter's case) may be usable - not sure about LPII, but for LPI, the most likely candidate is "Take Us All Home" (Medi 8 in early versions of LPI, and currently the 2nd of the LPI removed levels). LPIV will likely need a new level made from scratch - fortunately, it won't need to be a particularly hard one.

It's possible there's other levels that are affected too - that's just off the top of my head.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on March 16, 2016, 02:24:35 AM
Take Us All Home deserves a return, since it's actually a not-so-bad level and at least provides a small challenge in the form of how one should release their lemmings.

For LPII, I think you can put "Where's Your Magic Now?" (Challenge 6, Overflow Zone's repeat). Obviously, the title needs to be changed.
Title: Re: [Fangames] Lemmings Plus Series
Post by: 607 on April 08, 2016, 05:52:40 PM
I remember some things about updated versions of these: if I continue playing the old Lemmings Plus, do you think I'll run into problems?
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on April 08, 2016, 05:59:33 PM
By old Lemmings Plus, do you mean the old EXE players before there was NeoLemmix.exe, or the old versions of the NXP files?

Anyway, I noticed a typo in one of the Lemmings Plus III Talismans: In Timid 3 "Strike It Down!" I used miners and diggers and it still gave me a talisman.
Title: Re: [Fangames] Lemmings Plus Series
Post by: 607 on April 08, 2016, 06:06:51 PM
I mean LemmingsPlusI.exe, downloaded in June of 2015.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on April 08, 2016, 06:13:15 PM
The version you have still works, but it doesn't have a lot of new NeoLemmix features like the improved skill panel bar and improved forwards/backwards frameskipping (i.e. no long lags when you framestep). Two levels have been changed in the new update.

If you want the newer version with the improved features, you have to download the NeoLemmix.EXE (http://www.neolemmix.com/old/neolemmix.html), and the NXP (http://www.neolemmix.com/old/mypacks/LemmingsPlusI.nxp). An NXP is a NeoLemmix file that contains the created Lemmings fangame from the Flexi Toolkit, and it is loaded through the NeoLemmix.EXE; I remember you were asking about it in the Lemmings Redux topic.
Title: Re: [Fangames] Lemmings Plus Series
Post by: 607 on April 08, 2016, 06:31:50 PM
Quote from: DynaLem on April 08, 2016, 06:13:15 PM
The version you have still works, but it doesn't have a lot of new NeoLemmix features like the improved skill panel bar and improved forwards/backwards frameskipping (i.e. no long lags when you framestep). Two levels have been changed in the new update.

If you want the newer version with the improved features, you have to download the NeoLemmix.EXE (http://www.neolemmix.com/old/neolemmix.html), and the NXP (http://www.neolemmix.com/old/mypacks/LemmingsPlusI.nxp). An NXP is a NeoLemmix file that contains the created Lemmings fangame from the Flexi Toolkit, and it is loaded through the NeoLemmix.EXE; I remember you were asking about it in the Lemmings Redux topic.
Okay, that's nice to know, thank you. I'll probably continue playing LPI in this version, and when I want to play the other games, download the new versions.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Wafflem on April 08, 2016, 07:04:40 PM
I just realized - another level will be affected by the fake/invisible object removal: Twisted 3 "Minesweeper!" .
Title: Re: [Fangames] Lemmings Plus Series
Post by: 607 on April 09, 2016, 06:19:13 PM
Should I post my thoughts about the Lemmings Plus series in this topic or create my own dedicated to it?
Anyway, I've had fun continuing playing, and I'm already in the Medi difficulty. I'm currently stuck in Level 4: Getting There.
In regard to Level 2, The T Level:
Spoiler
What is the point of the one-way wall thing? Is it just to confuse you? I thought it would be a rather complicated puzzle, but it turned out I just needed to give 20 Lemmings climber and umbrella, and do a little building.
Title: Re: [Fangames] Lemmings Plus Series
Post by: Proxima on April 09, 2016, 06:22:16 PM
In regard to that level:
Spoiler
It has a repeat.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on April 10, 2016, 12:02:07 AM
Quote from: 607 on April 09, 2016, 06:19:13 PM
Should I post my thoughts about the Lemmings Plus series in this topic or create my own dedicated to it?

Posting in this topic is fine. :)

QuoteIn regard to (Medi) Level 2, The T Level:
Spoiler
What is the point of the one-way wall thing? Is it just to confuse you? I thought it would be a rather complicated puzzle, but it turned out I just needed to give 20 Lemmings climber and umbrella, and do a little building.

What Proxima said; also, if you're trying to save 100%, or perhaps other kinds of challenge solutions, it can be a bit more problematic. And there's also some cases of people who completely overlook that you have 20 climbers and only need to save 20 lemmings (in this case, it is possible to complete the level with only one climber and no floaters at all; there are other levels throughout Lemmings Plus where failing to notice something like this may result in failure to find any possible solution).
Title: Re: [Fangames] Lemmings Plus Series
Post by: 607 on April 10, 2016, 09:39:23 AM
For some reason, Safety Blast felt very satisfying to me :evil:
And now I'm stuck on 6, Fallen. 100% clear rate, without builders? Really? :lem-shocked:
Title: Re: [Fangames] Lemmings Plus Series
Post by: elb on April 17, 2016, 01:00:45 PM
These level packs are very nice. Recently I played through Lemmings and Oh No! More Lemmings, and was happy to see that fans are still making new levels to be played.

I was just wondering if someone could help me with .lrb files? If I try to open these using NeoLemmix v1.43-F, I get an error message saying the file cannot be run.
Title: Re: [Fangames] Lemmings Plus Series
Post by: IchoTolot on April 17, 2016, 01:04:22 PM
Quote from: elb on April 17, 2016, 01:00:45 PM
These level packs are very nice. Recently I played through Lemmings and Oh No! More Lemmings, and was happy to see that fans are still making new levels to be played.

I was just wondering if someone could help me with .lrb files? If I try to open these using NeoLemmix v1.43-F, I get an error message saying the file cannot be run.

At the start of NeoLemmix you choose a level or level pack file (.lvl  or .nxp) to be loaded.
When you are in the dedicated level: You can press "L" to load a replay file of that level (.lrb).
Title: Re: [Fangames] Lemmings Plus Series
Post by: elb on April 17, 2016, 02:34:13 PM
Quote from: IchoTolot on April 17, 2016, 01:04:22 PM
At the start of NeoLemmix you choose a level or level pack file (.lvl  or .nxp) to be loaded.
When you are in the dedicated level: You can press "L" to load a replay file of that level (.lrb).
Thanks!

I don't think I ever would have worked out the Talisman solution for Medi 23...
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on May 18, 2016, 01:59:49 AM
Uploaded an update for Lemmings Plus III. This fixes a few talismans that unlock simply by beating the relevant levels, rather than completing the extra requirements (specifically, Timid 3 and Dodgy 9). There are no changes to any of the levels themself.

It may be worth mentioning: An update a while back fixed some backroutes to the final level (Fierce 15 at the time; it's at Fierce 17 now due to the addition of two extra levels to Fierce); so if you solved it before this and found it easy, play it now. ;)
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on June 28, 2016, 01:35:41 PM
I've decided to begin work on another side entry. I won't say too much about it at this stage, except that it's going to have some similarities to the former "Bonus Packs". :) I'm not sure when I'll give more info, but I can definitely say the release won't be until at least some time after Lemmings Plus V.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on September 05, 2016, 02:27:22 PM
In the post-final-level text of Lemmings Plus V, reference is made to the future project, also revealing the name as "Lemmings Plus Twists".

I haven't done much work on this project yet. And for now, I'm putting it on hold in order to work on updating the older Lemmings Plus games for V1.47n compatibility. These updates won't be officially released until NeoLemmix V1.47n is, but I'm going to start working on them now so they're ready for when V1.47n is. :)

Mostly changes will be limited to those required for V1.47n compatibility, but I'll also be redoing a lot of the rank signs so that they fit in with how the signs generally look in recent versions of NeoLemmix.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on September 06, 2016, 02:28:49 PM
Lemmings Plus I is mostly done (at least as far as the current experimental is concerned). The only thing left is to confirm whether or not the Wimpy 10 talisman remains possible (and if not, take approprite action - most likely just removing that talisman). The approach used in the replay collection does not work and cannot be adapted to work, but I haven't ruled out an entirely different approach being possible.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on September 07, 2016, 09:39:31 PM
Hm. I've been thinking whether or not I should make this a more large-scale upgrade, at least for the older packs (in particular I and II). Not an overhaul to the point it's almost a completely new pack, but things like moving a few levels around or adjusting them to improve the difficulty curve, maybe even replacing a couple of the really crappy ones.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on September 08, 2016, 02:44:22 PM
I've decided to at least make such improvements for Lemmings Plus I, due to that it's often mentioned as having a very erratic difficulty curve, and some of the levels really are pointless (an example of such a level would be Danger 28 "Steps").

I won't give full details on anything yet, but two of the levels that have the most notable increases in difficulty (so far) are Medi 20 "The Diving Board" and Danger 13 "Breakthrough". I'm probably also going to do a lot of reordering. I figure that since the V1.47n update to NeoLemmix is such a major update, it's a good time to make major revisions on my older packs.

The other packs are probably much less likely to get such changes, Lemmings Plus II might get a few but probably on a smaller scale than LPI.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on September 08, 2016, 04:44:12 PM
Lemmings Plus I update is here! :) Note that the new version has only been tested against V1.47n. I doubt that any part of it is impossible on V1.43n-F, but since I haven't tested it against that, I'm marking it as only V1.47n-compatible.

Download: http://www.neolemmix.com/old/mypacks/LemmingsPlusI.nxp
:compat-147:

In addition to compatibility fixes, the following other changes have been made:

Reordered levels, listed by OLD position
Wimpy 4 "You Spin Me Right Round" (removed)
Wimpy 12 "Russian Rescue" (to Wimpy 29)
Wimpy 26 "Saviour" (to Wimpy 4)
Wimpy 29 "Only One Place To Go" (to Wimpy 12)
Medi 6 "Fallen" (to Medi 23)
Medi 7 "Leap Of Faith" (removed)
Medi 8 "Cavern Of Chills" (to Danger 8)
Medi 16 "The Oddstack" (to Danger 16)
Medi 23 "This Is..." (to Medi 6)
Medi 25 "Chain Reaction" (to Medi 7)
Medi 26 "Overheat" (to Wimpy 26)
Danger 9 "Wall of Wisdom" (to Medi 25)
Danger 16 "Grounded!" (to Medi 16)
Danger 26 "So That's The Plan..." (to Medi 26)
Danger 28 "Steps" (removed)
New level "Take Us All Home" (to Medi 8)
New level "With Love, From Trogdor" (to Danger 26)
New level "Coalburner" (to Danger 28) (Psycho 9 formerly titled "Coalburner" is now titled "Coalburner (Part II)")

Reordered levels, listed by NEW position
Wimpy 4 "Saviour" (from Wimpy 26)
Wimpy 12 "Only One Place To Go" (from Wimpy 29)
Wimpy 26 "Overheat" (from Medi 26)
Wimpy 29 "Russian Rescue" (from Wimpy 12)
Medi 6 "This Is..." (from Medi 23)
Medi 7 "Chain Reaction" (from Medi 25)
Medi 8 "Take Us All Home" (new level)
Medi 16 "Grounded!" (from Danger 16)
Medi 23 "Fallen" (from Medi 6)
Medi 25 "Wall of Wisdom" (from Danger 9)
Medi 26 "So That's The Plan..." (from Danger 26)
Danger 8 "Cavern Of Chills" (from Medi 8)
Danger 16 "The Oddstack" (from Medi 16)
Danger 26 "With Love, From Trogdor" (new level)
Danger 28 "Coalburner" (new level) (Psycho 9 formerly titled "Coalburner" is now titled "Coalburner (Part II)")
Removed level "You Spin Me Right Round" (from Wimpy 4)
Removed level "Leap Of Faith" (from Medi 7)
Removed level "Steps" (from Danger 28)

Modified levels
Note: This list works for either "by old position" or "by new position", as none of these levels have been moved

Wimpy 11 "The Flagpole" (terrain changes for consistency with its repeat only, won't affect most solutions)
Medi 14 "All Roads Lead To Home"
Medi 20 "The Diving Board"
Danger 10 "Keeping On Track"
Danger 13 "Breakthrough"
Danger 25 "Use The Pen!!!"
Danger 29 "Pipeline Problem"
Psycho 9 "Coalburner (Part II)" (renamed only; everything else remains the same)

Aside from this, a few talismans were removed (some were turned into the levels' standard solutions, others related to removed levels, one was removed simply to keep the talisman count divisible by 5), and one that had an error in its settings (Mild 30) was fixed.

Note in particular, this update restores two previously-removed levels; however, these are not 100% identical to the previously removed versions (they both have more limited skillsets, and one has an increased save requirement).
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on September 08, 2016, 05:13:14 PM
The solution replays, the talisman list on the first page, and the level images on the NL website have now also been updated to reflect this new update.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on September 12, 2016, 04:46:57 AM
Lemmings Plus II is likely going to have far less changes than Lemmings Plus I did. The only levels that might change a bit are Genius 16 and Genius 19, to fix some really major backroutes in them (I know I mostly haven't been doing backroute fixes for these packs, but I think these two are significant enough to warrant it).

Update isn't ready for release yet, but in the meantime I can confirm that (in their unmodified state) all levels are possible on V1.47n. I make no promises yet about the talismans, although all but three of the existing talisman replays at least pass the level (haven't confirmed they actually achieve the talisman challenge yet); with Nice 19, Sneaky 19 and Genius 2 being the three that don't.

Amazingly, only 12 replays broke. Even more amazingly, Genius 19 was not one of them.

I don't plan to reorder any levels in Lemmings Plus II. So, it's just a matter of confirming the talismans are possible, fixing those two levels, and then it'll be ready to go. It's very unlikely that any of the later games will get any reordering or changed (beyond what's needed for compatibility) / replaced levels either, with one exception: I plan to get rid of that awful "Terrible Sky" level in Lemmings Plus Omega, in favor of bringing back "Night Of The Lemming Dead" (since we do still have zombies).
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on September 13, 2016, 08:45:13 PM
I've decided to replace Cunning 8 (this one's a no-brainer) and Cunning 14 (bit more questionable, but it is ultimately a fairly crap level) as well.

Replacement levels are "Where's Your Magic Now?" and "The Takeover", both from the former bonus pack. The former is renamed, while the latter has a few changes since it was formerly a gimmick level (however, the solution remains much the same nonetheless).
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on September 14, 2016, 01:37:41 AM
Uploaded a version 2.01 update to Lemmings Plus I. This simply fixes some issues with some talismans (namely, on levels that had their time limits removed, in V2.00 you would not be awarded the talisman unless you beat the level within the former time limit). It's also been built with V1.47n-C of the Flexi Toolkit, so things like the level select screen will load faster when using NeoLemmix V1.47n-B. :)

Lemmings Plus II's update should be ready very soon.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on September 14, 2016, 01:59:10 AM
Lemmings Plus II's update is released; replays have also been updated.

Only five levels have had changes:
- Cunning 20 "Another Way Down" has been moved to Cunning 14
- Cunning 8 "404: Exit Not Found" has been replaced with a new(ish) level, "The Takeover" (this comes from the former bonus pack, but has been adapted into a non-gimmick level)
- The new level at Cunning 20 is "A Lemming's Worst Nightmare"; this also comes from the former bonus pack, where it was titled "Where's Your Magic Now?" (aside from the title, it's unchanged)
- Genius 16 "Desert Quest" has some backroute fixes
- Genius 19 "Wrong Way, Mister Lemming" has some backroute fixes
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on September 16, 2016, 03:22:32 AM
All standard solutions have been verified for LPIII; still need to verify talismans. No levels needed any compatibility modifications, and I don't plan to make any other changes for LPIII.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on September 16, 2016, 03:58:57 AM
Lemmings Plus III and Lemmings Plus Flashbacks have both been updated.

There's no significant changes to the content of either. None at all to Lemmings Plus III (basically just no compatibility warnings, and contains the extra metainfo files to speed up loading certain parts when using recent NeoLemmix versions), while the only changes to Flashbacks are so that the correct positions are listed for those levels which have been reordered in Lemmings Plus I.


I'm going to follow the original release order for these, so Holiday Lemmings Plus and Lemmings Plus Omega will be next, before I update Lemmings Plus IV. (To those who are wondering, I'll do Doomsday Lemmings' update once all the Lemmings Plus packs are done.)
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on September 16, 2016, 04:10:36 AM
Well, should've known this one wouldn't take long, being such a tiny pack.

Holiday Lemmings Plus update is now complete.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on September 16, 2016, 11:13:54 AM
Started on the Lemmings Plus Omega conversion.

So far, I've verified replays up to Perplexing 15. A few have failed; only one level needed changes (it was a repeat, so its earlier version got the same changes to the layout).

I also, as I mentioned before, got rid of Mental 25 "Terrible Sky" and brought back the former Playtime 14 "Night Of The Lemming Dead". :D
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on September 16, 2016, 11:08:44 PM
Lemmings Plus Omega update is now live.

A few levels have fixes. The final level also has a tiny bit of extra decoration. The only significant change is that Mental 25 has been replaced altogether, as mentioned before.
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on September 17, 2016, 02:28:54 AM
Started on Lemmings Plus IV now.

Twisted 3 needs to be replaced since the object helpers and clear physics mode render it utterly redundant. Since there's no former removed levels for LPIV, this means entirely new level! :O I've designed a pretty nice level that I think fits the position well.

So far, I've verified all but two solutions up to the end of Twisted (these two levels needed modifications rather than just new replays and I haven't made new replays yet).
Title: Re: [Fangames] Lemmings Plus Series
Post by: namida on September 17, 2016, 04:59:22 AM
Lemmings Plus IV's conversion is complete.

There is one new level, Twisted 3 "Crank It!". Aside from this, a handful of levels have compatibility fixes.

Lemmings Plus Flashbacks 2 won't be far behind. (EDIT: It's done.)
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: namida on September 27, 2016, 12:31:49 AM
LPIII, LPIV and LPF2 have all been updated to use graphic set mixing instead of VGASPECs (allowing their special levels to be played on recent experimentals and future versions).
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: namida on October 09, 2016, 08:49:25 AM
Lemmings Plus III, IV, V and Omega have been updated to have the correctly-formatted-for-V1.48 skill panel.

Lemmings Plus V's update also brings one backroute fix, for Outrageous 12 "Plan Bee".
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: IchoTolot on October 14, 2016, 01:41:13 PM
Started to upload LP V today on my channel. :)

Link to the first video: https://www.youtube.com/watch?v=9wR1WoHvc2U
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: Colorful Arty on November 28, 2016, 12:00:07 AM
What songs are used in the machine levels of LPV?
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: Flopsy on November 28, 2016, 12:27:53 AM
asked namida about machine2.xm the other day and he's not sure what that track was called, he just told me where he got it from.
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: namida on November 28, 2016, 04:20:00 AM
I've edited the second post in the topic to list the sources of the musics in the Lemmings Plus packs. Hope that helps. :)
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: namida on November 29, 2016, 11:07:22 AM
Concerning compatibility with the V10.011.XXX update: All replays (including talismans) have been tested against this version. Two replays failed (both in Omega), but this just required new replays, not any changes to the levels themself.

So, I won't update the NXPs just yet; but the compatibility warnings can be ignored. :)

EDIT: Actually, I will make an update for Lemmings Plus IV, to make use of the two background choices for the Wasteland set as well as to remove the backgrounds from the special graphics levels (where they're otherwise really out-of-place). This update doesn't change anything functionally, only graphically.
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: namida on November 29, 2016, 11:45:30 AM
I've uploaded the Lemmings Plus IV update.

In addition to making use of the two backgrounds options (and not having backgrounds on the special graphics levels), I also changed the music system to one similar to Lemmings Plus V's (ie: the musics relate to the graphic set, rather than a general rotation). Don't ask why, I'm not going to answer that yet. There's no special music for the final level of each rank anymore, but there is still a special music for the final level of the pack and for the special graphics levels (except Luck Of The Draw, which didn't have a special music in the first place). All the existing musics (except the rank-final one which was removed) are still in there, and there's three new additions too so that each set has two tracks.

The update remains compatible with V1.48(-B) and V10.010.XXX, so you can use it even if you haven't updated. You won't get the backgrounds on the older NeoLemmix version though (you will still get the new music).

EDIT: Lemmings Plus Flashbacks II has also been updated to reflect the changes in Lemmings Plus IV.




In other Lemmings Plus news... in all honesty, I'm just not finding Lemmings Plus Twists as fun to work on as I thought I would. So I don't know if I'm going to go ahead with this project, or just release the small amount of content I already have (almost all of which is just "the repeats from the old LPII / LPIII Bonus Packs that still work on new NeoLemmix versions").

But with that being said, I've begun work on another new project that'll be much more fun to work on, and in the few hours since I started on that I've already achieved far more than I have on Twists since I announced it. For now, the only thing I'll say about this project is that it is not Lemmings Plus VI, but is a Lemmings Plus pack.
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: namida on December 09, 2016, 11:05:28 AM
Work on this new project is going quite well, with nearly 20% of intended number of levels already reached. :) I'll probably do an official reveal in the near future, and if you're lucky you may already be able to find some information around...
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: Colorful Arty on December 09, 2016, 04:06:05 PM
How have you done so much so fast!? It takes me at least a week to make a single level!
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: namida on December 10, 2016, 03:59:08 AM
Now I've reached exactly 20%! :)

As for how I make them so fast - there's no single answer. Sometimes I'm just in level making mood, so I'll open the editor and mess around until a good level comes out. Other times (such as with both of the levels that I've made so far today), I get the idea when doing something completely unrelated, and work it into a level. In some cases, the ideas even come as a result of backroutes or attempts on other levels, including sometimes those that I see people try on my levels.

One very mix-and-match case - a level I made called "Worker Segregation" was inspired by something I saw Flopsy do in a failed attempt on one of the levels in mobius's contest. I then found a completely different solution to this new level, and made it a Part 1 / Part 2 type deal. Then, Part 2 - the one that was originally inspired by Flopsy's attempt on another level - proved too backroutey, so I abandoned that level altogether (and renamed Part 1 to just "Worker Segregation"), and created a new level altogether, "Lem 51" - which appears to be far more solid - based on the original idea (and I honestly think "Lem 51" may be one of my best levels yet).

I think the most extreme case was with Lemmings Plus II. A 100 level pack, including 5 new graphic sets - at a time when no graphic set editing tools existed, so I had to make that too - within 3 weeks. And quite a few people have said it's my best pack. Even I don't know how I managed that one.
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: namida on December 29, 2016, 01:08:22 PM
Uploaded an update V2.04 for Lemmings Plus IV, which fixes some splatpads which were positioned incorrectly and thus non-functional on Bumpy 17. I have zero idea how that managed to slip under the radar for so long, but it's fixed now.
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: Akseli on December 30, 2016, 12:18:51 PM
Hi, my solutions so far for LPV, I played most of the first four ratings to get some ideas for Level of the Year nominations. I haven't checked beyond Outrageous 1 yet. As I said in IRC, I suspect backrouting some stuff in the fourth rating, because the third rating felt harder in some parts.

So far I've been liking this pack a lot, I even think that your packs get more and more enjoyable and you still have nice puzzle ideas left. Also you exploit new features well creating some completely new puzzles that at least so far haven't felt too bizarre or unfair. :P
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: namida on January 06, 2017, 10:33:04 AM
Uploaded V2.02 update for Lemmings Plus V.

There's two sets of three-way reordering:
Touchy 6 to Touchy 7; Touchy 7 to Touchy 8; Touchy 8 to Touchy 6
Edgy 9 to Edgy 13; Edgy 13 to Unruly 3; Unruly 3 to Edgy 9

There's also a few levels with backroute fixes (based on new positions where applicable):
Touchy 8 "World is a LEMMING"
Touchy 9 "Dangerous Detour"
Edgy 13 "The "What The Lemming?" Machine"
Unruly 2 "Quick Skip (Part 2)"
Unruly 6 "Escape Cart"
Unruly 10 "Feeling Shafted"
Unruly 12 "All About The Moves, Baby!"
Outrageous 3 "Drunk On Colors"
Outrageous 12 "Plan Bee"

New update requires NeoLemmix V10.011.XXX. Also note that I haven't updated the solution replays yet (though most of the existing ones work anyway) as some of the replays I've made for the updated levels are in the V10.012.XXX format, and thus useless to anyone using the stable version rather than the experimental.
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: namida on January 09, 2017, 04:20:43 PM
All packs updated for NeoLemmix V10.12.XX.

The update for Flashbacks 2 also includes the fix to "Lem Your Lem Could Smell Like" in LPIV that was updated recently; I forgot to update Flashbacks 2 before.
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: namida on January 10, 2017, 03:08:36 AM
There was a problem with the custom recoloring floater / glider sprites in LPIII, LPIV, LPV and LPOmega's newest updates. If you downloaded them and the floater / glider sprites are corrupt, please redownload them now.

LPI, LPII, the Flashbacks packs, Holiday and the LPO2 demo are not affected by this issue.
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: namida on January 10, 2017, 01:04:11 PM
As it turns out, the thing about "I won't update the intended solution replays for LPV yet" didn't matter anyway - because I hadn't released them yet.

I have now. :) http://neolemmix.com/old/mypacks/Replays_LPV.zip

As usual, if there's no replay for a talisman challenge, it's because the solution replay provided for that level already meets the talisman requirements.
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: namida on January 21, 2017, 06:12:46 AM
I've uploaded updates for Lemmings Plus IV and Lemmings Plus V.

There is no changes to any levels. These updates are because it came to my attention that some of the filenames used for music in these packs (particularly LPIV) conflicted with commonly-used filenames for tracks ripped from Lemmings Touch, so I changed the names to avoid these conflicts.
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: namida on April 10, 2017, 11:02:27 AM
All Lemmings Plus packs have been updated for NeoLemmix V10.13.XX. Additionally, as promised, I've now uploaded up-to-date replays - now including replays for Lemmings Plus Omega II. (EDIT: Err, okay, I could have sworn I made a post saying "I'm aware some replays are outdated, I've updated them but I went straight to V10.13 when doing so, so I'll release them when that NL update comes." Seems I didn't actually make that post after all, but I thought I had done when I wrote this one. Anyway - point still stands, up-to-date replays (and LPO2 replays) are now available.)
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: namida on October 24, 2017, 03:40:30 AM
I'm (at last) working on an update for these packs to the new formats version of NeoLemmix.

So far, LPI ~ III, Holiday LP and Doomsday Lemmings are done, aside from double-checking (and naming) the talismans. Only LPIII has needed any significant changes (ie: more than just subtle or technical fixes) so far; where four levels that relied on radiation had to be cut or modified, and an additional two that used it solely as a trap needed a replacement trap. A Digger Would Be Handy, which primarily served as a radiation tutorial, has been replaced with a (very) simplified version of Symmetrical Warfare, killing two lemmings with one bomber (this does reduce the total level count to 64). Lem Particle had a slight alteration to use a pickup skill and a traditional bomber. I'm Going To Try Science has an entirely new solution, but the layout remains almost the same (aside from the addition of one terrain piece to make a fall non-fatal and avoid unnessecary floaters). I feel the new solution does a good job of keeping the spirit of the old one, too.

I'll continue with LPIV, LPV and the Omega packs later tonight. I'll probably just put up a single all-in-one release until new formats goes stable. I don't plan to bother with the Flashbacks packs; I might create a new, single "best of" compilation pack that covers the whole series.
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: namida on October 28, 2017, 11:28:52 PM
Finally got around to actually continuing.

Lemmings Plus IV changes:
- Splatwire and Zip-Zap Zone just had the antisplat-pad replacing updraft moved to slightly better (visually; it doesn't really impact the solution) locations.
- A Universal Production has an entirely new solution. Like with "I'm Going To Try Science!" in LPIII, I feel the new solution keeps much of the spirit of the old one.
- Ooh, Shiny! got replaced altogether. The replacement level is a remake of a cut level that was cut simply due to "the pack it's in is being withdrawn altogether, and since it's a special graphics level it won't fit properly into another pack" - I remade it in a regular LPIV graphic set.
- Cosmic Ray Zone also has a new solution, but trying to keep the feel of the original solution but without radiation would've resulted in a really boring level here, so it's just entirely new. It isn't overly fancy.

- Lem Your Lem Could Smell Like, I need more time to think about this one. The original solution still works without any changes, but the removal of the radiation introduced a few backroutes that don't appear to have any simple fix. (EDIT: Found an approach that allows the original solution while blocking these backroutes. It does make the solution a bit more easy to spot, but I don't think there's any way around that.)


EDIT: Lemmings Plus V didn't have so much as a single level break. :D Since it's built to modern standards and doesn't use any of the culled object types, it was fairly expected it would be the most straightforward.

The Omega packs are going to be a bit of a pain, though...




For Lemmings Plus Omega, most levels have only needed small adjustments. In one case, I adopted what was previously a talsiman solution as now the main solution to the level.
However, the one really tricky case is "Something For A Lemming To Do". Since I can't come up with any good new solution, I'm simply replacing this level altogether. By this point, I'm more than just a little bit annoyed with the removal of radiation, especially given that it makes virtually no difference to the code's complexity (as the countdown-to-explosion code is still there, due to the nuke using it, and that's the only part that was a bit complicated) yet breaks a lot of levels, some of them in ways that wouldn't be picked up by the replay checker... On the other hand, this allowed me to bring back another good level that was lost solely due to there being no place for it when the pack it was in got discarded (actually, this one was a level that had two versions - the easier version was a gimmick level, while the repeat version was exclusive to a bonus pack but had no reason beyond "no place for it" that it couldn't fit into LPIII or LPO. The latter version, of course, is the one that was brought back).

Lemmings Plus Omega II didn't have any levels that were broken in terms of "every known intended / acceptable solution no longer works"; there was one where my intended solution broke but two alternate solutions that I had accepted remain working. However, there are a couple of levels where radiation was used as a form of trap - including one in the form of "radiation near the exit, so lemmings can pass by and exit, but can't pass by and then go off to do other stuff", and these will need closer investigation.
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: namida on October 31, 2017, 05:54:10 AM
So, three levels left that need attention.

I need to make (or find) a suitable replacement for It's Opposite Day (LPIV), and I need to make adjustments to account for the lack of radiation in Ground Zero and Drawing Dead (both LPIV). The latter will be fairly simple to sort out; the former may be a bit trickier but still shouldn't be too bad.

Then it's just a matter of fixing talismans, and I can release a new-formats version of the packs. I'll include a list of new (or substantially changed) levels.

EDIT: Forgot, I still need to check for (non-replay-affecting) issues with radiation objects in Omega I. Also, this issue with the Machine style (https://www.lemmingsforums.net/index.php?topic=3522.0) probably needs some kind of solution (even if for now it's a temporary one; but ideally I'd like to sort out a permanent solution) before I can release anything.




Okay, all levels are done - levels that need replacements have been replaced, levels that need fixes have been fixed, all levels have been confirmed possible. (After making use of the "change radiation to fire" workaround for some Wasteland levels, there was one level where no existing replay worked, specifically "Ground Zero" from Lemmings Plus Omega II. However, I found a working solution without any further modifications (beyond removing one radiation fire object from the original layout, which I had already done), by slightly adjusting the timing in IchoTolot's replay.

Full list of levels that significantly differ from original (ie: not just "a splatpad is now an updraft" or "radiation that was intended solely as a trap is now fire / trap", or technical fixes):
- LPIII, Timid 12 "A Digger Would Be Handy" replaced with prior Fierce 16 "Symmetrical Warfare" (minus the radiation). In turn, the skillset has been adjusted to make the level much easier.
- LPIII, Rough 4 "I'm Going To Try Science!" has almost the same layout (radiation removed, one terrain piece added) but a completely new solution.
- LPIII, Rough 15 "Lem Particle" now has a pickup skill bomber to replace the radiation.
- LPIII, Fierce 16 "Symmetrical Warfare" as mentioned above. No level has replaced it; Fierce now just has 16 levels like the other ranks instead of 17.
- LPIV, Smooth 10 "It's Opposite Day!" has been replaced with an entirely new level.
- LPIV, Bumpy 2 "Cosmic Ray Zone" has a completely new solution.
- LPIV, Bumpy 17 "Lem Your Lem Could Smell Like", instead of replacing the radiation (as it was semi-trap but specifically relied on the lemming surviving a bit longer), has some terrain changes.
- LPIV, Twisted 14 "A Universal Production" has a new solution that's strongly inspired by the original one.
- LPIV, Insane 4 "Ooh, Shiny!" has been replaced with a semi-new level (it's actually a Wasteland graphic set remake of "Gotcha Again!", originally in Lemmings Plus III Bonus Pack).
- LPO, Puzzling 24 "I Swear Upon A Lemming" has a new solution that slightly resembles the original one.
- LPO, Perplexing 9 "Stone System" has adopted the old talisman solution (with slight changes) as the new main solution.
- LPO, Mental 14 "Something For A Lemming To Do" has been replaced with "The Strange Construct", originally from Lemmings Plus III Bonus Pack.

Talisman fixes are all that's left now.
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: namida on November 11, 2017, 08:24:45 PM
I have decided to put further work on updating these packs (and releasing them) on hold, pending:

1. Waiting to see what other physics changes occur that might affect it
And
2. Whether new formats actually gets adopted by the community, as I'm starting to notice a lot of frustration with the culls. If it isn't going to be widely used I don't see any point in updating my packs.
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: namida on November 12, 2017, 04:48:18 AM
But I also figure I may as well at least release these. Here's the versions of levels where the solution signficantly differs from before, or where the level itself is entirely new (or possibly just not very well known among newer players).

"Having A Lem Of A Time" was the replacement for "It's Opposite Day", while "Toxic Tales" was the replacement for "Ooh, Shiny!". The former is a completely new level.
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: joshescue18 on December 21, 2017, 03:02:05 AM
I solved them all.
Title: Re: [NeoLemmix] Lemmings Plus Series
Post by: Akseli on January 08, 2018, 09:33:42 PM
I guess this is the topic to post replays and discuss any of Lemmings Plus levels nowadays, so they're all collected in the same topic (?).

When nominating 'Level of the Year' levels and looking at level packs released in 2017, I realized that I somehow never played LPOII after I pre-release tested the two highest ranks, so last Christmas holidays I finally tried the levels that weren't in my pre-release testing ranks.

I have attached my solutions in this post, so if you namida have time and interest to watch these at some point, I'd like to hear if they're acceptable solutions or so. The replay package also contains those solutions of the higher ranks I recorded back in the pre-relase test that work still in the newest version, though some of them I needed to re-adjust a bit (for example, check out Sharp20: The Lem Goldberg Contraption, I again did the ending part a bit differently now).

I'm especially interested in my solutions for the following levels:

Fluffy6: Yes We Can! - Found a pixel precise solution rather than a clean one.
Coarse3: A Mind Of Their Own - A certain skill saved, and this was a tricky solution in this part of the pack.
Coarse12: Lemming All-Sorts - Wow, amazing level but really tough (for its place), if my solution is the intended one, see that certain trick there with my third last skill assignment.
Coarse15: The Troublesome Trio Strikes Back - Seems to be a shortcut, seems that there's many possibilities for this kind of stuff.
Spiky2: The Space Bar - Tight in many places, I'd believe this is not the intended solution?
Spiky13: Zombie Fence - Didn't use all the skills, still could be intended, great level!
Title: Re: [NeoLemmix 10.13.xx] Lemmings Plus Series
Post by: joshescue18 on February 24, 2018, 10:03:44 PM
I solved them all.
Title: Re: [NeoLemmix mixed-vers] Lemmings Plus Series
Post by: namida on March 17, 2018, 02:44:20 AM
Lemmings Plus I has now received an upgrade to new-formats, see first post for download link. The solution replays have also been updated accordingly.

No levels were removed / added but a few had minor tweaks to them. Three talismans were removed due to using no-longer-supported requirements; Wimpy 22, Danger 11 and Danger 30.
Title: Re: [NeoLemmix mixed-vers] Lemmings Plus Series
Post by: namida on March 17, 2018, 03:24:57 AM
Lemmings Plus II update is here as well.
Title: Re: [NeoLemmix mixed-vers] Lemmings Plus Series
Post by: namida on March 17, 2018, 03:54:10 AM
Holiday Lemmings Plus is updated now.

Since the remaining packs depend more heavily on specified music tracks, I might wait until the bug where paths get stripped from music filenames when saving is fixed in the associated tools before doing anything with the remaining packs, depending how long that ends up taking.

EDIT: Now that I think about it, LPIII and Omega won't be too much hassle, so I'll do those now as well. But I might wait a bit for LPIV, LPV and LPO2.

EDIT: LPIII done.
Title: Re: [NeoLemmix V12 / V10] Lemmings Plus Series
Post by: namida on March 17, 2018, 06:09:06 AM
Lemmings Plus III and Lemmings Plus Omega are both done.

I don't intend to convert the Flashbacks packs, I might make a new one based on the same concept but spanning the entire series (including LPV and LPO2, which currently have no representation in the Flashbacks pack).

Lemmings Plus IV, V and OmegaII will come later. Probably not today.
Title: Re: [NeoLemmix V12 / V10] Lemmings Plus Series
Post by: namida on March 18, 2018, 01:57:46 AM
Lemmings Plus IV is now updated.

Similar to LPIII and Omega, this one has a fair few changes.

I listed them somewhere earlier in the topic, but I'll copy/paste it here too now that there's actual releases:

- LPIII, Timid 12 "A Digger Would Be Handy" replaced with prior Fierce 16 "Symmetrical Warfare" (minus the radiation). In turn, the skillset has been adjusted to make the level much easier.
- LPIII, Rough 4 "I'm Going To Try Science!" has almost the same layout (radiation removed, one terrain piece added) but a completely new solution.
- LPIII, Rough 15 "Lem Particle" now has a pickup skill bomber to replace the radiation.
- LPIII, Fierce 16 "Symmetrical Warfare" as mentioned above. No level has replaced it; Fierce now just has 16 levels like the other ranks instead of 17.

- LPIV, Smooth 10 "It's Opposite Day!" has been replaced with an entirely new level.
- LPIV, Bumpy 2 "Cosmic Ray Zone" has a completely new solution.
- LPIV, Bumpy 17 "Lem Your Lem Could Smell Like", instead of replacing the radiation (as it was semi-trap but specifically relied on the lemming surviving a bit longer), has some terrain changes.
- LPIV, Twisted 14 "A Universal Production" has a new solution that's strongly inspired by the original one.
- LPIV, Insane 4 "Ooh, Shiny!" has been replaced with a semi-new level (it's actually a Wasteland graphic set remake of "Gotcha Again!", originally in Lemmings Plus III Bonus Pack).

- LPO, Puzzling 24 "I Swear Upon A Lemming" has a new solution that slightly resembles the original one.
- LPO, Perplexing 9 "Stone System" has adopted the old talisman solution (with slight changes) as the new main solution.
- LPO, Mental 14 "Something For A Lemming To Do" has been replaced with "The Strange Construct", originally from Lemmings Plus III Bonus Pack.


Note that the "namida_special" folder in "styles" in the LPIII and LPIV downloads, only contain the pieces needed for the specific pack. So, extract both. I believe that (for whatever reason) NeoLemmix's default styles ZIP also includes namida_special, but there is at least one wrongly-named file in it, and I have made some additions during this conversion, so use the copies from the downloads, don't rely on the included-with-NeoLemmix ones.
Title: Re: [NeoLemmix V12 / V10] Lemmings Plus Series
Post by: namida on March 18, 2018, 02:58:02 AM
Lemmings Plus V is now updated. This just leaves Lemmings Plus Omega II to go. :D
Title: Re: Lemmings Plus Series
Post by: namida on March 18, 2018, 03:51:02 AM
Alright, all Lemmings Plus packs are now updated! :)

Note that the level images on the NeoLemmix website are not yet updated, due to that the new version of NeoLemmix doesn't have the "mass image dump" feature. For the most part they're close enough anyway.

I've also added a "Download All" link to the first post. This might save a bit of time if you want to get all of them anyway, as some music files are duplicated otherwise (eg: there's one track used by both LPIII and LPIV, several used by both LPIII and LPO, and almost all LPO2 tracks are also in either LPIV or LPV). The content is identical to the standalone download versions.
Title: Re: Lemmings Plus Series
Post by: namida on March 20, 2018, 04:22:34 AM
Okay so, I've gone ahead and made a new collection pack. This features 80 levels from the Lemmings Plus series, including all but two of the levels that were previously in the Lemmings Plus Flashbacks packs. Recommended for those who've been wanting to give the series a go but weren't sure which pack to play (or wanted to play all the packs in general, but didn't want to actually play all 671 levels as such).
Title: Re: Lemmings Plus Series
Post by: joshescue18 on April 27, 2018, 08:38:25 PM
I finished Lemmings Plus III.
Title: Re: Lemmings Plus Series
Post by: namida on April 28, 2018, 10:26:00 PM
Nicely done. Almost all of those are intended solutions (or variations thereof). The only one that was quite backroutey was your talisman solution to "Synergistic Effect".
Title: Re: Lemmings Plus Series
Post by: joshescue18 on April 29, 2018, 04:11:12 PM
I finished Lemmings Plus IV.
Title: Re: Lemmings Plus Series
Post by: namida on May 05, 2018, 05:08:11 AM
Your solution to Smooth 14 shouldn't've gotten the talisman. That appears to be a mistake in the level file; it should be save 29 IIRC - I'll have to double-check this sometime. In and of itself, it's a very creative solution. :)

Your solution to Insane 17 was very unique! :D Not a backroute, as that one's an "if it works, it's valid" type level, but it's definitely different from other solutions I've seen.

There's a few other levels where the solutions were backroutes, most notably Bumpy 9. (Also Twisted 4, but I think almost everyone found a backroute there.) Most of these are intended or acceptable solutions though.
Title: Re: Lemmings Plus Series
Post by: joshescue18 on May 07, 2018, 06:45:33 PM
I finished Lemmings Plus IV.
Did you notice that I finished Lemmings Plus I and Lemmings Plus II?
Title: Re: Lemmings Plus Series
Post by: namida on May 07, 2018, 09:24:58 PM
I did see your posts about the first two, but didn't have time at the time to check the replays. I will get around to it eventually.

I just went through the LPV ones. There's a few levels where your solutions were backroutes, but most such levels were already known to be very backroute-prone.

Also, impressive time on the final level. It's about 30 seconds better than the previous record (my own, 12:21), as far as I know.
Title: Re: Lemmings Plus Series
Post by: joshescue18 on May 09, 2018, 09:43:20 PM
I finished Lemmings Plus Omega.
Title: Re: Lemmings Plus Series
Post by: namida on May 10, 2018, 03:16:00 AM
I'll watch Omega soon; but I got through your Lemmings Plus I replays. Most solutions were as intended, or on levels that were known to have backroutes. Your talisman solutions to Mild 30 and Wimpy 25 were somewhat unique, and I also really liked your solution to Danger 7. I also found it interesting that you used the double-bridged-miner approach on Psycho 11; while it's certianly a valid solution, there are less-tricky-to-execute solutions to it too. :)
Title: Re: Lemmings Plus Series
Post by: namida on May 10, 2018, 04:05:40 AM
Lemmings Plus II:

Nicely done on Nice 3's talisman. Most solutions I've seen have relied on precise timing; your careful use of terrain was very interesting. :) Your Cheeky 1 talisman solution is also by far the most direct solution I've seen, most are much more roundabout than that.

Sneaky 18 was a very interesting one. Your solution was somewhat different to the intended solution, yet felt very much like it was in the same spirit as the intended way. :)

Genius 16, 19 and 20 were backroutes, to varying degrees. While Genius 16 and 20 are likely ones that just managed to slip under the radar the entire time LPII was still being updated, I think Genius 19 is due to removal of the time limit - I should maybe consider restoring it on that level. (If I remember correctly, it was 3 minutes, though might have been 4.) Although I don't know for sure if restoring the time limit would prevent your backroute, or just make it much more fiddly to execute.
Title: Re: Lemmings Plus Series
Post by: joshescue18 on May 12, 2018, 04:59:26 PM
I finished Lemmings Plus Omega II.
Title: Re: Lemmings Plus Series
Post by: joshescue18 on May 12, 2018, 07:05:48 PM
I finished Holiday Lemmings Plus.
Title: Re: Lemmings Plus Series
Post by: namida on May 13, 2018, 09:41:30 PM
Watched Omega.

Puzzling 5, I honestly don't know how this was never noticed before (or maybe it was, and I just forgot?).
Puzzling 14, this might be the first time I've seen someone actually use the teleporters. This was the originally intended solution, although it's early enough in the pack to be an "anything goes, if it works" level.
Puzzling 19, I found it amusing that you set up that containment with the builder, when there's a Stoner available. :P
Perplexing 4 seems to have glitched during conversion and I didn't catch it before. I'll have to fix that. The preplaced lemmings are meant to be blockers. Presumably, the preplaced lemmings aren't perfectly on the ground (they often weren't due to a misleading sprite in older graphic sets), and the code that automatically moves preplaced blockers to ground level (if they're close) must have been culled. (Interestingly, Perplexing 18 is not glitched.)
Mental 14 is a major backroute.
Mental 16 is a new approach, I think - if I remember correctly, most solutions don't pick up that stacker near the bottom-right.
Title: Re: Lemmings Plus Series
Post by: namida on May 16, 2018, 12:24:05 AM
Watched OmegaII.

Fluffy 13, I think you're the first person to actually find the intended solution exactly here. :O
Spiky 1, you definitely overcomplicated that one a bit. There's no need for such precise timing; just a bit more creativity in containing the crowd. ;)
Spiky 3 is another case where you found the intended solution in a level often solved by alternate means, although this isn't the first time someone's found the intended way here.
Sharp 18, while your solution is not unique as such (you got the intended solution), you're only the second person to ever solve this level (after IchoTolot) as far as I know, so well done there! :)
Sharp 19, while nowhere near the first to solve the level, as far as I know you're the first person to get the talisman here, so well done! :)
Sharp 20, interestingly, your solution is much closer to the original version of this level (never released publicly, but most of the pre-release testers saw it) than the intended solution for the current version. I would still consider it acceptable though, as the biggest trick in the solution (the one with the first miner) is still involved in your solution.
Title: Re: Lemmings Plus Series
Post by: namida on June 07, 2018, 09:37:48 AM
Uploaded V12.01 of Lemmings Plus Omega and Lemmings Plus V.

Lemmings Plus Omega
- Fixed preplaced lemmings that should be (but weren't) blockers in Breezy 3 "You Shall Walk Again!" and its repeat, Perplexing 4 "Borrow A Bit Of Freedom?".

Lemmings Plus V
- Fixed incorrect music on Blissful 10 "Stop Or Go?".

The download of all Lemmings Plus packs in one ZIP has also been updated accordingly. Lemmings Plus Compressed is unaffected as none of the relevant levels are in it.
Title: Re: Lemmings Plus Series
Post by: joshescue18 on June 09, 2018, 02:21:02 PM
Here are the replays.
Title: Re: Lemmings Plus Series
Post by: namida on August 31, 2018, 03:45:31 AM
I really didn't like the fact that the Mac-style music rotation (as it was called back when it was an option), so I made an update that uses some (totally, extremely clever) music.nxmi tricks to get the old music ordering back for LPI and LPII. Other packs are unaffected, though Compressed has been updated to reflect the new old musics for the levels in it. Likewise, the "all Lemmings Plus packs" download has also been updated with the updates to LPI and LPII. (And yes, I made sure no LPVI stuff leaked into it, don't worry about that. :P)

Just to be clear, the only thing these updates change is the music rotation; it restores them to how those two packs originally were.
Title: Re: Lemmings Plus Series
Post by: namida on September 16, 2018, 11:29:03 PM
The level lists on the NeoLemmix website have finally been updated to reflect the new-formats versions of the Lemmings Plus packs. Enjoy.
Title: Re: Lemmings Plus Series
Post by: Akseli on September 22, 2018, 10:25:52 PM
Okay, after almost 5 years I'm re-tackling the classic debut pack of Lemmings Plus series. Here's how I initially reacted to LPI (https://www.lemmingsforums.net/index.php?topic=1188.msg42078#msg42078) (then LP Dos Project). There's more comments of mine in the following pages in that thread. I didn't bother to hassle with my old replay solutions and played this pack now completely fresh in NeoLemmix saving replays (attached to this post), so I didn't have to care about physics updates, for example. I remembered well most of the levels, but V7 was the latest version I had played and there was also something new for me after the updates to date. So, I'm most probably trying to refresh my whole LP series repertoire in the near-ish future, playing the updated versions of every pack.

General comments:

- The three first ratings have lots of X-of-everything levels that have repeats later on, this is something I didn't like because the first parts of these level pairs feel redundant. They're meant to be fun action for less experienced players, though by today's standards they tend to be considered as filler levels. Unique levels in those ratings were the most interesting (and memorable) probably just because of that you didn't need to revisit them later. For example, I'd recall that Mild 30: You Just Lost the Game!!! was even voted for the best level in Mild rating in LP pack voteoffs. LPI is the most prominent level pack with this kind of level structure, having levels that are mostly created at first and after that those levels have got their Fun/Tame counterparts.

- That being said, there were level pairs that I liked much, because they really had different and interesting solutions, not just more restricted skill sets compared to the easier counterparts. Examples are Medi 28: Way Up High and Psycho 22: Twins; Danger 27: The Deadly Climb and Psycho 12: Not gonna work.; Danger 28: Coalburner and Psycho 9: Coalburner (Part II). Even tutorial levels Mild 10: Take Your Time... and Mild 22: Blow Down! made great level pairs with their repeats Danger 3: Backdraft and Wimpy 27: Ready, Aim, Fire!!!

- In general, NeoLemmix mechanics have cut a great amount of backroute solutions. Anymore I couldn't steel dig, neutralize trap trigger areas, or climb through terrain. I found lots of new solutions (for me) for the later levels in the pack.

- And, if the first half of the pack isn't that fun for experienced players, I can completely honestly say that there's lots of levels in the second half of the pack that are really good even by today's standards, there's quite a few timeless classics there! I could add Psycho 24: Gone In A Flash to the list I had in my first forum post for this pack (https://www.lemmingsforums.net/index.php?topic=1188.msg42078#msg42078).


My comments on some of the levels (contain spoilers):

Spoiler
Medi 11: Long Road to Lemming High - Is actually harder now when the broad empty spaces around the level are gone and the edges are deadly.
Medi 20: The Diving Board - I found this backroute-feeling solution. I looked at this level again and I think the correct solution is to turn a digger around with a blocker at the lower platform and immediately build with the digger to the left. Has this always been the intended solution for this level? Would've been Danger-Psycho-worthy probably.
Medi 26: So that's the plan - Steel digging isn't possible in NeoLemmix, can't take the shortcut anymore. :P

Danger 8: Cavern of Chills - I played this level in V7 but climber physics (can't climb the top left corner of the hill) in NeoLemmix forced me to find even harder solution.
Danger 12: When Life Gives You Lemmings - In NeoLemmix mechanics, the climbers won't climb through the builder from the alcove to the right, a completely new and harder solution needed to be found!
Danger 13: Breakthrough - Still a beast LPI level, Psycho-worthy, only 1 miner now when there were 5 earlier.
Danger 17: Perfectionism - The lower right hatch doesn't drop the lemming facing right anymore - makes the level again harder!
Danger 21: It's the Latest Craze! - If I recall correctly, this replaced the somewhat clever but overly repetetive Phase Rotation Syndrome. This level is easy-feeling for Danger, and the normal solution saves well over the requirement.
Danger 22: Die the Death of the Damned - Still one of the most legendary LPI levels for me, and this is the one I asked you help for ages ago because I couldn't solve it.
Danger 25: Use The Pen!!! - Ooh, this has changed so the climber needs to be turned around from the steel with bashers so he doesn't splat!
Danger 26: With Love, From Trogdor - A completely new level for me! I like this more than Overheat, and it took surprisingly long from me to find the working route.
Danger 28: Coalburner - This version of the level was new for me, and it's great!

Psycho 2: The Parking Lot - Lol, my solution takes like 1:00.06 minutes but I still saved enough? :D I remember using the leftover builder and basher in Lemmix version to reduce ascender and faller frames in the bottom right corner, didn't need them now for whatever reason.
Psycho 3: Express Lane - A cramped level with a tight solution, resembles The Shed from LPVI.
Psycho 4: Think Outside The Square! - In Lemmix you could use one builder to build on to the topmost red horizontal layer because of the ceiling check mechanics. In NeoLemmix this level is harder.
Psycho 5: Lightspeed Lemming - One roadblock level in this pack if one really doesn't realize to put the blocker on to the builder, like I didn't when I first played this...
Psycho 6: The Bulldozer - This was my solution also in Lemmix, before I heard that it's intended to do via direct drop. Updrafts kind of break the basic pattern of the whole pack, but they belong to the nature of this level. :P
Psycho 9: Coalburner (Part II) - It was possible to build between the flamethrowers in Lemmix. Not anymore. This is a masterful level!
Psycho 13: Go High Go Low - A rare level in LPI I never have solved intendedly, the top route works still even though steel glitches aren't present anymore.
Psycho 15: Where Anything Goes - This is a level that's really Psycho-worthy now, it's pain to mine to a basher tunnel a crevasse big enough to build up in NeoLemmix mechanics.
Psycho 16: Crosswork - This is somehow a bit painful in NeoLemmix with vertically wonky basher mechanics, huh!
Psycho 19: A Perfect Nightmare - Steel digging isn't helping anymore, the key for solving this level is the digger-builder setup in the middle section of the level when you realize that it's doable with 5 builders.
Psycho 23: Death Row - Never really worked in Lemmix version, the trap trigger areas were avoided easily. This version of the level was completely new for me, and I liked the level a lot!
Psycho 24: Gone In A Flash - Wow, what a great level now in NeoLemmix! I had solved this via steel digging and guiding the whole crowd to the left and over the level to the exit on the right.
Psycho 26: Oblivion - It's good, even though it still has the backroute turning the last guy around with a builder and making him a blocker, so the crowd can go back and forth when the hero lemming does the path.
Psycho 29: No Salvation V - I think I abused the blocker field neutralizing the trap trigger area in Lemmix, and now in NeoLemmix, there's no shortcuts, this level is harder!
Title: Re: Lemmings Plus Series
Post by: Akseli on October 29, 2018, 07:08:49 PM
I re-played Lemmings Plus II next. I had solved everything but Genius19: "Wrong Way, Mister Lemming" in two weeks, and after another two weeks beated that one, too. Solutions are attached.

My comments on the earlier playthrough in the initial topic for the pack. (https://www.lemmingsforums.net/index.php?topic=1686.msg42486#msg42486)

Comments on some of the levels (contain spoilers):

Spoiler

- Cheeky 2: Double Dipping: I still went for 2 skill solution, but now I think I see a more intended one (block the crowd, hero bashes, builds, and again bashes to the exit, release the crowd with a bomber).
- Cheeky 8: Just Breathe - Haa, I remember this being in late Genius with a more strict skillset!
- Cheeky 9: OH SNAP! - The first level where I had to think some more, nice!
- Cheeky 15: To The Treehouse - Still a good level.

- Sneaky 13: When Only A Lemming Will Do, Cunning 5: Maximum Security and Genius 19: Wrong Way, Mister Lemming were the hardest ones in the entire pack somehow, not surprised about the last one, but oddly enough the first two were hard to find even one working solution.
- Sneaky 14: O RLY? - Backrouted probably, and I probably even don't know what's the intended solution.
- Sneaky 18: A Two-Pronged Approach - Backrouted, and for this level I actually remember the intended solution, which I consider pretty great!
- Sneaky 20: The Impssible Level - Super hard now when a digger turning from blocker can't release him, huhhuh! Late Genius worthy.

- Cunning 8: The Takeover - Pretty damn good idea! Somehow the execution was harder than anticipated with the basher.
- Cunning 10: Shotgun Run - Backroute works.
- Cunning 18: The Upwards Mission - Probably harder in NeoLemmix now than in Lemmix back then.
- Cunning 20: A Lemming's Worst Nightmare - A new level, and wow this was challenging!

- Genius 7: Another Fall Survival Puzzle - Backrouted most probably, this level belongs to those rare levels I'm pretty sure I don't how it should be solved intendedly.
- Genius 8: Panic Attack - Always great namida classic, always worth mentioning.
- Genius 11: Dungeon of Death - Somehow one of the most memorable LPII levels for me, it's quite unique in level design scene overall I'd say.
- Genius 15: If A Lemming Should Come By - Easy, but not that easy as earlier if I recall correctly.
- Genius 18: An Unexpected Journey - A simple layout and a simple skillset, yet I love the solution for this one, that's nicely hidden and not that ordinary.
- Genius 19: Wrong Way, Mister Lemming - Clearly the hardest level of the pack, but I somehow managed to make my earlier solution to work with slight timing adjustments.
- Genius 20: Cactus Central - Not sure if you're supposed to save the right group making them climbers, but even with that, a great level.
Title: Re: Lemmings Plus Series
Post by: Akseli on November 13, 2018, 06:02:31 PM
In a bit over two weeks I finally managed to beat the entire LPIII. This actually is a pack that I've really wanted to re-visit for a long time, because I beta tested it in 2014 but never actually played it after the release, probably because of me getting stuck in some high rating levels already when testing. I tried to find my comments and feedback of this pack for namida, but they're missing, so it seems I actually never posted about this pack in the topic, but discussed with namida through PMs. And I didn't remember that forum PMs from January 2014 - December 2014 are missing (because of the forum migration?) [EDIT: inbox messages are all safe, the PMs I have sent during that time are missing], so I didn't find even the PMs. So, I'm probably giving my thoughts of this pack now for the first time.

So this is the pack that introduced pick-up skills, locked exits & buttons, those anti-splat air objects, and force fields I guess. In the latest version there's no gimmick and secret levels anymore, like they were cut from the new format NeoLemmix version from LPII, too. Compared to earlier packs LPIII has fewer levels, but I actually liked a lot more the quality of these levels, and no level felt "filler" level like a bunch of levels felt in LPI and LPII. The playing time was quite similar to earlier releases because of higher diffifulty overall!

I actually forgot to save a replay for Timid 5 when I went through the solutions after finishing the pack, but then realized that it was saved in Auto-save folder, NeoLemmix is pretty neat! As usual, my solutions are attached to this post.

My comments on some of the levels (contain spoilers):

Spoiler

Timid 5: The Rickroll Level - Hah, it's legendary, even Flopsy made a level in SEB Lems with this tileset. :P
Timid 6: The Rebound - An interesting talisman solution, I went for it.
Timid 16: Locked Out! - Boss level music I guess? Yeah, it was a hard one for Timid!

Dodgy 1: Boost Jumper - Yeah I fiddled around with this a while to get the talisman. :P
Dodgy 6: Seven-Way Security - I don't remember this from the beta testing, maybe a bit newer level? Anyway, it's a delightfully clever puzzle.
Dodgy 10: The Duck Level - It's hard, I think I didn't solve this in beta testing phase. The key to victory is to realize that those steep slopes with 7 pixel high walls are possible to ascend with putting one pixel of a building brick there. :P
Dodgy 12: Extra Skill Required - It's genious, wasn't that quickly solved from me!
Dodgy 13: Speak of the Lemming... - Another large-ish roadblock in Dodgy rating after The Duck Level, I tried quite a bunch of stuff before using this two-miners-trick at the beginning, pretty nifty, not sure if intended?
Dodgy 16: Critical Point - Okay, I would get the talisman using builder and basher-builder-midstroke for both of those walls at the left, and not using builder-blocker-builder at the lower level.

Rough 2: A Perfect Storm - This was a toughie, no spare skills remained at all, being optimal with the left hatch at the beginning proved to be challenging!
Rough 3: System Shock - I don't have a slightest idea how there could be enough builders, except for this very backroute-feeling solution.
Rough 6: The Lemming Redemption - I skipped this one and solved it as fourth last level in the pack. It's finding about the correct digger spot and release rate. In the end I found this simple solution.
Rough 8: They Say A Hero Will Save Us - A new level for me, wasn't around in beta testing phase, maybe? Or maybe it was in Fierce that I didn't really play that much back then. :P
Rough 11: The Nyancat Level - I remembered this to be too hard for me, but I solved this now very straightforwardly, I think it's easier than The Duck Level.
Rough 14: Shmooth Shailing - I didn't solve this intendedly in the beta testing phase. Now this level contains lots of steel and it lead me to this faller-bomber solution!
Rough 16: Plan 10 From Outer Space - I skipped this one and solved it as third last level in the pack. A good boss level, I didn't know what to do at first!

Fierce 3: The Soft Scale - These really hard Sky levels among System Shock and Shmooth Shailing that I didn't solve 4 years ago, this is phenomenal! I don't know if basher-cancelling-miner-trick is intended, but but woow what a level, I've now used to release basher-midstroke-blockers with bombers because in NeoLemmix it isn't anymore possible to release blocker with a digger turning around from him.
Fierce 4: Lost In Translation - I had this solution in the testing phase, but due to time limit it didn't work. My replay lasts for 11 minutes in this, because of the bunch of guys going to the teleporter. :P
Fierce 5: Unpredictable Reaction - This is awesome. The trick is GREAT. IT'S A GOOD LEVEL.
Fierce 6: Double-Crosser - Never solved this intendedly during testing phase, and I remember this level being even in the Rough rating at first. I skipped this and solved it second last in the pack. There's lots to try, my solution was a time-cruncher. It's HARD.
Fierce 8: No Time To Die Even Now - I feel backrouting this using only one hero lemming and saving over 30 seconds and, well, yeah.
Fierce 9: Curiosity Killed The Lemming - Yeah it's hard because of the timing issues. It's a timing level! Uh oh.

The rest of the Fierce I hadn't even seen before (except for Crossover Arena).

Fierce 11: Lem At Your Own Risk... - Was actually easy-ish feeling compared to levels around it, I wonder if my solution is intended.
Fierce 12: The "Lemming" Experiment - I didn't get one pick-up skill, this might be a backroute.
Fierce 13: We Lem In Peace - Lovely, just lovely bomber trick with the climbers, yet I saved extra lemmings and skills so I wonder if it's intended.
Fierce 14: Crossover Arena - Goddammit, finally solved this! And the solution even isn't even remotely unfair, I just didn't realize to dig the left side of the wall. :D The talisman text probably makes the level easier, because it tells that 3 of the skills aren't needed. :P
Fierce 15: You Knew It Was Coming... - The beginning is okay, but the real deal is that house-thing at the right that you need to ascend, woow!
Fierce 16: The Final Stand - I solved this last, it's tough and quite a good final level like all final levels seem to be in your packs. :)
Title: Re: Lemmings Plus Series
Post by: namida on November 13, 2018, 10:35:20 PM
I've added solution replays for Lemmings Plus VI in the first post.

Lemmings Plus VI has also been added to the "all Lemmings Plus packs" download.
Title: Re: Lemmings Plus Series
Post by: Akseli on December 30, 2018, 06:55:05 PM
I played Lemmings Plus Omega through holidays in 9 days, my solutions for all 120 levels are attached to this post. In my initial run in December 2014 I solved 115/120, not beating Mental levels 12: Cave of the Cactus (I somehow think this really works differently now), 17: Recycled Lemming Syndrome, 19: Splittin' Like Crazy (new features helped here), 21: Adventure Time!!! and 29: Through Thick And Thin...

Omega originally introduced the 8 new NeoLemmix skills and stoner and bomber 10-second-countdown objects, but those objects have been removed from this new formats version. Also, Playtime rating consisting of 15 gimmick levels is removed from new formats version. I seemingly never commented much on this pack derivering from my personal messages and topic posts, probably because doing lots of beta testing like for LPIII earlier, too.

Omega was harder than I remembered, and now I skipped Perplexing levels 15: Bouncing Back and 25: That's Quite A Lemming!, and Mental levels 5: (insert clever title here), 18: ...wait, what? and 29: Through Thick And Thin... and came back to those when solving everything else in order. The same thing that LPI and LPII had was present in Omega, too, having level pairs where the first version feels a redundant X-of-everything filler, and the second version is fine. The music track composition was interesting, there were these custom tunes and also L1 and ONML tunes, I don't remember if this is intended. A nice detail in the final level post level screen (in the old Omega, not anymore in new formats version) was a mention of Omega being the last LP pack there will be, but we know that this didn't hold true. :)

Some comments on the levels:

Breezy 6: Mechanical Approach - Why the 5 minute time limit, you can't spend even one in that level? :D
Puzzling 5: No Rush... - Stoner object missing makes this level different than intended. :P
Puzzling 23: Eco-Friendly Lemmings - A great moderate difficulty puzzle level!
Puzzling 24: I Swear Upon A Lemming - Stoner object missing makes a different kind of a level.
Perplexing 9: Stone System - Even without the stoner object, this was a solid level.
Perplexing 12: That's Just How It Is - A very good level, where the solution is easily overlooked!
Perplexing 17: An Urgent Search For Shelter - A fantastic level, might be my favourite of the pack. :)
Perplexing 22: Pick-a-Plan - Somehow this level always felt like having more potential, but the solution is easyish.
Perplexing 23: What a Treevil Level! - A backroute probably. I watched my old solution and indeed, it was more reasonable.
Mental 14: The Strange Construct - Replaces the bomber object level "Something For A Lemming To Do". It's a good level, like namida's replacement levels usually are!
Mental 25: Night Of The Lemming Dead - Replaces "Terrible Sky", heh.
Title: Re: Lemmings Plus Series
Post by: Akseli on January 17, 2019, 06:51:46 PM
In 11 days I played Lemmings Plus IV through, I have attached my solutions to this post. Before this, I hadn't solved Insane 17: "If They Only Could Jump..." and 19: "Overclocked Lemming". I wasn't a beta tester for this level pack back in 2015, and my initial comments for the levels are here (https://www.lemmingsforums.net/index.php?topic=2150.msg52347#msg52347).

LPIV introduces single-use traps, like mines in Wasteland, and splat-pads and anti-splat pads. The latter objects are quite rarely used in level design scene, I'm not sure how potential they are for good puzzles.

However, LPIV is in my opinion one of the strongest LP games. Namida knows how to make enjoyable easy and moderate difficulty levels, too, and X-of-everything levels are pretty much missing. "Over the Edge" level pair (Smooth 20 and Bumpy 18) is fantastic.

Just realized, the sound effects for single-use traps and teleporters are missing? I'm not sure if it's just for this pack or some others, too.


Comments:

Smooth 10: Having A Lem Of A Time - This level replaces "It's Opposite Day!", so it was a new one for me!
Smooth 14: Cogs of War - "Not Quite Missing the Point..." talisman is funny.
Smooth 20: Over The Edge - The epic Pokémon song isn't there anymore, and the same goes to other rating finales. :( At least the very last level, Insane 20, has the special tune!

Bumpy 2: Cosmic Ray Zone - Has a new good solution, because the radiation object doesn't exist anymore.
Bumpy 6: Chocoholics Anonymous - Brutal difficulty just as I remembered. :D Somehow always roadblocking before Insane rating, even though after knowing the solution it doesn't seem that bad.
Bumpy 9: Mechanical Split - A nice level, the climber is a red herring?
Bumpy 10: Zip-Zap Zone - Just like in my old comments, the tiny builder-platformer-puzzle is a delight !
Bumpy 18: Lem Your Lem Could Smell Like - The absence of the radiation object makes this easier, initially this was quite a challenging roadblock level.

Twisted 3: Crank It! - This level replaces "Minesweeper", so it was a new one for me!
Twisted 8: Oh No! More Ricks! - In 2015 I didn't know to appreciate Rick Sanchez, now I appreciated it, a lot. :P
Twisted 14: A Universal Production - This level is obviously easier without the radiation object.
Twisted 17: Climber's Edge - I love these levels that have simple layouts but there's lot going on in that terrain!

Insane 4: Toxic Tales - This level replaces radiation object level "Ooh, Shiny!", so it was a new one for me!
Insane 7: Dopefish Lives! - The special tune is absent. :/
Insane 17: If They Only Could Jump... - This one I hadn't solved before! Unfortunately I didn't go the long road yet with my first solving. :P
Insane 19: Overclocked Lemming - I hadn't solved this before, and looking from my old solution I was just plain dumb there. :P An excellent level!
Insane 20: Goodbye Galaxy - It's phenomenal. In my old solution I took advantage of solid level edges, new formats solution is a bit harder. Probably my favourite final level of LP packs, not just for the Pokémon tune and Commander Keen reference. :)


This was the last main LP pack that I had saved replays in old LRB-format, my solutions for LPV and LP Omega II are saved in NXRP-format.
Title: Re: Lemmings Plus Series
Post by: namida on January 19, 2019, 09:27:56 PM
Thanks for the comments! :)

I'll have to look into the music / sound issues at some point.

QuoteInsane 4: Toxic Tales - This level replaces radiation object level "Ooh, Shiny!", so it was a new one for me!

This level isn't actually outright new as such. If you remember the Lemmings Plus III Bonus Pack, there was a level in it called "Gotcha Again", a special graphics Rick Astley-themed level like Timid 5 and Twisted 8. "Toxic Tales" is a non-special-graphics remake of that level.

QuoteHowever, LPIV is in my opinion one of the strongest LP games.

This is interesting to me, because I always felt LPIV was the weakest main series pack (and second only to Holiday when side packs are included).
Title: Re: Lemmings Plus Series
Post by: Akseli on February 01, 2019, 07:45:29 AM
In eight days I managed to gather replay solutions for all 75 Lemmings Plus V levels, most of them I had saved in NXRP-format in my initial run. My solutions are attached to this post. I found this post of mine (https://www.lemmingsforums.net/index.php?topic=1922.msg62176#msg62176), but apparently I haven't beta tested LPV and haven't PM:d about it.

LPV was really satisfying to beat, I had left many many levels unsolved 2 years ago. Comments for some of the levels (contain spoilers):

Spoiler
Touchy 8: World is a LEMMING - This early rank level I had to re-solve due to backroute fix, and my new solution feels obscure, could be a backroute again.
Touchy 9: Dangerous Detour - Another re-solve, no idea if this is intended, feels hard.

Edgy 4: What Could It Bee... - I didn't solve this before. Yes, it's simple when you know how to do it, but the solution is somehow hard to spot, a nice level.
Edgy 7: Insert Bee Pun Here - Just like Edgy 4, I didn't solve this before, it's simple and genious!
Edgy 13: The "What The Lemming" Machine - I didn't solve this before. This is a rare level I dislike, fiddling around with the lower lemmings was painful trial and error stuff. There could be a simple way to do it, though.

Unruly 2: The Quick Skip (Part 2) - I had to re-solve this due to backroute fix apparently. Solved 4th last in the whole pack, not sure if my solution is intended, I dug a holding pit for the crowd.
Unruly 3: The Furnace - I didn't solve this before for whatever reason. :P New features surely easened this.
Unruly 15: Abstract Art Gallery - I didn't solve this before, solved 3rd last in the whole pack. What an excellent level, the key was to realize how to build the bridge over the acid.

Outrageous 1: Insert Coin, Receive Lemming - I didn't solve this before, the key was to time the mid-air builder.
Outrageous 4: Simplistic Nightmare - I didn't solve this before, solved the last in the whole pack. Found out the solutions pieces one by one, and even when I knew what to do, there was much going on in the details. Nice and original level, and it wasn't made unnecessarily precise.
Outrageous 7: Code GREEN - I didn't solve this before. It's good, and I might have learned the main trick from Integral Lemmings. :P Also, a different kind of every-rank-repeat with its isolated areas compared to LPI and LPIII-LPVI (LPII didn't have an every-rank-repeat!).
Outrageous 10: No Time To Die x 2 - I didn't solve this before, solved 2nd last in the whole pack. Probably the hardest No Time To Die level ever, the key was to save a miner/basher by releasing a digger with another digger making a step at the same time.
Outrageous 13: Lost in Blue - I didn't solve this before. It's ingenious, not too hard to spot because it becomes quickly clear that you have to contain the crowd. So very good!
Outrageous 14: Shift Over - Oh yeah, this shouldn't need a replay, yet a replay can be saved that doesn't do anything. :P
Outrageous 15: To Infinity, Beyond And Back! - I didn't solve this before. This was intensely fun, and the key to victory was to go around the whole level before pushing any button. :P

Now I have posted each month starting from September my solutions from re-playing for LPI-LPV and LP Omega (LPVI was also in September as a new release). Among the large namida NeoLemmix packs I have only LP Omega II left then! Not sure if I have time to delve into it so I'd have solutions already in March. :P
Title: Re: Lemmings Plus Series
Post by: namida on February 02, 2019, 04:54:41 AM
Quote(LPII didn't have an every-rank-repeat!).

It did back in the original version, Floater Frenzy. ;)
Title: Re: Lemmings Plus Series
Post by: chrisleec728 on February 24, 2019, 09:38:49 PM
I recently played Puzzling 5 ("No Rush") in LPO. I found out that that level used to contain slowfreeze but not anymore since you've removed that and radiation from NeoLemmix. However, the level still remains in the pack with seemingly no changes made other than that, and now it's far too easy even considering the talisman solution.
Title: Re: Lemmings Plus Series
Post by: namida on February 24, 2019, 10:59:53 PM
It wasn't a particularly hard level before that either, to be fair.
Title: Re: Lemmings Plus Series
Post by: Akseli on March 20, 2019, 09:28:14 PM
Alright, the March solution batch isn't entirely complete: I'll post my 63/70 replay solutions from Lemmings Plus Omega II now so they're at least safe here. This is clearly the hardest large namida pack for NeoLemmix, and it's possible that I'll take a look at the remaining levels at a later date, but for now I'm okay just for collecting these solutions.

I was a pre-release tester of this pack, and here's how I played first time after the initial release of the pack. (https://www.lemmingsforums.net/index.php?topic=1922.msg68770#msg68770)
A speciality of LPOII is an uneven levels per rating distribution with 15/15/20/20 levels across four main ratings.

Levels I didn't solve yet are Coarse 13: Oh No! Space Zombies!, Spiky 17: Brute Force, Sharp 13: It's Zombie Time!, Sharp 14: Death Trap, Sharp 15: A Huge Incon-bee-nience, Sharp 18: Insanity Plea and Sharp 19: Struck Out.

Comments on some of the levels (contain spoilers):

Spoiler
Fluffy 10: Cell Network - It's a puzzle! Asymmetric solution in a symmetric level, oh yeah.

Coarse 5: Tactical Drops - An original and clever no-skill level, and not too frustrating.

Spiky 5: Mushroom Rock Road - I didn't solve this before, quite a solution right there! Probably not the intended one. :P
Spiky 7: Worker Segregation - I didn't solve this before, the key was to realize that a glider survives the drop from left to right.
Spiky 14: Hot Plate - I didn't solve this before, it's great!
Spiky 20: Scenic Route - I didn't solve this before, the time limit is tight, yeah.

Sharp 3: Ground Zero - I had to re-solve this due to radiation objects changing to fire traps, the same luck-relied beginning is there, I changed builder to a platformer at the end.
Sharp 4: Nom Nom Nom - I didn't solve this before. No idea why it took so long from me, the solution wasn't that complex in the end.
Sharp 5: Not Gonna Fly - I didn't solve this before. I didn't like the luck-based grindy timing solution that I found, I suspect there's a different one.
Sharp 6: It's Not Meant To Bee - I didn't solve this before, it's great!
Sharp 8: Roster Shuffle - I didn't solve this before. The beginning has this common mind game: you can let that one lemming die and use builder, which is slower than platformer. Climber-holding pit looks very natural in the starting area.
Sharp 9: Lem 51 - I didn't solve this before, it was a bit pain to execute the timing.
Sharp 10: Sweet Tooth - I had to re-solve this for whatever reason, my solution is pretty much the same than it always was.
Sharp 12: Drawing Dead - I didn't solve this before, the main trick is tremendous.
Sharp 16: The Lemming Mangler - I didn't solve this before. This is a rare level I think I've somehow got spoiled, not sure from where (a YouTube video thumbnail probably).
Sharp 17: Broken Arrow - I didn't solve this before, but got the main details already back then, executed now just a bit more efficiently. Tough timing there.

And there it is! Starting from last September, I've now played all eight large Lemmings Plus packs, and it was tough seven months. I'm pretty satisfied with the outcome so far (733/740 solved), even though there's still 7 remaining levels in the last pack, but I'm happy to have cleared completely all the other entries. :)
Title: Re: Lemmings Plus Series
Post by: namida on March 21, 2019, 07:21:42 PM
In response to some of your comments,

Spoiler
Spiky 5 "Mushroom Rock Road" - This level is an "if it works, it's valid" level, although your solution is pretty similar to my own replay anyway.
Spiky 7 "Worker Segregation" - It's easy to overlook this, because the glider only survives that gap if the platformer's placed at least one brick already. ;) But that is indeed the intended solution.

Sharp 5 "That's Not Gonna Fly" - The timing works out a little bit nicer if you make the first lemming dig, in a spot where the second lemming will make it past to the right but the third will turn around and make it past to the left. But overall, your solution is indeed the intended one.
Sharp 12 "Drawing Dead" - This is usually considered the second-hardest level in LPO2 (and by extension, in the entire LP series), behind only Sharp 18 "Insanity Plea", so well done on solving it. :D
Sharp 16 "Lemming Mangler" - There was a previous level by someone else that I got the main trick from (this level simply uses it as part of a bigger solution, instead of "the trick is the level"), so maybe you're thinking of that?
Sharp 17 "Broken Arrow" - That's... not the intended way to do it. Although I'm not updating LPO2 anymore, so it remains anyway.

Broken Arrow
The intended way is to use two platformers over the first gap, similar to Spiky 15 "Don't Forget" (the name is specifically hinting at that another level later uses the trick again ;) ). The digger then starts far enough left to trap all lemmings other than the two platformers, and bashes through the whole way to where the sign is with a single basher. From there, it's the same as your solution, minus the platforming over the acid under the sign - instead, the bomber hole is done early enough that no lemmings will ever go to that acid, instead just entering an infinite safe loop until the final builder is used. Not sure how clearly I described it, so check my solution replays on the first page if you want.

I assume you won't - but if you want hints for any of the remaining ones, let me know. I will note that one of them - Insanity Plea - if I remember correctly, has still only ever been solved by one person (IchoTolot).
Title: Re: Lemmings Plus Series
Post by: Akseli on April 01, 2019, 06:41:44 AM
I played a side entry in Lemmings Plus series, Holiday Lemmings Plus, in one evening in the beginning of this year. Again, I don't think I've posted my solutions for these earlier, even though I remember having played this pack and getting stuck in Arctic 4: Miracle Drop few years ago. My solutions for all 12 levels are attached.

Arctic 5: Dream Parade - The hardest level and solved as last, indeed some of the skill assignments are precise, great level nevertheless!
Arctic 6: A World Between Us - Another nice one, maybe a bit open-ended having many solutins.
Title: Re: Lemmings Plus Series
Post by: namida on April 23, 2019, 09:22:10 PM
Lemmings Plus Compressed has been updated to include some Lemmings Plus VI levels. The Lemmings Plus VI download itself, now includes the music. Also, the All Lemmings Plus Packs download has been updated to include Lemmings Plus Alpha.
Title: Re: Lemmings Plus Series
Post by: Swerdis on May 10, 2019, 12:42:06 PM
Hi,

I'm happy to say that I recently completed Lemmings Plus II :-) That was a hard effort in the Genius rank and while I'm not sure if I found some new solutions (https://www.youtube.com/user/Vidusaka) I definitely heavily backrouted some levels. Some thoughts to some chosen levels.

Nice 14: While being very simple, I really like the visual concept of this level. A really "nice" idea.

Nice 16: After completing this level, I was sure that Lemmings Plus II will not be a cakewalk. By choosing the right exit I probably overcomplicated it a bit, but I perceived this level as a noticeable step-up in difficulty.

Nice 18: When I startet this levelpack I had the ambition to collect all the talismans too, but I gave up when I played "Megalemmings". Maybe I come back to this later, but for the moment I ask myself how this is possible.

Cheeky 5: This is a beautiful level. Not overly complicated to figure out and well-placed in early Cheeky Rank, but based on a good concept. For an unexperienced Lemmings player I feel, this one could be a serious hurdle, just like "Postcard from Lemmingland" in the original game.

Cheeky 6: I admit something: I always attach great importance to level names. If someone tells me the name of a specific Level in the original game or ONML (or Namidas first two packs since I already played them) I know immediately which level  is meant. That's not the case if someone tells me the name of the difficulty and the number (just like Taxing 5 or so). That said, I absolutely appreciate the name of this level here. I think it fits perfectly. The concept is also good, although the difficulty could be tad higher.

Cheeky 15: This is a hard one. It reminded me a little of "Express Lane" in LP 1 and I think I did it the intended way (I saw different solutions when matched it with others later)

Cheeky 16: Too easy in my opinion. But I understand your concept to intersperse some breather levels now and then.

Cheeky 17: I thought I backrouted this, but then I saw I unintentionally found the talisman-solution.

Cheeky 20: A Lemmings-about-town-Level, but more complicated in my opinion. This was not easy to figure out, for me, it's the hardest level in this rank.

Sneaky 5: This is one of the true gems in LP II. A very well-crafted level with a not-easy-to-find 100-percent solution. Also, a very good title.

Sneaky 9: Going through the right side, I'm sure I backrouted this. A good one, though.

Sneaky 11: I hard a very hard time figuring this one out. I just couldn't find a solution how to bring the lemmings to the Top Deck" I learned something new from this level. This one (and Cheeky 14) taught me that it's better to bomb from top to bottom that the other way round, when it's about creating a path.

Sneaky 18: A very clever puzzle. One of my favourite Sneaky-levels.

Cunning 4: This is definitely a loved-it-or-hate-it level, one that would be impossible to do in the original Lemmings with timed bombers. I haved mixed feelings about it. I really DO appreciate the concept, it's really sublime. On the other side, the execution was a pain. In the end, I did it from only one side which made things easier.

Cunning 5: I was surprised how easy this level was for me. I read about the difficulty level of this one before, but at least for me, this didn't confirm.

Cunning 8: This was a major step in the entire pack for me. In my opinion, this level is too hard for cunning. The approach is really exceptional and, moreover, based on a glitch, I believe.

Cunning 9: After "The Takeover" this was a nice breather. It's actually too easy for its position - even easier than "Going up" in the OG which it seems to be inspired of.

Cunning 11: Another very difficult level: I just wasn't able to get along with three builders without the Lemming turning around in the beginning - which was obviously intended. The solutions to this tooks some time since it's a not-so-often-used trick.

Cunning 12: An awesome level. I did it differently than what I've seen in other videos and went through the middle (by using a steel glitch). I'm not quite sure if this is a backroute or just a different solution.

Cunning 15: Lovely level. Bleak design, few skills - but a solution which is not so easy to find.

Genius 4: When I solved this, I immediately knew that I heavily backrouted it. I just couldn't believe that this was possible here.

Genius 6: I also backrouted this one unintentionally which led to the fact that I didn't perceive the actual beauty of this level - since this level seems to be pretty popular. As well as....

Genius 8: ..this one which I can well understand. The solutions tend to be slightly different, but all follow more or less the same path - a path that is truly brilliant. I like it more than "Fallen" in LP I which was obviously a hard contender in the best-level-contest.

Genius 10: I'm a big fan of the No-Time-To-Die-Levels and wish there would be more of them. I like it when SOME lemmings have to prepare the path by doing DIFFERENT things simultaneously. I highlighted the two words since I very much dislike levels in which ALL Lemmings have to do the SAME things (like the "We all fall down" levels in OG or "Wall of Wisdom in LP 1"). With Genius 10, I solved it through the left side which is probably not the intended solution.

Genius 16: Very easy in my opinion and a nice breather between all those hard Genius-levels.

Genius 17: As a No-Builder-Level I like To The End! a bit better, but this one is also great. It doesn't belong to the hardest genius levels (in my opinion), though.

Genius 18: Except Cunning 8, no level took me longer than this one. I had major problems to even bring the lemmings to the ground and it taught me a new trick by the way.  But even after that it took me a long time to realise the importance of the release-rate in this level.

Genius 19: For this one being the hardest level of the pack, I did it surprisingly quick. I did it a little different since I sent two lemmings to the ground in the beginning which also worked. Nevertheless, a very good level.

Genius 20. The final level might not be the hardest in Genius, but it's certainly one of my favourites. I personally like it when levels have multiple solutions  - as long as they aren't easy to find and therefore can't be considered backroutes. That's why "Psycho 11" is probably may favourite level in the last rank of LP Plus 1 and that's why Genius 20 is at least among the best in LP Plus II

Thanks for your attention, Swerdis.
Title: Re: Lemmings Plus Series
Post by: namida on May 11, 2019, 09:43:59 PM
QuoteNice 16: After completing this level, I was sure that Lemmings Plus II will not be a cakewalk. By choosing the right exit I probably overcomplicated it a bit, but I perceived this level as a noticeable step-up in difficulty.

Definitely overcomplicating things there. The middle exit is very easy to get to. (Unless you're getting mixed up with Nice 15 which doesn't have a middle exit?)

QuoteCheeky 5: This is a beautiful level. Not overly complicated to figure out and well-placed in early Cheeky Rank, but based on a good concept. For an unexperienced Lemmings player I feel, this one could be a serious hurdle, just like "Postcard from Lemmingland" in the original game.

This is one with a few ways to solve it. As you might have seen, this one was voted as the 2nd-best level in LPII, behind only Genius 8 "Panic Attack".

QuoteCheeky 6: I admit something: I always attach great importance to level names. If someone tells me the name of a specific Level in the original game or ONML (or Namidas first two packs since I already played them) I know immediately which level  is meant. That's not the case if someone tells me the name of the difficulty and the number (just like Taxing 5 or so). That said, I absolutely appreciate the name of this level here. I think it fits perfectly. The concept is also good, although the difficulty could be tad higher.

The name is actually a reference to the quite similar MazuLems level "It's Raining Lemmings".

QuoteCunning 4: This is definitely a loved-it-or-hate-it level, one that would be impossible to do in the original Lemmings with timed bombers. I haved mixed feelings about it. I really DO appreciate the concept, it's really sublime. On the other side, the execution was a pain. In the end, I did it from only one side which made things easier.

I don't know of anyone who did both sides separately, to be honest. The usual approach is to merge the sides, then use the last few lemmings coming across as the bombers to create the path.

QuoteCunning 8: This was a major step in the entire pack for me. In my opinion, this level is too hard for cunning. The approach is really exceptional and, moreover, based on a glitch, I believe.
Cunning 12: An awesome level. I did it differently than what I've seen in other videos and went through the middle (by using a steel glitch). I'm not quite sure if this is a backroute or just a different solution.

I don't see anything that would be considered a glitch in your videos for either of these (although I only skimmed Cunning 12's video). However, generally, any level where I give heaps of all skills, it's an "anything goes" level, and Cunning 12 is no exception.

QuoteGenius 4: When I solved this, I immediately knew that I heavily backrouted it. I just couldn't believe that this was possible here.

Yeah, that's a backroute. Amazingly, this backroute has existed since the very first release of Lemmings Plus II (as far as I can tell - I didn't actually get out the old version and try it), but was only first discovered a few months back, when I found it myself while messing around. As a rule though, I generally only do backroute fixes for my latest one or two packs (right now, I'd probably fix any backroutes in Alpha, and severe backroutes in LPVI).

QuoteGenius 6: I also backrouted this one unintentionally which led to the fact that I didn't perceive the actual beauty of this level - since this level seems to be pretty popular. As well as....

Okay, and this backroute also almost certainly was possible in the original release too (unless a time limit prevented it, maybe, but I can't see the intended solution being done quicker than this); but this one was *completely* unknown to me until now. By the way, I notice in your video here, that you put the RR up to 99 by clicking and holding on the + button. NeoLemmix has a shortcut for this - you can right-click the release rate icons to instantly set it to minimum or maximum (depending which icon you click). And on another note - I notice when you did the digger-basher staircase, you had the digger dig 5 pixels before bashing - lemmings can step up 6 pixels.

QuoteGenius 8: ..this one which I can well understand. The solutions tend to be slightly different, but all follow more or less the same path - a path that is truly brilliant. I like it more than "Fallen" in LP I which was obviously a hard contender in the best-level-contest.

Some people would probably still consider this my best level of all time, so you're not alone there. :)

QuoteGenius 10: I'm a big fan of the No-Time-To-Die-Levels and wish there would be more of them.

I have some good news for you then - every main-series Lemmings Plus pack contains a No Time To Die level (with LPI, as you know, containing two).

QuoteGenius 20. The final level might not be the hardest in Genius[...]

It's very rare for the final level in one of my packs, to be the hardest level. The only packs of mine where the final level is even a contender for "hardest level in the pack" are Lemmings Plus III (where it's somewhat debatable) and Doomsday Lemmings (where the final level is definitely the hardest). For a while - Lemmings Plus Omega, IV, V and Omega II - I did have a thing of always making the final level really big and intimidating, but it still wouldn't be the hardest. I've ditched this approach on newer packs; with LPVI's final level being tiny, and LPA's final level being somewhat large but nowhere near the size of the "huge final levels" in the aforementioned packs.


Anyway, glad to see you enjoyed it! Lemmings Plus II is the last of my packs that sticks mostly to the classic mechanics - Lemmings Plus III starts to make use of the new object types (but still sticks to the 8 classic skills), and everything else goes full NeoLemmix. (This is actually because LPI and LPII were created before NeoLemmix existed; and LPIII was created very early in NeoLemmix's existance, before it gained any new skills - for quite a long time Lemmings Plus III was actually the only NeoLemmix pack.)
Title: Re: Lemmings Plus Series
Post by: namida on August 15, 2019, 09:12:30 AM
Note to self: When looking over LPIV to see if it can benefit from use of nine-slicing / etc, also address this: https://www.lemmingsforums.net/index.php?topic=4052.0
Title: Re: Lemmings Plus Series
Post by: namida on November 09, 2019, 10:52:39 PM
These have been updated for NeoLemmix V12.7.X.

Aside from minor compatibility tweaks, and some tidyup (eg. resizable objects are now used in many places that previously used multiple objects - a long-overdue change), two levels have more significant changes:
- Lemmings Plus V, Edgy 9 "Critical Approach", is now slightly harder (1 Climber + 1 Miner removed).
- Lemmings Plus Omega, Mental 19 "Splittin' Like Crazy" has been removed. The replacement level, which you may recognize from the recent contest, is "The Embiggening Of The Cromulent".
Title: Re: Lemmings Plus Series
Post by: WillLem on February 28, 2020, 02:48:59 PM
Some All-Save solutions for some of the more challenging LPI Wimpy levels No Salvation II, Labyrinth of Despair, A Magician Would Be Handy (this is my favourite level from this pack so far!), One Step At A Time, It's A Strange Land plus a 3-minute solution for Counterlogical.

Really enjoyed playing through these, I'll come back at some point and see if I can get the Counterlogical 0-Floater Talisman.

I like this pack so far. It definitely has that classic Lemmings feel to it; the levels are quite abstract and have simple, clear layouts. There are also often plenty of possible solutions which is good for the early ranks. Looking forward to taking on Medi!
Title: Re: Lemmings Plus Series
Post by: namida on February 28, 2020, 05:51:36 PM
QuoteSome All-Save solutions for (...) One Step At A Time

You realise that level requires saving all, right? :P

I'll check these out a bit later. :)
Title: Re: Lemmings Plus Series
Post by: chrisleec728 on May 23, 2020, 08:12:19 PM
I want to reiterate something I said earlier: I don't understand why Puzzling 5 ("No Rush") is still in LPO. Back when it had the slowfreeze it probably felt like a real level, but not anymore. It feels downright broken rather than just really easy (I've played tutorial levels that were harder).
Title: Re: Lemmings Plus Series
Post by: namida on May 24, 2020, 07:12:55 AM
Great point. In the latest series of updates, I've now gotten rid of it.

I've uploaded updates for every NeoLemmix pack except Lemmings Plus I and II.

In the case of Lemmings Plus Omega, two levels (plus an earlier repeat of one of these) have terrain alterations to account for the glider bug fix, and two levels (one of which is "No Rush"; the other is "Stormy Ascent") have been replaced altogether.

Lemmings Plus Alpha also has adjustments to one level which broke.

Lemmings Plus Compressed has been adjusted to match.

Lemmings Plus III, IV, V, Holiday, Omega and Omega II have had the custom skill panel graphics from the old-formats versions restored.

And Lemmings Plus VI now also has custom panel graphics, which are completely new.

Updated replays will follow shortly. EDIT: Updated replays are up.
Title: Re: Lemmings Plus Series
Post by: Armani on July 28, 2020, 11:11:20 AM
Fianlly played some LP levels. :D
Here're replays and some comments for LP Alpha.

Some notable backroutes :
Spoiler

Mutilation14 Started From the Bottom : I attached 4 replays and three of them have a left over skill. (basher, climber and miner respectively)
Decimation01 Mastery Of Malice : I save 1 lemming more than required and has 1 leftover basher
Decimation10 Across The Sky : I have a 1digger left and 1cloner is used only to meet the save requirement.
Decimation12 A Lot Lemming Going On Here : Very fiddly and hackish solution, but it works for now.
There are some levels with leftover skills other than these but I felt them acceptable at least.

Levels I really like and enjoyed :
Spoiler

Mutilation01 Keep Your Leemings Close : The level has simple layout and neat aesthetics and a little bit challenging puzzle for first level of the pack!
Mutilation10 Twisted Track : Again, the level has very simple layout and satisfying puzzle.
Decimation02 The Winning Edge : I like the way to contain a climber separately! :thumbsup:
Decimation07 Expedition : This level is just so beautiful. What a crazy builderless level. :thumbsup: And I got a level idea from this one. Thanks for that
Decimation15 The Longest Minute : Nice time crunch level with decent puzzle. I liked it. :D
Obliteration02 Good Lemmings Die Young : Oh, That basher trick is so clever.. 
Obliteration06 Lemmingsz 4 Now : I like the way of sacrificing a normal lemming to recycle an athlete :thumbsup:
Obliteration07 What Icehole Made This?! : I liked the usage of two bomber to make a little staircase.
Obliteration13 The Troublesome Trio Go To Hell : This level is my absolute favorite of the pack! Why this level wasn't nominated for LOTY? Some precise timing were needed but entire puzzle was so satisfactory.:thumbsup:

I'll be back with LP omega next time. ;)
Title: Re: Lemmings Plus Series
Post by: namida on July 28, 2020, 07:53:07 PM
I'll look through your replays later, but regarding your comments,

First, I'll note that LPA is not being updated anymore (except for compatibility). So any backroutes at this point will most likely remain as is. (I say "most likely" because there have occasionally been cases where I've fixed a backroute in a long-dead pack, but it's not common. It usually has to be a level I really, really like, or else a level where a NL change has broken the intended solution so it needed changes anyway.)

With that being said - Mastery Of Malice is somewhat open (there are several known solutions, at least, some of which do save more than required, although the leftover basher sounds interesting). The other three were probably the three most problematic levels, backroute-wise, in the pack. And yes, it's very possible you might have had leftover skills on other levels - some have multiple solutions, and it is also somewhat common, if doing so doesn't lead to backroutes, for my levels to have some skills that are entirely decoys.

With regards to Obl 13 not being nominated for LOTY - in general, I didn't expect LPA to have much success there. LPA is a very hard pack, and so it doesn't appeal to everyone - and LOTY needs levels that appeal to, if not everyone, at least a very large portion of the player base. It's more a specialized pack aimed at the really high-level players (though of course, anyone is welcome to try it).
Title: Re: Lemmings Plus Series
Post by: Armani on September 08, 2020, 07:37:21 AM
And, just finished LP Omega2.
Yes, It was really nice and enjoyable pack.:thumbsup:
I actually finished the pack long ago except for talisman of 'Sharp19 Struck Out' (Complete in under 2:30)
My solution always took about 20~30 seconds more than the talisman requirement.
Today I came up with totally different approach on that level and finally achieve this one last talisman.
My solution have a digger left and took 30 seconds less than the talisman requirement so I think this is not 100% intended but at least I think I got the main trick.

(maybe)Backroute candidates :
Spiky2 The Space Bar : I have a blocker left. I can see what the intended solution looks like. I used the trick I learned in one of the LP alpha level(bending the rules), so I was able to separate a second pioneer lemming without a blocker.
Sharp10 Sweet Tooth : I solved it without any climber.
Sharp16 Lemmings Mangler : I didn't use upper route at all and saved 13 lemmings more than required.

My highlights of the pack :
Coarse5 Tactical drops : It is possible to make non trivial level without any skill??? :lem-shocked: It's definitely a genius level with brilliant idea. :thumbsup:
Sharp1 Odyssey : A single lemming explore the huge map. :thumbsup: I think when to assign a climber was the main puzzle + one last bomber to drop him directly to the exit.
Sharp18 Insanity Plea : Probably the most difficult level of the pack. Separating the first pioneer lemming was easy but I need to send two  more worker lemming after quite a while and this was the most difficult point. 

I haven't decided which pack to play after Omega2.
I'm thinking of 3 or 5.. let's see
Title: Re: Lemmings Plus Series
Post by: ericderkovits on September 18, 2020, 07:27:49 PM
I just noticed in your lemmings Plus 5 pack, 1 level (outrageous 11-Relentless) wasn't playing any music. It was listed in the editor as machine2. But I noticed you keep them in folders for each pack
(ie Lemmings_Plus_V) so in the editor I resaved it as Lemmings_Plus_V/machine2 instead of just machine2). I did this for both the individual Lemming_V pack and the whole series upload for
the Lemmings V one.

Maybe this should be fixed so when one plays Lemmings Plus V whether in the single pack or the series, one will hear the music for that level(Outrageous 11-Relentless).

Thanks!!!

UPDATE: level 14 also no music (Outrageous 14). in this level you didn't even list which music is was supposed to play. the music field is blank in the editor.
Title: Re: Lemmings Plus Series
Post by: namida on September 18, 2020, 10:48:48 PM
Outrageous 11 is a mistake, yeah, I'll fix that next time I'm doing an update on the pack. Outrageous 14 is intended to have no music.
Title: Re: Lemmings Plus Series
Post by: kaywhyn on September 19, 2020, 09:09:21 AM
After getting myself unstuck from Mutilation 2 a few days ago, I managed to solve every level of Lemmings Plus Alpha except for Obliteration 14. Well, I saved a successful replay of Obliteration 15, but I exited before the level finished just because normally I don't skip around to other levels until I beat the level I'm stuck on first. I did all this without reading your hints or consulting any video solution. I did both of those only after I have beaten the level myself first. There's just something about Obliteration 14 that I'm just not seeing. Either I'm an idiot and I'm missing something obvious, or it's supposed to be really hard. I'm so close to officially saying that Lemmings Plus Alpha is namida's very first pack I have beaten on NL. Obliteration 14 is preventing me from saying that. Also, technically Lemmings Plus 1 is the first pack of namida's I have completed, but I did that on Dos, not NL. There's two levels in there that I haven't managed to solve that I know the solutions to, but in the Dos engine they're extremely difficult and annoying to pull off. One of the levels was replaced with a different one in later versions.

I will send my replays and give more detailed feedback on the levels and the pack as soon as I can beat Oblieration 14 the next time I post. I'm almost tempted to peek at the hint, but I'm resisting the urge. If there's supposed to be a trick required to solve this level, I'm not aware of any that needs to be used given the skillset and also there doesn't seem to be any easy setup given the terrain. It's probably just a standard puzzle with a really clever solution that I have yet to spot.
Title: Re: Lemmings Plus Series
Post by: kaywhyn on September 20, 2020, 07:26:23 AM
And, Obliteration 14 finally solved, as well as Obliteration 15, and thus I have officially completed Lemmings Plus Alpha, the very first of namida's pack that I have beaten in NL, all without reading the hints or viewing any replays before I have beaten the levels myself first. My entire set of replays are attached. Turns out the solution that I had in mind for Obliteration 14 was almost correct but I was

Spoiler

Just missing the part with the floater so as to allow the basher the opportunity to continue while the platformer was providing the missing bricks. Indeed, I read your hint after I successfully solved Obliteration 14 and that the floater was the key part I was missing. I was quite proud when I finally spotted this solution by staring at the level image on the NL website but was disappointed that what I thought was the solution wouldn't work. However, once I finally realized that the floater needs to be used to allow the setup of bashing and platforming with the nearby lemming to allow the basher to continue, then that's when the lightbulb came on.

Feedback on the levels:

Mutilation

Mutilation 2 - Indifference The only reason why I was stuck here from several months ago was I didn't pay attention to the save requirement. I kept thinking everyone needed to be saved. Nevertheless, nice level!

Levels from Mutilation I think are backroutes

Mutilation 7 - Rockroll This might be a backroute, as I have a digger leftover

Mutilation 14 - Started From the Bottom... This is probably a backroute as well, especially since I have a basher and miner leftover.

Favorites from the Mutilation Rank

Mutilation 11 - Latent Ledge I really love the solution to this one.

Mutilation 12 - Five Steps to Success I also love the solution to this one!

Mutilation 13 - Mini Mayhem Even though this was one of the two hardest levels of the rank for me, I also like the solution for this level. The most difficult part is figuring out where the blocker goes.

Mutilation 15 - Snow Place Like Home This is the second hardest level of the rank for me, but I felt really proud of myself when I figured out the solution. I initially kept trying to build a splatform from the right side of the level, but it turns out it's just too slow by 1 lemming. Very nice deception put in the level! I think the solution is quite ingenious. 



Decimation

Decimation 5 Levelly McLevelFace I remember after solving the level, I read your hint and I was quite confused by it, as I didn't kill the worker lemming at all. Turns out that I bombed at a completely different place than what you intended. All skills are still used though, and my solution certainly doesn't break the level.

Decimation 9 - Return to Gemland One of 3 hardest levels for me in the rank. Probably much harder than Vacation in Gemland. The most difficult part is isolating the worker lemmings to forge the path and making sure you don't lose any lemmings other than the two bombers.

Decimation 11 - Caving Under Pressure The second of the hardest levels for me in the rank. For a while, I kept thinking of going to the right at the top. I ran into a lot of problems of keeping the climber alive after he forged the path to the exit. Once I thought about going down at the starting area, I struggled with figuring out how to get down safely.

Decimation 15 - The Longest Minute The third of the hardest levels for me in the rank. It was pretty obvious where the bashers needed to be used, but figuring out the solution was quite tricky. The very strict time limit adds to the challenge. 

Levels from Decimation I think are Backroutes

Decimation 8 - Mission: Difficult Thanks to the lenient save requirement, I took a completely different path from Icho's. I have some skills leftover.

Decimation 12 - A Lot of Lemming Going on Here I also took a completely different path here and I have a floater leftover.

Favorites from the Decimation Rank

Decimation 2 - The Winning Edge The idea of trapping a climber below with another climber with a builder at the top was quite clever! :thumbsup:

Decimation 7 - Expedition This was a really nice no builders, 20 of everything else level! Not trivial by any means, but still a really nice puzzle!

Decimation 14 - Bricks are Heavy Nice level! Figuring out the solution was easy, how to achieve it was tricky.



Obliteration

Obliteration 5 - Blessed by a Curse The first of the three hardest levels for me in the rank. Looks like I made my life more difficult than it needed to be, especially since I timed it so the builder catches the digger on time. I can't believe I didn't see the beginning part the way Icho did.

Obliteration 7 - What Icehole Made This?! I figured out this one really quickly. The most difficult part is bombing the middle pillar, but that didn't take me too long to figure out that it needs to be on both sides.

Levels from Obliteration I think are Backroutes

Obliteration 3 - Lemming On A Prayer I just used the standard blocker to hold back the crowd while one worker lemming forges the path for the crowd. I have a climber leftover.

Obliteration 10 - Dirty Joke I think some parts of my solution aren't intended. I have a stacker leftover. Generally, any levels that have an abundance of stackers tend to be quite difficult for me, but this one wasn't too bad.

Obliteration 11 - Bending the Rules This one is surly a backroute, especially since I shouldn't had been able to build up on the right side so easily like that!

Obliteration 13 - The Troublesome Trio Go To Hell Even though I use all skills, I don't ever use the top part on the right side of the level.

Favorites from the Obliteration Rank

Obliteration 1 - A Severe Case of Lemmingitis Really nice level and puzzle to start the rank! :thumbsup: Not too difficult at all but at the same time not very easy either.

Obliteration 6 - Lemmingz 4 Now Another favorite of mine. The use of a miner to get a lemming to fall and bomb to allow the climber to circle back is quite ingenious!

Obliteration 8 - Lemmings and Lemming Accessories This one was one of the three hardest levels for me in the rank, but only because I didn't figure out where the glider and digger played a part in the solution for a long time. Other than those two skills, the other parts of the solution I figured out pretty quickly. Nevertheless, this is one of my favorites of the rank.

Obliteration 14 - Wasted Talent The hardest level and the one I was stuck on the longest in the entire pack, but I really love the solution. I remember trying the bashing and using another lemming to provide platformer bricks for the basher to continue on a United level, but it appears that it will only work for a maximum for two bricks only. I probably would had loved the level even more had I not been stuck on the level for almost three days.



Some remarks on the pack:

As I mentioned previously, I solved all the levels in the pack without reading your hints or viewing any replays. I did all of United similarly. Just a personal preference of mine, as I prefer the satisfaction of figuring out the levels myself first before doing so. So, this means I will stay stuck for however long it takes until I finally figure out the solution.

Truthfully, this pack didn't stump me as much as I thought it would. Sure, there were some really hard levels in there, but I coasted through the pack much faster than I thought I would. In contrast, I'm struggling with Nepsterlems way more despite many of the levels also being small in size and using only the 8 classical skills.

Lemmings Plus Alpha is a very difficult pack, but in my opinion is nowhere near as brutal as Lemmings United or Nepsterlems. Perhaps the main reason I breezed through your pack easily is due to how I just recently finished the former pack and now just need to go back and resolve some levels that got backroute patched in the most recent update. For me, the hardest levels in Mutilation were 13 - Mini Mayhem and Mutilation 15 - Snow Place Like Home. For Decimation, the hardest levels for me were Decimation 9 Return to Gemland, Decimation 11 - Caving Under Pressure, and Decimation 15 - The Longest Minute. Finally, for Obliteration, the hardest levels for me were Obliteration 5 - Blessed by a Curse, Obliteration 8 - Lemmings and Lemmings Accessories, and most certainly Obliteration 14 - Wasted Talent, the latter which took me the longest out of all the other levels in the rank and the entire pack.

Obliteration 14 and Obliteration 15 should definitely switch places, as the former is much harder than the latter, which I thought was really easy for the final level of the pack. Instead, the most difficult part of Obliteration 15 is the execution timing-wise. Additionally, the other two rank finishers are much harder than Obliteration 15.

Overall, nice job with creating your most difficult pack. Besides Lemmings Plus 1 for Dos and Lemmings Plus Alpha, I haven't played any of the other Plus or Omega packs of the series, but they're certainly on my to-play list. Since I managed to beat your most difficult pack, I doubt I'll get very stuck on any of your other packs, but of course that remains to be seen.   
Title: Re: Lemmings Plus Series
Post by: namida on September 21, 2020, 07:00:15 PM
I'll look at your replays later. From your comments alone, a few do sound like backroutes. Mutilation 14, Decimation 10 and 13 and Obliteration 10 were particularly notorious for backroutes during testing. M14 and D10 in particular I gave up on trying to fix; in D10's case bumping it down from a later position to reflect the easier routes that existed. On the other hand, Decimation 8 does have multiple solutions.

I would note that I'm no longer fixing backroutes in any existing packs at any rate. This is just how I approach pack creation - after a while, I consider it "set in stone" and will only generally make changes for compatibility with newer NL versions.

QuoteOverall, nice job with creating your most difficult pack. Besides Lemmings Plus 1 for Dos and Lemmings Plus Alpha, I haven't played any of the other Plus or Omega packs of the series, but they're certainly on my to-play list. Since I managed to beat your most difficult pack, I doubt I'll get very stuck on any of your other packs, but of course that remains to be seen.

Lemmings Plus Omega 2 is a similar difficulty to Alpha towards the end; but the rest are a fair bit easier. In one case, Lemmings Plus VI, this was an intentional decision to make a slightly easier pack; in the rest it was more "I haven't got to my nastiest yet".


Also - re: your feedback about Obliteration 15's difficulty vs Obliteration 14's, this is normal for how I create my packs. The final level is almost never (intended to be) the hardest. The only exceptions to this were Lemmings Plus III and Holiday Lemmings Plus, where the final level was intended to be the hardest, though whether that actually happened or not is quite subjective. In all other cases, it's usually the 2nd- or 3rd- to-last level that's (meant to be) the hardest.
Title: Re: Lemmings Plus Series
Post by: kaywhyn on September 22, 2020, 03:02:56 AM
Quote
Lemmings Plus Omega 2 is a similar difficulty to Alpha towards the end; but the rest are a fair bit easier. In one case, Lemmings Plus VI, this was an intentional decision to make a slightly easier pack; in the rest it was more "I haven't got to my nastiest yet".

Thanks for the info. I'll probably end up doing Omega 2 after I do the other Plus packs and Omega 1 first.

Quote
Also - re: your feedback about Obliteration 15's difficulty vs Obliteration 14's, this is normal for how I create my packs. The final level is almost never (intended to be) the hardest. The only exceptions to this were Lemmings Plus III and Holiday Lemmings Plus, where the final level was intended to be the hardest, though whether that actually happened or not is quite subjective. In all other cases, it's usually the 2nd- or 3rd- to-last level that's (meant to be) the hardest.

True, it's akin to the original game, where the penultimate level is much harder than the final level. By extension, there's also no need to make either of the last two levels really hard either. The level pack author could had chosen any of the levels in the final stretch to take the place of a really hard level instead.

Thanks for responding to my feedback. You're more than welcome to post in my other topic in the Lemmings Main board as well regarding the feedback I've given, although I will note it's probably a bit too early to do so, considering that LPA is so far the only pack of yours that I have sent replays and given you feedback for. Let's wait until I have finished a much larger pack by you first. Then you can tell me if my feedback has been helpful even though you're at the point where you're mostly just ensuring compatibility with the newer NL versions.
Title: Re: Lemmings Plus Series
Post by: kaywhyn on September 22, 2020, 08:01:37 PM
Also, I forgot to mention that the stats for a lot of the level images on the NL website are wrong. It's not just your packs, though. I've noticed that some of it is wrong with other packs too, like Mazulems. I'm not sure if it's just me, but for some reason diggers are not shown in the images for levels that do provide diggers. Other than this, some levels don't have the right stats. One instance is your swimmer tutorial level from your tutorial pack, where the image shows shimmiers instead of swimmers in the skillbar. I do understand that the images haven't been updated on the site in a really long time, as well as that it probably wasn't you, since the images just happened to show the wrong stuff for some reason when they were uploaded.
Title: Re: Lemmings Plus Series
Post by: ericderkovits on September 28, 2020, 06:17:46 PM
ok, I finished putting the replays together for the Compressed pack LP series.(they came from other LP packs)

These are the same replays posted from the individual LP packs. Just the board didn't have them posted for the Compressed Pack. The replays also have all the replays for each level including Talismans(if any) and alternate ones or ones by other people (Ie like in LP VI)

EDIT: I've added the official 5 LP Alpha level replays to the Compressed Pack that Namida added to the pack (12.10-A)
Title: Re: Lemmings Plus Series
Post by: Armani on November 02, 2020, 03:56:41 AM
Here are my best record replays to the final level of LP5.

Shortest time : 10m13s (where the talisman condition is 12m30s)
Fewest skills : 23skills (where the talisman condition is 26skills)

I've only completed first 3 ranks so far. But I just wanted to play epic final level of the LP5 as soon as possible.. so. ;)
Title: Re: Lemmings Plus Series
Post by: namida on November 14, 2020, 03:56:30 AM
Uploaded V12.10-A updates of all packs. These are just graphical updates to fit with V12.10's new menu design - except for Lemmings Plus Compressed, which now includes five levels from Lemmings Plus Alpha.

LPA Levels in Compressed
- Mutilation 1 "Keep Your Lemmings Close"
- Mutilation 8 "Blitzoff!"
- Mutilation 13 "Mini Mayhem"
- Mutilation 15 "Snow Place Like Home"
- Decimation 15 "The Longest Minute"
Title: Re: Lemmings Plus Series
Post by: kaywhyn on December 01, 2020, 08:58:16 PM
All rightie, first 7 ranks completely solved. Find my replays from LPI 1 through LPIII Others 29 attached. Also, I have attached the .nxp file for anyone who wants to play namdia's pack, as the download I had had two levels that crashed the game, the very first level and Step 9, level 6. This new .nxp that I rebuilt with FlexiTool fixes those problems, and I can confirm that the entire pack loads each level without crashing. Make sure you have v1.43 of the NL player to open it. This is the very first time I have ever used FlexiTool, but luckily it wasn't too bad, as everything was already sorted out and compiled, and all I did to fix the problems was replace the first level with a working copy from the Lemmings Level Database and added in the xghostsign.dat file before rebuilding the .nxp. No changes to any of the levels were made.

@namida Feel free to move this post if you feel it's more appropriate to. Though I agree with you that I should post my replays in the Lemmings Plus series topic, the only problem is due to how this is for very Old Formats, i.e, v1.43, while this topic is for New Formats.

Remarks on the Pack So Far

As there are various gimmicks present, this pack is compatible with v1.43 only. This pack is a collection of rejected levels from namida's various Lemmings Plus series, mostly from Lemmings Plus 1, 2, 3, and Omega series, as well as DDL2 and the NL Introduction pack for very Old Formats. There are 10 ranks total. In the case of 2 and 3, they are mostly repeats and levels from the Bonus packs for them.

In the 7 ranks I have played so far, I can confirm that all levels are solvable except for two from the LPIII Gimmicks rank, which is Step 6 in the game. The two broken levels are Step 6 21 - Turbulent Affairs and Step 6 28 - The Lazy Streak. I have attached a solution for both if direct drop worked. These don't work due to the mechanic they both relied on, direct drop, being removed from v1.43. In the latter case, this can work by providing more floaters, while it's not possible for the former due to the One Skill Per Lemming gimmick also enabled. The easiest fix, though, is to simply put terrain underneath the exits.

The first rank is LPI, where the levels are ones that got replaced around v7 of the pack for Dos/NL. Nothing special about this rank, so not much to say here other than I have played all these levels before, when I played the pack on Dos many years ago. I was able to complete all of the pack except for 2 levels. I know the solutions to them, it's just very difficult and nearly impossible to pull off successfully on the Dos engine. One of the levels I couldn't solve is in this rank, LPI 7 - Phase Rotation Syndrome. I finally was able to solve the level on NL thanks to framestepping and the ability to assign skills while paused, both of which are absent in Dos.

The second rank is LPII Repeats. In regards to the other Lemmings Plus packs, I haven't played any of the others except for LPI. The levels here are all from the Bonus pack for LPII and are a huge step up in difficulty. It goes to show that despite being in the Bonus pack, it's no cakewalk at all. I totally didn't expect this harsh increase in difficulty going from LPI to LPII, especially in a recycle bin pack. In this case, all of the timers are super tight. I personally don't mind time limits, but I guess I do mind if there's too many tight ones in a row. LPII Repeats 1 - Can't Stop the Lemmings is an unusually very difficult level for an otherwise very straightforward puzzle only due to the very strict 1 minute time limit. It took several tries for me to get the timing correctly. I'm not sure if it's possible to get everyone home and meet or exceed the save requirement before time runs out. Other than this level, the rest weren't as difficult, except for the last two, LPII Repats 8 - The Comeback and LPII Repeats 9 - The Olempic Games, both in the Purple tileset. The former was a great puzzle that took me some time, while I say the latter is worse due to having a precise builder placement in order to reach the ceiling successfully.

The third rank is LPII Gimmicks, featuring LPII levels or those in the Bonus pack that aren't repeats of earlier levels in the pack with some of the culled gimmicks. This is the first time in the longest time I have played levels with gimmicks, although I recently played some in Gigalem's zombie pack, while it's been months since I last played Strato's Lemmicks. Since there are several ranks here with gimmicks, it seems that namida was as much of a fan of them as Strato is. Here, the gimmicks active aren't explicitly stated in a pre-text, but the level titles usually hint as to which one is. The most prominent gimmicks in this rank are no gravity and karoshi. The rank starts off with a karoshi level, where the goal is to kill lemmings instead of save them. LPII Gimmicks 2 - The Haunted House features the unalterable terrain gimmick, and LPII Gimmicks 3 - Overflow Zone features the overflow skill gimmick. I say the former's title wasn't obvious at all that it has the unalterable terrain. The remainder of the rank featured either no gravity or karoshi. I personally am not a fan of no gravity, but I really loved the karoshi levels. Compared to the previous rank, the levels here are easier IMO. In particular, the karoshi levels were much easier compared to some of the no gravity levels. The level that took me the longest to figure out was LPII Gimmicks 15 - Rescue Operation XIII. Definitely not a hard level, but it took me a long time to see how the miners are used to get the lemmings from the right entrance down to the exit. I initially kept thinking that I needed to use a builder wall to get them down. Turns out it's not possible due to not enough builders provided. Pretty great puzzle, though! :thumbsup:

The 4th rank is LPII Others, featuring levels that were rejected from the LPII pack or from the Bonus pack. The most prominent gimmick in this rank is frenzy, where you cannot pause the level. There are several floater frenzy levels here, which are nothing but assign floaters to lemmings without the ability to pause. I tried to go for a 100% solution whenever I could, but after a few levels I gave up on trying for it. The saving grace is that you're allowed many losses, making the levels easy. The only exception is LPII Others 11 - Floater Frenzy: Perfect Edition. As the title suggests, you have to save everyone, meaning you cannot miss a floater assignment. I had to rewind a few times, but it took me about 2 minutes to get it solved.

There are other frenzy levels with other skills here as well, although they're just one-off levels. LPII Others 4 - 404: Exit Not Found is nothing special other than it's a hidden exit level, as the title suggests. LPII Others 5 - OH **** is an extremely easy level if you pause, so thank goodness frenzy is not enabled here. Finally, LPII Others 6 - Secrets of the Lemmings is the 3rd non-gimmick level in the rank and is quite easy. Other notable levels include LPII Others 9 - Flashback Frenzy, which is a WAFD level type but without the ability to pause like the word "frenzy" in the title suggests but very easy if you use less diggers rather than assign 1 digger to every lemming, LPII Others 10 - Buildo Frenzy, which as the title suggests is assigning builders without the ability to pause, again very easy level, LPII Others 12 - Athlete Frenzy, being unique in that you have to assign every lemming both a climber and floater, hence the "athlete" part of the level title (I had a good rhythmn going switching between the skills and assigning the skills to the lemmings for a good 10-15 seconds before I got thrown off track and then I had to start rewinding several times), and finally LPII Others 13 - Bomber Frenzy, a karoshi level where you bomb lemmings and kill as many lemmings as you can before you end up saving too many, without the ability to pause, of course.

The 5th rank is LPIII Repeats, which are levels from the LPIII Bonus pack that are repeats of levels found in LPIII. About half of the rank is X-of-everything levels. The first 7 levels are this type of level, hence they are all super easy, with the hardest one being LPIII Repeats 7 - Lemming on Demand, where the X-of-everything levels end with a 5-of-everything. Still not too hard, though. The rest of the rank are non-X-of-everything-levels. The hardest ones for me were LPIII Repeats 9 - Lemming & Paeroa and LPIII Repeats 11 - Raging Racers. The former needs good timing, while the latter has a lot of super precise assignments. In particular, the hardest part was getting the crowd up the left side of the level to use the teleporter. My favorite level of the rank was LPIII Repeats 13 - Door to Tomorrow. Very nice puzzle, especially in regards to turning the two lemmings around to get the right-most button. I learned that releasing the blocker with a miner trick from watching Icho's Youtube solutions, so thank you for that! ;)

The 6th rank is LPIII Gimmicks, the largest rank in the pack and definitely the hardest one I have ever played. These are LPIII levels that were removed due to gimmicks they relied on culled in newer NL versions, as well as non-repeat levels from the Bonus pack. The most prominent gimmicks in this rank are backwards lemmings and one skill per lemming. The rank starts off with a lazy lemming gimmick level with LPIII Gimmicks 1 - Just a Garden-Variety Lemming. Still easy since it's a 15-of-everything level. The next two levels, LPIII Gimmicks 2 - Blow Your Mind!!! and LPIII Gimmicks 3 - The North Korean Method feature non-fatal bombers. The latter is quite clever with this gimmick, given that the only way to escape the starting area

Spoiler

is to use the nuke

The remainder of the rank mostly rotated between the backwards lemmings and one skill per lemming gimmicks. Truthfully, I somewhat hated the former gimmick, while this rank got me to really hate the latter gimmick. It's a wonder why I didn't mind these two gimmicks from when I played Lemmicks earlier this year. Probably because Strato's levels weren't as hard, while namida's are considerably harder, especially with the latter. As I have said before, it takes a lot to get me to rage at lemmings levels, but it has never been this bad before with these two gimmicks. For the backwards lemming gimmick, they were easier, but can still be somewhat annoying. My two favorite levels were LPIII Gimmicks 10 - Cable Lock and LPIII 14 - Now That's a Lemming!. The former is very similar to a Lemmings Plus Alpha level, so I wondered if namida looked to that for inspiration, while the latter features an extremely clever way to use the Dolly Dimple trick.

For the one skill per lemming gimmick, the hardest levels for me were LPIII Gimmicks 17 - Could You Spare a Lemming?, LPIII Gimmicks 18 - Detour Time, and LPIII Gimmicks 19 - Strange Connections. 17 is hard only due to the area at the very end. I ended up doing some very fiddly stuff to get up to the exit compared to Icho's solution. 18 took me a while to spot the solution, but is quite a nice level. I would say the hardest part is seeing how to get up to the level of the exit with the 3 builders provided. 19 was the hardest and took me an extremely long time to spot the solution. It's very easy if it was a lose 2 level, but since it's a lose 1 level, that made the level that much harder, especially when combined with the one skill per lemming gimmick. Even then, without the gimmick, it would be a much easier lose 1 level. Finally, LPIII Gimmicks 25 - Teamwalk combines both the backward lemmings and one skill per lemming gimmicks together. Not a very hard level per se, but don't be fooled by the seemingly very lenient save requirement. You'll be surprised at how quickly the losses add up due to the blockers to turn the builders around. I say the hardest part is getting up from the initial starting area since you have to get lemmings to face the correct direction in order to do so.

Other gimmicks used in this rank are karoshi, lazy lemmings, and hardworking lemmings. LPIII Gimmicks 23 - What a SNEAKY level! is quite aptly titled. It gives the appearance of an impossible due to seemingly having only two obvious gimmicks active, non-fatal bombers and lazy workers. However, there is a third gimmick that's also active, and that is

Spoiler

Overflow skills. Indeed, I stumbed upon this by accident when I got confused as to how I was able to assign another bomber when the skill count was 0. I didn't realize that it went up to 99 when I did that, so that got a "OH, that changes everything" reaction from me, as once you realize this 3rd hidden gimmick is active, it is an extremely easy level. I think here I have the fact that in this version of NL when you rewind it always goes back to the previous skill you had selected to thank, as I meant to assign another skill instead of the bomber.

I would also say that LPIII Gimmicks 24 - Wearing Out is a level that is ironically named, as here I thought the title would suggest exhaustion/lazy workers gimmick(s) to be active. Instead, the gimmick used is hard workers. LPIII Gimmicks 26 - Broken Lines uses both the lazy workers and backwards lemmings gimmicks. Seemed impossible at first, but that's becauese I struggled with getting the lemmings out the starting area. The first builder assignment is very precise. LPIII Gimmicks 29 - Trivia Time! is a pretty interesting level where if you have read the Lemmings Plus topics or have played through some of the packs and noticed these things, it's very easy to do without wasting your time in bombing to the incorrect teleporters. Only the second and last areas I incorrectly guessed all 3 times. I'm not sure if there's any indicator to point out which is the correct exit in the final area. Too bad you can just simply try out each teleporter and rewind as necessary if it's not right.

LPIII Gimmicks 27 - Gimmick Armageddon is unique in that it combines 4 gimmicks all in one level: karoshi, backwards lemmings, hardworker lemming, and exhaustion. It's definitely the hardest karoshi level I have ever played, but I still liked this level. For a long time, I kept ignoring the bomber pickup because I thought it was impossible to get while still being able to solve the level since you have to kill every lemming. Also I kept trying to see if I could solve the level without it. There were a couple of areas that looked like the lemmings would splat after using two bombers, but I was taken by surprise upon seeing them survive the fall. Looks like namida went to great lengths to prevent the level from being solved wtih just the two initial bombers provided and therefore it is mandatory to get the pickup. My solution ended up being very different from Icho's, although I like his solution much better than mine. It's much easier. I still can't believe I didn't see that part with the builder, though. The trick he used for the climber at the very end was extremely clever.

Finally, as mentioned before both 21 and 28 are broken due to relying on a mechanic that got removed, direct drop.

The 7th rank is LPIII Others, featuring either levels that got removed from LPIII or non-repeat levels from the Bonus pack. This is the shortest rank in the pack, with only 4 levels. LPIII Others 1 - Frantic Frenzy is the most extreme version of the floater frenzy levels, where there's 500 lemmings but luckily you only need to save 200. LPIII Others 2 - In the Frenz-zone is a builder frenzy level where you're given some leeway in the save requirement. I say it's the harder of the frenzy levels, especially the part on the right near the top. Both levels feature an infinite amount of only floaters or builders, respectively. After this,, the final two levels are just standard levels with no gimmicks enabled. LPIII Others 3 - Gotcha Again! :P is the harder of the two, although it's not a very hard level. It's mostly due to how I did the starting area, and my solution ended up being very different from Icho's and much more fiddly. The final level of the rank, LPIII Others 4 - The Lemmings Forums level is an extremely easy 20-of-everything level, made even easier by how you only need to save half, but it's very easy to save everyone in this level. I really love the design here, with the Lemmings Forums site logo, as well as the various emojis and lemming sprites in the level. Very nice looking level. Well done here, namida! :thumbsup:

3 ranks left, 47 levels remaining. Will post my remaining replays as soon as I solve everything else.         
Title: Re: Lemmings Plus Series
Post by: namida on December 01, 2020, 09:48:45 PM
QuoteGotcha Again! :P is the harder of the two, although it's not a very hard level. It's mostly due to how I did the starting area, and my solution ended up being very different from Icho's and much more fiddly.

This level was actually, more recently, remade in a regular style to replace a broken-beyond-repair-by-NL-updates level in Lemmings Plus IV. The LPIV version of this level is Insane 4 "Toxic Tales".

QuoteThe former [Cable Lock] is very similar to a Lemmings Plus Alpha level, so I wondered if namida looked to that for inspiration, while the latter features an extremely clever way to use the Dolly Dimple trick.

You are absolutely correct. There is also a Lemmings Plus VI level based off "Plentiful Plans", although the main solution is a bit more lenient and a Plentiful Plans-like solution is required only for the talisman. The level in question is Manic 16 "The Bottom Line".
Title: Re: Lemmings Plus Series
Post by: kaywhyn on December 02, 2020, 03:09:46 PM
I have finished the remaining 3 ranks and thus all my replays are attached, from LP1 1 through NLI 15. There's 140 levels total, but the zip file only has 138 replays due to two broken levels in the LPIII Gimmicks rank, 21 and 28. The two replays for those levels are attached in my previous post, where they are solutions but don't work since direct drop is disabled.

Feedback on Step 8: Other LP

This rank was pretty much a grab bag in terms of gimmicks, featuring the ones that have yet to appear in the pack. The only standard levels with no gimmick active were Other LP 1 - Terrible Sky, Other LP 15 - Remember Your Beginnings...?, and Other LP 16 - Minesweeper. The first level wasn't too bad, although a lot happens in the first 30 seconds or so, with a lot of skill assignments. Luckily, the save requirement is very lenient. 15 is a seemingly impossible level, as it's not possible to reach the exit at the top due to the skillset, which means there must be an accessible hidden exit. Indeed, the level is over extremely quickly. It's possible to beat the level with just one skill. For the last one, I still don't understand how to play Minesweeper. Guess I never understood the rules of the game. Indeed, the exploding mine sound took me by complete surprise the first time it happened. I'm sure there's some trick to discovering which sectors are booby-trapped and which ones aren't due to the numbers, but what it is I'm not sure. Thus, the level was a completely blind guess at every moment. I ended up taking about a good 5 minutes to solve the level. Of course, this level is extremely easy in later NL versions, as you can simply activate CPM.

The rest of the levels of the rank featured various gimmicks that haven't been used yet in the pack. Other LP 2 - Quarantined Threat uses the zombie gimmick, Other LP 3 - Nothing Lasts Forever uses exhaustion, which I believe has already been used, Other LP 4 - Boomballoon and Other LP 7 - Plutonium Lemming use the larger blast radius of the bomber skill, and honestly for 4 this took me by complete surprise as I stared at my screen with an extremely big bomber hole (obviously I never caught on with the level title), Other LP 5 - Try Anything Once and Other LP 12 - The Sandpit both use permanent skills only last for one use, the former is the first level in the entire pack to feature preplaced climber lemmings, Other LP 6 - Acid Leak and Other LP 9 - Pocket of Air both use rising water at a much faster rate than the standard used in Lemmicks, Other LP 8 - Glider Frenzy is similar to the floater frenzy levels in that pause can't be used but this time the glider skill is used instead of the floater, Other LP 10 - Finally... is a standard karoshi level with no other gimmicks active,and finally Other LP 14 - SUPERLEMMING III: Desert Escape combines the superlemming and rising water gimmicks.

This rank was definitely easier than the last few. None of these levels were too hard except for Other LP 7. Here, I thought it was going to be extremely fiddly due to the huge bomber radius gimmick, but it actually turns out that I simply went about the level completely wrong, where I quickly dismissed the area between the starting platform and the water as pointless too quickly. Once I realized that it did indeed have a purpose, then the level was easy. The other difficult one was Other LP 10, but that is because it is a huge time cruncher. Without it, it's a very easy level. Also, the fact that the entrance is a preassigned floater hatch took me by complete surprise, but it does make it obvious in that the only way to kill them is to make them drown. The challenge, then, is to get from the bottom to the very top of the level within the 2 minute time limit. You simply can't afford to make any mistakes or you'll run out of time. Fortunately, it's a 10-of-everything level, but resources can still be tight, especially builders. In my solution I used all the builders and had only a few seconds remaining.

Two levels deserve special mention. They are Other LP 11 - The Midnight Bridge, which uses the clock gimmick, and Other 13 - Traptastic, which features wrap. I do believe namida might be right about the former in that he's the only one to have made use of the gimmick in any level. Nevertheless, I actually really did attempt the level for a good 10 minutes before realizing it's impossible to solve with the given skillset. Also, I cheated, as I did a search with the level title here in the forums, where it's revealed that the clock gimmick is used. Thus, the solution is simple.

Spoiler

Set your clock to midnight or wait until midnight and then play the level. This is where the steel platform appears and you therefore don't have to do anything to solve the level. Thus, once you know about this gimmick, it is possibly the easiest level in the entire pack, but if you don't then you're just wasting your time with an otherwise impossible level.

Other LP 13 also deserves special mention, as it's also a seemingly impossible level until you realize what gimmick must be active. After a good 3 minutes, I deduced that wrap must be active, as it's not possible to solve the level otherwise with the skillset given. I don't think the level title hints to it other than the hidden traps in the level.

My favorite level of the rank would have to be Other LP 5. It's a very good puzzle with a really good solution :thumbsup: Not too difficult to work out at all, as long as you know how to get around the gimmick active in the level. Other LP 14 would have to be a close second. Despite the Superlemming gimmick, I felt very engaged with the level, as it instills a sense of urgency as you try and escape the very fast rising water as well. Thank you for not combining it with the frenzy gimmick, though! Even then, it might not be that much harder, especially since you only have 1 lemming to worry about. Nice red herring with the swimmer pickup. As a matter of fact, I don't think any solution exists that uses the pickup. I fell for the ploy and quickly realized that it's simply a trap as you won't be able to destroy all of the terrain before the water catches up.

Feedback on Step 9: DDL2

These were levels from the later cancelled DDL2 pack. In addition to zombies, some of the levels featured ghosts or both zombies and ghosts. Interestingly enough, this rank was easy too, although there were still a couple of hard ones. The hardest levels in the rank for me were DDLII 12 - Ilemminati and DDLII 13 - The Fortress. The former took me a while to spot the solution, and it's certainly quite difficult due to the skillset. The latter was especially fiddly, so I'm wondering if there's a much better solution than the one I found. DDLII 9 - It's A Ghastly Story and DDLII 10 - Guardian Angels were a bit difficult as well, but I really liked these two! :thumbsup: Especially the latter, which was probably my favorite level of the rank. I did thought I had a working solution for the former, but unfortunately due to using a blocker to turn a builder this would end up with me being 1 short of the save requirement after the ghost mines out the crowd. This really means that the only loss you're allowed is the ghost. I struggled for a while in figuring out how I could rectify the solution. It wasn't until I realized that I have to finish the bridge from the other side with the ghost lemming. Then the solution came together. I also really liked DDLII 15 - Lemmy and the Chocolate Factory. Very nice solution and level! :thumbsup:

Feedback for Step 10: NLI

These were rejected levels from the very Old Formats version of the NL Introduction pack. I have already played the pack from a few months ago and given you feedback in its level pack topic, but I still ended up doing this rank just for completeness. Upon first glance with many of the levels, I remembered the gimmick it used. There were only a few that I couldn't remember, but they're easy to work out once you let the level play out. The impossible level in this rank brings you to back to LPII Gimmicks (Step 3) 12 - Uptime for the secret level unlock. After you finish this level, it brings you to level 13 of the rank. I proceeded to play the next few levels of the Step 3 rank again, and then I stopped upon reaching level 15. At that point, I'm assuming the game will simply make you go through the levels in the pack in order again.

Overall Thoughts on This Pack

Regarding the first rank, yea, the only level that doesn't deserve to see the light of day again is the 7th level. Way too many split second assignments in the span of several seconds. The rest of the levels were all right, although I think I'm certainly glad that very annoying gimmicks like the one skill per lemming got culled, and hence I won't have to deal with it when I play through your other Lemmings Plus packs in New Formats. The hardest ranks for me were definitely LPII Repeats (Step 2) and LPIII Gimmicks (Step 6). The former due to some extremely fiddly levels with extreme pixel precision, in addition to super tight timers, the latter mostly due to the one skill per lemming gimmick but also because it's the largest rank in the pack at 29 levels. As mentioned before, between the two most prominent gimmicks in this rank, backwards lemmings and one skill per lemming, I grew to especially hate the latter, which was a gimmick I didn't mind when I played through Lemmicks. I think it's because there were only a few levels that had it. There was no entire rank featuring that gimmick. The former gimmick can be annoying, but it's nowhere near as annoying as the one skill per lemming gimmick. It's confusing more than anything, but it's also been a while since I played Lemmicks or any levels featuring the culled gimmicks.

As is the case with most packs currently available, this is most certainly not a pack for beginners! There's a lot of hard levels for an entire pack consisting of rejected levels. The first rank is most certainly the easiest, especially since I have already played LPI but on Dos many years ago, and hence I breezed through the entire rank in about 15-20 minutes, but because this rank does not feature any gimmicks (the entire LPI pack doesn't have gimmicks). Rank 2 LPII Repeats also doesn't have any gimmicks, but it is considerably harder than Rank 1. As I previously mentioned, the very sharp and harsh increase in difficulty going from Rank 1 to Rank 2 caught me off guard and was totally unexpected. Some of the later ranks I thought were easier, but there's still a handful of very difficult levels. Perhaps one of the easier early ranks after the first two would be Rank 5: LPIII Repeats. This is due to the first half being very easy X-of-everything levels, but after the first 7 such levels, the rank is done playing around and immediately hits you with a somewhat difficult non-X-of-everything level with a skillset that doesn't come anywhere near resembling such a level in the 8th level. The remainder of the rank stays quite difficult.

I think I would have to say it was due to Rank 2 and Rank 6 that I didn't enjoy this pack as much as I should had. I still enjoyed the pack to a certain extent, and it's true that it takes a lot in order for me to rage at levels when I'm solving, but this pack happened to be one that just frustrated me beyond anything I have ever played. So perhaps what I'm getting at is that there aren't as many levels that I think deserve to see the light of day again after having played through this entire pack. There were a handful of really good levels, but most of the other levels ended up being too frustrating for me. Yet here I am, where I endured and played through the whole pack, and I certainly blame the fact that I'm a completist, where I have plans to play all packs for very Old Formats, Old Formats, and New Formats. It should also be clear that I rather play and solve levels rather than design, though I will certainly try my hand at level making soon despite how I have said over and over that I'm no good at all. I mostly say this due to how I have always been an extremely bad artist. I'm the only person in my household who cannot draw. Of course, one doesn't do it this way when using the editor, since the pieces are already provided. Unless of course one makes new graphic sets, but aesthetics is something to still take into consideration when designing levels, though not mandatory in any way.

Still, this pack is available for anyone who wants to try their hand at it. The .nxp file I attached in my previous post is the one to download, as it does fix the two problem levels I mentioned with the game crashing with a fatal error. I'm quite surprised I managed to get all of the pack working with the FlexiTool by rebuilding the .nxp file, considering that I have never ever used it beforeThe one I had before was from Wafflem's list of levels on the NL levels board, which does have the two problem levels that don't even load properly or take you to the preview screen, as the game crashes before it happens. A working copy of the first level replaced the corrupt one, while I added the style that Step 9 level 6 needs, and hence the game no longer crashes on any level. You're welcome ;)

Quote from: namida on December 01, 2020, 09:48:45 PM
QuoteGotcha Again! :P is the harder of the two, although it's not a very hard level. It's mostly due to how I did the starting area, and my solution ended up being very different from Icho's and much more fiddly.

This level was actually, more recently, remade in a regular style to replace a broken-beyond-repair-by-NL-updates level in Lemmings Plus IV. The LPIV version of this level is Insane 4 "Toxic Tales".

QuoteThe former [Cable Lock] is very similar to a Lemmings Plus Alpha level, so I wondered if namida looked to that for inspiration, while the latter features an extremely clever way to use the Dolly Dimple trick.

You are absolutely correct. There is also a Lemmings Plus VI level based off "Plentiful Plans", although the main solution is a bit more lenient and a Plentiful Plans-like solution is required only for the talisman. The level in question is Manic 16 "The Bottom Line".

Thanks for the info, namida! :thumbsup: I'll definitely look out for them when I eventually play through your other LP packs. The Omega packs are also on my to-play list eventually.
Title: Re: Lemmings Plus Series
Post by: namida on December 02, 2020, 09:29:50 PM
QuoteOther LP 10 - Finally... is a standard karoshi level with no other gimmicks active,

It also (gimmicks aside) follows the same formula as the No Time To Die levels, hence the name.

QuoteOther LP 13 [Traptastic] also deserves special mention, as it's also a seemingly impossible level until you realize what gimmick must be active. After a good 3 minutes, I deduced that wrap must be active, as it's not possible to solve the level otherwise with the skillset given. I don't think the level title hints to it other than the hidden traps in the level.

There's a bit of context in its original version, that is missing in the Recycling Bin and you won't pick up on if you haven't played Lemmings Plus Omega. "Traptastic" is LPO's once-per-rank level. It occurs in each rank, with the same layout and stats, and a 2 each of a few skills skillset, but each iteration changes what those skills are. LPO, in early versions, had a 5th rank dedicated to gimmick levels, and this was that rank's iteration of Traptastic. (Indeed, the other four iterations of Traptastic are still in LPO to this day.) One level from this rank is still in LPO now, as the only gimmick it used was zombies: "Night of the Lemming Dead", which is now Mental 25.
Title: Re: Lemmings Plus Series
Post by: kaywhyn on December 02, 2020, 09:58:06 PM
Quote from: namida on December 02, 2020, 09:29:50 PM
QuoteOther LP 10 - Finally... is a standard karoshi level with no other gimmicks active,

It also (gimmicks aside) follows the same formula as the No Time To Die levels, hence the name.

I remember this level being quite difficult in LPI. Not only that, it's an extremely tight 2-minute timer as well, just like Other LP 10.

Quote
QuoteOther LP 13 [Traptastic] also deserves special mention, as it's also a seemingly impossible level until you realize what gimmick must be active. After a good 3 minutes, I deduced that wrap must be active, as it's not possible to solve the level otherwise with the skillset given. I don't think the level title hints to it other than the hidden traps in the level.

There's a bit of context in its original version, that is missing in the Recycling Bin and you won't pick up on if you haven't played Lemmings Plus Omega. "Traptastic" is LPO's once-per-rank level. It occurs in each rank, with the same layout and stats, and a 2 each of a few skills skillset, but each iteration changes what those skills are. LPO, in early versions, had a 5th rank dedicated to gimmick levels, and this was that rank's iteration of Traptastic. (Indeed, the other four iterations of Traptastic are still in LPO to this day.) One level from this rank is still in LPO now, as the only gimmick it used was zombies: "Night of the Lemming Dead", which is now Mental 25.

Thanks for the info again, namida! :thumbsup: Will look forward to it when I get to your Omega pack then.
Title: Re: Lemmings Plus Series
Post by: kaywhyn on December 13, 2020, 06:43:11 AM
@namida I just wanted to let you know that I started an LP of your LPI pack. Link is here: Kaywhyn's LP of namida's LPI pack (https://www.youtube.com/watch?v=3ALtmHIhz8c&list=PLbp2m4KlFpJvka_aUmS9H0DRmK3dkInAY)

Yes, I'm well aware there are several LPs of this pack, and I know you did a creator's commentary video series on it :P Also, I first played the pack on Dos a long time ago. I solved all levels except for 2, where I know the solutions but they're almost impossible to pull off successfully on Dos. One of them that got removed in V7 was one that I solved in the first rank of your Recycle Bin pack,

Spoiler

where you have nothing but blockers and diggers in order to horizontally bash.

while the other one is still in the NL version and is a repeat of Wimpy 1, found in the Psycho rank.

Enjoy! :P 
Title: Re: Lemmings Plus Series
Post by: kaywhyn on December 15, 2020, 02:17:12 AM
Lemmings Plus 1 all solved and completely LPed. Replays attached. I have already provided a link to my LP of the pack, but I'll go ahead and put it here as well, just so my replays and LP link are all in one place.

LP link: Kaywhyn's LP of namida's Lemmings Plus 1 New Formats NL Version (https://www.youtube.com/playlist?list=PLbp2m4KlFpJvka_aUmS9H0DRmK3dkInAY). Glad to see and hear you're enjoying my LP :P The largest pack I have LPed thus far. And it took just 6 LPs ;)

Thanks for letting me know about overlooking easier solutions on some of the levels. I don't know what it is with me and my tendency of overcomplicating solutions when I don't mean to and want to keep them as simple as possible. Just a bad habit of mine apparently :P

Feedback/Thoughts on the Pack

As was true when I played it on Dos years ago, I enjoyed it very much, and this also holds true playing the NL version. Despite being your first pack, this is still a well-done pack. Then again, there have been various updates to some of the levels in the NL version, especially when it was converted to New Formats, so it definitely felt the pack has improved greatly since. In particular, I grew up with the Dos version of the game, and I like it a lot despite the quirks/glitches of various game mechanics on the port. I have mentioned there were two levels on Dos that I didn't solve not because of the solution (I knew the solution to both, I just couldn't bother with getting the execution right on Dos), but due to them being almost impossible to pull off successfully on Dos. They are the old Danger 21 and Psycho 16. The former was removed in V7 and gave you nothing but blockers and diggers in order to horizontally bash. I finally solved the level in your Recycle Bin pack, but it's so much easier to do in NL due to being able to assign skills while paused and directional select. The latter is still in the NL version, and what I suspect was the solution on Dos was indeed the case when I later played the level on NL. It's a very interesting solution of keeping a basher going on wonky terrain. I think you mentioned you knew of this mechanic when you were trying to minimize skills on The Art Gallery level.

As is probably well-known for anyone who has played the pack, the X-of-everything levels are definitely done to death here. Not a bad thing, since I loved them for the fact that they were nice breather levels after all the very hard levels that I have played in the last several months. Mind you, I was able to solve all the hard levels, some after a bit of struggling but after a lot of struggles for most, but for once it was nice to play a lot of very easy levels again after so long. All the hard levels I've played definitely wear me out, both physically and mentally. As you probably know, I don't mind difficult levels and am willing to take on packs of any difficulty, but I should keep myself in check and balance out level solving by playing some easier ones too. Just keep in mind that the puzzly difficult ones fit my style and challenge better :P Because of this, I will likely enjoy your other Plus and Omega packs far more, even if I end up struggling so much or in the worse case scenario I'm not able to solve some of the levels.

I have constantly remarked in my LP that I remember a lot of the levels being annoying to execute on Dos. It's not necessarily the fault of the level but simply due to the shortcomings of the Dos port. The most drastic is not being to assign skills while paused and no directional select. For the former, one must have extremely quick reflexes to unpause and mouse clicking. At the same time, there are some things that might make some levels easier on Dos. I think the time limit is one. I believe time runs slower on Dos than it does on NL, meaning the huge time crunchers are only slightly easier, but not by much. They're still very difficult, but the slower clock does make some difference, just not very dramatically.



Mild Rank Feedback

Not much to say here other than it was great to play very easy levels here due to being X-of-everything and being very open-ended. At least the challenges here were far more varied and not dull like the Tame rank of ONML. Definitely more on par with the Fun ranking. There were only a few levels that had only 1 skill, but those are very easy as well.



Wimpy Rank Feedback

Gets a bit difficult, but it's still a very easy rank. Lots of X-of-everything levels galore here too. There were only a few levels that had very restricted skillsets, but those weren't too hard either. Wimpy 27 - Ready, Aim, Fire! definitely reminds me of Painless 1 from Migration in that both have 3 diggers only. However, I saw the solution to this level much faster than in Nessy's pack. I think it's due to how it's easier to make out the path where it's more open, in contrast to Painless 1 where the level looks more cramped and hence it was harder to make out the correct path to take. Wimpy 29 - Russian Rescue was probably my favorite of all the very restricted skillset levels in the rank. Very nice puzzle and solution! :thumbsup:



Medi Rank Feedback

I honestly didn't remember that this third rank also had a lot of X-of-everything levels just like the previous two ranks from when I played the Dos version. It's definitely due to the passage of time since I played the Dos version. At the same time, these levels start to deviate by giving you the same amount of each skill while severely limiting the number of one skill. The levels aren't as open-ended either. Also it's not like I will remember every single detail, as much as I am a detail-oriented person.

Medi 6 - This Is... was probably my favorite of the rank, especially since it's extremely satisfying to beat the clock here. I love time limits in this game. Medi 8 - Take Us All Home... is another great level. The puzzle isn't difficult, as it's very obvious where the builders need to be used, but rather the challenge is figuring out how to get the crowd out without the builders, as well as saving the climber(s) from going out the left side. I also liked Medi 10 - Bob's Mistake a lot too. Excellent puzzle and solution! :thumbsup: Medi 15 - Shooting Star is a nice, challenging puzzle that involves figuring out the right timing in order to give the worker enough time to bridge the gap before anyone arrives too early. I remember it being a bit annoying on Dos, but it's quite satisfying once the solution does work out.

In the second half of the Medi rank, to start off I really like Medi 16 - Grounded!. Very satisfying to beat the 1 minute clock in a not so straightforward challenging puzzle. Getting the timing right can be difficult, but it's an awesome level when the solution does work out :thumbsup: Medi 20 - The Diving Board is another great level that I liked. It deviates from most other levels in that it involves

Spoiler

Having the entire crowd turn around with a blocker at the end of the builder bridge first before breaking through in the left-facing direction and then preparing a platform below.

Medi 24 - Eye of the Lemming was another favorite of mine with a great solution. Medi 27 - Take a Dive is yet another favorite of mine. Great puzzle and solution. Finally, Medi 30 - Consider Everything... is a great level where the original level's title would now be very fitting, although there will still be some irony in it, as seen in my solution where I didn't quite go all the way. Then again, I think the time limit prevents it from working anyway.

As mentioned on Discord last night, Medi 2 and Medi 28 were ones you mentioned where I overlooked the easy solution. The funny thing is that now that you mentioned it, I think I remember solving Medi 2 in the way described in the spoiler below on Dos a long time ago. I don't quite remember, but I might had.

Spoiler

In both levels, the number of climbers equals the save requirement. In the case of the latter, it will once a bomber is used to make a hole in the pillar in the middle. I also solved it in the way of the repeat version in the Psycho rank. So, I really overcomplicated the solution here and brought all that unnecessary pixel precision on myself :-[ Here, I think it's mostly due to how many aren't used to levels where you simply can send all climbers to the exit, which is why a lot of people will miss making that connection :P Custom levels involving this aren't common anyway.

I say the hardest in the rank is probably Medi 26 - So that's the plan... despite being a 20 of everything level. It's a nice solution, but it can be difficult to work out getting across safely. Interestingly enough, I would say Medi 25 - Wall of Wisdom is a close second for hardest of the rank. For this level, the solution isn't difficult at all, the execution can be annoying and difficult. It's certainly easier than the original I Am A.T level though.



Danger Rank Feedback

Ok, now the X-of-everything levels are mostly done and finally over with. Now we get into the kinds of levels that fit my style and challenge better.

Some Danger Levels Feedback

Danger 1 - Inside Outside/b] Nice puzzle to start off the rank. I don't like how the fall at the end looks like splat height, but then again it's probably well within the safe distance. I just didn't bother to check with the splat ruler.

Danger 2 - Metal Lands Very reminiscent of Steel Works in that it's a huge builderfest. The time limit is quite tight here.

Danger 3 - Backdraft I really like this one. It's especially clever to use a bomber to stop the basher.

Danger 5 - Some Kind of Lemming Clever puzzle involving one miner to free both blockers.

Danger 6 - Alternative Logic Very nice 1 minute level! Indeed, it is logical, though ironically I didn't get the logic at first :crylaugh:

Danger 7 - Unholy Staircase Miner cancelling. I remember this one being annoying on Dos.

Danger 9 - With a Quirk or Two Solution is easy, it's just about finding the right timing for everything.

Danger 11 - The Warp Room My solution seems quite fiddly here, especially the two bridges at the bottom where it didn't even look like the lemmings would be able to step up the wall.

Danger 12 - When Life Gives you Lemmings I struggled with this one longer than I thought I would. I remember this one taking me a while on Dos as well. Nice solution, although I brute forced the beginning with the RR fiddling. There's probably easier solutions than mine, though

Danger 13 - Breakthrough Very nice challenging puzzle. The most difficult is knowing how to separate your worker lemmings and once you do, then working out the timing to ensure the builder finishes sealing the gap on time before anyone arrives and drops into the lava. So really, the solution is somewhat easy, just the execution is difficult.

Danger 14 - Death in all Directions Very nice puzzle that  I remember this one being annoying on Dos. The most difficult was building between the thin walls on both sides in the middle so that he doesn't turn around, as I believe it was a time cruncher level. Solution is definitely easier to do in NL. This level also illustrates that although there's multiple skills you can use in a few places, you have to choose the right one or else you won't be able to solve the level.

Danger 16 - The oddstack Another great level. I initially tried going up the right side, but later realized it's not possible especially with the skillset given. Getting the crowd up is the most difficult part.

Danger 17 - Perfectionism Good level, although the only difficult part is seeing that a floater is enough to catch it with a builder. More leeway can be given there.

Danger 18 - The Buildo Station Ok, magical number is 70RR. I'm not a fan of levels where one has to repeatedly spam the same skill over and over just to save lemmings. Plus the solution's pretty much the same as the original, where I only used builders to solve it. The major difference is that this level has the exact number of builders are there are gaps to build over.

Danger 19 - Antigravity Nice no builders level. It's more or less the same as the original, although the hardest part is definitely the bottom, with how to contain the crowd so that they don't fall off and die.

Danger 21 - It's the Latest Craze! This level replaced the one I couldn't solve on Dos, the one where it gave you only blockers and diggers to horizontally bash. It was called Rotation Phase Syndrome or something like that. So, it was nice to finally be able to look at and play the level that replaced it. Easy level. Nothing too hard about it other than the strict time limit. I definitely could had saved more time by maxing out the RR earlier.

Danger 22 - Die the Death of the Damned Great level. It's all about figuring out the right timing to be able to bridge all the gaps before anyone falls off to the lava.

Danger 23 - Lair of the Fallen Lemming I really like this level a lot! :thumbsup: Definitely a worthy repeat where it's not possible to solve by bridging from the right. Instead, you must bridge to the left.

Danger 24 - Find a Way Out! Bottom part looks quite fiddly with what I did. Nice level, though, if only a bit on the easy side.

Danger 25 - Use the Pen!!! Nice repeat, although I honestly don't like the bashing into steel to turn around. I say that's a huge leap to come up with, especially since one usually doesn't think about bashing open air into steel like that. Also you can do that with bashers but not with miners without building a step first.

Danger 26 - With Love, from Trogdor Ok level involving timing with multiple climbers. The solution is definitely way different from the original.



Psycho Rank Feedback

Even more great puzzles here which I absolutely enjoyed. Solving time slows considerably here, and a level in this rank took me multiple videos while all the others took one video to solve. Not too happy about that, but then again all of the LPs I've done all had at least 1 level where I needed more than 1 video to solve.

Some Psycho Levels Feedback

Psycho 1 - Variety Day Excellent 1 of everything level! :thumbsup: I love the solution here. The only difficult part is making sure to be able to turn everyone around with the blocker at the top by making sure no lemmings are bunched up when it happens.

Psycho 2 - The Parking Lot Not sure if my solution is intended. There might be easier solutions than the one I came up with, especially since I had to fiddle with the RR a lot.

Psycho 3 - Express Lane Much harder repeat due to the skillset and the strict time limit. Still, it was satisfying to beat the clock here.

Psycho 4 -Think Outside the Square! Harder repeat as well, although the solution is mostly the same. I struggled with this one longer than I thought I would, only because I kept thinking one builder wouldn't be enough for the top part.

Psycho 5 - Lightspeed Lemming Great puzzle, although I can certainly see why this can be very difficult. The concept of bashing as a stalling tactic is great here, though again I'm not much of a fan of levels where you have to constantly spam the same skill just to save lemmings. Especially in a very short amount of time.

Psycho 6 - The Bulldozer I remember this was very annoying on Dos. There was no easy way to tell where to place the builders at the top so that the gap wouldn't be sealed off that the top lemmings cannot get to the bottom. Also, there was a lot of pixel-precision needed not just at the top, but also the middle to avoid the fire traps. Even in NL it's still somewhat difficult, although it's nowhere near as bad or annoying. Of course, there are updrafts here, which isn't present in the Dos version.

Psycho 7 - Turn Back With Care Great puzzle, although certainly difficult due to the 99RR. Solution used here is not possible on Dos due to the untimed bombers.

Psycho 8 - Snowed In! I struggled with this one longer than I thought I would. I pretty much had the solution the first time, I simply did the bridging across the water wrong and didn't realize it for a long time. Nice puzzle, though!

Psycho 9 - Coalburner (Part II) Much harder repeat than the original and the only level in the pack that needed more than 1 video of the LP to solve. Just like the previous level, I had most of the solution already, I simply did the end part wrong. There's a lot of precision needed there and that's what prevented me from solving it. There I kept thinking 2 bombers were needed in order to be able to build there without getting his head hit and interrupted.

Psycho 11 - Three Birds with one Stone My solution looks to be a backroute, as I think the intended solution is to bridge the gaps so that one miner will go through all three pillars with them. Then again, it probably doesn't work, and the solution in the video is much easier to do.

Psycho 12 - Not gonna work Much harder than the original. I ended up using all builders, and I'm not sure if there's any solution that spares a builder or more. It's also hard to work out the solution, especially the left area before the lizard trap.

Psycho 13 - Go high Go Low It was very satisfying beating the clock here. Somewhat difficult level, but it's quite easy to work out the solution. The only difficult part would have to be the large wall at the top when bashing from both sides and stopping the left basher.

Psycho 14 - Lemmerixo Slightly harder than the original, although not by a lot. It's just all about getting through the level efficiently while saving skills as much as possible

Psycho 15 - Where Anything Goes I also remember this one being annoying on Dos. Nice level involving using several climbers to widen the gap of the miners so that we can build up. I say the hardest part is the beginning, with containing the lemmings and making sure only one keeps going and the other gets cancelled.

Psycho 16 - Crosswork The other level on Dos I didn't solve. Again, I knew the solution, I just couldn't bother myself to get it to work. It's easier to pull off on NL, although it's still a bit difficult and somewhat annoying. I do like the concept of keeping the basher going with builders, though. I happened to have a spare builder to help a lemming turn around earlier so that he can get home before time runs out.

Psycho 17 - Meeting Spot Struggled with this one a bit longer than usual. Here I had to fiddle a bit with the RR in order to get the solution to work. There might be easier solutions than mine. Nice level, though.

Psycho 18 - Return of the T I really like this level! :thumbsup: The only precise assignments are the digger and the miner.

Psycho 19 - A Perfect Nightmare Not a hard level at all, though the hardest part is defintely the very end, where you have to stop the initial basher with the remaining bashers. I certainly remember this being difficult to do on Dos, now that I know the solution to the level again. I'm sure there's no way to spare a builder for the end.

Psycho 20 - No Time to Die Upon seeing this level again, it brought back bad memories of how very annoying this was to do on Dos. This is also true on NL, where you cannot miss any opportunity to save time wherever possible. Nearly everything has been done spot on in order to beat the clock here. In the end, it can be satisfying to beat the clock, although I think most will probably end up frustrated while than the feeling of satisfaction.

Psycho 21 - KAMIKAZE!!! My solution looks fiddly, although this is probably the easiest solution. The difficult part is probably getting up the bomber hole seen in the video.

Psycho 22 - Twins More or less the same as the solution I used on the original. This time, there are more builders so that there is absolutely no need for the several pixel precise assignments I did on the Danger level.

Psycho 23 - Death Row Difficult to spot solution, although the hardest part is at the very beginning, where there's only one place to dig in order to compress the lemmings as tightly as possible. Once you do figure it out, the rest is easy, though you still have to time the climber and releasing the crowd with releasing the blocker.

Psycho 24 - Gone in a Flash I really like this level. I remember this one being a little difficult on Dos, although that trick of blocking close to the trap trigger and the trap not being able to get the lemmings on the other side is neat. Excellent level and puzzle that's easy to work out! :thumbsup:

Psycho 25 - Bullet Lemming Another level I remember being very annoying to pull off on Dos. There's probably easier ways, but any solution should more or less be variants of the one seen in the video. Huge time cruncher where there's almost no room for error.

Psycho 26 - Oblivion Going under the trap is likely intended here. Solution is a bit difficult to find, but it's mostly due to the 99RR and very room to work in.

Psycho 27 - No Time to Die (Part II) I say this level is much scarier than the original on time. I can see why the layout has to be different, as it's not really feasible to make a different solution from the original by removing or adding terrain to the existing layout, just like the Just a Minute levels. Again, everything has to be done with near perfection in order to be able to finish on time.

Psycho 28 - To the End! The fact this is an X-of-everything but no builders level reminds me of Hellish 28 from Sublems, as it's the exact same thing in terms of the skillset, except you have 30-of-everything but no builders. I remember this one being harder to pull off on Dos, though just the ending area. I like this level, though. I say this level is slightly easier than the Sublems one due to how there's not really a need to make basher staircases since much of the terrain is already set up to allow the lemmings to get up the level. Instead, one simply needs to release the blockers and make lemmings go in the right direction when doing so. It's all about finding the right route through the level.

Psycho 29 - No Salvation V Another level that's much harder to pull off on Dos. Not a very hard level, but the solution is still somewhat difficult to spot. It's not clear if one can go through the spike needles area, and another hard part is the bottom of the wooden staircase

Psycho 30 - Hellfire! Very nice final level of the pack! :thumbsup: Seems like you don't have enough skills, but it was simply due to me not going about the level correctly for a time and not remembering the solution due to the passage of time. I say once you figure out the very start, the rest is easy.



Overall, I definitely enjoyed this pack all over again. I have now played it on two different engines, Dos and NL. The NL one for sure is many times better with the puzzly levels in the later ranks, especially with the not so good levels from Dos that ended up getting replaced. At the same time, the NL version has had many updates over the years, so it's definitely gotten better over time. For sure still pretty good for your first attempt at a pack. This pack definitely still holds up well today. I would say your Psycho rank is the strongest out of the others, with Danger being a close second, followed by Medi.

Now I'm definitely looking forward to the other Plus and Omega packs when I get to playing them and seeing how much they will challenge me, especially the Omega packs. 
Title: LPIII Timid and Dodgy Completed
Post by: WillLem on February 10, 2021, 06:16:24 AM
Completed LPIII Timid and Dodgy! These are great levels, some real treats in here (unusable Bombers aside ;P)

It's nice to see some of your sillier side coming through in this pack, but I'm by no means fooled by its cute and colourful exterior - these are some tough levels!

Looking forward to Rough and Fierce. I've completed most of these without hints so far, but I'll likely start needing more and more as the pack goes on.

The levels I needed hints for were:

Spoiler
Dodgy 2 If The River Runs Red - unusable Bombers distracted me here tbh!
Dodgy 6 Seven-Way Security - I was one transposed miner/basher assignment away from solving this one, I probably should have kept going because I likely would have spotted it, but I was keen to move on
Dodgy 10 The Duck Level - I got most of the route figured out, but the relatively simple trick for allowing the crowd to ascend once the route is completed eluded me. I blame The Duck Song :crylaugh:
Dodgy 13 Speak Of The Lemming - I was doing all the right things in completely the wrong order for this one, definitely needed the hint
Dodgy 14 Flag Games - This uses a very clever trick that I probably wouldn't have spotted in a million years; brilliant level

All others were solved without help.

Solutions attached.
Title: Re: Lemmings Plus Series
Post by: WillLem on February 12, 2021, 12:53:56 AM
Aaand (LPIII) Rough levels completed! These were... well, rough! :lemcat:

Solved 12 of the 16 levels without hints. The ones I needed hints for were:

Spoiler

Rough 2 The Perfect Storm - I kept being 1 builder short, and it came down to crowd control for the left side, so I needed to know exactly which technique was required; all of the ones I'd tried thus far required that extra builder.
Rough 6 The Lemming Redemption - I actually did more or less figure this one out (with regards to RR control), but I was digging in the wrong place so an extra 2 lems kept slipping past. So, rather than spend ages on trial and error, I hit the hints.
Rough 9 The Sacred State - I was completely foxed by this one and would likely not have discovered the trick without the hint, although I had worked out that it would come down to timing the climber assignments correctly. Very decent, clever level.
Rough 13 Livin' It Up - I was disappointed that I had to hit the hints for this one because I liked the simplicity of the layout. I had figured out that you needed to send a worker underneath to then turn, climb and mine, but I hadn't thought to contain the crowd near the starting area first, so I kept being a builder short. To make up for it, I optimised the solution to make it quicker and save an extra miner ;P

Favourite levels in Rough:

Spoiler

Rough 5 Dense Packing - a cheeky, experimental and above all fun level that showcases pre-placed lems nicely
Rough 7 Hardwired! - this one took me a while to figure out, and was extremely satisfying when I spotted the key to getting that darn climber to turn around!
Rough 8 They Say A Hero Will Save Us - glorious little puzzle, another one which took me a while to unravel
Rough 14 Shmooth Shailing - I've seen a variant of this trick used in another Lemmings Plus level, so I spotted it quite quickly. Neat little level
Rough 15 Lem Particle - probably a rank favourite, this is a really great blend of puzzle, timing and (to some extent) execution which is very reminiscent of the OGs. Played this one a few times to get the fastest time I could
Rough 16 Plan 10 From Outer Space - this one's a meanie! Took me nearly an hour to fathom out which assignments need to go where. Definitely worth it in the end though 8-)

Looking forward to Fierce!
Title: Re: Lemmings Plus Series
Post by: kaywhyn on February 27, 2021, 09:54:55 AM
Hello,

First 3 ranks of Lemmings Plus 2 complete. Replays are attached. I'm cruising through this pack much faster than I thought I would. I've noticed a lot of the levels are really small and hence very short, so that's likely why. At the same time, there's no Bonus pack of the repeats or those with gimmicks due to how all gimmicks except for zombies got culled. In addition, from playing your Recycle Bin pack those LPII repeats and gimmick levels were quite difficult and a huge step up in difficulty, especially given that it's not your typical Bonus pack of easy, pushover levels. So, the pack as it is now are simply the originals rather than the nastier, more difficult repeats or with gimmicks.

Feedback on Nice Rank

In contrast to LPI, Nice does have a lot of X-of-everythings, but at the same time there are some levels that aren't mixed in with them. This is what makes Nice a bit more varied than the Mild levels. Otherwise, there's really not much for me to say about this rank, since it's just too easy. Then again, it is called the "Nice" rank :P However, there is one thing I need to point out and that is

Spoiler

In Nice 19 - Live and Let Lem, was hiding that trap deliberate? In this case, you cannot see the animated part of the top of the trap, and the trigger is completely hidden inside the terrain, so there's no way to tell that there is a trap in the first overhang. Was this a pack that originally started off as a Lemmix pack? I wonder how this case of a hidden trap got missed. Then again, I can think of a few levels from Sublems in New Formats NL that still have the traps completely hidden, but at the same time the pack did start off as a Superlemmini one.

That's pretty much one of the things I hate about the Purple tileset. It's so hard to tell if the overhangs are traps or not. Then again, I haven't looked at the trap object in the NL editor, so I wonder if there's actually a difference in how the piece looks vs the trap object.   

There were also some levels in the rank that I recognized from the Recycle Bin pack. Nice 5 - Get Your Lemmings' Worth was the first one. Its repeat was quite a difficult one from the Recycle Bin pack, being a 1 minute level and making sure you save enough.

Nice 11 - Fun With Lasers is the next one. I don't remember what the skillset was from that pack. I think it even had the same level title or if not very close to it.

Nice 15 - To Lem, Or Not To Lem would be another level I recognized from the Recycle Bin Pack. I remember the builders being far more limited in the repeat version. I also remember

Spoiler

going for the exit on the right

Finally, Nice 18 - MEGALEMMINGS! looks quite nice with the humongous Lemmings sprites. Nicely done here :thumbsup:



Feedback on Cheeky Rank

As for Cheeky, there isn't much to say about this rank either. It's only slightly a step up in difficulty from Nice, but not by much. I do recognize Cheeky 5 - A Violation of Lemming Rights from the Recycle Bin pack, although this one was a timed level, and I remember it was quite tight. I think it was also a 99RR level.

Cheeky 7 - Yours Treely I would say is probably the first level in the pack that's a bit difficult and pretty much the level where the pack pretty much starts to stop messing around, at least in terms of dropping the X-of-everythings, where they still appear on occasion, just nowhere near as much as before. Contrast with the Wimpy rank of Lemmings Plus 1, which still had a lot of X-of-everythings in the second rank.

Spoiler

Here I have to suspect it's only due to how I took the lower route. The upper route might be easier, but I'm not sure.

For Cheeky 8 - Just Breathe..., is there a reason why this isn't an X-of-everything level? You have 3 of everything except for builders, where you have 4. The level's very much possible with just 3 builders. Guess you just wanted to break from the X-of-everything pattern? :crylaugh:

Cheeky 11 - One-Lem Wonder I recognize, as I played its repeat version in the Recycle Bin pack. However, instead of only 1 lemming, there was more lemmings and it was much harder due to the very limited builders. It was also

Spoiler

Difficult to make a turnaround point in the bottom right area

Cheeky 14 - Land of the Lost is another level I recognized as having played the repeat version from the Recycle Bin pack. The repeat version is harder due to the very strict time limit. I didn't have to, but I decided to complete this level as if it had the 2 minute time limit. Other than exclusion of the time limit here, I think there was a slightly different skillset, but I don't remember. Also, I believe this is the last of the repeat of a Lemmings Plus 2 level I've played in the Recycle Bin pack? Meaning the rest of the levels in the pack should all be ones I haven't played before. The ones that weren't repeats in the Recycle Bin pack weren't included in this pack, I think?

After this, except for Cheeky 15 - To The Treehouse and Cheeky 20 - Kickback Scheme, which I felt were levels appropriate for their position late in the rank, the levels in between them are easy for their positions, so I don't know what they're doing so late in the Cheeky rank. Cheeky 19 - The Road To Nowhere might be fine for its position, but it's still easy despite the strict time limit.

Although I didn't find anything too hard in the Cheeky rank, I would say the hardest level is most certainly Cheeky 20. It's still not too hard, though, just harder than most of the levels around it, so it's position as the final level of the rank is appropriate.



Sneaky Rank Feedback

These levels were definitely far more interesting than the ones in the first two ranks. This rank is definitely a step up in difficulty, but not much. Still some X-of-everything levels, just almost non-existent at this point in the pack.

Sneaky 2 - Ascenario is certainly a step up in difficulty from Sneaky 1. It's still not very hard even with the tight timer, but it does require some thought on how to get up to the exit with the given skillset and very limited builders.

Sneaky 5 - Misfortune of the Masses was probably my first favorite level of the rank despite how I'm generally not a fan of levels where you have to repeatedly spam the same skill to several lemmings. In this case, it's not a trivial splat hatch level, but I think the puzzle after that is quite nice. Great job here ;)

Sneaky 6 - Flash Flood ramps up the difficulty again, but it's still not very hard.

Spoiler

Compression for the win :P At the same time, I did get surprised by the hidden water at the bottom, but I guess the level title should had been a hint and probably the level would be too easy otherwise.

Both Sneaky 7 - Heroic Heights and Sneaky 8 - Lemming Surge were levels I like. I'm so proud with one shotting the latter and finding the solution extremely fast on it. Quite a clever solution! :thumbsup:

Then the difficulty ramps up yet again with Sneaky 9 - Rolling Rampage. Here, for some reason I didn't realize that 2 bombers are provided, and so I struggled more than I needed to. Even then, the level's still a bit difficult. Not overly hard, but it is challenging.

Sneaky 10 - Drought Season isn't difficult because of the puzzle or the time limit, but rather the challenge is making sure that you save enough lemmings. In my solution, it might be possible to save a couple more extra, but I'm not sure.

Sneaky 12 - From the Lemming's Mouth I like with how

Spoiler

the digger placement is crucial in determining how soon the lemmings will spill out of the digger tunnel. You want them spilling out as late as possible so that the worker lemming has enough time to bridge the gap to the exit. Though I don't exactly use the right term, I do joke in the LP video that it does in a way look like a female anatomy genital part. That's quite dirty from me  that I even think that, I know :crylaugh: I'm sure that's not intended, though.

Sneaky 13 - When Only A Lemming Will Do I'm still in awe that the level's even possible in just 1 minute. Definitely a difficult one, though.

Sneaky 16 - Dive From the Dunes is pretty much like Cascade from OL except that the save requirement is higher. Still a neat level, though.

Except for Sneaky 17 - The Playground, which I felt is easy for its position late in the rank despite how you have less builders than the other skills, which you have equal amounts of in large quantities, the rest of the levels in this rank were all quite appropriate for the end of the rank. I especially like Sneaky 18 - A Two-Pronged Approach. Very nice, clever solution, and though I did struggle for about 5 minutes, I did pick up on the solution quickly.

Here I think the hardest of the rank is Sneaky 19 - Turnabout Lemming. It's difficult to work out the solution, but that's because I tried some incorrect things for a while. Still, the position of the level is appropriate for the penultimate of the rank.

Finally, Sneaky 20 - The Impossible Level was very easy and a super quick solve only because I'm already very familiar with the trick needed thanks to Icho's NL Tutorial Pack. I can otherwise see why it can be hard for others who aren't. Very nice no-builders level to end the rank!

In regards to these custom tilesets of yours, quite nice. I especially love the Tree (I think that's what it's called?) tileset, but that's because green happens to be my favorite color. Nice job with them. Purple not so much, but that's only because I dislike purple as a color. Probably sounding strange coming from me, but it's just me :laugh:

2 more ranks to go! I expected the challenges to really ramp up with the Sneaky rank, but so far the levels have proven to be too easy for me. I have a feeling all of this will change with the Cunning rank. Guess I'll find out when I start solving more of the pack. Nevertheless, this pack is definitely a step up in quality in terms of puzzles and design from your Lemmings Plus 1 pack ;)       
Title: Re: Lemmings Plus Series
Post by: kaywhyn on March 01, 2021, 12:01:51 PM
Lemmings Plus 2 complete. My entire replay collection is attached. Feedback on the Cunning and Genius ranks.

Cunning Rank Feedback

Now this is where the challenges ramped up and the difficulty suited and fitted me better. A lot of these were quite satisfying to solve, whereas before this rank I considered the pack was too easy for me :P

Spoiler

Cunning 1 - Right-tuned Lemming Nice level to start off the rank. I thought I had severely backrouted the level, but when I ran into its nearly identical repeats later on I realized that the design here was intentional and a solve in any way you can.

Cunning 2 - Treecelled Somewhat easy. I likely could had prevented anyone from splatting, though.

Cunning 4 - Droppin' Bombs With only bombers, the solution is easy, just annoying for my taste. Again, I'm generally not a fan of levels where you have to repeatedly spam the same skill over and over. It can be difficult to work out the solution, but it's pretty much anything goes here and with only one skill you can't really backroute this one. Unless there was a severe shortcut that forgot to be blocked off with steel or something :P

Cunning 5 - Maximum Security I struggled with this more than I should had. I definitely overcomplicated the start. The puzzle afterwards was great, though.

Cunning 6 - Cleverbash I'm not sure if my solution is intended. It seems that you're supposed to go the long way, but if you are, this would probably run out of time?

Cunning 7 - Left-tuned Lemming Near repeat of Cunning 1, except you cannot go out to the right at the start. Very nice puzzle here! :thumbsup: Still an easy one.

Cunning 8 - The Takeover I recognize this level that I played from your Recycle Bin pack. I believe I played the gimmick version, where it's a karoshi level, the goal being to kill the lemmings instead of rescue them. Same tricks present with bombing a basher midstroke to have one lemming slip by, and bomb a faller to release the crowd. Here, it was frustrating to do the basher trick, as it seems that RR fiddling is necessary. I actually don't remember having that much trouble with it in the gimmick version. Nevertheless, I still solved this one fairly quick.

Cunning 9 - No Chance! and Cunning 10 - Shotgun Run were both easy.

Cunning 11 - Dam You! Somewhat easy level. That's a nice trick with using the builder staircase to mine into steel to turn around.

Cunning 12 - Jailbreak Bit difficult despite being an X-of-everything level. The builders are the biggest problem here. I'm not sure if it's possible to have at least a spare builder. Still, the puzzle is nice. Not easy to figure out how to get all hatches out.

Cunning 13 - Fine-tuned Lemming Definitely harder than both Cunning 1 and Cunning 7, for which this is a near repeat of them, except you cannot go out both the left and right sides at the start. Solution is somewhat obvious, just the execution is hard. Seems like the blocker placement is key. Nice to know this can also be completed in under a minute :P

Cunning 14 - Another Way Down I really struggled with this one. Certainly the very high RR makes this hard. I absolutely hate how a lemming on the right side is 1 frame away from not splatting while the one that's right behind him survives due to the builder brick being placed on time. I also seemed to have made the left side far harder than needed. I did a super precise bomber assignment so that no one ends up splatting. Before, I would always get at least 1 lemming to splat. I think it has to do with how I placed the digger.

Cunning 15 - Don't Panic, Cunning 16 - Look Closely!, and Cunning 17 - Cyclic Lemming are all easy for their positions in the rank.

Cunning 18 - Upwards Mission This was a hard one. It's very surprising how quickly the bombers and builders run out. Also it's not easy figuring out the most optimal way to get up the level, especially given how bombers are the only destructive skill provided.

Cunning 19 - When You Wish Upon A Lemming Another hard one. It's not easy to figure out the route at all especially with the given skills and how it's likely builders are a huge problem. I did have some wrong ideas, such as mining through the OWW for the crowd, since I thought they might need to go through the bottom, but it seems that the traps there make it not intended?

Cunning 20 - A Lemming's Worse Nightmare Easy for its position as the final level of the rank. It's also quite easy compared to the surrounding levels. Still, nice puzzle to finish off the rank.   



Genius Rank Feedback

The challenges ramp up even more to my liking. Even for the final rank the levels for the most part weren't extremely hard.

Spoiler

Genius 1 - Emergency Rescue Procedure Great level to start off the rank. I like this one. The solution is obvious, but it can be difficult to work out the details so that you don't end up losing too many. Delaying the third lemming with a climber is clever :thumbsup:

Genius 2 - Stampede!!! The only hard part here is to make sure you don't lose anyone since you need to save everyone. This can be a bit annoying due to the 99RR, but once you contain them in the pit on the left the rest is easy.

Genius 3 - If You're Lemmy And You Know It This was a hard one. I kept trying a lot of things which didn't work out. The OWW was quite difficult to work out. I also failed to realize climbing the steel block before the OWW for a long time.

Genius 5 - Illusionary World Nothing too hard here. The left hatch is harder, but it's still not very hard. Pretty much a keep the crowd moving and don't worry about losing some lemmings.

Genius 6 - Treetop Trial You pointed out on Discord that this tends to be a hard one. It was somewhat for me, but I didn't find this one so bad. It's just the execution that can be difficult, especially in regards to making sure you don't trap too many in the bottom right. Solution isn't too hard to work out.

Genius 8 - Panic Attack I definitely recognize this level from somewhere. I don't remember where I've seen it before, though. I think I must had played a Dos version of the level with the same name a long time ago. I remember struggling with it back then, but here I solved this one fairly quick. Great solution.

Genius 9 - Overgrowth Arena The only hard part is bashing and then blocking midstroke so that one lemming goes on ahead. Once again, I had to fiddle with the RR to make this work. It is a small space to release the blocker with a bomber, though. Still, I like this one too.

Genius 10 - Still No Time To Die There's that NTTD style level that I was promised in future Lemmings Plus packs. Definitely the timer is the very scary thing in the level. Like the LPI version, it's all about speeding through things as efficiently as you can.

Genius 11 - Dungeon of Death I knew the trick of mining away the terrain so that the builder doesn't hit his head and stop, but admittedly this can be annoying to do, especially since you have to repeat this several times. You unfortunately don't have any extra builders to patch up any holes in the bridge. I suspect it's possible to save more than 1 lemming on this level, especially since maybe with the right timing of maxing and putting the RR back to default, it should be. I think I was just annoyed by the end that I couldn't bother myself to.

Genius 12 - King of the Sandcastle This was a hard one. The digging skills surprisingly run out fast. It's not easy to work out how to get up on either side at all. It sucked I didn't realize until too late that I was a lemming short in one of the attempts. Fortunately, I have plenty of bashers to free the blocker.

Genius 13 - Only A Lemming Away Easy one. The miner assignment is a bit precise, but I think there's some leeway there.

Genius 14 - Minimalistic Approach Solution is obvious, but it can be hard to do. It's absolutely necessary to fiddle with the RR so that you can get the lemmings out as fast as you can to ensure you save enough before time runs out. It's important to realize that not every lemming needs to make it into the exit on time, as you can afford this as long as not many have splatted.

Genius 15 - If A Lemming Should Come By Easy level. Another of my favorites.

Genius 16 - Desert Quest Great level. Nice trickeries that you threw in here. This is a good example of a level where I don't always observe the entire map closely to see if there's a part of it I can use in the solution. In particular, I failed to realize there was more terrain past the exit. That's what I get for not looking at all of the map.

Genius 17 - No Construction Zone Reminds me of Psycho 28 in that it was an X-of-everything level except you don't have builders. Because of this, this level is essentially copy Psycho 28's solution but on a different landscape. This is a nice level, but admittedly it got quite dull and annoying because of how very repetitive the solution is. I do like having to dig to leave a ledge to prevent climbers from going out the left side, though.

Genius 18 - An Unexpected Journey This level did a great job in getting a "Is this even possible?" reaction from me. This is the very first level in the pack that needs more than one video to solve. And I came so close to finishing the pack without any level needing more than one video :devil:

I realized the solution shortly after getting out of the shower a few nights ago. I thought it was going to be a very quick solve as a result, but it still needed about half an hour due to the end part. I don't know if it's supposed to be that way. I guess I should view your replay.

Genius 19 - Wrong Way, Mister Lemming I think I can agree about this level being the hardest of the pack, but it's not that hard. It's obvious what you need to do. It's the execution that's hard. Indeed, it took me nearly 2.5 hours before I finally got the solution to work. Then again, I made it harder on myself than I needed to. I was in a foul mood due to how I had to keep on rewinding, made even worse by how I couldn't believe that I didn't think to mine the other way to get the group more compressed and make the final part easier. However, I saw both your replay and Icho's solution and I felt better knowing that it's supposed to be hard to execute, but like I said I could had made it easier for myself had I realized how to get the lemmings in a tighter group.

Genius 20 - Cactus Central Yup, nowhere near the hardest level for the final level of the pack. There were far harder levels than this. At the same time, it's not easy and still a challenge. The somewhat lenient save requirement and how there's climbers for everyone but 1 lemming from a particular hatch were the biggest hints here. The other problem is how there's far less floaters than climbers, but it's possible to make a splatform for each hatch in the middle. I kept wavering between which hatch should get all climbers, but ultimately it seems that it's best to give all of them to the right entrance, as it's easy to get the left hatch up by mining and two builders.



Overall, nice job with this pack. While there's still signs for improvement here, it's still a step up in quality from LPI, especially with how there's more diversity and variety in the challenges. In addition, it was great seeing your custom tilesets, but due to how it's only these 5, it definitely did get boring very quickly with the same ones. Had there been far more tilesets included, I think this would had made the pack better. Then again, it is quite an early pack of yours, so this is forgivable. I think I might see a wider range of tilesets used in your later packs?

I did point out that had this been my second custom pack or so, I probably would had struggled more due to less experience with custom packs. By this point in time, I have solved probably close to 20 NL custom packs before taking on LPII, and so because of all the training and experience I have gained, this pack was quite easy for me for the most part :laugh: Indeed, the pack started getting difficult for me near the end of the Sneaky rank, but the real challenges started showing up in the Cunning rank and even more so with the Genius rank. You did rate this pack's difficulty as medium, which I can certainly agree with :P The true test of my abilities with your packs should be when I get to LPV and LPO2, but they're not going to be for a while, since I still need to do all your other packs leading up to them first :P I'll get there eventually, but there's plenty of other packs I would like to cover in my LPs as well. I already solved all of Alpha from several months ago ;)

Hope the feedback is helpful and am glad to hear that you're enjoying my LP very much ;) It's definitely fun for the author to see and hear another person solving his or her own pack in real time. 
Title: Re: Lemmings Plus Series
Post by: chrisleec728 on March 01, 2021, 04:02:55 PM
Spoiler
Quote from: kaywhyn on March 01, 2021, 12:01:51 PM
Cunning 12 - Jailbreak Bit difficult despite being an X-of-everything level. The builders are the biggest problem here. I'm not sure if it's possible to have at least a spare builder. Still, the puzzle is nice. Not easy to figure out how to get all hatches out.

I think I actually did solve it with a spare builder once, but I can't remember how.

Quote from: kaywhyn on March 01, 2021, 12:01:51 PM
Genius 11 - Dungeon of Death I knew the trick of mining away the terrain so that the builder doesn't hit his head and stop, but admittedly this can be annoying to do, especially since you have to repeat this several times. You unfortunately don't have any extra builders to patch up any holes in the bridge. I suspect it's possible to save more than 1 lemming on this level, especially since maybe with the right timing of maxing and putting the RR back to default, it should be. I think I was just annoyed by the end that I couldn't bother myself to.

I've actually saved 68 lemmings on this level, which makes the 1-lemming requirement seem almost laughable especially since it's a Genius level.
Title: Re: Lemmings Plus Series
Post by: kaywhyn on March 01, 2021, 06:48:45 PM
@chrisleec728 Thanks for confirming with Cunning 12 and Genius 11. However, you didn't quote the stuff in spoiler correctly. There's a reason I put what I wrote in spoilers: Others might want to play the pack and figure it out for themselves. Hence, when quoting, make sure to leave the [/spoiler] tags on each end. Also, I think sometime ago I got a notification from you that you subscribed to my channel. The email said that Chris C******** (intentionally omitted the remaining letters of the second word) subscribed to me. I left a post on your channel asking if you're chrisleec728 here on the Forums.
Title: Re: Lemmings Plus Series
Post by: chrisleec728 on March 01, 2021, 07:15:40 PM
Quote from: kaywhyn on March 01, 2021, 06:48:45 PM
@chrisleec728 Thanks for confirming with Cunning 12 and Genius 11. However, you didn't quote the stuff in spoiler correctly. There's a reason I put what I wrote in spoilers: Others might want to play the pack and figure it out for themselves. Hence, when quoting, make sure to leave the [/spoiler] tags on each end.

Whoops, my bad! Hopefully it's fixed now.
Title: Re: Lemmings Plus Series
Post by: kaywhyn on March 01, 2021, 07:23:15 PM
Yea, it is. However, it seems that some are unaware that you can simply do this and leave your response outside of the spoiler tags, as your stuff isn't what I consider spoilers, just the feedback I wrote is ;)

Quote from: kaywhyn on March 01, 2021, 12:01:51 PM
Spoiler

Cunning 12 - Jailbreak Bit difficult despite being an X-of-everything level. The builders are the biggest problem here. I'm not sure if it's possible to have at least a spare builder. Still, the puzzle is nice. Not easy to figure out how to get all hatches out.

Quote from: kaywhyn on March 01, 2021, 12:01:51 PM
Spoiler

Genius 11 - Dungeon of Death I knew the trick of mining away the terrain so that the builder doesn't hit his head and stop, but admittedly this can be annoying to do, especially since you have to repeat this several times. You unfortunately don't have any extra builders to patch up any holes in the bridge. I suspect it's possible to save more than 1 lemming on this level, especially since maybe with the right timing of maxing and putting the RR back to default, it should be. I think I was just annoyed by the end that I couldn't bother myself to.

Also, I asked if that's your YT username.
Title: Re: Lemmings Plus Series
Post by: chrisleec728 on March 01, 2021, 07:30:18 PM
Quote from: kaywhyn on March 01, 2021, 06:48:45 PM
Also, I think sometime ago I got a notification from you that you subscribed to my channel. The email said that Chris C******** (intentionally omitted the remaining letters of the second word) subscribed to me. I left a post on your channel asking if you're chrisleec728 here on the Forums.

My response is on my channel :)
Title: Re: Lemmings Plus Series
Post by: ericderkovits on June 14, 2021, 04:27:50 PM
ok, here is the backroute (NL) for Psycho 24 (in Lemmings Plus I) that seems to work in Superlemmini, as the intended solution will not work in Superlemmini due to the big trigger area in SL. So as long as the backroute works or is allowed in NL, Superlemmini's version of this level, I guess can remain.

Edit: Credit kaywhyn for this backroute


Title: Re: Lemmings Plus Series
Post by: namida on July 20, 2021, 09:40:08 PM
Regarding V12.12 - I do intend to release an update at some point to make use, where suitable, of the automatic screen start position. However, this would be purely a cosmetic update - no levels, and none of my replays, were broken by the 12.12 update.
Title: Re: Lemmings Plus Series
Post by: kaywhyn on August 08, 2021, 08:04:02 AM
Lemmings Plus 3 completed. I have attached my entire replay collection for the pack. I already told you on Discord, but I'll go ahead and link the LP of this pack here: https://www.youtube.com/playlist?list=PLbp2m4KlFpJujyg6sVKIzQQCg2Y-x7BeS (https://www.youtube.com/playlist?list=PLbp2m4KlFpJujyg6sVKIzQQCg2Y-x7BeS) Enjoy! :P

General Feedback

I really enjoyed this pack. It's definitely harder than either Lemmings Plus 1 and Lemmings Plus 2, although it's still not over the top super hard. That would go to Lemmings Plus V and Lemmings Plus Omega 2, both of which I have yet to play and won't for a while, as there's still the other entries in the series that I need to play first. Nevertheless, there were a lot of challenging levels that were quite satisfying to figure out. In some levels, I definitely made my life harder than I needed to, but a solve is a solve, so I take whatever solution works, even if I made a huge mess of it and resorted to very fiddly stuff :P

While this is the third pack in the series, this is actually the 4th of namida's packs that I've completely solved: LPI, LPII, and now LPIII, and also Lemmings Plus Alpha. As I'm planning to tackle the packs in chronological order, that means Lemmings Plus Holiday will be next, but won't be for a while, as I generally don't LP packs by the same author until at least 2-3 months after the last one from that particular author. I might not even do it until close to the Christmas holiday.

Timid Rank Feedback

Not much to say here other than it's pretty much just X-of-everythings. It is still quite a solid rank with plenty of variety in the puzzles. In particular, the biggest strength of the rank is how the Neolemmix features are introduced. This is the first pack in the series that, while still only using the classic 8 skills, starts using the Neolemmix objects, such as updrafts, buttons, preplaced lemmings, etc. I thought all the levels that introduce them are very well-done. They're fairly simple levels but at the same time aren't completely trivial to solve. To round off the rank is Timid 16 - Locked Out!, which I'm quite certain that I played before in the Recycle Bin pack, though I'm certain that it was much harder than this. Still, this one was a great level to finish the rank.



Dodgy Rank Feedback

Levels are a tad bit harder here, and I surprisingly struggled with a few levels in this rank, as evidenced by how there were some levels that needed more than one video to solve.

Spoiler

Dodgy 1 - Boost Jumper Hard level to start off the rank. The hardest part is getting up the level to the exit.

Dodgy 2 - If The River Runs Red... A deceivingly hard one, although I used the waiting game and had the lemmings all clumped up as one single lemming in four separate groups before I started building up. I watched Icho's solution after solving and yea, I can't believe I didn't see that with bashing in such a way so that a climber can go over the OWW, especially since I recently solved a contest level that requires that :forehead:

Dodgy 3 - Flea Market Nice introduction to pickups. Somewhat challenging, but not very hard. Just need to think about which ones will help to solve the level.

Dodgy 4 - Excavation Expedition II The once-per-rank level in this pack, second iteration of the one found in the Timid rank. I had the crowd go out and up the right side on the bottom.

Dodgy 5 - A Lemming For Your Thoughts Easy level despite the 2-of-everything skillset. Just got to make sure no one gets trapped on the other side of the one-way field. Then again, it might be possible to collect everyone inside the field and still be able to solve the level, but I'm not certain.

Dodgy 6 - Seven-Way Security Somewhat hard, but it's not too hard. I was a dummy and failed to realize there's an exit on both sides, which explains why I kept being at least a skill short :laugh: Really nice 2-lemmings level, though!

Dodgy 7 - Experimental Materials Easy one. I like how there's a wall with arrows going in 3 different directions. Perhaps you should had added up OWAs as well :P

Dodgy 8 - Flying On Broken Wings Another easy one, as this is very straightforward, made only hard because of the very tight time limit.

Dodgy 9 - Synergistic Effect Somewhat hard but one of my favorites! :thumbsup: I like the solution of sending a few lemmings down to the left and out to the right to forge the path and splatforms for the crowd.

Dodgy 10 - The Duck Level Hard one. I really struggled with this one. It was quite difficult seeing that using the bottom part of the level between the very big duck and the hill with a duck on top of it and building up was the way to go. It was very interesting that it was a super quick solve in the second video I try solving it. I do think it's cool how it's a level that features ducks.

Dodgy 11 - Dreamy Drift This on the other hand is quite easy.

Dodgy 12 - Extra Skills Required Somewhat hard but yet another nice one and favorite of mine. I like the trick of using a miner to chip off the builder staircase to release the crowd, as well as making the wall low enough so that everyone can walk back to the left and into the pit.

Dodgy 13 - Speak of the Lemming... Can be difficult, but it's really not. I tried some incorrect things in my earlier attempts, but later realized that instead of collecting a builder pickup which would force you to spend a builder to turn him around since he would be a climber and simply exit otherwise, the way to go is to mine to get to the bottom quickly to rescue the hatch before you lose too many Lemmings. This is a really good level and puzzle.

Dodgy 14 - Flag Games I really struggled with this one. Several times I kept trying going underneath the level despite saying for sure it won't ever work. This always falls short by 1 skill or by at least a pixel. I'm not sure why it took me a while to see the chipping a hole in the wall with a miner, especially since I've recently played a level that requires this in Lemmings Destination. I eventually stumbled upon it while trying to keep a builder going by removing the ceiling with the other lemming so that the builder doesn't hit his head, but then one of them won't have a way to escape. Very nice level here! Can't believe I was a dummy here for a long time :crylaugh:

Dodgy 15 - Party In The Skies Another favorite of mine in the rank! I really like how the solution all comes together. Somewhat challenging but not too hard. I did get taken by surprise with all the steel on the starting platform with the top entrance. It honestly doesn't look like steel at all with the light shade of grey. I think this can be very misleading.

Dodgy 16 - Critical Point Hard level to finish off the rank, so this was an appropriate one to end the difficulty, as this was certainly the hardest of the rank besides Dodgy 10. The most difficult part is getting up the level with an extremely limited amount of builders. This definitely reminds me of the rank finisher of either the second or third rank from Lemmings Plus 2 where you have an equal amount of all skills except you had no builders. Not difficult if you know the trick of keeping staircases intact when interrupting a destructive digging skill midstroke.



Rough Rank Feedback

Levels get even harder here, but I surprisingly didn't have too many problems with this rank.

Spoiler

Rough 1 - Viva Las Lemmine Somewhat hard level to start off the rank, but one of my favorites! :thumbsup: I really like how the level features three different ways to release a blocker: A climber that bashes, just bashing, and finally mining. Very nice satisfying puzzle to figure out and solve! :)

Rough 2 - The Perfect Storm Somewhat hard despite primarily being a builders level. You absolutely cannot waste any at all, as all of them are used in the level. Making that splatform for the left crowd was great, as well as bouncing a builder off a one-way field.

Rough 3 - System Shock Another hard one. It's all about managing the right crowd so that you don't lose too many. The bomber to release them is quite precise. Don't be fooled by the unusually low save requirement. The losses will add up very quick, especially with a very high RR. The puzzle here is really good, though.

Rough 4 - I'm Going To Try Science! Somewhat easy. This one wasn't as hard as I thought. The mining and then interrupting midstroke with a builder is a bit precise, but it can be done.

Rough 5 - Dense Packing Easy one as well. There's a surplus amount of builders and bashers to help compress the lemmings so that only one lemming dies to a trap, leaving the sole survivor to get to the exit.

Rough 6 - The Lemming Redemption The level itself isn't hard, it's the timing and execution that's hard and frustrating. It took so many tries to get the RR tweaking and digger position correct so that everyone but one makes it inside the digger pit on time. I do like the level idea concept, though.

Rough 7 - Hardwired! Hard one but yet another really good one and favorite of mine! It was hard to figure out how to stop the climber from dying, until it clicked due to figuring out what to do with the digger. Extremely great puzzle here.

Rough 8 - They Say A Hero Will Save Us Somewhat easy. I kept confusing myself here and thought I would run into more problems while solving, but it turns out I worried for nothing :crylaugh: Nice level here.

Rough 9 - The Sacred State The fact there's only one builder makes this level quite difficult. It's still a great one, though. I might had made the middle harder than I needed to.

Rough 10 - Collection Pit The only hard part is figuring out how to turn the climber(s) around that gets the outer buttons. Otherwise, nice puzzle.

Rough 11 - The Nyancat Level I knew this song would play on this level :P Too bad there's no scat vocals, although I think I can see that it would quickly get annoying just hearing the same thing being sung over and over, especially since this is a harder than it looks level. This appears to be the VGASPEC level of the rank. It's definitely easier than the Duck level in the previous rank, but you still have to be careful with your skills here. In particular, it seems that the builders will always run out. Therefore, you need some way to hold back the crowd and release the blockers without using builders.

Rough 12 - Excavation Expedition III With how it's now a 3-of-everything, this has increased the difficulty significantly. There might be easier solutions than the one I found, though.

Rough 13 - Livin' It Up One of my favorites. There wasn't anything too hard about this one.

Rough 14 - Shmooth Shailing Nice level title pun :laugh: This definitely wasn't "smooth sailing" for me. I made my life far harder than I needed to, particularly since I used the extremely fiddly trick of blocking to turn a basher around but the blocker gets released at the same time a few times here. This resulted in a no climber and no floaters solution but is just a mess. I watched your intended solution after solving this level, and I can't believe I didn't see that at all so as to make the wall climber friendly for the bottom hatch :forehead:

Rough 15 - Lem Particle Easy one. The tight time limit is what makes the level hard.

Rough 16 - Plan 10 From Outer Space Somewhat difficult but a really good level to end the rank. This would also be another rank finisher favorite of mine! Once I did figure out the solution, the hardest part was getting the starting area to work out so that the miner doesn't break through all the terrain on his right to provide a turning point for the bottom crowd and lemmings. Once again, I really love builderless levels :thumbsup:     



Fierce Rank Feedback

The entire rank was very slow going for me, but I interestingly didn't struggle as much as I did with the Dodgy rank. The levels in this rank are still very hard, though.

Spoiler

Fierce 1 - Dead Is The New Black Your level does a much better job at teaching this trick than the United levels, where I first learned about it. Because I learned this trick in the third rank of United, that's why this level was very easy for me. I think if I had played this level first before the United level I learned the trick, I likely would had struggled longer here. However, I think it's very clear that the digger needs to be stopped somehow, as otherwise both crowds would fall to the bottomless pit. It still might take a while for someone to think of assigning a bomber to a digger whose center is on nothing, though, so I still think this can be a potential roadblock.

Fierce 2 - Excavation Expedition IV The final iteration of the level that's found once-per-rank and is similar to No Salvation levels from LPI. This one took a while before I found the going to the left solution. After having the crowd go to the right twice in the previous two iterations, it was only natural that I thought it would work here too. I say you did a great job with this type of level, as the solutions were all unique and different. Unlike the No Salvation levels, where you can literally use the same solution for a couple of iterations.

Fierce 3 - The Soft Scale Somewhat hard. Once again, I watched you solution after I solved this, and I made my life harder than I needed to. The timing here is still very trick to achieve, though.

Fierce 4 - Lost In Translation Somewhat difficult. My solution is different from yours. The save requirement seems generous, but it's not that generous.

Fierce 5 - Unpredictable Reaction That's a really nice trick with digging the staircase away to release the crowd but still leaves it intact so everyone can still use it. Indeed, I was taken by surprise that it works, although I'm somewhat already familiar with it. I think it's because I've always dug the staircase in a way so that no one can use it, when it actually works by assigning the digger the very first instant a lemmings gets on the staircase. Nevertheless, this level has now made me completely aware of this trick and that it does work but only in a very specific way. Here, building as a lemming steps up on the steel block to make an insurmountable wall is already well known to me.

Fierce 6 - Double-Crosser The only Fierce level I really struggled with here. There was a part in the LP that I thought I had the level solved but I realized too late that I wouldn't save enough. I found a solution that doesn't use the bashers at all. Mine comes closer down to the wire on time than your solution by about a second or so. I'm definitely aware of bombing a faller in midair to create a small dent in the floor, but I totally didn't see to do that here to release blockers :forehead:

Fierce 7 - Another X-Of-Everything Puzzle Arguably the hardest level of the pack, and if not, definitely one of the hardest. Getting up the level is the hardest part of the level. It's clear that everyone needs to use the teleporter and needs to go into it coming from the left so that they walk into the exit instead of into oblivion. I think I might had still been able to salvage the solution in some of my earlier attempts by being able to save the climbers. In my successful attempt, I was lucky that the teleporter got them before they were able to slip past them.

Fierce 8 - No Time To Die Even Now There's the No Time To Die level that's found in each of the Lemmings Plus packs. This one is easier than any of the previous NTTD levels found in either LPI or LPII. The time limit still being super tight took me by surprise though.

Fierce 9 - Curiosity Killed The Lemming Somewhat difficult. I used the waiting game here to achieve the right spacing to be able to block on the builder staircase at the right time. I also simply blocked at the bottom and no one was able to slip by.

Fierce 10 - The Troll Level The final VGASPEC level of the pack. It's hard only due to the juggling that needs to be done to all of them being preplaced lemmings, as well as the wonky and weird terrain to navigate. Lots of scrolling needed. I definitely remember playing this in the Recycle Bin pack, although I don't remember if they were all preplaced lemmings as well.

Fierce 11 - Lem At Your Own Risk... Very close to Deceit's Lemmings level with the same title, except it's "Enter At Your Own Risk..." Also, the solution is nothing like the Deceit's Lemmings level one. This is somewhat difficult but it's one of my favorites. Very good puzzle here! I made the mistake of assigning the climber to the preplaced lemming at the bottom left as soon as the pickup is collected. Instead, the solution is to assign him the climber later so that he can turn around while a tunnel is in progress and after the splatform for him has been made.

Fierce 12 - The "Lemming" Experiment I definitely remember this level from the Recycle Bin pack. I did check my solution after solving this, and I used a way different solution. Here, I only collect one digger pickup and used timing to have everyone survive once the digger pit is low enough.

Fierce 13 - We Lem In Peace Not too hard of a level, although I think the left side around the middle and top is the hardest. Everything else was easy. Before I was successful, I kept being a builder short.

Fierce 14 - Crossover Arena I definitely agree that this is a very hard level, although I wasn't stuck here as long as I thought I would. As already discussed on Discord, I found the talisman solution and avoided the very difficult to pull off trick used in your intended main solution. As a matter of fact, I was very surprised to see it does work. There was a few times I was thinking of trying it, but I kept thinking in my mind that it won't work. I'm wondering how in the world does the basher move upwards while not destroying any of the builder staircase. It seems to be due to how the basher isn't in the process of taking a stroke. It also appears that this must be done with a very specific builder gap, in particular a digger pit width gap and the building must be done at a very specific time. I'm not sure if the basher position is important as well.

I was thinking of skills crossing one another, but this is not quite it. Instead, the level title is a reference to the Psycho level from LPI that requires something very similar with the basher and builders, although here they're required to keep the bashing going.

Fierce 15 - You Knew It Was Coming... This is in reference to how the Lemmings Plus packs have an X-of-everything but no builders level near the end of the final ranks. This one is definitely easier than the LPII level, probably because it's nowhere near as wide.

Fierce 16 - The Final Stand Very hard level, but a very nice one and a big favorite of mine to finish off a great pack! :thumbsup: Lots of red herrings here that I fell for. I figured out the start fairly quickly due to using the same thing on Fierce 12. You can do the same thing with a climber and bomber, but it renders the level unsolvable if you do it that way. After that, the hardest part was figuring out the mining and bashing the OWW so that the lemmings from below can get into the miner tunnel. I nearly had the level solved, when I realized that I need to keep the climbers alive and not have them block. Once I got the timings right to have non-climbers get past them to block and another non-climber to bomb, the rest of it was easy.

It's definitely one of the hardest, if not the hardest of the pack. In my opinion, I felt Fierce 7 was even harder, as well as Fierce 14, though it really depends on what solution you find to the latter. Even then, it's still a really hard level. These 3 I would consider the hardest of the pack, so it's difficult for me to say which one was the hardest for me. However, if I had to choose, I say Fierce 7 was the hardest, although honestly some of the Dodgy levels could be considered for hardest of the pack too, like the two main ones I struggled with :crylaugh:



Overall, nice job with this pack. Definitely a step up from your previous two packs, especially LPII. I'm looking forward to playing the rest of your packs in this series, as well as the Omega side entries. Lemmings Plus Holiday is next for me, as I'll be taking on the packs in chronological order. This won't be for a while, as I generally don't LP a pack from the same author until at least 2-3 months have passed since the last pack from that author. I might even wait until around Christmas to start it :P
Title: Re: Lemmings Plus Series
Post by: namida on August 12, 2021, 07:26:08 PM
I'm still watching your LP, and in Dodgy at the moment, so won't read the feedback for the later ranks until I've got past them in the LP.

However, re: Timid:

QuoteTo round off the rank is Timid 16 - Locked Out!, which I'm quite certain that I played before in the Recycle Bin pack, though I'm certain that it was much harder than this.

The recycle bin had a harder repeat of this level, which was originally from the Lemmings Plus III Bonus Pack. (Said bonus pack contained 7 easier versions of late LPIII levels, 7 harder versions of early LPIII levels, and a bunch of gimmick levels - a couple of which have been adopted back into LPIII, modified into a gimmick-free form, to replace levels that had to be culled.)

In LPIII itself, the only level that gets repeated at any point is Excavation Expedition.
Title: Re: Lemmings Plus Series
Post by: namida on August 13, 2021, 10:58:54 PM
Watched through Dodgy (and most, but not all yet, of Rough). Yeah, Flag Games is usually one of those levels that catches most players out - you're not even close to alone there.

QuoteDodgy 7 - Experimental Materials Easy one. I like how there's a wall with arrows going in 3 different directions. Perhaps you should had added up OWAs as well :P
They didn't exist yet at this time (as there was really nothing that could destroy them other than bombers - none of the new skills existed yet at the time of LPIII, and the first one that destroyed terrain upwards - the Fencer - came years after the first batch).
Title: Re: Lemmings Plus Series
Post by: kaywhyn on August 14, 2021, 07:28:15 AM
Thanks for the remarks. I'm glad to hear that you're continuing to enjoy my LP of LPIII very much :)

Quote from: namida on August 12, 2021, 07:26:08 PM
QuoteTo round off the rank is Timid 16 - Locked Out!, which I'm quite certain that I played before in the Recycle Bin pack, though I'm certain that it was much harder than this.

The recycle bin had a harder repeat of this level, which was originally from the Lemmings Plus III Bonus Pack.

I remembered right, then. When I played Timid 16 in LPIII, I was thinking in my mind I remember the skillset being far more restrictive than that in the version I played from the Recycle Bin pack. It looks like I simply played the harder repeat of Timid 16 from there. One thing I'm not sure about is if all the LPIII levels in the Recycle Bin pack are all the ones that used to be in either the LPIII main pack or the LPIII Bonus pack and therefore I didn't miss anything in LPIII's current state at all by playing through the Recycle Bin pack.

Quote
Watched through Dodgy (and most, but not all yet, of Rough). Yeah, Flag Games is usually one of those levels that catches most players out - you're not even close to alone there.

I think I can see why for Dodgy 14. What about "The Duck Level"? I found that level hard as you have seen in the LP. Interestingly, I didn't have as many problems with the Rough rank, before struggling again greatly with the Fierce rank in general.

Quote
QuoteDodgy 7 - Experimental Materials Easy one. I like how there's a wall with arrows going in 3 different directions. Perhaps you should had added up OWAs as well :P
They didn't exist yet at this time (as there was really nothing that could destroy them other than bombers - none of the new skills existed yet at the time of LPIII, and the first one that destroyed terrain upwards - the Fencer - came years after the first batch).

Yea, you're right. It's very easy for me to forget NL's very extensive history, particularly since I came long after very Old Formats NL, and I think I came at just about the time when NL was just about to transition into New Formats
Title: Re: Lemmings Plus Series
Post by: namida on August 15, 2021, 03:44:50 AM
Finished watching the LP now. Well done! :) I was very surprised how quick you solved Fierce 9; that one took a long time after LPIII's release before anyone solved it.

Holiday Lemmings Plus should be a very, very short LP - maybe even a single video. ;)
Title: Re: Lemmings Plus Series
Post by: kaywhyn on August 15, 2021, 05:40:15 AM
Quote from: namida on August 15, 2021, 03:44:50 AM
Finished watching the LP now. Well done! :)

Nice job and thanks for watching! :) I'm glad you enjoyed it a lot. Also, thanks for posting your remarks/feedback on the LP here. I always like reading the pack author's feedback on the LPer's thoughts/solutions, and putting it here is a great way to preserve it and to look back on at times ;)

Quote
I was very surprised how quick you solved Fierce 9; that one took a long time after LPIII's release before anyone solved it.

I looked through the LPIII topic for Old Formats, and like you I didn't think Fierce 9 (Fierce 8 in Old Formats) was that hard, so I'm surprised that even people like Nepster found it hard. I don't know if it's simply due to all the experience I have gained from the many level packs I have solved (I've solved so many packs in between the time I LPed LPII and LPIII), but here the only hard part is just simply getting the timing correct, as I think the solution itself is somewhat obvious. Even then, as you have seen there's some tricks that still manage to catch me off guard, such as in "Flag Games." The funny thing was that I played a Lemmings Destination level that required this, yet it still took me a very long time to see it here even though I played that level a few weeks before I started LPing LPIII. So, yes, experience from playing many level packs absolutely helps in learning these tricks, but it doesn't mean that applying these tricks will be "automatic" in other level packs.

Quote
Holiday Lemmings Plus should be a very, very short LP - maybe even a single video. ;)

Since Holiday Lemmings Plus is a very short pack, I'll likely do Omega right away after finishing it. 
Title: Re: Lemmings Plus Series
Post by: Proxima on September 15, 2021, 10:33:14 PM
I solved all the levels.
Title: Re: Lemmings Plus Series
Post by: kaywhyn on December 06, 2021, 05:31:29 AM
Holiday Lemmings Plus completed. Replays attached. Also, namida has told me he's already watched my LP of it, but just in case anyone else here wants to watch it, here's the link: https://www.youtube.com/playlist?list=PLbp2m4KlFpJuIYQH_Iw_JVK6HSeTgH8vw (https://www.youtube.com/playlist?list=PLbp2m4KlFpJuIYQH_Iw_JVK6HSeTgH8vw). Enjoy! And yes, when you click the link there is indeed only 1 video :P That's how quickly I solved the pack.

This is also the first pack to start using NL skills, but if you ignore this, then Lemmings Plus Omega is the first entry to start using NL skills.

General Feedback

This is the smallest pack in all of the Plus series, being only 12 levels long. Even then, it's not an easy pack throughout. The Glitter rank should essentially pose little to no problems for anyone, as they are easy X-of-everythings. Even the Arctic rank itself isn't much harder than the Glitter rank, except for 2, possibly 3, levels in it. I still enjoyed the pack very much despite its very short length, if only for the fact to ring in the holidays early, being 20 days away from Christmas. All the music is Christmas tunes.

Glitter Rank Feedback

All the levels in this rank are X-of-everythings. In addition, the save requirement is very lenient for all of them. Thus, these levels will likely present little to no problems for anyone. Therefore, there's nothing to really say here, other than I would say the hardest levels are probably the last 3, Glitter 4, Glitter 5, and Glitter 6. They're still not very hard thanks to the very wide skillsets, rather I mean relatively speaking to the other levels in the rank, hence they're appropriately placed as the final levels.



Arctic Rank Feedback

Only a slight step up in difficulty for the most part, so should still be quite manageable. However, the hardest levels in the rank are definitely Arctic 4 - Miracle Drop and Arctic 5 - Dream Parade. These two levels took me a while to figure out, although my solution to the latter is very different from namida's intended solution and is quite a hackish/backroutish one :P The former reminds me of Psycho 8 from Lemming Plus 1. The hardest part is figuring out how to get down safely from a very high place when you don't even have floaters, gliders, or swimmers.

Spoiler

For Arctic 5, I simply went through the bottom and didn't send anyone over the top. Thus, it was quite difficult to figure out how to solve this level, especially since a lot of things fail by at least a pixel or so. However, the one thing that would had helped is if I had realized that the fall after the second pillar from where you platform isn't fatal :forehead: Thus, this added to my struggles.

Arctic 3 - 23:58 12/24 I really like the title here, and I believe it's a reference to the Holiday Lemmings level 2 minutes before midnight if I'm not mistaken or misremembering a level with some other title. Even more, it's also 2 minutes before Christmas Day. This also has the potential to be difficult, but in the end I severely backrouted the level :P I at one point went the intended route, but I couldn't find a way to get it to work.



Despite the short length, I still enjoyed this pack as mentioned before. Thank you namida for this pack. Great way to ring in the holidays early. Glad to hear you've enjoyed my LP of another pack of yours.

I'm currently in the process of LPing Lemmings Plus Omega. I'm currently 54 levels into it, so almost halfway already after two videos. I will likely post replays to LPO after finishing the Puzzling rank and then another time each for the final two ranks.     
Title: Re: Lemmings Plus Series
Post by: kaywhyn on December 06, 2021, 11:58:18 AM
Finished the first two ranks of LPO. Replays attached. Also, the link to my LP of the pack: https://www.youtube.com/playlist?list=PLbp2m4KlFpJvCbPPPTjHGIiPMl7vVy4Lm (https://www.youtube.com/playlist?list=PLbp2m4KlFpJvCbPPPTjHGIiPMl7vVy4Lm). Enjoy! :P

General Feedback

If Holiday Lemmings Plus is ignored, then LPO is the first pack of the series to use the NL skills. Due to this, they have really showed me that they really add variety to the puzzles for the game in combination with the classic 8 skills. Even then, I'm still a diehard fan of the classic mode of the game: classic 8 skills, time limits on every level, etc. However, I will admit that LPO has definitely opened my eyes to the limitless possibilities of puzzles with the addition of the NL exclusive skills. There's a huge amount of diversity in the puzzles here, and I think that's the reason I've been enjoying the pack a lot even in the very early stages of Breezy despite the X-of-everythings. In contrast, it got quite boring with LPI and LPII, with the former after about the 3rd rank or so, while for the latter after maybe close to the end of the first rank or beginning of the second rank.

The pack has the exact same structure as the OL, in that there are 4 ranks of 30 levels each. Hence, what I expect is that the difficulty should more or less follow the same flow, where the pack is quite easy for the most part, probably up until halfway through the second rank and then it will probably only get harder from there. It definitely felt great to be plowing through so many levels very quickly, the first in a while that this has happened for me. Yes, I love playing and solving hard levels, as those are the types I like the most, but I welcome levels of any difficulties. Easy levels are certainly no exception, and are certainly a very welcome sight for me after playing nothing but medium and higher difficulty levels for so long.

Breezy Rank Feedback

Not much to say about this rank other than the rank starts off with several tutorial levels on the NL skills, and then pretty much the rest of the rank are easy X-of-everythings, with the occasional level where you have the same amount of every skill except for one skill where you only have 1 or some quantity that doesn't match the others. Thus, I breezed through the rank very quickly. Here, my favorite of the rank would have to be Breezy 22 - Swap Magic



Puzzling Rank Feedback

The difficulty is only a bit higher than in the previous rank, and there's still a lot of X-of-everythings, although it's not an entire rank full of it. Still a lot of really good diversity and variety in the puzzles here! We already get the very first repeat with Puzzling 7 - More Than Just A Dream, though the once per rank level already appears at Puzzling 6 - Traptastic!.

My favorites of the rank: Puzzling 5 - Listen To Your Lemming, Puzzling 13 - The Martian Lake Beast (especially the design here, wow!), Puzzling 15 - Pass The Lemming, Please and Puzzling 23 - Eco-Friendly Lemmings.

Spoiler

For Puzzling 15, I really like how you need to isolate one of the final lemmings to go over the top while everyone else is contained at the bottom by building to reach the OWW, digging down the right edge of the OWW to get down safely, build over the gap, and then bash through the OWW to release the crowd.

For Puzzling 23, I really like how you need to send two workers on ahead, and the platformer must be the floater. He will hit the blocker at the bottom to turn around and make a splatform for the crowd. Very nice puzzle here! :thumbsup:

Hardest levels of the rank IMO: Puzzling 10 - A Little Bit Of A Lemming (it's not a hard level, but I can see how the inverted teleporter can throw newbies off), Puzzling 17 - Can Your Lemming Do This?, Puzzling 19 - A Split Task, Puzzling 21 - The Lower Branch, Puzzling 24 - I Swear Upon A Lemming, and Puzzling 26 - The Castle Towers. Puzzling 24 was especially a very hard one, so I would say that's the hardest one of the entire rank. All the other levels listed aren't as hard, but they're still challenging.

Spoiler

For Puzzling 17, it's especially hard to find a way to contain two of the lemmings while one goes on ahead to forge the path. Thus, a save all solution is difficult, but it is possible.

For Puzzling 19, it can be hard to find a way to get through the OWW to release the crowd, although some might not think to also bomb through the remainder of it after the miner is done to get the crowd home.

For Puzzling 21, it has the appearance of a difficult level due to the size, but it's really not too hard. You have plenty of skills to get everyone down safely.

For Puzzling 24, I thought the skillset might had been a mistake, but it seems that the intention is to accept losses as they come from splatting, and possibly some to the bottomless pit. It was especially frustrating to make sure no one is lost to the bottom edge of the level. I'm going to have to make sure I check namida's intended solution to this level, as I'm quite curious if there's an easier and cleaner way to solve it.

Finally, Puzzling 30 - Drop Them Lems is the biggest offender of the rank for giving the appearance of a very daunting level due to the sheer tallness of the level. However, the save requirement of 1 might be very surprising. It's actually quite easy to save everyone. The hardest part is just getting to all the buttons scattered all over the level.

Spoiler

Here, I used cloners on gliders to reach some of the buttons that would otherwise require builders/platformers if using floaters to do so.



I'm enjoying this pack a lot! :thumbsup: I've already managed to finish a little over half the Perplexing rank, so it seems that this LP will be done pretty soon as well, barring any level(s) that really stumps me here. I will post more replays/feedback after I finish the rank, and then one final time after I finish the final rank.
Title: Re: Lemmings Plus Series
Post by: kaywhyn on December 07, 2021, 10:07:19 AM
Perplexing rank completely solved. More replays attached and also more feedback.

Perplexing Rank Feedback

Due to the pack having a similar structure to the OL with 4 ranks of 30 levels each, I expected this rank to be about Taxing difficulty. However, many of the levels here are a big step up in difficulty, so some of these could even be early Mayhem difficulty. Sure, the Taxing rank was where things started getting dicey in the OL, but a lot of them were still quite manageable for the most part. Here, for the Perplexing rank, solving times slowed considerably. However, I was able to get through each level of the rank in just one video. Even then, it still took longer than the previous two ranks.

Spoiler

Perplexing 1 - Purple Pools Difficult level to start off the rank, but that's because I thought to go through the OWW just like in the original. Instead, the answer is to go below and around it. Very nice level to start the third rank ;)

Perplexing 2 - The Enclosure One of my favorites. I especially love the trick of using a stacker inside the digger pit to make a splatform for the top entrance. It is somewhat precise, but fortunately there's still plenty of leeway so that no one splats.

Perplexing 3 - Make Lem, Not War Back to hard with this one. I'm not sure if there are easier and cleaner ways so that the timing isn't as tight to turn everyone around before the left miner breaks through.

Perplexing 4 - Borrow A Bit Of Freedom? Repeat of the walker tutorial and favorite of mine. It did a great job of making me react with "How in the world do you do this?" I do have a climber leftover due to the way I assigned the miner so that it wasn't necessary, since the blocker was able to turn around in the miner tunnel when he got released. Very nice puzzle/level! :thumbsup:

Perplexing 5 - When They Need It Most... Another favorite of mine here. I love the way a platformer is used to get the crowd down safely so they don't splat. Other than that, the solution is pretty much the same as the one I used in the original, except for a stoner to turn everyone to the left, while sending a worker lemming to the right and over the top to bash through the OWW to release the crowd.

Perplexing 6 - Security Bypass Easy one, so can pretty much be considered a breather here.

Perplexing 7 - Dial "L" for Lemming Another repeat. Somewhat hard. I used a faller to bomb the blocker free to release the crowd, meaning the blocker has to be pretty close to the entrance to do so. The timing can also be difficult to get a miner to make a hole in the stack so that everyone can step up to the exit, but it's a nice trick that I've already seen before in United.

Perplexing 8 - Oh No! More Megalemmings! This reminds me of another level that had lemming sprites, which I think was either in your LP3 or LP2. Or, it might had been in someone else's pack. I believe it was also an X-of-everything. This I would say is a big step up in difficulty, especially since you only have platformers to bridge gaps. Luckily, the skillset isn't too restrictive. Very nice level, especially with the lemming sprites. I like how the exit is on the swimmer :laugh:

Perplexing 9 - With A Lemming's Touch Hard one. This one took a while. The bombers were very precise to get the lemmings into the exit. The first bomber was also used to release the first blocker. I managed to solve without the builder :P

Perplexing 10 - Pillars of Pandemonium This one I also kept overthinking because I was a dummy here, especially since I struggled to figure out how to contain the crowd when it's just a simple stoner and blocker :XD: It's really not as hard as I made it out to be! Though the fact you don't even have any destructive digging skills increases the difficulty significantly.

Perplexing 11 - Tightwire City Clearly a tribute to "Tightrope City" from the OL. The biggest difference is that here you're not given any blockers to hold the crowd back. However, a builder wall acts as a blocker substitute, so here you have enough to make two of them. At the same time, I suspect it might be possible to simply keep spamming builders until you get to the exit, using walkers as appropriate to delay and stall.

Perplexing 12 - That's Just How It Is I was also a dummy here, but this is a really good one and another favorite of mine. It was a quick solve, just took me a while to figure out how to do the start correctly so that you don't lose too many, and the answer is to use a passthrough blocker after 1 drowns, which is enough time for the worker to seal off the gap to the water.

Perplexing 13 - Nothin' But A Lem Thang Another repeat, although the only hard part here was timing the next climber to block at the very end of the miner tunnel once he breaks through the wall. I had to keep rewinding and adjusting the second climber assignment. Otherwise, the rest is straightforward. Again, not sure if there are cleaner and easier ways to solve.

Perplexing 14 - Traptastic! The third iteration of the level with the same title and the once-per-rank level in the pack. This time, you're not given any bashers, which means the way to solve the level is to go through the top. Once you realize that, the rest should be easy.

Perplexing 15 - Down In The Craters Looks difficult due to the tall size, but it's not that hard at all. I ended up going down the right side with everyone. I wasn't sure if my solution would finish on time, but luckily the time isn't too tight.

Perplexing 16 - Wiring Defect Another repeat, though it's pretty much just repeated climber bombing through the obstacles. The difficulty is somewhat increased as a result. For the first obstacle, I bombed high enough so that no one can follow the workers. I used another bomber to allow the crowd to get to the exit later without it destroying the bulider staircase, though I had to use a platformer for this.

Perplexing 17 - An Urgent Search For Shelter Another great puzzle and favorite of mine. My favorite part is sending up two climbers to the left, digging with the first one to turn the second one around, and then platforming to get past the blocker. The time limit looks very scary, but fortunately it's not too tight.

Perplexing 18 - Bouncing Back Another favorite of mine! The miner is a bit precise, but it's necessary to contain the crowd while isolating a worker to the right to dig and use the teleporter to climb and collect the pickups. I like how you need to bounce the builder off the preplaced blocker from the left side so that you can get to the exit and so the crowd can use it to get to the exit. Well done here! :thumbsup:

Perplexing 19 - Rushing Up Another repeat and more or less the same solution is used here as I did in the original. The time limit is especially very tight. I managed to finish with just a second left. I used the worker to platform from the left, as I thought that would be the quickest way. I think you would run out of time otherwise using someone from the crowd.

Perplexing 20 - Current Affairs Another favorite of mine! :) Looks very hard due to the tall size, but once you realize there's a glider pickup then it isn't as bad. I like how they both use the updraft to get to the top, and one of them is able to glide into the exit on his own, while the digger needs to platform twice to reach the exit. Very nice puzzle! :thumbsup:

Perplexing 21 - Wirebreaker Another really good puzzle and one where I was a dummy for failing to realize to clone the glider/climber twice quickly at the start, as that is the fastest way to rescue the crowd from splatting. I think I might had been able to save the platformer going to the right at the bottom with some tweaking, but fortunately this was good enough to get the level solved. I really like how the solution comes together here.

Perplexing 22 - Pick-a-Plan Pretty much a breather here, though I can still see how the exit area can trip people up. Nice level.

Perplexing 23 - What A Treevil Level! Yup, I was stuck here for a while, but at the same time I was a dummy. I definitely could had saved way more time and made it far less tight on time by bouncing the miner sooner. I thought to use a builder to isolate a worker at the top, but then I realized to simply contain them between the tree and the nest. The level is definitely appropriately titled :laugh:

Perplexing 24 - Grab Life By The Lemming Can be considered a breather here as well, with the time limit once again being the main obstacle. It really came down to the wire on time, but I definitely can see what the second climber I avoided is used to speed things up.

Perplexing 25 - That's Quite A Lemming! I was also a dummy here and didn't realize to platform from the right instead of from the left so that it wouldn't make it so tight on turning everyone around in the miner tunnel. At the same time, instead of the worker lemming from above, I could had used a lemming from the crowd instead to mine for everyone to turn back to the right so as to make the timing less tight :forehead: Oh well, this works too :XD:

Perplexing 26 - Whisper Of The Wind Another favorite of mine, where I especially love the multitasking needed here in order to beat the clock. I can also see this one being a stumper is one isn't aware of the stoner/stacker trick to get past a low enough wall. I have Icho's NL Intro pack to thank here, as that's where I learned about the trick.

Perplexing 27 - A Calamity Waiting To Happen This level reminds me of Psycho 2 from LPI due to the very tight time limit, as well as to turn everyone to take the shortest and fastest route to be able to finish on time. The second stoner is absolutely necessary to finish on time. Nice job here!

Perplexing 28 - Jumping Into The World Due to the lack of digging destructive skills, the path should be obvious, though it still took me some time to realize it. I tend to be very bad at using stackers to solve levels, so you can consider these "hard for kaywhyn levels" lol. Probably easier and cleaner solutions than mine, though I think I could had made the release of the crowd at the start easier by stacking somewhere else so that it's easier to platform over it. I also used the trick of platforming on top of a stack so that you can stack underneath the bricks to get over a stack at the bottom right. Still, great level here.

Perplexing 29 - From Endings To Beginnings I'm not sure what I did different in my two attempts here so that I was able to save a constructive skill the second time that I was short one in the first attempt. I'll have to watch the video to see what I did differently in order for that to happen. Difficult level, but certainly a nice one. Not sure what the regular preplaced lemming is for, as I just allowed him to exit and I simply used a walker to turn the climber/floater around to set off the splitter again. Being a pixel short for either a platformer or builder at the top right was evil, though :evil:

Perplexing 30 - Lemming Treety Nice title :thumbsup: Can be hard, but this is a really good level and a favorite of mine to end the rank. I love how a glider is stuck in an infinite loop in the updraft pit and he's later released by bombing the blocker on the right side. I especially like the timing of the release of the glider so that he overtakes the worker in order to set up the platformer at the bottom to catch the floater from above. Great work here, namida! :)

Enjoying this pack very much after 3 ranks. I'm currently halfway through the Mental rank already, so this pack might be finished in a few more videos. We'll see! Perhaps there'll be some real stumpers near the very end of the rank. 
Title: Re: Lemmings Plus Series
Post by: MASTER-88 on December 12, 2021, 12:14:09 AM
Quote26 Oblivion 18/20

Psycho 26 Oblivion. I got 19/20 saved. Its might new record or this page is not updated for while

Replay video with my camera. Bad quality but idea were simple.
https://www.youtube.com/watch?v=efTfIocBW6w
Title: Re: Lemmings Plus Series
Post by: kaywhyn on December 14, 2021, 11:34:30 AM
Mental rank solved and hence I have solved all of LPO. My entire replay collection is attached.

Mental Rank Feedback

As this is the final rank of the pack, the difficulty would essentially be the equivalent of the Mayhem rank and then some. I didn't think it was that bad, especially since a lot of the levels in the rank are repeats. Really the only hard level that I struggled with greatly was Mental 16, which was the first and only level in the entire pack that needed some off-camera time to get solved, as I wasn't able to get it solved after two videos. I was so close to getting the entire pack solved without a level needed multiple videos to get solved! :sick:

Spoiler

Mental 1 - Be A Tidy Lemming! Somewhat difficult level to start off the rank which is a repeat. With only two miners to get through terrain, the route should be obvious, but I can still see this one tripping up less experienced players. It's more or less the same as the original, except you need to start moving upwards after destroying the first two walls to the left you get to in order to reach the exit instead of being able to go all the way across thanks to access to a more varied skillset that allowed you to do so.

Mental 2 - Goin' The Long Way Pretty sure this is like a reference to "The Far Side" from the Mayhem rank of the OL, as just like in that level both the exit and and entrance are separated by a steel wall, except in that level the exit is on the right while the entrance is on the left, while in this level it's the reverse. Nothing hard here other than possibly finishing on time, but from what I remember the timer isn't too tight.

Mental 3 - Doomblock 42 Difficult one but one of my absolute favorites! :thumbsup: It does look impossible on first glance, but it was a very satisfying one to hash and figure out. I really like how the solution comes together, as well as nice uses of the walker to turn everyone back to towards the exit so they don't walk into the fire traps, but also in one case to platform up the gap before anyone falls through and splats. The miners are used to ultimately turn everyone back towards the exit, although one needs to use walkers in the meantime to stop anyone from getting into danger as mentioned. Nice job here ;)

Mental 4 - Trade of the Tricks I liked the original, I also like the repeat here, where the challenge of getting the floaters and climbers to their respective exits is different here. The solution can be somewhat hard to figure out, but once you do the main obstacle is finishing on time. I'm sure I could had avoided time coming down to the wire by blocking sooner. I really like the use of the digger to reduce the height and make it a safe drop for the climbers.

Mental 5 - (insert clever title here) Another nice one which is a repeat too. I like the use of a bomber and bashing inside it to turn everyone back to the right, as well as having a lemming that turns around in the basher tunnel mine out to the right to get our worker lemming and everyone else gets contained. Perhaps with some better timing I could had prevented some or possibly all losses besides the bomber at the start. Nice use of the platform at the bottom to serve as a splatform, and here I bombed very carefully so that no one walks out to the left.

Mental 6 - Two Step Program Great level here as well, although my only complaint here is that the part near the exit is very precise. Both diggers and the platformer to get to the exit, as well as the builder to stop the left digger on the pillar, are all pixel precise. It could definitely be reduced.

Mental 7 - Traptastic! The 4th and final iteration of the level with the same title. This one is the most interesting, as this strips you of the most powerful and useful skill for the level, the disarmer. Now, you must find creative ways to get past the traps without losing too many to any of them, as well as rush to get the path ready to avoid too many losses. No miners this time, so pretty much back to using the middle route. I didn't use the diggers :P

Mental 8 - Silica Valley Another repeat and favorite of mine here. Now that I think about it, I could had sworn I played this level before, maybe the Recycle Bin pack? I certainly remember the solution being something like this. I really like how if you attempt to solve it in any other way you will always end up at least a skill short. My only gripe here is the builder used at the top to catch the lemmings coming from above, as it's not clear at all that they will land on the staircase. Solution can be difficult to spot, but then again it is the final rank.

Mental 9 - Codependency Yet another repeat and favorite of mine here too! :thumbsup: I really like that trick of bombing a climber from the other side so that you can send a climber from the right entrance through the opening and glide to land on top and forge the path on the far right side. A gripe I have here is that it isn't clear that two platformers and a builder are enough to stop the ones from above from splatting. However, it's not a huge problem here. Once again, I feel as if I've played this level before, again, maybe from the Recycle Bin pack, now that I'm thinking about the solution here, as I kind of remember solving a level this way too.

Mental 10 - Project Thataway Third repeat in a row (excluding the Traptastic! level). I like the solution's concept here, but the precision is super tight here. It definitely got me wondering "how in the world is this possible?" reaction. I think the bridges have to start at a very specific point or you won't be able to land and get up on the exit platform even with the extension of the stackers and stoners. This does seem to require the use of the stoner/stacker combo that was taught in the previous rank.

Mental 11 - No Way Around It This Time Another repeat here. The only hard part is containing everyone at the start. It's quite precise. Otherwise, it's pretty much the same as the original, except you can bash through the OWW. The timer isn't a problem even though it looks like it might be.

Mental 12 - Cave of the Cactus Somewhat hard, although the only hard part here is getting the glider to the very top of the updrafts. It took me a while to see that a blocker is needed to help with that. Nice trick there! :) The rest of the level is easy once you achieve that.

Mental 13 - A Different Kind of Hero I think this is a reference to Mayhem 3 - It's Hero Time! from the OL, as you have a 1-of-everything skillset, although no 1 minute timer here even though it's possible to finish in under a minute too. I ended up saving everyone :)

Mental 14 - The Strange Construct I'm almost very certain I played this level in the Recycle Bin pack, as I do recognize the layout. I think I used the same solution here as from that pack. It's hackish and cheesy, but it does solve the level :P

Mental 15 - Cave Raid Another repeat and favorite! I deduced the solution here fairly quick. Great solution! I really like the releasing of the crowd and having them be contained in the pit before the slope right by the exit and the miner goes on to collect the disarmer pickup. Nice job here! :thumbsup:

Mental 16 - Skill Factory As mentioned, this was pretty much the hardest level for me in the rank. I checked namida's intended solution and Icho's after I solved the level. Theirs are similar and avoided the platformer pickup by the exit, while I ended up going for it and only used it to get the builder and miner pickups that they got to using the digger. I can't believe I overlooked mining to the left right by the exit :forehead: That thought came to me while I was eating my lunch. I'm happy to see that was the missing key to solving the level, as well as the two stacker pickups in very bad places being red herrings indeed are.

Mental 17 - Recycled Lemming Syndrome A repeat which is a somewhat difficult level, although maybe not as difficult as the previous level. Once again, I overcomplicated the solution here. Being able to save the lemming that I kept losing to the bottomless pit was the key to getting the level solved. The other thing is making sure you have enough constructive skills to get the level solved. I sometimes kept running a skill short there.

Mental 18 - ...wait, what? Repeat here as well, and one that I kept overthinking. It's easier than it looks, but it's still challenging. Mine came all down to timing, and it seems the intention is to bash and bomb over the exit to drop into the exit platform, but a basher is enough if you do it in the right place.

Mental 19 - The Embiggening of the Cromulent Hard one but one of my favorites too! :thumbsup: Contest level of namida's that ended up winning a LOTY contest alongside a United level. I really like the basher/cloning part, where the left basher releases the climber/floater that's trapped at the top in an infinite loop. Also sending him up to platform so that you can send another climber from the crowd who can glide over the top and prepare the route on the right side. Nicely done! :)

Mental 20 - Not Even A Minute! Repeat, and a little difficult, but the very strict time limit is the main obstacle. I really like the solution here, though, and it was very satisfying beating the clock. The major drawback of the miner being super slow really shows here, and once you realize that that's not the way to go, then the solution should click, although it can still be difficult to see how to get up to the exit. Instead, the miner is used to make a turn around point so that the lemmings don't have too far to walk.

Mental 21 - Adventure Time!!! Repeat as well, and one where I was able to deduce fairly quick too. Should be very obvious that everyone needs to use the teleporter. I was simply a dummy near the exit, as it took some time to realize that I could dig and platform to turn everyone back towards the exit. The exit area's solution is nice, though, where you put the blocker at one end and dig and platform on the other.

Mental 22 - Treet Yourself! Nice pun here. Third repeat in a row. The only hard part is cancelling a digger with another. Everything else should fall into place, and you'll have to accept the losses and splattage as you go. I could had saved more had I stopped the digger earlier, though.

Mental 23 - Lemmin' Like The Wind 4th repeat in a row, and pretty much the only difference is how to contain the bottom left entrance, using a miner and a bomber. Everything else was pretty much the same, although you definitely have to multitask because of the timer.

Mental 24 - Branch Out A Little! 5th repeat in a row, and possibly my biggest favorite in the entire pack! :) Absolutely wonderful solution that I was able to piece together one at a time quite nicely. I was a dummy and didn't realize that no platformer is needed for the glider to be able to use the updrafts if you bomb high enough. Also realizing how to get up, which is with the big tree in the middle, where you mine through at the top and then can use a platformer and builder. Nice use of a bomber to blow through the stoner terrain to release the crowd, as well as a stoner right by the exit to turn everyone back towards it.

Mental 25 - Night of the Lemming Dead 6th repeat in a row, although here the pre-placed lemmings got replaced with zombies. The hardest part was the area below the force field. Some good timing is needed in order to get a lemming on top of the bar and to bomb a faller to stop the zombie from climbing up to infect the others. Once you realize through the top of the bars is the way to go, the rest should be smooth sailing from there until you get to the exit with the zombie guarding it. I used a blocker to contain him and then platform over to drop on the other side of the exit. Nice level which felt easier than the original for some reason.

Mental 26 - Will It Be Enough...? 7th repeat in a row, and another nice one here. I really like saving everyone with the swimmers you have available until the platforming over the water at the start is done, as well as blocking to the left of the teleporter and releasing him with the final one going to the left with a miner. The most frustrating was finishing on time, as well as making sure the teleporter catches the climber(s) without them being able to make a long round. This required some tweaking and fiddling around to make sure that doesn't happen. I'm pretty sure the video of me solving this one will give you a nice chuckle, particularly when I kept failing by about a second and my big "No!" reactions :laugh:

Mental 27 - Six-Lem Situation 8th repeat in a row and the final one in the pack. If you try doing it in the most logical straightforward manner, you'll always lose at least 2 lemmings, and you can't afford that, since you can only lose 1. The clicking moment was when I realized all lemmings on one side need to be climbers. This helps save up on the bashers which you can use to join with the first one as delays to give the lead lemming enough time to bridge the gaps on either side to the exit. The sacrifice here is due to walking into a trap.

Mental 28 - The Troublesome Trio Another favorite of mine! I really love how the solution comes together quite nicely here. The best part is getting a lemming to different parts of the level to do work to prevent anyone from getting into danger. Platforming over the first gap and having one drop down to bash through to allow the other one that comes from the right side through, and digging down the balloon so that one turns around while the other one is able to go through to the right once he's low enough to platform up the gap to catch the digger when he's done. The balloon part is the hardest part, but that's simply due to when you assign the floaters in the updrafts.

Mental 29 - Through Thick And Thin... Hard one mainly due to the very strict timer. The puzzle is a bit hard as well. Once I had the solution, I kept running out of time, so I had to keep on rewinding and seeing where I could speed things up. I checked namida's intended solution afterwards, and his is just as hard, though his manages to finish with an extra second to spare compared to mine. I did try what namida did with digging away the final pillar before the exit, but I kept losing several lemmings and instead tried a different approach. I climber bombed it instead, which is certainly easier, but this solution seems far tighter on time. Definitely like "Save Me" from the OL in that the penultimate level was the hardest of the rank rather than the final level.

Mental 30 - The Final Tower Very anti-climatic for the final level but a really nice one to finish off the entire pack. Pretty much brings it to a full circle to the Breezy rank, which was pretty much the rank that has X-of-everythings. It's the same here. Thus, a very easy one for the final level, being a 20-of-everything. For an added challenge, go for a save all solution, which I quickly dismissed as not being possible but later changed my mind and decided to go for it shortly before I had done too much of the level :laugh: I didn't read the talisman before playing the level, I found out long after I got it solved that it is indeed save everyone. I also give a tip in my LP that is possibly easily overlooked: Getting up the level with the miner/walker combo, since builders are the most obvious way to do so. Granted, it's not an effective way of doing so, but it will work if you're given plenty of them. Obviously it can work for bashers/walkers too.



Overall, I really enjoyed this pack very much despite it being on the easier side. This pack really opened up my eyes to limitless possibilities in the diversity and variety of the puzzles when you are allowed NL skills instead of just limiting oneself to the classic 8 skills. Even then, I'm still a diehard fan of classic lemmings, i.e, classic 8 skills, time limits on every level, etc. However, I've now used NL for a little over two years now, and I got to say I'm definitely quite used to the controls and the QoL features by now: framestepping, skill shadows, time skips, etc.

I look forward to tackling the remainder of the Lemmings Plus entries, especially LPOII, although that one has me a bit worried. Even then, I'm willing to rise up to the challenge for when I eventually get to it, and will do my best in my LP of it and see how far I can get. I did, after all, get through my entire LP of Uncharted, even though I thought I would eventually crumble under the difficulty. It's still going to be a while, as I still need to get through LPIV and LPV first, since I'm tackling the packs in chronological order rather than by order from easy to hard difficulty.

Thanks again for LPO, namida! :thumbsup:
Title: Re: Lemmings Plus Series
Post by: Swerdis on March 27, 2022, 11:56:13 AM
Hello Namida,

I am currently playing through Lemmings Plus Omega and I'm stuck at a level called "Stormy Ascent" which is in Mental-rank, Number 9. Now I realized that I unintentionally play an outdated version of this pack and this level has been substituted by a different one.

My two questions:
1. I found out that Puzzling 5 ("No Rush") has also been replaced. Are there any other levels that either don't exist anymore in the latest version or have been reworked or have different skillsets now?

2. What's the reason for discarding "Stormy Ascent"?

Thank you, Swerdis.
Title: Re: Lemmings Plus Series
Post by: namida on March 28, 2022, 07:20:39 AM
Quote1. I found out that Puzzling 5 ("No Rush") has also been replaced. Are there any other levels that either don't exist anymore in the latest version or have been reworked or have different skillsets now?
From memory, the one other level that's been replaced is later in Mental; there was a level titled "Splittin' Like Crazy", which was replaced with (originally a contest entry) "The Embiggening Of The Cromulent".

Quote2. What's the reason for discarding "Stormy Ascent"?
Physics changes broke the official (and probably most others, too) replay, and the level was annoying as hell anyway, so I figured I'd rather just get rid of it. Especially since I got a pretty good idea for a level to replace it. ;) (Unlike Embiggening, which was repurposed; Codependency was a completely original made-to-replace level.)
Title: Re: Lemmings Plus Series
Post by: MASTER-88 on March 30, 2022, 12:14:09 PM
Okay its time to back play lemmings again. Finally since november 2021 i finally got beat Lemmings Plus 1 pack. Post all Psycho mode levels in playlist. I think i got find some backroute solutions too. Not sure is those new ones or not.

1-30 levels in order. recorded with OBS studio (good quality)

https://www.youtube.com/playlist?list=PL-Cn2MW-VOj1V21CA0B3izcG7WBAhF2eD

About back track routes?
Psycho 13 Go High and Low
You can beat this level very easily used only roof route. I think gamecreateor not are intented make its like this. Its possible avoid those metals using two lemmings. I think you can even save more lemmings using that way.
https://www.youtube.com/watch?v=CJVyn8ve9JA&t=8s&ab_channel=metroidmaster88

Psycho 27 No time to die part two. Really massive backroute. I beat level in 1 minutes 13 seconds. 2 minutes time limit.
https://www.youtube.com/watch?v=yxOU2LfWxFk&t=1s&ab_channel=metroidmaster88

Also pretty similar way Psycho 20 No time to die part one. Its not really that time saver.
https://www.youtube.com/watch?v=U1soJGXKtMA&list=PL-Cn2MW-VOj1V21CA0B3izcG7WBAhF2eD&index=20&ab_channel=metroidmaster88
Title: Re: Lemmings Plus Series
Post by: kaywhyn on April 21, 2022, 06:01:43 AM
Hello namida,

I have completed the first two ranks of LPIV. Replays attached and feedback incoming. Also, the link to my LP of the pack: https://www.youtube.com/playlist?list=PLbp2m4KlFpJuZZJslLqFjrOYrNnAyjK_k (https://www.youtube.com/playlist?list=PLbp2m4KlFpJuZZJslLqFjrOYrNnAyjK_k). Enjoy! :P Although, I'm not sure how much of it you've been able to watch due to how you said that your internet access has been very limited for the past few weeks. In any case, I think you've been aware of my LP (I've pinged you on Discord as well!), so it's available whenever you're able to view at your own leisure and time :)

General Feedback

The 6th pack in the series chronologically (after LPI, LPII, LPIII, Holiday Plus, and LP Omega), this is slightly shorter than LPO, and according to the OP of this topic, it seems that this pack isn't as hard as LPIII. Indeed, I'm nearly through with the Twisted rank, and save for the odd level or two which I struggled with longer than necessary, it definitely hasn't felt too hard. Perhaps things will change for the final few levels of the Twisted rank, as well as the final rank? Even then, I will absolutely look forward to the next pack, which is LPV, as that is considered one of namida's hardest packs, as well as the pack after it, LPO2, which is arguably even harder than LPV, as I shall see how much of my solving skills will be tested and challenged. The high difficulties of them do worry me somewhat, but then again I've gotten through both United and Lemmings Uncharted, although I can't say the same with Nepsterlems :-\

Despite LPIV's supposed lower difficulty, I'm still enjoying the pack very much! Once again, I must emphasize that while hard levels are the type that I love playing and solving, I enjoy levels of all difficulties and hence pretty much enjoy any pack :P

Smooth Rank Feedback

These were all very quick solves, although Smooth 20 was pretty much the only level that took a while, if you consider taking 18 minutes to get it solved a long time :laugh: Nevertheless, there were still some gems in this rank. Smooth 10, Smooth 16, and Smooth 20 were my favorites in this rank! :thumbsup:

Levels that I see which can be challenging for less experienced players: Smooth 8, Smooth 13, Smooth 18, Smooth 19, and Smooth 20.

More detailed feedback on some Smooth levels

Smooth 2 - The Minefield Nice short level with the one-time mine traps. I wonder if newbies would be thrown off with these traps, as if they play all the packs in this series in chronological order all traps they've encountered are infinite. The only way these players would know is from activating CPM and mousing over them if they're aware of it. However, one can't rely on them doing so. Other than this, I don't know if there's any other way to indicate that they're harmful for just one lemming and after that won't hurt future lemmings once it goes off.

Smooth 3 - Splatwire Nice level featuring both the antisplat pad and splat pad. I think these objects can easily be taken for a trap instead, although perhaps players will quickly learn to associate red = bad and green = good. Once again, other than CPM, the only other way is to simply see what happens when lemmings fall into the trigger areas.

Smooth 7 - The Lonely Island I like how I temporarily delayed the crowd with digging and then bashing them out while one went on ahead to build and platform to the exit. If you do it correctly, the worker will be done before the basher is done. However, one could stop the digger with a walker and hence there's absolutely no need for timing. Then one just needs to stop the worker basher with the remaining platformer to reach the exit.

Smooth 8 - Post-2012 I wonder what the title is referring to here ??? Other than how I started my post-baccalaureate/Master's that year, I don't quite remember any significant events that year. I can see this level being challenging, especially if going for a save all solution like I did. Here I already know about stopping a basher midstroke with a blocker and freeing it with a nearby lemming with a digger and bashing to stop the digger. Alternatively, one could bomb a nearby lemming to free the blocker and repeat that way, or use a combination of freeing the blocker/bombing a nearby lemming to free it.

Smooth 10 - Having A Lem Of A Time One of my favorites of the rank! I love how the bomber is used to contain the crowd, but it has to be done near the left edge where the steel plate is, as well as getting a worker over the top and onto the other side to bridge the gap and then bash both the crowd and blocker free. Nice job with this level!

Smooth 11 - Wow! Such Level! Nice level with dogs and hence the appropriate "How Much Is That Doggie In The Window?" music ;) I've used the Canadian PC version of the track for this level :P I like how a platformer is used to get far enough to the right to stop the crowd from splatting.

Smooth 12 - Just A Snack Another nice level, although my only gripe here is that the timing is super tight with finishing the bridges on time before the first lemming arrives from the left side and falls through and drowns. You almost literally cannot waste any time assigning the walker to the floater to turn around.

Smooth 13 - Trophy Cabinet Another level that I can see which can be challenging for less experienced players. Indeed, even I got caught off guard here with how the platforming needs to be done, which is do it lower on the second builder staircase if you decide to make it level with the top of the terrain. Or, if you done it in such a way that lemmings can still step up to the platform because the wall isn't high enough, then you can just platform at the highest point, although you might still need to adjust the positioning of them slightly so that it's not splat height. Thus, the precision can easily be avoided by readjusting the terrain a bit.

Smooth 14 - Cogs of War I've seen this concept fairly enough to identify this as such, with using stoners to extend the digger, and so this one was very easy for me. I believe I've seen this in one of Gigalem's levels, although I think it was at a time when he was still imitating designs of other people before reanalyzing and reflecting back on his work and coming up with his own design philosophies.

Smooth 16 - I'll Be Back From the level title, that just brought up memories of the soundtrack that features this vocal a couple of seconds in that Shmoley really likes. I really like this level! :thumbsup: Very nice 1-Lemming level, and I especially like how you must prepare the route ahead of time so that he can climb out to the left later by digging away the terrain and making a climber friendly wall for him. The puzzle to navigate to the pickups is quite nice too ;)

Smooth 17 - Never Touching Down Nice bombers only level with the concept of constantly bombing away the terrain so that gliders never land and touch the ground even once until they arrive at the exit platform. The level title is the biggest clue as to how the bombers need to be used, although I didn't realize it was one until long after I got the level solved :XD:

Smooth 18 - Treat Time Another level that I can see which could be challenging for less experienced players. It was a bit unclear visually that a builder and platformer is enough to be able to glide over to the right side. Nice use of a cloner on the glider to get a lemming to the left of the exit to mine out the crowd so that you don't need to spend a constructive skill to get over the exit to its right. A builder needs to be used to stop the miner anyway.

Smooth 19 - Warp Zone I found this level to be a bit difficult, mostly due to the very high RR. The start is especially hard with getting just one lemming to go on ahead to the right on the top platform to use the teleporters to get into place to make the splatform for the rest. I used a combination of digger cancelling and platforming and then mining through it to contain everyone but the worker lemming. Then I delayed the crowd even more by bashing and then releasing them with a miner later. Nice level, although I'm wondering if I made the solution harder than I needed to.

Smooth 20 - Over The Edge A level that I ended up struggling with for almost 20 minutes. I kept thinking to platform at the top and then on the hanging platform on the right. Even then, I can still see this one being challenging for anyone. Once again, the timing to release the crowd and get everyone down before the platformer reaches the hanging platform is super tight, though here I think I could had eased that up a bit by platforming lower on the island such that the bricks don't even show up because it's hiding behind the water. Nice use of the climber to get back up to dig and then platform to the hanging platform. A really nice level/puzzle to finish off the Smooth rank! :)



Bumpy Rank Feedback

Levels are a tad bit harder here, though they're still nothing too difficult or over-the-top hard. In particular, I'm amazed that I figured out the repeat of Smooth 20 far faster :laugh:

Spoiler

Bumpy 1 - Chocblocked! Nice level to start off the rank. I had the misconception that I needed to dig in such a way so that the climber can get back up to dig and then mine out the crowd. This turns out to not only be impossible but the wrong way to do the level. Instead, you just need to mine to the crowd and once he's near dig with someone from the crowd to release them so that they drop into the miner tunnel to walk to the exit. I really like that part of the solution! The crowd does need to be released at a time so that those who fall out to the left all turn around in the miner tunnel in time before he breaks through and dies.

Bumpy 2 - Cosmic Ray Zone Another nice level, although the only hard part is timing the climbers so that they the second turns around in the digger pit to the left to mine the crowd out. Once you're successful, then it's just bombing either the digger or a lemming on the right side of the digger shaft to bomb the rest of the terrain away to clear a path to the exit.

Bumpy 3 - Chocolate Drops A bit harder than either of the previous two levels due to the splat hatch, but given that you have stoners it's very easy to stop the splatting. The rest of the level after that is easy too, although perhaps avoiding the trap and having enough time to plug up the gap on the far right can be hard to do. There's still multiple ways to do so, I would think, such as maxing out the RR and having the basher go through a lot of terrain.

Bumpy 4 - Star Watch Almost like the Smooth level, except the exit is in a different spot and there's an entrance on either side of the one-way forcefield. It seems that being able to bypass the forcefield was completely intentional instead of a big backroute. Indeed, the time limit is definitely not a problem here, although I'm one of those who doesn't mind them.

Bumpy 5 - Space Race Great level. I like how the climbers need to be timed so that the first one goes on ahead to bash to the exit and the second turns around in the tunnel-in-progress to go back and bash through the OWW to release everyone.

Bumpy 6 - Chocoholics Anonymous I found this level a bit hard. Getting the crowd down safely and the solution weren't that obvious. I completely easily overlooked that it's possible to mine the final platform and still be able to platform to the exit. I think I was caught off guard by the thin pillar holding it up since it isn't much room to work with. I do like how a platformer can be used to get the crowd down safely after digging for a bit. I have a climber/floater left :P

Bumpy 7 - Sweet As! Another favorite of mine! I love how the crowd takes a very long detour to give the climber enough time to do the rest of the work and mine through the wall before anyone arrives and turns back to the left and drowns. I really love how all the timing works out and the solution comes together quite nicely. Great job here!

Bumpy 8 - Lemmania Looks difficult, but it's not that bad at all. I love the concept here of getting as many lemmings to turn around in the miner on time before he breaks through and then you lose the rest which haven't. Here, I've already solved the level even with some losses, but I decided to see if it was possible to get everyone to turn around while losing just the miner. Indeed, it's possible, but I had to do some RR fiddling and readjusting of the miner position to achieve this. Even then, there's plenty of leeway in the save requirement, so fortunately it isn't too frustrating at all. Nice use of getting the preplaced lemming to make a splatform with just a builder and then mining to release the crowd. I also like the use of the cloner to get a lemming to mine the crowd free to the exit in preparation before the others arrive.

Bumpy 9 - Mechanical Split Another favorite of mine! I like how you need two workers here, one to go over the structure at the bottom to do the platforming work, another to bash through the long wall at the bottom. Achieving this can be difficult, but it's all about watching the final lemming going out to the left in the digger shaft while making sure everyone else goes out to the right. Really good puzzle here and how the timing and solution all comes together!

Bumpy 10 - Zip-Zap Zone A bit hard, although I was also a dummy here with how I went about the level. I kept thinking to seal off the gap every time I built up, except you won't be high enough to reach the exit this way. Instead, the answer is to build to the left, and then build immediately once you turn to the right, and then platform up the rest of the gap. Then you can just build on top of the second builder staircase and you'll be able to get up to the exit. Other than this, the other hard part is bombing at the start in such a way that only one lemming falls through while everyone else goes to the right and lands safely due to the anti-splat pad and is contained. I like how a bomber is used to stop the miner who releases the crowd trapped on the other side with the anti-splat pad. Still, great level!

Bumpy 11 - Candy Mountain I wonder if you have heard of Charlie the Unicorn when you had made this level ??? Nice level which uses a concept that I think most are familiar with, where you have to keep the crowd busy in the meantime while the worker goes on ahead to disarm all the traps before anyone gets killed by them. I had to readjust the miner and timing a couple of times until it worked.

Bumpy 12 - Luck Of The Draw Interesting level in the design. I might be wrong, but would this be a blueprint of a level made by you? This was harder than I thought it would be, but I was also a dummy here in that I didn't think to mine lower on the starting platform so that doing things on the other side of the OWW wouldn't be a problem :forehead: The one gripe I have here is how the climber is able to get over the part of the wall that has some overhang terrain in the way but the climber can still climb successfully.

Bumpy 13 - The Hovercraft Not too hard of a level, just a bit tedious in my opinion with the repeated stacking to get back up to the starting platform. No fault of yours, I'm just not a fan of levels where you have to repeatedly spam the same skill in a very short amount of time. Nice use of stackers to get over the exit so that you can bash through the OWW to free the crowd and then to bomb the stack away so they can exit. However, I think it's also possible to avoid needing to bomb the stack away if I had done it a bit further away from the exit trigger.

Bumpy 14 - Unhealthy Diet Very quick solve here. This was pretty easy and a really good one on top of it. The only hard part here is making sure only two lemmings go out to the left, one to climb over the top to collect the pickup, the other to bash through and platform up the gap before the climber arrives and slips through and drowns. The exit part is a bit precise with the building and mining, though.

Bumpy 15 - Munitions Deposit Not a hard level, I was simply a dummy here and kept thinking to go to the right with everyone in the starting area. The key is realizing to climb up the left side and then glide over to bash through the ceiling to drop down the other side to build the staircases over the mine traps. Nice level here!

Bumpy 16 - Busted Bunker Another super quick level, where the solution should be very obvious. Possibly the easiest level in the entire rank. The builder to get over all the traps is a bit precise, though.

Bumpy 17 - The Lem Your Lem Could Smell Like Somewhat hard but another favorite of mine! :thumbsup: I like how the blocker is used on the lemming that goes over the top to collect the floater pickup so as to stop him in his tracks until the splatform is ready for him from below. I like how the builder is used to help the crowd walk in the splat pad area without them landing in the trigger and hence splatting as a result. The only reason it took a bit longer than it needed to was because I was a dummy with how to hold the crowd back in the starting area. They need to drop down and then separated in two groups, the crowd behind a blocker and one to go on ahead and block before the drop into the splat pad area. Very nice elegant puzzle!

Bumpy 18 - Over The Edge (Part II) Repeat of Smooth 20, with one crucial difference: There's no island in the water! Thus, it is necessary to go through the hanging platform. The builder and digger are a bit precise, although here I could had simply let the worker drop into the water and climb back up and then dig through the pillar once he's high enough on the staircase and right next to it. In any case, this was a far faster solve than the original, considering that the swimmer and climber is in the solution here too, the difference is where the platformers/builder need to be used.

Bumpy 19 - Diet Lemmingaid... IN SPACE!! Same as the original Diet Lemmingaid, except it's possible for the Lemmings to drop out of the level on the left side once you bomb through the starting area. However, I don't think a lose 2 solution is possible due to the RR, hence why you're allowed to lose 3. The only hard part is the first bomber, as you need to bomb in a such a way that one lemming drops out to the right to bomb through the wall before the exit, and only one lemming drops out to the left and is a sacrifice while everyone else goes on a detour in the starting area.

Bumpy 20 - Ten-Lem Mission Another favorite of mine! I really love how the blocker is used to turn only one lemming to the right to dig and platform to make splatform for the climber, who will go up the left side and then build over to the right to go over the top, collect the pickup, drop down safely, and then mine both the blocker and miner free. Really good level to finish off the rank! :thumbsup: 



I will continue more with the pack soon and post after I finish each rank. 25 more levels to go! ;)
Title: Re: Lemmings Plus Series
Post by: kaywhyn on April 22, 2022, 06:05:22 AM
Twisted rank completed. More replays and feedback ;)

Twisted Rank Feedback

Some of the levels here were even harder, but that's the way it should be progressing from one rank to the next. Solving times in general pretty much slowed considerably here. Even then, after some time, I managed to get through them all

Spoiler

Twisted 1 - Proceed With Caution Somewhat hard, but a nice one to start off the rank. I like how you need to send the other climbers before they can't get over the top due to the platformer bridge blocking them from doing so. This level also does a nice job with demonstrating that even though in most cases it doesn't matter whether you use a platformer or a builder, it's crucial to use the correct one for each case here. In most cases, you can tell the builder is the wrong choice due to needing more than one to seal off the gap, whereas platformers extend farther and thus can bridge some gaps with just 1 that a single builder cannot.

Twisted 2 - Lands Of Despair Quick one, although still not completely trivial. The hardest part here is seeing how to get a lemming to seal off the gap on the bottom on time before anyone slips by. Once that's done successfully, the rest is somewhat easy. Nice puzzle!

Twisted 3 - Crank It! Another nice level. The hardest part here is timing the climbers so that you you block at the very end of the miner tunnel on the right side after the miner gets through the entire wall, and also in such a way that the miner is able to mine the crowd out, as you only have 1 miner to work with. I like how the blocker is released with a walker to platform to get to the button.

Twisted 4 - I Candy-ven... Perhaps the real bad backroute I found :P I'm thinking the level's supposed to be much harder than this. Some good timing is needed so no one drowns in the water. Also, I'm thinking it's not intended to be able to platform at the same level as the exit in order to turn around and mine the crowd out.

Twisted 5 - Cooling Vat Another quick and good one. I like how the gliders need to use the updrafts to get across the huge gap in the middle at the top. Then it's just a matter of craving the path from the right side by mining and bashing to the left to help the crowd get the exit, as well as platform up the gap and build to seal off the miner tunnel.

Twisted 6 - The Brilliant Contraption Harder than I thought it would be. There's a solution that almost works, except the bomber blows a hole in the wall and thus prevents the other climbers from getting up. Instead, the way is to use the wall on the very far right to get up. I didn't use the builder pickup, so minor backroute?

Twisted 7 - Corrupt Shelter Nice puzzle, where I especially love the use of the cloner to get a lemming to the gap on the left ASAP to platform it up. My only gripe here is that it's not visually clear that lemmings will step up the wall instead of turn around because it's too high. Otherwise, nice short level involving getting a worker to bash through the ceiling to drop to the other side to do the rest of the work.

Twisted 8 - Oh No! More Ricks! The Rickroll level of the pack :laugh: Somewhat difficult, although this one wasn't as bad as I thought. I checked your intended solution after I solved this one, and indeed I seemed to have made it just slightly harder than it needed to be. It does seem to be an open-ended level regardless.

Twisted 9 - In Lem We Trust Nice puzzle involving making a climber friendly wall for the left preplaced lemming, as there's not enough destructive skills to go through each of the poles in the bottom middle of the level. I also checked the intended solution after solving, and once again it's different and just a tad bit harder than necessary. I can't believe I didn't see to use two builders to get the higher preplaced lemming up so that it's only necessary to platform up digger shaft after.

Twisted 10 - Clocking In Another good puzzle. Here, the only hard part is to time the climbers so that the second one drops off the in-progress platformer so that he can glide onto the bottom area on the other side of the pillars. I really like how the crowd is bashed free from the other side.

Twisted 11 - A Lemming Once Told Me... One of my favorites of the rank! :thumbsup: The solution is really nice: Block so that everyone turns to the left and gets contained in the pit on that side, build in such a way that you land on top of the blocker, dig in such a way that you make a climber friendly wall for one to go out to the left and mine away the terrain in order to build the crowd out later. Such a beautiful, elegant solution!

Twisted 12 - Invasion Plan This can be somewhat challenging, although again I checked the intended solution after solving, and indeed the part I'm very confused about in my solution is how I bombed to avoid the exit trigger and gliders don't exit. As a result, my solution is different and looks a bit hackish :laugh: I definitely like your solution better than mine. The time limit certainly adds to the challenge of an already somewhat difficult puzzle.

Twisted 13 - Star Watch Quick and easy. Just realized that the most obvious seems to be to build to get over the top, but I believe this will take too much time? That was an approach I never considered, I simply went underneath the steel wall. Finishes with more than enough time to spare.

Twisted 14 - A Universal Production Another favorite of mine, although at some point I nearly had the solution, I was simply a dummy and kept thinking to build to the left to make the splatform for the crowd near the exit instead of the other way around: Build with the digger once low enough.

Twisted 15 - Central Heating Hard one, and one where I really overcomplicated the solution. Because I unlocked the exit too early, I did a very fiddly thing where I mined with another climber to keep the builder going but at the same time the climber can step into the area without destroying the climber friendly wall from the other side. This spared me a platformer to go over the exit. Luckily for me, the two climbers survived the fall in the digger shaft. I definitely like the intended solution far better. Being able to mine the blocker on the staircase from below is super clever. I don't think I've ever seen that before, now that I think about it. Just when I thought I've seen everything that custom Lemmings packs has to offer :laugh:

Twisted 16 - Don't Hold Me Back Very easy one, and I even one-shot the level :P Probably the easiest level in the entire rank despite dealing with a deadly fall and rushing to make the splatform before you lose too many.

Twisted 17 - Climber's Edge Another favorite, I especially love the two bombers to contain the crowd, although it's certainly not new to me :P I was a dummy and kept thinking to climb the wall, bomb, and then mine down to the crowd from it. Instead, the bomber hole in the wall is used to platform out to the left, block, and then build to get over the top. Then you mine down to the crowd from there. Wonderful puzzle!

Twisted 18 - Clockwork Maze The fourth Clockwork level in a row, not three as I mentioned in the LP. This was a very hard level for me, and I really struggled here. This level currently takes the title as the one that's taken me the longest to solve out of all levels of the pack I've played so far, where this took nearly an hour. All other levels had taken me around 20 minutes or less. It's not easy at all to navigate through the level with the super limited skillset. Once again, I overcomplicated the solution greatly. I checked your intended solution and I definitely like yours better. For some reason, I didn't think to build and then block to get over the terrain in the middle for a very long time. I used this twice.

Twisted 19 - Damned If You Do... Easier than the previous level, although it can still be challenging. The hardest part of the level is platforming up the gaps at the bottom before anyone slips through and dies to the abyss. That's the biggest reason for the many climbers/floaters/gliders available, which I failed to realize what they were for for a while. Once you are successful in sealing off the gaps, the rest of the level is easy. Nice level!

Twisted 20 - Synchronised Lemming IN SPACE!! Pretty much a remake of Synchronised lemming from ONML, except each of the 4 sections is different and you get 45 seconds in contrast to a full minute like in the original. Some of the sections look like it should be obvious what skills are used where, but this was still a surprisingly difficult level. Indeed, the level is hard mainly due to the very tight time limit. There were plenty of times where I had the level solved, except I kept running out of time and hence it's not a solve after all. So really, the puzzle itself can be challenging, but the main obstacle is the time limit and finishing on time. As usual, my solution was very different from the your intended one. The hardest part was seeing that just one builder to the right is enough for the upper left section. Before I saw that, I kept using two builders, first to the left, and then another to the right. I finished with a couple of skills to spare, one of them being a builder :lem-mindblown:       

Only the Insane rank remains. Here goes nothing! Played and solved only the first level of the rank so far, and yea, the rank is already shaping up to be quite difficult from just the first level alone, so I have a feeling this will be a rank where I'll be struggling a lot. So close to the end, though!
Title: Re: Lemmings Plus Series
Post by: kaywhyn on April 25, 2022, 09:33:23 AM
Insane rank completed and hence I have solved all of LPIV. My entire replay collection is attached and more feedback.

Insane Rank Feedback

The hardest levels of the pack are pretty much here, though honestly I felt more challenged by the Twisted rank than I did here :P Then again, solving times pretty much came to a crawl in the Insane rank, where eventually at some point late in the rank I could only get about 2 or 3 levels solved rather than several so easily. The only time I got a huge break was when I managed to get 6 Insane levels solved in the same video, Insane 2 through Insane 7. Even then, there were still plenty of true gems in this rank ;)

Spoiler

Insane 1 - Loose Links Hard level to start off the rank due to the puzzle and also a tight time limit. It was pretty hard to see where the best place to put the miners were, especially in the top right. One of the workers will need to mine into steel to turn around, and the one who mined at the very top needs to be assigned a walker to turn around, as if they go all the way back to the starting area time will run out way before they get a chance to exit. You need to be very efficient at all costs in executing the solution. All this being said, this was quite a nice puzzle/challenge!

Insane 2 - Space Capsule I thought this was going to take a while, but this one wasn't too bad, though it might be because I backrouted it :P I found a lose two solution, though I'm thinking a lose 1 solution is possible.

Insane 3 - A Waste Of A Level Somewhat hard, but another really great level. The starting area does a really good job in making the player think that the miner is used, but that turns out to be very wrong, as you won't have enough skills to complete the level. In particular, you barely have enough to build up and out after the OWW, but then you don't have a builder to get over the ever slightly too high wall before the exit. Instead, the miner is used on the terrain just before the exit so that you can get out with just one builder, and two builders to make a splatform for the crowd to land on after releasing the blocker with a basher. The red herring in the starting area is quite nice. Nice job with this level, namida! :)

Insane 4 - Toxic Tales This one wasn't as bad as I thought. Nothing too special here other than getting two workers ahead and timing the release of the climber so that the second one turns around in an in-progress basher tunnel to mine down to the crowd.

Insane 5 - Star Watch The 4th and final iteration of the once-per-rank-level, similar to the Salvation levels of LPI, with less skills and less time every time. This time, you are reduced to a mere 20 seconds. Even then, it's not a very hard level at all and is a super quick one. It's easy to get past the one-way forcefield, what's hard is getting everyone to the left of the stack before someone slips by it. Here, I had to max out the RR and stack at the right time. I have to speculate that it's possible to finish with more than a second remaining had I maybe scooted the stack over a bit more.

Insane 6 - The Mystery Machine Another favorite. I like how the climbers are released in separate sections after bashing away the rest of the terrain with someone else in the digger pit besides the digger himself. However, the thing I kept getting caught off guard on is even after I thought I had the level solved, the climbers themselves would go out to the left and get into danger. Instead, the key realization is that the one in the middle can stay put for a while before digging down the right edge of the wall and then mining once low enough. So really, it's adjusting the timing of the release of the climbers so that the solution falls into place and the climbers don't have a chance to go out the left. Very nice puzzle and level!

Insane 7 - Dopefish Lives! The VGASPEC level of the rank, I know the Dopefish from a Commander Keen game when I was little. The underwater was a level that I couldn't beat as a kid, as the Dopefish always ate me. Anyway, I like how this is a constructive skills only level, with 5 of each. Even then, I found this level hard, although not as hard as some of the other VGASPEC levels in the other packs of the series. The route is pretty obvious, but the releasing a worker from the starting area proved to be difficult. Still a nice level, and I especially love the various poses of the Dopefish you put in the level, as well as the music that plays on the underwater level of the game.

Insane 8 - Platform Panic Harder than I thought it would be. In the end, my solution is very different from both yours and Icho's. Instead, I used a stacker at the end where the crowd comes so that no one is able to walk out to the left and fall into the abyss, as well as used a cloner on the stacker to turn everyone back to the left and into the exit. I also used the walker to cancel out the left-facing stacker. I like the concept here of using a stacker to help the crowd to get to the exit, but it still took a while to get the timing and skill placements correct.

Insane 9 - Lollypalooza This one was also harder than I thought it would be, although my solution is somewhat of a mess. I lose some to splatting at the drop just before the exit, and I used some RR fiddling so that everyone is ahead of the floater and the last two are sufficiently close to the floater. I bombed in such a way so that the floater gets by before he falls through the hole, and the non floater falls before the wall to bomb and then the floater comes back to the left after hitting the wall to his right via the platformer bridge. Then I platformed and built to the hanging pillar so the crowd can land down safely, and the bomber placement was precise so that they can still go out to the left via checkerboard but there is still a hole so they can slip out to the right. Fortunately, I lost just the right amount to splatting so that it was still a solve. I checked the intended solution and it's far more impressive than mine.

Insane 10 - Comradical! Nice two-lemmings level, with the goal being that the buttons must be pushed to unlock the exit before the upper lemming goes past all the splitters and into the masher trap. Once again, my solution is very different. I built to get up to the top button from the left side, mined after hitting it, mined again to get down safely, and then bashed into the steel to turn around and hit the final button to his left at the bottom. I had a feeling that the intention was to go out to the right at the bottom and then climb up the right side to get the top button, but I wasn't able to have the skills to do so.

Insane 11 - Tower of Confection The hardest level for me in the entire pack, and for good reason. Also the only level that needed more than two videos to get solved and hence I had to go into off-camera time to get it solved. A lot of the time I kept failing by a single pixel or the timing kept being ever so slightly off. After checking the intended solution, I felt a bit better since it had about the same amount of pixel precision as the solution I found and hence the level's supposed to be very hard. I would even go as far to say that this was the hardest level of the Insane rank. In the end, I swapped the platformer and builders at the very bottom and didn't use a builder as a delay. I also used some basher mechanics to delay the top lemming as much as possible, i.e, not right up against the pillar and instead the curves to bash for a while but not so he keeps going and hits the steel and turns around. My entire solution was pretty much all pixel precise.

Insane 12 - No Time To Die...IN SPACE!! There's the NTTD type level that's been seen in all the Lemmings Plus packs save for LPO, at least the ones I've played. The level definitely made me wonder how in the world do you finish on time, but fortunately the route is obvious for the most part. Also, it doesn't seem like you need to be super quick like you do with the original NTTD. The time is still tight, but it seems that the execution isn't as maddening in terms of canceling skills out ASAP. My solution could definitely be tweaked in order to spare the builder that I unfortunately had to use because there was still a pixel to build over, but I didn't bother to go back and do so :XD:

Insane 13 - Squish Squash This one wasn't as hard as I thought it would be, although my solution is a backroute :P I checked the intended solution after solving, and it definitely is a bit more complicated than the one I found. Even then, I would still say this level is challenging, as it's not completely obvious where all the skills need to go.

Insane 14 - Artificially Sweetened Another backroute, although my solution is very timing heavy in order to make it work out the way it did. I initially thought the intention was to go through the bottom, but I couldn't think about how to get it to work, especially in regards to getting two lemmings to turn back to the left, one to float down to the bottom to seal off the gap while the other one goes over the top and digs away the pillar before the exit. It's amazing the lemming who took the long way back and forth survived the fall and didn't splat.

Insane 15 - Heat Dispersal Somewhat challenging, although I quickly picked up that you need to go through the ceiling to prepare the rest of the path for the crowd. What I was mistaken in was using a walker to turn around before the exit. Instead, a walker is used to seal off the gap to the left of the entrance before anyone slips through. It was still hard to figure out how to get to the ceiling, as I kept trying to get up to it by building to the left by going out the right side at the bottom. It was hard to see that the best way was to use two builders to build out to the right and a blocker to turn him around to get to the ceiling from the right side. At the ceiling, you can either mine to stop the basher and then bomb going back to the right and other climber is following him back, or you can bomb first like I did and then have the climber come back out and mine. Or, you can also just have the basher die and have the other one turn around while it's in progress to mine and then proceed with the rest of the solution as seen in the LP.

Insane 16 - World War III Upon entering the level, I almost instantly recognized that it's a level with a nuke solution, which is interesting as I generally have trouble spotting such solutions, though to be fair they are generally hard to spot. At the same time, the level title is kind of a hint at the nuke solution. I like how you must choose only one side to go out, as if you go out both sides you won't have enough platformers for the gaps. I like how the miners are used as delays.

Insane 17 - If Only They Could Jump... There's the builderless level found near the end of the final rank in the Plus packs. Out of all the ones I've played, this one is my favorite thus far, although in general I love builderless levels a lot. I especially like this one due to the turning fallers in midair with a blocker. Though, I wonder how much I would had struggled with this level had I not seen and learned this trick from United if I played this level first. Nicely done here, the best one I've seen so far in a Plus pack.

Insane 18 - Bomb Shelter Harder than I thought it would be. I kept trying to hold back the crowd in my initial attempts, but then I found I had problems with getting enough ahead to forge the path before the rest arrive before I could properly temporarily contain them again. I also initially tried getting a non-climber to get by a climber in order to block before the tiny gap to the right which you cannot spend a constructive skill on as you don't have enough. Quite a nice level here, but it was somewhat of a pain to have to keep on rewinding and readjusting skills to get the right timing and spacing.

Insane 19 - Overclocked Lemming Somewhat hard, but a really nice disarmer/splitter puzzle! I initially tried containing the crowd with a digger/basher, but this turns out to be very wrong. Instead, a single bomber is sufficient and is used on either side on the edge where the steel is. I like how the disarmer needs to go to both sides to disarm the traps. Nice use of the stoner to get gliders to land on the platform rather than going past and back into the water. Timing the release of the climbers/swimmers was a bit hard, but luckily it's not that bad. I also had to fiddle around with the RR a bit in order for the splatters to help the disarmer go through to the other side. Nicely done here, great level.

Insane 20 - Goodbye Galaxy Am I correct that the level title is the subtitle of Commander Keen IV? Instead of tacking this one on with the previous two levels, I decided to make this level its own video. Indeed, it turned out to be a wise choice, as from the level preview itself it seemed like a level that was going to take a while. It took me a little over 40 minutes to solve and hence it would had put the previous video to about an hour and a half, meaning the video would had been a little over two hours long after my outros of my final thoughts on the pack and quick overview of the levels again.

For the level itself, it appears to be hard due to the tall and wide size. I initially thought to make everyone get up the level, but luckily I didn't seriously try for it, because that turns out to be completely impossible since you would need a lot more builders. Instead, the answer is to platform over the very wide gap at the bottom. I did think to platform all the way back to the entrances, when it's actually sufficient to stop where the yellow terrain is in the middle. This saved up some precious platformers that I could use elsewhere with the other entrances. Once again, this isn't a contender for the hardest level of the pack, but it's still challenging, as I found the skills ran out faster than I thought. However, this was quite a nice challenging level to finish off the pack.   



Despite being considerably shorter than LPO, I still enjoyed this pack very much. It starts off easy, although there's still some challenging levels in the first rank due to having plenty of levels with very limited skillsets. It then gets challenging especially starting with the Twisted rank, culminating in some of the hardest levels in the Insane rank. All in all, I would recommend this pack for others to play, although it's certainly not for beginners.

Well, the next time I LP another pack of yours I will look forward to it, as LPV is next due to me taking on the packs in chronological order. I look forward to seeing how much I be tested and how much of a struggle it'll be, as it's supposed to be one of your hardest packs, even more than LPIII. I especially look forward to the one after LPV, LPO2, which is purportedly even harder than LPV. The high difficulties do worry me somewhat, but I'm willing to take them on in the form of an LP.

Thanks for LPIV, and hope you're doing well! ;)
Title: Re: Lemmings Plus Series
Post by: kaywhyn on August 27, 2022, 08:45:10 AM
Hello,

First 3 ranks of LPV solved. Replays attached, as well as some feedback. Also, link to my LP: https://www.youtube.com/playlist?list=PLbp2m4KlFpJssQ5PiEfqGDzILj2y8Cy9r (https://www.youtube.com/playlist?list=PLbp2m4KlFpJssQ5PiEfqGDzILj2y8Cy9r). Enjoy! :P

General Thoughts on the Pack

LPV is the fifth pack of namida's numerically in the Plus series, ignoring LPO and LP Holiday, as they're kind of side entries in a way. LPV's difficulty is advertised as "very hard," even harder than LPIII, with both LPOII and LPA even harder, the former which I will take on next after finishing LPV, while the latte I've already completed. The first two ranks didn't challenge me as much as I thought they would, although the difficulty started picking up even more with the Edgy rank. So far, I've only completed the first three levels of the Unruly rank, and the third level managed to give me a lot of problems, so I'm definitely starting to feel the difficulty here, and I'm sure that will continue to hold, as it is the penultimate rank and I've been told there's quite some nasty ones in this and the final rank, especially near the end of each one and hence I'll be promised the advertised difficulty of "very hard."

Some levels took longer than they needed to, but it was mostly due to things in the solution being extremely difficult to spot because of how very well-hidden they are. As a result, namida has been kind enough to tell me that me getting stumped isn't due to my own stupidity (you can hear in the LP plenty of times where I keep being so self-deprecating and telling myself that I am a dummy), but rather just the solution is very well hidden. Good to know! Makes sense now that I think about it, as I managed both United and Uncharted, the packs I currently consider the hardest available on the Forums, though I can't say the same with Nepsterlems, as that is a pack that I have not yet finished because I've been stumped on the first level of the final rank for about 2 years now.

For everyone else, I have the tendency to doubt and not have much confidence in my own abilities, which is why I sometimes have a lot of moments where I feel down about myself and wonder why I'm not good enough. However, I'm often told by people IRL to not be so hard on myself who have reminded me how much good I have accomplished in life, and have given me reassurance that I/I'm did/doing just fine.

Blissful Rank Feedback

As with some of the previous Plus packs, a lot of X-of-everything levels in this rank, although not necessarily with the full 8 skillset panel, since the pack was made at a time when the skill panel wasn't expanded to the now current 10. Nothing particularly difficult in this rank. The first 4 levels introduce us to each of the new tilesets featured in this pack: Abstract, Mineshaft, Honeycomb, and Machine. This isn't the first time I have played levels in each of these tilesets, but rather this is the very first time these have been seen in any of namida's Plus packs. The levels that gave me more trouble than I thought they would were Blissful 4 - Come Home Lemming, Blissful 8 - Rust Buster, and Blissful 15 - Converging Mechanism, all Machine levels, interestingly enough :XD: The first is one that can trip you up if you are caught off guard and didn't take into account some things, especially with the teleporter. The second was all due to not paying attention the save requirement, as I am a Lemmings player who still internalizes having to save every lemming even though on some levels you are required to have some lemmings get killed in order to be solved or losses are acceptable. Finally, the third was simply due to not realizing

Spoiler

that the climber/gliders need to climb the pillar at the top so that you have the right spacing for the lead glider to build the staircase to catch all the climber/floaters who go along to the left at the bottom.

My favorites of the Blissful rank were Blissful 12 - No Way Out! and Blissful 13 - Let's Do Some Mining. The latter is a very interesting miners only level.



Touchy Rank Feedback

Levels were a bit harder here, but still nothing too overly hard.

Spoiler

Touchy 1 - Deep Trouble Nice level to start off the rank. My first thought was to hold back the crowd while sending one on ahead to do the work, but the problem is that you wouldn't be able to release the crowd later on. Or you could, but you'll have too many of them stuck before the stacker because it doesn't seem possible to compress them enough to release all but one. Instead, the answer is to keep the crowd moving and accept losses as you go and getting the containment as quickly as you can before losing too many.

Touchy 2 - Code RED The second iteration of the once-per-rank level, where we played the Code PURPLE level in the previous rank. More or less the same thing here, where bombers are used to get through terrain and then platform up the gaps to move forward in the level as needed.

Touchy 3 - Feel the Wave! One of the few custom levels I've seen where the backwards miner trick (a Lemmings Open Air level requires it, as well as the very first level I have ever made :P) is needed in order to make a climber friendly wall and release a climber. I like how this is a builderless level. As such, this was one of my favorites!

Touchy 4 - Three by Three Deceptively difficult but another nice level. I ended up using a builder to close off the miner tunnel, which was a trick that I missed on a Migration level in the second rank for a long time and hence I was stumped there, and thus is a no climber solution. Interestingly enough, it's also a Mineshaft level :laugh:

Touchy 5 - The Bee's Knees Another nice level, although it can be challenging. Here, you must the terrain to your advantage to get as high as possible in order to start platforming across to get to other areas of the level. The builder should be obvious here, and so once you realize that you can't use it anywhere else then the solution should come easily.

Touchy 6 - Lemmingcatcher This is a favorite of mine! :thumbsup: Not too hard but not trivial either. I like how the upper lemming needs to be contained in the narrow pit and then later releases himself to land on the builder staircase to get to the upper part of the level to dig down the long pillar blocking the way to the exit. Very nice 2 lemming level! :)

Touchy 7 - Born to Lem One of the hardest levels of the rank IMO, although one of the few open-ended levels after the first rank. However, it's not as open-ended as you might think due to the restrictive skillset, particularly the digging destructives. Still, nice challenging level that definitely requires thought on how to make the most of your skills as efficiently as possible.

Touchy 8 - World is a LEMMING Another hard one that I struggled with. In the end, I relied on maxing out the RR ASAP so that I could mine the blocker free with an isolated lemming to quickly patch up the builder staircase before I could lose any to the bottomless pit. However, I later checked your intended solution and truthfully not sure how I missed that :XD: All due to builder placements. Also checking Icho's solution his is a far more lenient version where you can lose way more, and so by increasing the save requirement drastically it's a much harder level as a result.

Touchy 9 - Dangerous Detour The level that you showed off making in your NL editor tutorial level, which happened to be on my birthday :P I struggled here as well, but that's because I kept thinking about the end part wrong. When I saw that you can get through both pillars with a miner but then he wouldn't go low enough in order to platform the gap and help the lemmings get to the left side of the exit, that's where I got confused. However, I totally overlooked platforming below ground level and the fact that lemmings can step up through a thin enough ceiling and hence get past the pillar before the exit even though you don't quite break through all of it on ground level :forehead: Yup, as I mentioned on Discord people have told me that I tend to spot the difficult parts of solutions faster than the easier parts, which I often overlook for some reason

Touchy 10 - Colony Drop Another favorite of mine here. It was hard to see how the swimmer would use the bottom left area to get up to make the splatform for the crowd. Needless to say, levels with even a small or restricted skillset can still be challenging if done well.

Touchy 11 - Can't Go Over It... I got stumped here all because of the misconception of where the stacker needs to go. I kept thinking it was for the bottom where you bash the long wall away, when it's actually for before dropping onto the exit/starting platform. Also, it should be noted that you will not be able to use a stack at the bottom to climb up the wall, as there will always be a pixel gap that prevents it. This was still a nice level once I figured it out!

Touchy 12 - Depth Squad Another great level and favorite. I like how the basher releases both blockers, the worker goes to platform up the gap at the bottom, and the crowd contained in the pit on the far right bashes to release them later. The only hard part is making sure only one lemming goes on to the left to do the rest of the path, although I probably could had guaranteed that by bashing with the lemming on the right instead.

Touchy 13 - How Can You Bee So Cruel? Wasn't as hard as I thought, though I hated how I needed to use another platformer at the top to stop a lemming from drowning as I couldn't afford to lose any more lemmings.

Touchy 14 - Quick Skip (Part 1) Harder than it looks despite being a very short level due to the time limit. In the end, made my solution harder and more precise than it needed to be, since I used a nook in the terrain at the bottom to glide into and make the splatform for the crowd, though it does spare the swimmer :P The time limit wasn't the problem, it was how to set up everything properly and in time before any splat.

Touchy 15 - Grand Affliction Not the hardest of the rank, but this one tripped me up badly all because of where I kept thinking the last builder needed to go :forehead: I happened to have nearly all the solution correct for a while, it was simply the final piece that I kept doing wrong. Nevertheless another very nice rank finisher!



Edgy Rank Feedback

The levels increase in difficulty even more here, but once again nothing very over the top hard yet. Then again, it definitely helps that I have solved so many other level packs before taking on LPV, so all that experience comes in handy!

Spoiler

Edgy 1 - Secret Storage Quite a challenging level to start off the rank. Should be very clear from the start that you will certainly not get across with just 4 constructive skills. Instead, it's obvious that you need to go through the bottom. The hard part is how to get to the exit from there. I do like how it's possible to do a save all, though it's not trivial.

Edgy 2 - Bee Plus I like how this is a platformers only level that's not trivial at all! I nearly one shot this level, but failed because of some arriving at the gaps too early before the workers were done. Here, I relied on using a platformer hitting the brick of another one to turn around to get on ahead to prepare the gaps before the others arrive. Nice level!

Edgy 3 - Drop On By I like that this is a 1-of-everything level. This level will likely having you wonder how to get down safely. I spotted how to do that very quickly because of noticing the terrain on the far left. The skillset also makes you think you need to send a floater down to prepare the route for the others, but that is a red herring. Especially since on a very thin platform it won't be possible to save the blocker later if you do so since the floater was given to someone else. I managed to spare a builder :P

Edgy 4 - What Could It Bee... Deceivingly difficult one, although I had the misconception of building to the right and then cloning on the second builder to isolate a worker. This turned out to be wrong. Instead, it's to keep building until you hit the wall to the right first after platforming up most of the gap first. Then you build to the left and clone to get your worker. So, variation of the Dolly Dimple builder trick here to isolate a worker, only you don't catch a lemming coming from the entrance. This I spotted early and quick, it was how to achieve it that took some time. The cloners are especially important on this level.

Edgy 5 - Golden Palace Very quick and easy one. The only thing I failed to realize is the wall is 6 pixels high so that you don't need to make anyone climbers to get past it. Makes sense, as then you won't be able to send multiple lemmings over the top to bomb and make a ramp for the crowd to get to the exit.

Edgy 6 - Un-bee-lievable Nice 1 lemming level, although you have a cloner here. Looks difficult but it wasn't as bad as I thought. I don't think saving both the original and clone is possible. Of course, I could be wrong.

Edgy 7 - Insert Bee Pun Here Another deceptively difficult level but another favorite here! It was hard to see that the digger is the other sacrifice (the other one being the one that dies to the bee trap), as I kept thinking to platform up the gap on the far right. I also kept getting confused when I thought to use a platformer and builder to reach the exit, but kept ruling that out and then come back to it from time to time :crylaugh: I really love the method of containment here while the worker goes on ahead to prepare the gap and build to the exit. Nicely done here! :thumbsup:

Edgy 8 - Code BLUE Harder than either of the two previous "code" levels. Once again, not remembering the basics got me into trouble here. The key here is that even a small reduction in the height is enough to make a fall survivable, depending on the design and level. Otherwise, I kept wondering how in the world does everyone get down safely if you can't get the floater to make splatforms for the two deadly drops. Very satisfying solve when I figured it out!

Edgy 9 - Critical Approach Difficult one mostly due to how I tend to be very bad with stackers. I did use some RR manipulation at some point to get a part of the solution to work with using two stackers and then mining a hole in them to make them to be stepped up. The other thing that got me in trouble was neglecting the platformers for a while. I'll make sure to check other solutions to this level, as I'm sure there are easier ways to solve it than how I did.

Edgy 10 - POOR BEE CREATURES! Obviously uses the POOR WEE CREATURES from L1 concept of a splat hatch. However, it is absolutely critical to rescue them as quickly as you can before you lose too many. The only hard part here was timing the climbers so that a blocker can turn the builder around to climb over the top. It might be possible to save an extra here, but I'm not sure.

Edgy 11 - Hopeless Predicament Not very hard, but it's still not easy. Due to the solution I used of making a lemming climb to get the timing/spacing right, it makes me wonder what the original time limit was. It was probably so strict to not allow a solution like mine to work. Then again, it wasn't that much waiting, but the fact that I made several rounds at the bottom kind of infers a strict limit, especially since I didn't even use the builder pickup :P

Edgy 12 - Mineshaft Mania! This was a level which namida spoiled to be a tough one, but it wasn't for me. He might had meant the next one. it was easy, I thought, as it was just thinking about the solution for a minute and then quickly carry it out and done. Very nice level!

Edgy 13 - The "What The Lemming" Machine Hard one, though I forgot that climbers don't hit their nose if the terrain overhead/overhang is low enough :forehead: Even then, I still say the hardest part is getting the lemmings trapped at the bottom back out and up. I also did things in a different order which kind of made it harder than it needed to be.

Edgy 14 - Unstable Formation Another one I struggled with, all due to how I mined and cloned it. I kept thinking to do it in such a way so that the right miner makes the tunnel deep enough so that I can simply block inside the tunnel and then quickly release him with a nearby lemming via a digger. It's indeed possible, but this took me a while to find and get right. It all comes down to the digger placement, when you start mining, and when to start cloning after mining. I checked Icho's solution, and once again I seriously can't believe I didn't see how to use the remaining tools I had to get those who get trapped in the pit on the bottom right.

Edgy 15 - The Hard-For-Flopsy Level Certainly nowhere near the hardest level of the rank, but it can still be challenging. The top route definitely seemed like it work, but nope, it actually fails by about a pixel. Honestly I would make it clearer that it wouldn't work in the first place :P Nevertheless, quite a nice one to finish off Edgy. I love the bashing to turn lemmings back around, as well as the long bashing section on the far left to give the worker enough time to make the long bridge to the exit. The other thing that wasn't clear is if the worker has enough time to make the long walk back and forth, but fortunately there's more than enough time. 

All rightie, 27 more levels to go! I will post again when I finish the Unruly rank, and one last time when I finish the Outrageous rank ;) I'm liking the pack a lot so far! :)   
Title: Re: Lemmings Plus Series
Post by: chrisleec728 on August 27, 2022, 11:40:31 AM
I did struggle with "Come Home Lemming" as well. I think I've seen IchoTolot's solution before and it's actually quite a bit simpler than both of ours.
Title: Re: Lemmings Plus Series
Post by: kaywhyn on August 30, 2022, 07:31:38 AM
Unruly rank finished. More replays and more feedback ;)

Unruly Rank Feedback

Even harder levels here, and two levels of the rank needed more than one video to get solved. Solving times are definitely slowing down, but still plenty of great levels here too!

Spoiler

Unruly 1 - Bee-have Yourself! Nice level to start off the rank. I can definitely see how this one can trip people up, especially with an appealing get through the upper OWW when you actually don't. Only the glider gets lost here since he goes past the exit, but everyone else falls before it and hence can exit.

Unruly 2 - Quick Skip (Part 2) The sequel to Touchy 14 with some terrain changes as well as some steel added. This one felt easier than the first one, but that's probably because I contained the crowd at the top :P This one was definitely a quicker solve than Part 1.

Unruly 3 - The Furnace Hard one. The hardest part for me was figuring out how to get to the upper platforms to get the builder pickup. I'm already familiar with the cloning a glider and then stoning so that a glider can land on top of it, so that wasn't the hard part. It was more figuring out the route and how the building needs to be done. I think one of the builder pickups is a distraction and was simply there for symmetry purposes.

Unruly 4 - Code YELLOW Certainly harder than any of the previous "code" levels, although here you'll have to accept some losses here as it's not really possible to stop some from getting into danger later. You do have to be quick in releasing the crowd while working with the glider who platforms or you will lose too many.

Unruly 5 - Ancient Technology Looks difficult, but it actually wasn't that bad. I managed to spare a bomber here. The hardest part here was simply building and then blocking to turn the builder around while making sure you won't lose too many lemmings. Nice level, though!

Unruly 6 - Escape Cart I struggled here far longer than needed, but that's because I kept dismissing the bottom area as not needed in the solution for a very long time. In particular, I kept confusing myself when I kept thinking to get into the middle area from the left when the answer is actually to go down there from the right. I really love the No added colours or lemmings miner trick on chipping off the builder staircase to allow the climbers a way out to get to the exit! This level is an absolute favorite of mine! :thumbsup:

Unruly 7 - Lemming Workout Routine Hard one, especially since you have very limited digging destructive skills and many obstacles to get through. For a long time, I kept coming up a skill short. In actuality, I did the solution correct except for a few parts at the very end. The thing that prevented me from getting the level solved was failing to realize that the climber needs to climb the wall to the left of the exit so that he can get back on top of the down arrow to dig it away and then quickly bomb away the staircase before anyone gets by the exit, as any that do won't be able to land on the exit platform later, at least without another builder to build over the gap where the down arrow got dug. Nice level!

Unruly 8 - Keep the Peace Not a hard level, but rather difficult in the execution. It seems that the builder who builds to the exit has a lot of time to do so, but the crowd catches up surprisingly fast to him. Same thing with the other worker who bashes through the OWW at the top left, which needs to be done before any get a chance to turn around and go into certain doom. Nice trick with the digger in order to isolate that worker which lands on the upper platform but everyone else falls to the bottom due to the digger width.

Unruly 9 - Buzzing Around I really love these builderless levels! This was certainly no exception, it's pretty good. Once you realize where the blocker goes, the rest is easy. The only other hard part is timing the climbers so that one turns around in an in-progress miner tunnel so that the can mine the crowd out. Well done here! ;)

Unruly 10 - Feeling Shafted Deceptively difficult level even for a short one because of the time limit. The key here is realizing that the stacker and climber pickups are complete red herrings/distractions. Time is already quite short by the time you start the platforming to reach them. I love the bombing the digger trick so that he falls down to the floor before exploding to release the crowd, as well as to get your worker lemming. He goes on to platform to the exit, while the next one to drop needs to bash in order to give the platformer enough time to finish his job. The basher is another loss, and the platformer who finishes his job doesn't have enough time to exit because he turns around when done. However, along with the third loss, the bomber, this is enough to get the level solved.

Unruly 11 - Evacuation Situation Somewhat hard, although the only really hard part is getting everyone up so that no one gets trapped at the bottom due to being blocked by the stoner. Again, uses the cloning a glider and then stoning trick to get the other gliders to land on top of it. The timing is tight, but luckily there should be enough time to place the blocker without anyone else getting by other than the platformer. I feel as if I played this level before, although I think I might be confusing this with some Circus levels from the Recycle Bin pack which did a similar thing of climbing up a tall level to get to the exit. I think I remember several iterations which changed the position of the exit.

Unruly 12 - Midair Magic Somewhat deceptively difficult. It took me some time to realize that the glider needs to be assigned to a lemming as soon as he pops out of the hatch. Before that, I kept assigning it to a lemming that fell off the platformer bridge to get the pickups. Fortunately, the intended solution is kind of forced here, particularly since you don't start with any skills, and it should be pretty obvious what needs to be assigned at each step. Almost a no terrain level here.

Unruly 13 - All About The Moves, Baby! Difficult level. In particular it was quite hard to manage both groups. In the end, I kept up with somewhat a heavy timing solution where any that come back to the right at the bottom get caught by the teleporter rather than slipping by it. I checked your intended solution later on and at some point I was thinking of building on the pillar to stop any lemmings going out, but I confused myself here by kept thinking to use it on the left pillar instead of the right :forehead: Quite a decent puzzle!

Unruly 14 - Lemmonition Another favorite of mine! Even for a simple design, this was deceptively difficult! I definitely kept getting confused with how to get the worker lemming who collects the swimmer pickup back out from there. In the end, the solution uses a trick that isn't seen too often, which is placing a blocker at the edge so that a climber can still get past it and still being able to mine him free. Other than placing the blockers carefully, the other hard part is letting one lemming go on to platform from the other side and then the next one needs to block to turn the miner around as soon as he breaks through all the wall on the right side. Very nice level, I enjoyed figuring this out! :)

Unruly 15 - Abstract Art Gallery Hard one to finish off the rank. Just like Unruly 7, I had most of the level figured out but came up a skill short because of using too many on the left side. My solution uses some RR tweaking to bomb inside the digger pit and use a glider so that he bounces off the wall to go back to the right to be able to build, and the bomber stops the digger and makes the left side still surmountable. Indeed, I checked your intended solution and what I used isn't required at all. I didn't consider your approach, especially since I thought it was going to be too expensive. In particular, I never considered using 4 constructive skills for the wide gap at the bottom. I've always considered only 3 skills for that. Oh well, good to know that the fiddliness in my solution isn't needed!   



One rank remains! Up at Outrageous 5, which I already had an attempt at but couldn't get it solved. I will try again later and I will post one final time when I get through the rest of the pack! ;)
Title: Re: Lemmings Plus Series
Post by: kaywhyn on August 31, 2022, 11:37:18 PM
Outrageous rank solved and hence I have solved all of LPV. My entire replay collection is attached, as well as more feedback ;)

Outrageous Rank Feedback

The hardest levels of the pack are supposedly found in this rank. Once again, a lot of wonderful levels here, and I was definitely challenged appropriately here!

Spoiler

Outrageous 1 - Insert Coin, Receive Lemming Nice somewhat difficult level to begin the rank. Here, I used a miner to lower the first basher so that he will hit the steel and turn around. As a result, I was able to save everyone rather than lose any :P

Outrageous 2 - Working Bee Another favorite of mine! Once again, variation on the Dolly Dimple builder trick, except you use a walker to create it to get your worker lemming. Same thing when releasing another later on. Finally a blocker is used to get everyone to turn towards the exit. I really love the way the entire level comes together when you figure out all the parts. Nicely done here!

Outrageous 3 - Drunk On Colors Somewhat difficult but another great one that I really liked. I love how the climber/glider does some of the work at first, most importantly to mine through the first wall in the middle and then make the landing platform with two builders before being sacrificed. Then a non-athlete does the rest of the path to the exit. I especially love the separation of two lemmings in the pit on the left in the starting area. I made mistake of getting the midair pickup with a builder, when in fact it's enough to simply glide.

Outrageous 4 - Simplistic Nightmare Decent level, although the hardest part here was simply the stacker and the basher to make a hole so that lemmings can still step on top of the stack coming from the left. The bombing to make the rest of the stack surmountable on the right side wasn't hard to figure out and is possible due to the asymmetric destruction mask. I originally thought there was going to be needed some timing with the two climbers, but turns out it's not necessary, as I didn't realize that the fall is not splat height until I saw that they don't splat. As a matter of fact, it's almost fatal, just safe by 1 pixel. Then it's not so bad. The only annoyance is that it might take a while before a lemming goes out to the right from the receiver. Not to mention the loud buzzing static of the teleporter sound.

Outrageous 5 - The Forgotten Beauty Surprisingly difficult, although in the end I found a timing heavy and unnecessarily fiddly solution. It almost doesn't work due to not having a climber available for the glider. You pretty much get it at the very last second before he turns around on the pillar. I did think to make the timing easier by mining so the lemmings in the pit can come out on the right side, but I think I kept being a skill short or I wouldn't be able to turn the climber back around to mine the rest out later. All in all, a nice level, with the hardest part being near the exit area. Also the OWW at the top middle is a very nice distraction and red herring.

Outrageous 6 - Lineouts Another hard one, mostly due to the 99RR. I kept having problems near the exit area, so I was wondering how to build over the gap and mine over the OWW. Turns out that I had the wrong idea of where to place the blocker, where it's used once the builder staircase goes a bit past the trigger area so that when releasing the blocker he can go on to the left to build over the final gap, but the miner exits since he does it before the exit trigger. Also I made the mistake of using two skills to contain the crowd, when a single miner suffices. I just thought that the area was too small for just a miner to do, that's why :XD: Again, a great level here!

Outrageous 7 - Code GREEN Certainly the hardest of all the "code" levels in the pack, so this one for sure belongs in this rank. You have to get from the bottom to the top with very limited resources. However, this one turned out to not be as bad as I thought. I did think about getting up from the left side, but that didn't work out as I was a skill short. I think it would had worked had I gone out the left side instead, so it's not necessarily the right side as the only solution, I believe. Nice challenging level to round off the once-per-rank of the pack!

Outrageous 8 - The Gold Rush The only hard part is figuring out how to get a lemming to go out to the left to glide over to the pit on the bottom left, which is where maxing out the RR for two lemmings comes in. I could had made the timing far less tight had I placed the blocker more carefully in order to turn the digger. I kept thinking he would get into danger later, hence why I didn't use that in the solution :XD:

Outrageous 9 - You Can't Bee Serious... Ah, there's the builderless level in the final rank of the pack. This time, instead of being near the end, it's around the middle of the rank. This is another great one, although I probably still like LPIV's the best, with LPA's second and probably this one a close second as well. The thing that took me a while to figure out was how to solve the problem of lemmings getting trapped in the pit on the far right if you don't even have enough climbers for everyone and you can't put a blocker and later release him due to being on steel. Turns out you need two groups, one group of climbers, another group of floaters. You could make some athletes, but why make things harder? Also, in contrast to the other builderless levels, this one is more on the smaller size of things. Thus, it was easier to plan out the solution.

Outrageous 10 - No Time To Die x 2Probably the hardest NTTD style level I have played and solved thus far, although if not then probably a close second to LPI's. As usual, 9-of-everything and a very tight timer of 2 mins. I initially went through the bottom just like yours and Icho's solution, but when I mistakenly saw that I wouldn't have enough skills I ditched it and went with builder up straight from the start instead. I failed to realize interrupting a basher midstroke with a builder before he would had fell due to standing on no ground. I also didn't think to vary either side rather than copy what I do on one side to both :forehead: Nice to see that the NTTD immediately follows the builderless level.

Outrageous 11 - Relentless Looks intimidating and difficult due to all the pickups everywhere, but this one wasn't too bad. In some of my earlier attempts, I almost had the level but would be short a skill or so. In the end, I used a stoner rather than all three builders at the start, although your solution shows you can indeed use all the latter in the starting area. What all the solutions have in common is that the basher pickups on the far right are red herrings, and so it seems the long wall to bash at the top is all a complete distraction. What I like about the level is that the pickups were a great guide to getting the level solved, as well as sending two on ahead, one to be a glider, the other a floater, to do the rest of the work to get the exit unlocked. Very nice puzzle. It's quite easy to save far more than the required amount :P

Outrageous 12 - Plan Bee Difficult one due to the high save requirement and the very urgent need to stop the splatting ASAP, which isn't easy to figure out. Seems that the platformer hitting another's to turn around is indeed the central trick required, as all the solutions I've seen use it. The rest of the puzzle was great, figuring out how to get to the exit with a very limited amount of constructive skills. I have a climber and some miners left. My solution gives a great challenge: Save 17! ;)

Outrageous 13 - Lost In Blue As namida mentioned on Discord, this is intended to be the hardest of the pack. Now that I figured out and know the solution, it isn't an extremely hard solution, as the only hard part is timing the miner and platforming from the far right side in such a way so that the miner cuts off some of the bridge but the platformer is still able to keep going to the left to do the rest of the work while everyone else is stuck in an infinite loop. I had the thought to do this at some point in the LP, but for some reason I didn't do it or didn't take it far enough, as I stopped short before realizing what could happen to allow you to get the level solved. I especially like the use of the stoner to fill up the gap in the platformer bridge to allow everyone to walk to the exit instead of being stuck in an endless loop. Very clever and absolutely my favorite! :thumbsup:

Outrageous 14 - Shift Over Ah, it's the no skills level where you don't do anything and simply let the level play out and everyone will make it to the exit in their own way depending on what athlete they are. Just like "A Walk in the Park" from LPI, except the RR is already maxed out for you. It's also the level with the highest lemming count of any of namida's levels, I believe. Yup, this is definitely the "hardest" level of LPV :laugh:

Outrageous 15 - To Infinity, Back And Beyond! I was kind of spoilered as to the type of level the final level of LPV would be from playtesting Icho's "Tribute to V" contest level from several contests ago. The crucial difference is that you have to save 4 lemmings and there are 4 limited exits that can only take one lemming each. However, I am mistakened in my LP in that I said cloners are available. No, all 4 come out of the entrance. Otherwise, they're similar in that you start with no pickups and that each section is color coded the same. Also Icho's level is harder than this one ;)

This level didn't take me as long as I thought it would. Some of my earlier attempts had me quite close but I ran out of the important/essential skills to do any more of the level. Also after watching Icho's solution it made me realize that I did the bottom right less than optimal. Still, this was a great level to finish off the pack, even if it's not the hardest. It really wasn't as bad as I thought.



All right, this makes another Lemmings Plus pack solved. At first, I didn't believe this pack being harder than LPIII, but now that I have played all of LPV, I certainly believe it now. Some of the later levels are quite nasty and difficult. In particular, there are even some in the Blissful rank that can catch you off guard if you don't pay attention to the details, such as when I did Blissful 4 and Blissful 8 :forehead: However, Blissful is overall a very doable rank, it's Touchy where things get difficult, with some near the end quite challenging. Then the difficulty continues to climb more with Edgy, and then overall the Unruly and Outrageous ranks were difficult throughout. I think the difficulty being higher than LPIII can also been seen in that very shortly in the Blissful rank you already get into very limited skillset levels and puzzles. There are a few open-ended levels past the Blissful rank, but they're far and few in between. Nevertheless, there were plenty of great levels I saw throughout the pack.

I immensely enjoyed LPV for the clever puzzles in many of the levels. namida has the belief that LPIV's his weakest entry, but I honestly disagree there, as LPIV is quite a strong pack IMO. LPV is even better, but I enjoy both of those packs.

Next Plus pack on my to-play list will be LPO2, as that is the next one chronologically, which is how I've been tackling the packs, except for Alpha, as I ended up doing that first, at a time long before I got into LPing level packs. However, I likely won't start LPing LPO2 until December at the earliest. The higher difficulty does worry me a bit, but I'm quite excited to get into the pack once I do so. So, be on the lookout for that LP and see if I will get through the pack, or get badly stumped at some point and not make any progress eventually :laugh:

Thanks again for LPV, namida! :thumbsup: 
Title: Re: Lemmings Plus Series
Post by: chrisleec728 on September 01, 2022, 01:27:35 AM
Yeah I'm pretty sure Colorful Arty said that LPV was hard from the get-go, but I really don't think so. That could be said of Alpha though, as I was stuck on the FIRST LEVEL. LPO II does start off easy though, so I wouldn't think it would be harder than Alpha.
Title: Re: Lemmings Plus Series
Post by: WillLem on January 11, 2023, 07:36:28 AM
Finished Lemmings Plus III today, including all but 3 talismans. This is an excellent pack, probably my favourite in the series of the ones I've played so far (I, some of II, III, some of VI, some of O and some of OII).

I solved all but 15 levels without any hints. The ones I needed hints for were:

Hints needed

Dodgy 2 If The River Runs Red - Unusable Bombers distracted me here tbh!
Dodgy 6 Seven-Way Security - I was one transposed miner/basher assignment away from solving this one, I probably should have kept going because I likely would have spotted it, but I was keen to move on
Dodgy 10 The Duck Level - I got most of the route figured out, but the relatively simple trick for allowing the crowd to ascend once the route is completed eluded me. I blame The Duck Song :crylaugh:
Dodgy 13 Speak Of The Lemming - I was doing all the right things in completely the wrong order for this one, definitely needed the hint
Dodgy 14 Flag Games - This uses a very clever trick that I probably wouldn't have spotted in a million years; brilliant level

Rough 2 The Perfect Storm - I kept being 1 builder short, and it came down to crowd control for the left side, so I needed to know exactly which technique was required; all of the ones I'd tried thus far required that extra builder.
Rough 6 The Lemming Redemption - I actually did more or less figure this one out (with regards to RR control), but I was digging in the wrong place so an extra 2 lems kept slipping past. So, rather than spend ages on trial and error, I hit the hints.
Rough 9 The Sacred State - I was completely foxed by this one and would likely not have discovered the trick without the hint, although I had worked out that it would come down to timing the climber assignments correctly. Very decent, clever level.
Rough 13 Livin' It Up - I was disappointed that I had to hit the hints for this one because I liked the simplicity of the layout. I had figured out that you needed to send a worker underneath to then turn, climb and mine, but I hadn't thought to contain the crowd near the starting area first, so I kept being a builder short. To make up for it, I optimised the solution to make it quicker and save an extra miner ;P

Fierce 4 Lost In Translation - Got very close with this one, just needed that final nudge to finish it off.
Fierce 5 Unpredictable Reaction - I knew I wanted to use the 'bomb up against the steel block' trick to contain the crowd, and only watched a hint video to make sure this was the correct method. When I watched your video, the pixel precision of the bomber placement made the solution suddenly very apparent and I was able to figure the rest out for myself. I wish I'd been able to get to this solution without seeing the hint, because it's one of the best levels in the pack. Had I been able to play it with timed bombers, there's a good chance I may have stumbled upon the solution by accident (although it's obviously impossible to know that for sure!) ;P
Fierce 6 Double Crosser - This one completely bamboozled me, I never would have figured this out without the hint. However. all it took was seeing the pixel precision of the bombers & blockers at the start (which is arguably the main trick of the level); I was able to work the rest out from there.
Fierce 9 Curiosity Killed The Lemming - Another one that I needed help with. Once I'd seen the solution, I feel like I could have figured this one out myself if I'd have given it a bit more time, so I went for a variation of the solution which doesn't use the floater :lemcat:
Fierce 11 Lem At Your Own Risk - I actually got quite close with this one, but as with many levels of this kind I wasn't sure exactly how to use the builders. I needed to watch the full solution for this in the end.
Fierce 16 The Final Stand - I figured the first part out for myself, as a couple of my own levels use the same trick of bombing to allow a builder to continue through an obstacle so I recognised it pretty quickly. From there, I had no idea how to get around the main obstacle, although I did realise fairly quickly that the top route was basically the only one possible. The save requirement and high concentration of tricks in a single area of the level makes this one very difficult to figure out without hints.

These are my favourite levels in the pack:

Favourite Levels

Timid 4 Roundabout Run - Enjoyed finding the talisman solution for this one, a good bit of messy fun
Timid 6 The Rebound - Another one with a good talisman solution, gets the puzzle motors whirring
Timid 7 Oh No! More Oddstacks - A good-looking lab level with 7 of each, more challenging than it looks and a good way to ease the player in to the difficulty of the later levels

Dodgy 5 A Lemming For Your Thoughts - Probably my favourite level in the cloud theme, this one is a great puzzle with an equally satisfying talisman solution
Dodgy 9 Synergistic Effect - I very much enjoyed finding the different ways of getting around this level, a great puzzle with a nice backroute for replay value
Dodgy 14 Flag Games - The trick in this level makes it one of the best in the pack, and a great showcase for the lab style


Rough 5 Dense Packing - A cheeky, experimental and above all fun level that showcases pre-placed lems nicely
Rough 7 Hardwired! - This one took me a while to figure out, and was extremely satisfying when I spotted the key to getting that darn climber to turn around!
Rough 8 They Say A Hero Will Save Us - Glorious little puzzle, another one which took me a while to unravel
Rough 14 Shmooth Shailing - I've seen a variant of this trick used in another Lemmings Plus level, so I spotted it quite quickly. Neat little level
Rough 15 Lem Particle - Probably a rank favourite, this is a really great blend of puzzle, timing and (to some extent) execution which is very reminiscent of the OGs. Played this one a few times to get the fastest time I could
Rough 16 Plan 10 From Outer Space - This one's a meanie! Took me nearly an hour to fathom out which assignments need to go where. Definitely worth it in the end though 8-)

Fierce 1 Dead Is The New Black - Brilliant! :lemcat:
Fierce 4 Unpredictable Reaction - A particularly clever level with a very elusive trick, arguably made even harder to find due to the lack of timed bombers
Fierce 7 Another X-of-Everything Puzzle - This one had me foxed for a long time, but it was very satisfying to finally get the solution down. Feels like a more open-ended level at first until you realise just how many obstacles there are to think about!
Fierce 15 You Knew It Was Coming... - The only level in Fierce that I solved on the first attempt. Love this level, great fun to hack through :thumbsup:

Although I have needed some help with solving this pack, I'm fairly happy with my overall performance. I've managed to get most of the talismans, including 100% saved on Dodgy 9 Synergistic Effect (which surpasses the 9/10 talisman) :lemcat:

It's a very difficult pack, probably just out of reach of most casual players, and perfect for those wanting an extra challenge after completing Lemmings 1 and Oh No! More Lemmings. It's a significant step up from the originals, with focus on more obscure tricks and pixel-precise execution, making it perfect for NeoLemmix's super-fine control system. Many levels offer multiple possible solutions, which is great to see, whilst others can only be solved by piecing together a very specific set of tricks and methods that players may never have encountered before taking on this pack.

The tile sets are pretty good in this one. Lab is my favourite (I've remixed it for the Slush World levels in Lemminas II!) with its instantly-recognisable blue bricks and green slime. Circuit is another good one with simple, easy to work with straight-edged shapes and surfaces. Meanwhile, Cloud and Martian feel much like the spiritual successors of the Dirt and Crystal themes; with their more roughly-shaped terrain and jagged steel pieces, these levels are challenging enough to navigate before there's even a puzzle involved!

Full set of replays attached. I had fun playing this, and I look forward to taking on the rest of II, IV and VI at some point.
Title: Re: Lemmings Plus Series
Post by: WillLem on January 16, 2023, 02:06:49 AM
The downloads in the OP don't seem to be working...
Title: Re: Lemmings Plus Series
Post by: namida on January 16, 2023, 04:22:57 AM
I tried a couple and they're fine; which one specifically are you having issue with?
Title: Re: Lemmings Plus Series
Post by: WillLem on January 16, 2023, 06:13:42 AM
Both the pack and the solution replays for all except VI do not download. A new browser tab opens and closes, and then nothing happens. VI works, and other downloads from elsewhere on the site are working. Both my ad blocker and antivirus software are set to allow downloads from the forums.
Title: Re: Lemmings Plus Series
Post by: namida on January 22, 2023, 07:20:28 PM
They work fine for me - must be something on your end.

You mention having to specifically set your software to allow downloads from the forums - do note that these downloads come from neolemmix.com, not lemmingsforums.net, if that helps. (However, Lemmings Plus VI is no exception to that...)
Title: Re: Lemmings Plus Series
Post by: chrisleec728 on January 22, 2023, 07:50:24 PM
I downloaded the packs from the NeoLemmix site, not this one, with no problem. However, yeah, in the past I do remember having trouble downloading some (but not all) of the solution replays from this site (with the same new browser tap opening and closing thing that WillLem mentioned).
Title: Re: Lemmings Plus Series
Post by: WillLem on January 26, 2023, 02:22:49 PM
I have now allowed www.neolemmix.com on both my AdBlocker and Antivirus software, and still get just a "tab open-close" upon clicking any of the links.

One thing I noticed is that if I right-click a link and choose "copy link address", and then paste this address into a new tab, it downloads the file.

I'm making this link (http://www.neolemmix.com/replay/LemmingsPlusI_Replays_V12.10-A.zip) just to double check if I can get it to work - EDIT. Yeah, it doesn't work...
Title: Re: Lemmings Plus Series
Post by: kaywhyn on April 04, 2023, 05:55:42 AM
Hi namida,

I have completed the first two ranks of LPO2. Replays attached and of course some feedback. Also, you already know, but for anyone else who's interested, here's my LP

https://www.youtube.com/playlist?list=PLbp2m4KlFpJtmylOFBwlFaSELAAa5I9Mx. (https://www.youtube.com/playlist?list=PLbp2m4KlFpJtmylOFBwlFaSELAAa5I9Mx.) Enjoy! :P

General Feedback

LPO2 is currently the third-to-last pack (with LPVI and LPA after, though there could be a LPVII in the future) in the Lemmings Plus series, as well as the second pack in the Omega series and sequel to LPO. Unlike other packs, LPO2 has a total of 70 levels across four ranks with an unequal number of levels: The first two ranks, Fluffy and Coarse, have 15 levels each, while the last two ranks, Spiky and Sharp, have 20 levels each. Currently, I'm nearly halfway through the Spiky rank, and will absolutely look forward to the remaining levels of the pack and seeing if I can get them solved! :thumbsup: Namida classes the pack's difficulty as extreme , but so far I haven't felt that's been the case, though that's probably because I have yet to be in the extremely difficult parts of the pack.

So far, this pack is quite high on my favorites list! :thumbsup: No doubt that I will definitely be struggling a lot pretty soon, though it's possible that I might just rip through the remainder of the pack. Who knows, but we'll see ;)

Fluffy Rank Feedback

The first rank of LPO2, in my experiences I would have to say the levels here are comparable in difficulty to the first rank of LPV. IMHO these levels felt a bit easier than those LPV levels, key word being "felt." Most definitely the hardest level of the rank I say would have to be Fluffy 10, as I really struggled here, though that's before I stopped to think about how to go about the level by logical deduction. Once I did that, then I saw that it's not super hard at all. The only other level that took a while here was Fluffy 15, but that's because I immediately went for the challenge solution of saving everyone, including all cloners. If you don't go for this, then it's a very easy level for the rank finisher, as you only need to save 1.

Spoiler

Fluffy 1 - Easy As A, Bee, C Nice level to start off the pack! The only hard part might be to figure out how to build to get up the level, but fortunately there is a way to have a spare builder in the end so that you don't necessarily end up using all of them.

Fluffy 4 - Dual Destinies Another good level, though a minor gripe I have is that it's hard to tell if climbers will be able to glide and land on the other side of the gap in the middle. The precision can definitely be lessened and it can be made a bit clearer.

Fluffy 5 - Backroute THIS! I'm going to assume that any solution is valid here from the level title. Not too hard but it's not trivial by any means. Perhaps the talisman solution isn't that much harder from any solution that can be found, though I haven't checked what it is.

Fluffy 6 - Yes We Can! Nice way you threw in two complete red herring skills in the skillset to throw players off :laugh: The nice thing is that you get to pick which skill(s) you want to be the useless one(s).

Fluffy 7 - I'll Bee On My Way Wow, I like this one! :thumbsup: I really like the cloning of the fencer on the other side of the wall to get to the exit and also for the fencer on the left side to connect with the fencer coming from the right so that they don't end up too high to splat from the fall.

Fluffy 8 - Bottom Of The Shaft The only hard part is here sending up two climbers close to one another so that you can stone the one behind high enough for the first climber to land on it to platform across to land on top of the wall. The rest of the level follows easily from this. Great level!

Fluffy 9 - Make The Right Choice I wasn't sure if it was intentional for the crowd to survive the fall after using a builder and platformer on top of the wall in the middle. I watched Icho's solution after I solved this, and he did it the exact same way as me. Then I watched another solution (I think nin10doadict's?) and saw that it seems that other ways are possible by setting up a way to stop the splatting from the far left structure. This seems more intended to me.

Fluffy 10 - Cell Network The hardest level of the rank IMO, and certainly to novice players it might even seem completely impossible. I struggled here for a while until I stopped to think about how to go about the level, which was to use the bottom lemmings to prepare the route so that they can stop the upper lemmings after they have dug for a while. Before this, I kept thinking to make them "waste" or not use a skill efficiently and hence why I kept coming up short on skills. Nice level!

Fluffy 11 - Edge Of The Universe Another great level though for some reason I kept thinking to assign the glider before he even falls off the starting platform on the right side :forehead: Here, is the locked RR absolutely necessary? ??? I can't see any backroutes that could result from it not being locked.

Fluffy 12 - Having A Blast Another one of my absolute favorites of the rank! :thumbsup: The only hard part of the solution is making two go out to the left while making sure the rest go out to the right to be contained at the bottom, but even this isn't too hard to achieve. I really like bombing a faller for the first wall to allow the platformer to get on through to patch up the gap at the bottom in the middle area with a builder.

Fluffy 13 - This Is A Zombee Level Seems like the intended solution involves freeing the zombie on top to have it die to the one-time bee trap, but it's definitely possible to solve the level without doing that by having the lemmings pass by the zombie at the right time so that they don't get infected. Seems like it's guaranteed to work every time when you use the blocker to get everyone all bunched up, though the first platformer assignment might need to be tweaked a bit if it doesn't work.

Fluffy 14 - Faster Than Light I actually played nin10doadict's 30 second level from his Lemmings Squared pack which he claims he made as retaliation of your level first long before I played this level of yours. I don't remember how long it took me, but I don't think it took long at all. So, when I played this level of yours and literally solved it in 2 mins, I was very confused what he found very annoying about this level. As he explained on Discord, he spent like 45 minutes failing on it because he didn't think to simply go over the top of the wall. I think certainly if you were given a minute like on "Straightforward" in Pimolems or the one from Mazulems then it should be possible to go through the wall at the bottom part way before surfacing at the top, but with only half the amount of time given I never considered going through the wall. Let's say I've played too many levels of this kind before so therefore I know what works despite how I haven't played something like this in a while ;) Interestingly enough, it still took me about a good 10-15 minutes to remember how to do Pieuw's level, and this was me coming to this level long after I gave Swerdis and David hints on it when they went through the pack! :laugh:

It's amazing that the final lemming of the crowd exited right when the timer was up! :laugh:

Fluffy 15 - Drop Them Lems Again Again, a really easy level if you don't go for the challenge solution of saving everyone plus all the cloners since you only need to save 1 similar to the level from LPO, but it becomes a much more significant challenge when you go for the maximum save. This took me about a good half hour as a result. During the process, I kept realizing better and more efficient ways to save skills, such as how to save the walkers to make the splatforms and the stacking to make turn around points. For the part on the bottom right, I could had used a stacker to ensure that it won't be splat height, especially since it wasn't clear at all with the builders I used there that it's enough to prevent the splatting. 



Coarse Rank Feedback

Levels are just a tad bit harder here, but IMO not a whole lot harder than the ones in the previous rank. Coarse 14 is probably the hardest level of the rank, though I've already used solution elements to solve a level from Crane's Cranium Preview pack before, and hence the only reason I got stuck here was due to that solution escaping me for a long time :XD: So, it's not a very hard level but it's still challenging IMO since it's a hard to see solution.

Lots of great levels in this rank! :thumbsup:

Spoiler

Coarse 1 - Space Oddity Another great rank starter! Not a hard solution to figure out, although I at first used the first platformer at the wrong spot instead of for the gap at the bottom. That digger at the top to destroy the wall to allow the contained crowd before the exit to release them is clever.

Coarse 2 - Eat Me Seems like I backrouted this completely :P Still, nice level.

Coarse 3 - A Mind Of Their Own Seems like the intention is to use the builder staircase to keep the fencer going in order to make things easier. It's possible to solve the level without this, though this seems like it makes it just a tad bit harder. Once again, another good level.

Coarse 4 - Call Of A Desperate Lemming Another quick solve, though I still say this isn't easy. I'm actually really surprised this was one nin10doadict couldn't solve. I'm sure he came really close a few times, though. Most certainly the hardest part is simply preparing the gaps/splatform on time before you end up losing too many, which is easy for it to happen despite the RR being the equivalent of RR1 on Old Formats NL.

Coarse 5 - Tactical Drops Wow, very nice no skills level and the best one so far I've played to date (I think the only other one I've played is from Strato's Paralems pack). It's really just a puzzle involving figuring out how to get the preplaced athlete past both the trap and teleporter at the start, as well as how to get to the buttons that the preplace lemming himself cannot push. Once you achieve that, the rest is easy, though as namida told me on Discord my back and forth maxing out the RR and dropping it back to the default was absolutely unnecessary, as really all one needs to do is to set the RR high enough so that every other lemming gets killed by the trap but not so high that lemmings will slip by the teleporter too.

Coarse 6 - The Arcade Not a very hard level but it's still isn't easy. I did have some trouble figuring out how to a get lemming on the exit platform to go in the right direction to build a landing platform for the others, but then I remember building and mining into steel to achieve that. Nice level.

Coarse 7 - Race Condition Another level that I was stuck on longer than usual, but that's because I kept seeing that the builder kept on splatting after building and hence I got very confused as to how to get him down to the other parts of the level to place the stackers to keep the digger going. I really like the use of the blocker here to hold him in place in order to allow the digger to catch up so that once freed the other lemming won't get himself into danger. I really like the way the timing works out when the solution comes together!

Due to the splatting, I think the precision here can be reduced to allow more leeway in allowing him to drop down safely :)

Coarse 8 - Stolen Valor Another nice level, though losses do add up quicker than I think they do. I really like the basher to remove the terrain underneath the splat pad so that everyone else doesn't splat, though this seems a bit precise to place but it's not too big of a deal since there is frame stepping to help with it. I also like using a walker to turn a lemming around on the far right to get into position to bomb through to the exit. That part is a bit tight, though, as you have to be pretty quick with those skill assignments.

Coarse 9 - Deep Exploration Ok, I watched my solution and for some reason didn't realize I was a dumb dumb and that I didn't need to do the whole maxing out the RR at the start and that instead never realized that I bombed the wrong floater :forehead: Instead, I found another solution where the timing is far tighter and as a result had some super precise skill assignments and hence it was all self-inflicted :XD: Still a nice level though.

Coarse 10 - Sharp Minded Lemming Nice medium difficulty where the solution becomes quite clear once you realize the basher is for the very long green section. Before, I thought that the solution involved going over the top to destroy the OWW from the other side, but this is completely wrong. I momentarily forgot that left OWAs don't stop diggers :forehead:

Coarse 11 - Compression Chamber Another great level. Certainly the hardest part is figuring out how to contain the crowd, and I can definitely see this one leaving novices at a complete loss. However, I learned the trick of a stoner being able to connect with the ground if you do it one pixel above the ground from Strato's LWT pack, so that wasn't the hardest part for me. Instead, I struggled far more with how to release the crowd once the path is done. I also incorrectly thought to clone the glider at the start for the second stoner on the left side, but then I realized a much more efficient way to contain the crowd by stoning underneath the entrance. Then it was just a matter of realizing that you must clone the miner late enough so that everyone can step up into the miner tunnels and that the platformer will be low enough to destroy the stoner that's holding back the crowd.

Coarse 12 - Lemming All-Sorts O.o I really like this one too! :thumbsup: I figured out the bashing out the two blockers pretty quickly, but it took me a bit of time to figure out the glider at the top is enough to get across the water gap so that no blocker is necessary to turn him around :forehead: The rest was an easy solve after that realization.

Coarse 13 - Oh No! Space Zombies! Nice short level that's hard only if you don't realize to assign a stoner to a digger that's still facing downwards after he has broken through the terrain so that he goes through the ohno animation. I remembered this from watching your intended solution to the final level of Doomsday Lemmings from a while back, though it kind of helps that there's a level from Armani's Xmas 2021 pack that requires something similar. The rest should be very easy after one realizes this.

Coarse 14 - USS Lemnterprise My first roadblock of the pack, though that's because the solution escaped me for quite a while. The solution is definitely reminiscent of the Tricky 18 no bomber solution which is enforced in Crane's Cranium Preview pack which I greatly struggled with as well. Both levels are typical looks very simple but is deceivingly hard. After finally realizing it's just that trick from Crane's level, turns out it's not a very hard level but it's still challenging IMO. I ultimately like this solution where the crowd goes on a bit of a detour which allows the basher just enough time to get through the wall. Even then, I still tried a lot of other stuff by seeing if there might possibly be something hidden, but no, no nasty tricks or elements. Just a very hard to see solution, though just with the builders. The digger and basher are obvious once you realize the only way is through the big wall on the bottom right.

Coarse 15 - The Troublesome Trio Strike Back To round off the rank is an excellent level and another great favorite of mine :thumbsup: I really like how the different specialists do different parts of the level to keep everyone safe and then everyone eventually converges on the bottom right to get to the exit. The hardest part to see here was building in such a way at the bottom middle area so that you don't get across the water completely but the glider is able to since he opens up his glide early enough so that he doesn't land in the water, while the swimmer can simply access the water and make his way to the bottom right to prepare the gap before the other two arrive. Nice job here namida, and I can definitely see why Armani made a tribute to this type of level for his Uncharted pack.

As of this post, I'm currently up at Spiky 9 and most definitely look forward to the remaining challenges and seeing if I can get through the ones that even other solving greats couldn't solve and eventually falling a bit short of solving all the pack! :thumbsup: Thanks again for the luck :)
Title: Re: Lemmings Plus Series
Post by: kaywhyn on April 05, 2023, 07:41:11 AM
Spiky rank completed. Back with more replays and feedback ;)

Spiky Rank Feedback

In contrast to the previous two ranks, the levels here present a huge difficulty spike. As such, the levels in this rank are tough, though I managed to breeze through the first half with not too much problems. It's the second half where the levels really tested me and I absolutely felt the pack getting really hard. Even then, I surprised myself by saving them much faster than I thought I would. It was really the final 5 where those took some time, with the rank finisher taking the longest.

In any case, a lot of great levels in this rank and LPO2 still remains quite high as one of my favorite packs! :thumbsup:

Spoiler

Spiky 1 - Ain't Over Til the Fat Man Sings Right from the get-go for the rank I felt a huge increase in the difficulty, though that's probably because I managed to solve the level without using one of the builder pickups. It seems that's exactly what the locked RR was meant to do, to block off the timing solution I used of finishing the gap on the right side before anyone slips by. This is easily fixed by increasing the number of lemmings, though. Still, nice level to start off the rank.

Spiky 2 - The Space Bar One of my favorites! I especially like the bombing of a blocker to release one more lemming after we let one go on at the start and then bash when in the bomber hole to temporarily delay the others to allow the workers enough time to forge the rest of the path. Seems the second blocker is to make the execution in the middle part easier in case it doesn't work out as smoothly as it should had.

Spiky 3 - Sweet Steps Another great level, though I made it harder than it needed to be. After watching Icho's solution, I can't believe I didn't realize that one can release a lemming out to the right with just a glider with a lemming straight from the hatch. At the same time, some of my earlier attempts could work had I realized to start the mining while the builder in the middle platform is going so that no one slips by the builder. Oh well, I brought this on myself, but it does show that it's possible to solve the level without doing the builder/miner combo twice. Again, if you wanted to block this you could always either lock the RR or increase the number of lemmings.

Spiky 4 - Flooded Shaft Nice medium/hard level, with the only hard part being a well-placed bomber to allow the swimmer a way to get out of the water but at the same time blowing through the left side so that he can bash through the OWW to rescue the crowd from drowning. Luckily, the save requirement isn't super tight.

Spiky 5 - Mushroom Rock Road One of the hardest levels of the rank IMO. Other than keeping the crowd safe, certainly the hardest part was through the middle of the mushroom cloud and making sure to not lose too many. I watched Icho's solution after I solved the level and that's quite clever to use a bomber to stop two of the diggers. I kind of knew that the way I contained the crowd with a digger and a builder wasn't intended :P Still, nice level, especially with the design of the mushroom cloud itself ;)

Spiky 6 - Playtime Somewhat hard but another excellent level that I solved fairly quickly! Before I got the working solution, I kept trying my darn hardest to seal off the gap before the next one slips by him. Luckily, I noticed the save requirement early enough to abandon this not too long after. After that, seems like the hardest part is just the timing, where you need to release the blocker with a digger after everyone is going out to the right and then mine the wall to allow the others a path to the exit before anyone turns around at the bottom. It's definitely great when the solution works out though!

Spiky 7 - Worker Segregation Yet another favorite of mine that I too solved quickly! I do have a minor nitpick in that it seems quite precise to get a glider to land at the bottom after the lead lemming from the left entrance platforms for a bit, but maybe it's a case of me making the solution a bit harder than it needed to be. I really like the whole multitasking so that all the timing works out before anyone gets into danger. I didn't have to use the floater, but I'm guessing I still pretty much got the intended solution ;)

Spiky 8 - The Workshop Great level here too, though the funny thing was that the solution immediately dawned on me once I did the actual builder/miner combo, as I forgot that you can use a miner tunnel to bash through to the exit :forehead: That part had me stumped due to the multiple walls when you only have a basher. I could had gotten the talisman the first time I solved it, but I think it was due to how I saw that I lost the climber while the builder was going and hence I didn't bother to try and save him too :-\

Spiky 9 - Three Point Plan Looks hard due to the splat hatches, and it is somewhat, but this one wasn't as bad as I thought. Once you realize that you must go over the top with one of the hatches, then it becomes a little bit easier. My solution would had failed had it not been possible for the climber to turn around after platforming the gap on the right side, but luckily he does, you just need to place the digger correctly.

Spiky 10 - Watchtowers Wow, one of my absolute favorites of the rank! :thumbsup: Another case of looks simple but is actually deceivingly hard and will likely look impossible or even be impossible especially for novices. I really like the red herrings of a player thinking you might need to bash at the bottom and then catch him with the platform at the top with the other worker. Turns out to be very wrong. The solution is far more impressive than that, where you get the worker who makes the bridges to the exit to turn and dig at the sot so they both can climb out of the bottom later. Very clever to dig the left-most blocker free with the final lemming from the entrance and then platform to stop once low enough. I have to say I really loved the way I reasoned out the solution verbally in my LP :laugh: Nice job here, namida! :)

Spiky 11 - Big Boy Zone This level was a quick solve because I almost immediately saw the builder/miner combo, and the absence of floaters/gliders locks in the miner on the huge wall by the exit. The rest of the solution follows easily from these pieces. Another favorite of mine! :thumbsup:

Spiky 12 - Just Another Lem In The Wall This level is essentially a bigger and harder version of Fluffy 15 but without a very tight timer and no digging destructive skills whatsoever, with bombers as the only skill that can destroy terrain on this level. I really like the very distracting red herring of the number of climbers matching the save requirement to make you think you can just send over the climbers and be done, but you still need a bomber to get down safely on the other side and hence you'll be a bomber short. I also thought that maybe you need to bomb on both sides of the wall, but this seems to require at least an additional 5 bombers. Then it dawned on me that the real way is to climber bomb to get high enough to get in the bomber holes to platform and repeat this until you get high enough to be able to go over the wall with well-placed bombers. I especially like the whole platforming for a bit so that you can place the bombers better on the far left side. Quite clever. And yes, I could had saved an additional platformer by doing it a bit lower so that there wasn't a pixel gap that required an additional platformer :laugh: Very nice level!

Spiky 13 - Zombie Fence Harder than I thought and hence took longer than it should had, but that's mostly due to how I tend to not be so good at zombie levels myself. Before I found this working solution, I kept running into problems with not having enough platformers because I didn't do some part of the level correctly. I guess my solution could easily be blocked with a time limit, though that probably means the solution might be a bit more obvious. After watching Icho's solution, I definitely could had came up with the blocker and then a basher to free it, as I was thinking it's possible to use a digger on the pillar before the exit, but I kept locking a basher on it instead :forehead:

Spiky 14 - Hot Plate Hard one but an excellent level and one which goes on my favorites list! :thumbsup: The hardest part was certainly figuring out how to get someone on top of the platform at the bottom to build to the wall, but I dawned on a well-placed bomber and then a glider with a lemming from the entrance early enough. Using a blocker to bounce off that glider after he uses the teleporter to land on top of the pole to dig to release everyone is very clever! After that, I realized a problem with some going to use the teleporter, but shortly after I realized that's what the other blocker is for. Nicely done with this one too, namida! :)

Spiky 15 - Don't Forget! Maybe not as hard as the previous level but still challenging. The hardest part of the solution to see was extending a basher with a platformer. It certainly looks like one should be able to go over the top part of the level to drop from the other side to do the work, but nope, everything is done at the bottom on the same side. Once I realized the solution, then it was just a matter of getting the execution down. I had to adjust the digger position several times so that no one slips by the builder as well as the athlete doesn't get stuck in an infinite loop. I admit this was a bit frustrating after a bit, especially once I finally got the timing correct but then the latter from the previous sentence happened :-\ I still like this level, though ;)

Spiky 16 - The Prototype Probably a bit easier than the previous two but still challenging to an extent. Getting over the obstacle in the middle I would say is the hardest, but luckily you have walkers for canceling a stacker, and indeed one is used for that. Indeed, that trick of isolating another worker after building up with a walker from LPV returns here, and then the only hard part remaining is to time it in a way so that you platform to catch the climber from above to prevent him from splatting but then the climber platforms to the exit on time before the first one can slip by to the bottomless pit. Then a blocker to release the crowd. This is a great level too! :thumbsup:

Spiky 17 - Brute Force Even though I knew this level might take a while, I decided to tack it onto the same video as the previous 4 levels, as I recognize this level as requiring just the trick of blocking to turn a fencer and then using the other skills to keep it going as the only thing needed on this level. This ended up taking me about half an hour before it finally worked, so yes, I did go a bit long for the video, but I still wanted to get this level out of the way so that I could possibly finish up the remaining 3 levels of the rank in the next video. That was the case, but it went long all due to the rank finisher taking longer than I thought.

In any case, I'm aware of the whole thing about designers probably shouldn't make levels relying on the trick because of how very precise and fiddly it is and due to how the fencer easily gets interrupted with even a slight change in the slope

Spiky 18 - Lemming Chaos Out of the final three for the rank, I would have to say this is the hardest one. There were so many possibilities that look like they could work, and I even like some of them, such as the builder/miner combo and a cloner to get through the OWWs, but then there was a problem of making a turnaround point for everyone. I'm not sure if it's intended to contain the crowd with a miner and builder, though. I do use the trick of a well-placed stacker to bounce the gliders back towards the exit, which is something I learned on a level from Armani's Xmas 2021 pack. I have a platformer left, so I'm sure something in my solution isn't intended (my guess with the miner and builder to contain the crowd, as mentioned, isn't intended I think), but it's probably pretty close. Still a nice level here.

Spiky 19 - Take A Bite Not as hard as the previous level but still deceivingly tough for a 1-of-everything in 6 skill types. This is one of my favorites though, as I really like the solution here. In initial attempts, I kept thinking to turn the basher around at the top, but you'll be a skill short this way. Instead, the hardest part is to make the digger and miner meet at about the same time so that the miner can use the digger shaft to climb out to the left but then you need to make the digger block soon after everyone has went back out to the right. This level is quite clever, I like it a lot :thumbsup:

Spiky 20 - Scenic Route Looks simple and that it could be backrouted, but I couldn't :laugh: This is actually deceivingly tough as well, probably about the same difficulty as the previous level. It's quite hard to see the digger and then making him block once low enough, as well as the builder/miner combo at the top. Before I finally realized that for the top of the level, I kept using a builder on the railing track to turn around. After piecing the parts together, then once again it was a matter of getting the solution to work, as I kept losing lemmings before the gap was done. I did make the mistake of doing all the bridge work from the right side, when in fact you can do part of the work with the basher after he breaks through the wall. The time limit is quite tight here, though, but at the same time maybe I could had saved more time by letting the climber turn around and then once he comes back the miner would had destroyed all of the wall to allow him through so that he doesn't turn around again and hence waste more time.   



All rightie, made it to the final rank of Sharp. I better brace myself for the hardest levels the pack has to offer. Now, the quest begins to see if I can solve the levels in this rank that some other solving greats couldn't. Can I do it? Tune in and find out if this will be the rank that will also defeat me, or if I'll survive the onslaught and make it to the end to join the short list of those who have completed the pack, which I know includes Icho, Armani, and joshescue. Wish me luck (though namida already did so before I even began the LP)!
Title: Re: Lemmings Plus Series
Post by: kaywhyn on April 09, 2023, 04:57:38 AM
Sharp completed and hence I have solved all of LPO2 :thumbsup: My entire replay collection is attached.

Sharp Rank Feedback

The final rank of the pack and hence these should be the hardest levels of the pack. Indeed, a lot of these levels are quite hard, some of the hardest I've ever played from namida. However, overall I didn't struggle as long as I thought I would on them, with Sharp 18 taking the longest before I solved it, which IMO is the hardest level by namida, even more than Wasted Talent from Lemmings Plus Alpha. At the same time, I absolutely enjoyed the challenges in this rank, and there are plenty of remarkable gems! :thumbsup:

The hardest Sharp levels IMO are Sharp 3 (whether Old Formats with radiation or not), Sharp 7, Sharp 9, Sharp 11, Sharp 13, Sharp 16, and Sharp 18. Don't get me wrong, I still found other levels in the rank hard, but not as much as the ones I've listed.

My favorites: Sharp 2, Sharp 6, Sharp 7, Sharp 10, Sharp 11, Sharp 12, Sharp 15, Sharp 18, and Sharp 20

Spoiler

Sharp 1 - Then Came The Lemming... Nice somewhat challenging level to start off the rank. The size and pickups make it a bit daunting but it's not too bad. I totally abused bashing into the wrong facing OWAs to turn to hit the button at the start, as well as fiddle with the RR to send two climbers close to one another so I can platform and then the next one drops off the bridge to hit the button to the left of the exit ;)

Sharp 2 - Cop This! Another nice level and probably either the same difficulty as the previous or just a bit harder. My only criticism is that the miner on the far right is a bit precise, as the right-facing miner almost breaks through to the right level edge and when cloning the wall is still almost barely too high for the others to step up into. I did make the mistake of platforming up the very tiny gap where the yellow block is, but once I took a step back and thought about where the platformers needed to go then I had a bit of an easier time with the level. I like how the splatform for the crowd needs to be done after platforming up the gap on the other side of the wall so that the crowd won't be in danger after bombing them free from the left side. Platforming up the gap right by the exit is quite genius too.

Sharp 3 - Ground Zero Probably a bit too hard for its position. There's a lot of possibilities which seem they might work but they don't. Many of my attempts had me temporarily containing/delaying the crowd at the top of the hill rather than where the steel is near the entrance. Some of them might had worked if the glider was faster in getting the bridge work done or if the crowd didn't break out so soon. There was also a time when I used a fencer to be delayed by the builder staircase so that no one dies, but then eventually the crowd gets trapped after it hits steel. It was a very hard to see that the glider is the sacrifice, though I wonder if it might be possible to rescue him as well by digging at the top so he doesn't glide over it ??? I could had done that if I didn't need it to delay the crowd before the final gap to the fence lattice. Nice level nevertheless, but again I think this level is hard for its position.

Sharp 4 - Nom Nom Nom The only hard part is the beginning with getting everyone down safely so they don't splat. I thought that maybe the way to go is to glide to the top platform on the other side to do the splatform, but then there would be problems with keeping everyone safe if the splitter sent some the wrong way, for example. I really like the bombing a blocker to release one more worker lemming and getting into the hole to bash and delay everyone to give the workers enough of a chance to prepare the rest of the route. It's also to make it a safe fall for everyone after a builder is used at the bottom to help with it. Nice level here.

Sharp 5 - That's Not Gonna Fly The only hard part here was seeing the digger cancelling another one. I tried to avoid using the digger to do that, but I believe not everyone makes it into the digger pit on time before splatting. It is a bit precise, though, especially since the distance for the others to walk around while the basher is making his way to the left to contain the others isn't long before the digger himself breaks through. The rest of the level is easy once you succeed with this, as it's just the same send two on ahead to do the rest of the path.

Sharp 6 - It's Not Meant To Bee Great level! It was a somewhat fast solve due to seeing the stacker to make a climber friendly wall early. Even then, the level is still challenging after that, especially with getting the climber and lemming who placed the stack and is trapped on the left side of it to sync up at about the time the non-climber finishes platforming. This is my only criticism where it is quite precise since even before the final 3 bricks the other one will likely splat. Just like Coarse 7, consider reducing the precision here as well. Other than that, I really like the very appealing red herring of going through the bottom but it won't work. I really like how the climber goes over to do the remaining gap and then mine to the exit, while the non-climber fences through and then you have to use the walker skill to turn him back towards the exit after.

Sharp 7 - Odyssey Hard level, especially since there's a few possibilities here which look they might work but they don't. Even the actual solution seems to make players think they hit a dead end. Indeed, that's exactly what happened, as it took me a while to realize that the glider is actually right above the exit trigger and can indeed get into the exit via the bomber skill or the nuke, the latter which I used :P I told namida that if he really wanted to be cruel he could take away the bomber skill, but then that would disrupt the X-of-everything skillset in the full 8 skill panel slots. So really, this level did quite a nice job in making me think that having just a miner and a digger left was not the right approach. I also totally forgot about using the bomber skill after the digger finishes all because I said that the bomber is completely useless very early in my solving attempts. This was a level whose solution came to me just as I was typing the video description for uploading to my YT channel :laugh: In any case, great 1 lemming level that is still deceivingly difficult.

Also as a running gag this is the only level in the pack where I got cursed with the Abstract level that plays the Bridge to the Universe track :(

Sharp 8 - Roster Shuffle Another great level. The hardest to see was that the builder is the correct skill to use to seal off the gap instead of a platformer, as I incorrectly assumed your only loss is the climber when in fact it's the lemming that slips by the builder at the start. Once I realized that, the rest of the solution followed easily, though I still struggled with reasoning out how to do the top middle area where the red square blocks are.

Sharp 9 - Lem 51 One of the hardest levels of the rank IMO. This one took me a long time before I solved it. Certainly the hardest thing to see in the solution is the miner being used to release a lemming from the basher tunnel on the far left so that you can get one into position to platform to make a splatform for both entrances. However, I massively overcomplicated the solution by using a midair walker to mine to release two lemmings close to one another via the 99RR :laugh: It still only finishes a second earlier though. Nice level but quite hard.

Sharp 10 - Sweet Tooth In contrast to the previous level, this one only took about 20 mins to solve. Nice 2-of-everything level that was a great challenge to figure out. The skillset is quite tight and hence figuring out the best skills to use for the solution is a nice challenge. Here, I used a timing heavy solution of platforming up the gap before I lost any lemming to the water and therefore I saved 1 over the requirement ;) Still some nice usage of tricks even if it might be possible to solve the level without them :P

Sharp 11 - Impossible, You Say? Great hard level here and one of my favorites, especially with the miner through two sets of builder staircases in going in different directions via a blocker. Like Nepster, my only criticism here is the precise digger assignment and for one lemming to slip by the climber to block, as you will need the climber for later in the solution. Otherwise, excellent level.

Sharp 12 - Drawing Dead I was wondering if this was the level which required knowing the fundamental difference between a blocker and a stoner, as I remember Icho mentioning in his United Creator's commentary that this is a trick he learned from this pack. Indeed, I correctly guessed it is even before I had started playing the level. Yes, I think I would had been more mind-blown had I learned the trick from your pack first instead of United, but nope, it's the other way :P Still, this is definitely one of my favorites of the rank!

Sharp 13 - It's Zombie Time! Very hard level. I kept trying to contain the crowd on the starting platform and kept failing in so many ways until I finally found one that works. As usual, it's another one where I really overcomplicated the solution. I also incorrectly assumed the climber would climb out to the right and get into danger, but that was before I had a chance to see if he actually does. So, another case of coming to an incorrect conclusion before I have tried or seen it in action. I think this level would had been solved much earlier otherwise. I watched Icho's solution after I solved it to compare, and it turns out I did indeed have the right approach to contain at the bottom where the water gap is, I simply used the wrong skills to do so, where I used a basher to contain rather than a digger :forehead: Well, nice level regardless, even if I was stuck here for a while.

Sharp 14 - Death Trap In contrast to the previous level, I shot through this level in about 5 mins! As namida confirmed to me on Discord, this is one of the easier levels of the rank. Really the only hard part here is to contain the crowd at the start with a somewhat short time frame, but other than releasing both blockers later on a thin platform, it's an easy level. I still enjoyed this one, especially since it was a nice break from all the mind-numbing difficult levels of the rank.

Sharp 15 - A Huge Incon-bee-nience Somewhat hard but another great favorite! I'm pleased to see that the bombing a basher midstroke to release a worker lemming is intended, though namida has stated that the level is possible without it, and indeed Icho doesn't use it. The hardest part of the level is figuring out the most efficient route through the level without running out of skills. Don't be fooled by the amount of platformers/builders, as they run out very quick. The only unintended part, it seems, is the spare platformer I used to turn the worker back to the right after I interrupted him midstroke with a builder. I really enjoyed working my way in solving this one.

Sharp 16 - Lemming Mangler Another really hard level that doesn't look hard due to a seemingly generous save requirement and a nearly simplistic layout but is quite a toughie. This honestly is a bit too fiddly for my liking, though it might just be due to how I solved it. It took me quite a while to figure out the blocker and fencer usages. I even thought to release a blocker on a builder staircase with a fencer, but I gave up on it after a while since the blocker wouldn't get released. I think the only reason I got it to work with one builder staircase is due to stretching the bridges instead of making them line up perfectly, the former which you can't do anyway since you only have one builder. The time limit might seem very generous as well, but this is actually a bit of a false sense of security. This definitely reminded me of another machine level in I believe LPV, except it's with a teleporter and keeping everyone from slipping out to the right was the most frustrating part of it despite how very fast it is.

Sharp 17 - Broken Arrow Another level where I used an unnecessary timing heavy solution. It ended up with me fiddling around with the basher assignments until I found one that works where I could just platform up the gap without anyone slipping by. I did think to use the platform to extend the basher, but I didn't see how to make it work, especially because I saw how bombing the fence wall away resulting in them getting fried by the acid. Somehow I did think that getting up the lattice was intended, I just didn't think about it enough :forehead:

Sharp 18 - Insanity Plea Definitely the hardest level of the pack, so I'm in agreement with Icho there. Rather than record a second video of me playing the level in real time, I decided to solve it off-camera instead of take the risk of fiddling around and my attempts not working if it was indeed supposed to be a very fiddly solution. Turns out the level has a very clean solution with just a minor timing part at the start. Before I finally found the solution, I kept thinking to make a splatform for the lemming that pushes the left-most button, but this turns out to be very wrong. Instead, he becomes a bomber sacrifice to release everyone contained at the bottom at the start, as the bomber destruction mask reaches quite far vertically. This is very hard to see in the solution, as well as the platformer above the pit and a stacker to release a non-climber from the pit. I especially like how a climber goes over the wall at the top to become the bomber sacrifice. Definitely one of the best levels I've played and figured out without a hint (I solved all of the pack without hints, though of course I'm not unique in that regard since the others who solved all the pack did the same). Nice job here, namida! :)

Sharp 19 - Struck Out Definitely not as hard as the previous one, though still challenging. However, I'm surprised I figured out the level faster than I thought I would, and I even avoided the curse of the Abstract levels here with this Bridge track :laugh: Surprise, surprise! I watched Icho's solution after solving, and I'm surprised to see that our solutions are pretty much the same, save for how we did the beginning part. Nice level nevertheless, though still can be hard to figure out.

Sharp 20 - The Lem Goldberg Contraption A really rare large level of the pack, though not as big as LPIV's or LPV's or LPO's final levels. This level is still no slouch, but once again nowhere near as hard as Sharp 18. I think it was a quick solve due to how I saw the very long miner through builder staircase quite early. From there, it was just simply refining the solution in a few different areas so that no one gets into danger or gets stuck somewhere before the work gets completed. Very nice level to round off the pack!

As I have completely solved LPO2, I have joined the short list of those who have done the same, which includes Icho, Armani, and joshescue. So, we have found out that the answer is a definitive "yes, kaywhyn can solve the pack instead of getting stopped dead in its tracks in the Sharp rank." I thought Nepster was another one who was able to solve Sharp 18, as I saw a replay of the level in his collection, but now I understand that he didn't once I read the spoilers after I finished the pack. Also, as mentioned plenty of times, this pack goes straight onto my favorites list! :thumbsup: One of the best level packs I've played and solved in a very long time. Interestingly enough, Nepsterlems remains as the only really hard pack I haven't completed, since I've been stuck on Black Hole 1 for almost 3 years. I hope to change that soon, but I don't know how long it'll be before I finally get it solved.

I will have to say that IMO LPO2 is a bit harder than LPA. The Obliteration rank, the final rank in the latter, honestly wasn't that bad, though it's most likely due to how I've backrouted a lot of the levels if my memory serves me right :P Sure, I went through both packs quite quick, but that doesn't mean I found the packs easy by any means. With LPO2, I certainly starting feeling the high difficulty once I got into Spiky, as I felt a huge increase in the difficulty from the get-go with Spiky 1. Overall, the Spiky rank wasn't so bad, but definitely around the middle and end it did get quite hard. Then comes along Sharp, where they tested me even more than Spiky. They're an even bigger step up in difficulty from Spiky, culminating in the very hard Sharp 18 (which is harder than Obliteration 14 IMO), but as mentioned before so many favorites of mine in both ranks! :thumbsup: 

Great job with LPO2 namida, and I will absolutely look forward to taking on the remaining packs of the series, LPVI and LP3D, in the future! :thumbsup: Hope you enjoy the rest of my LP whenever you get a chance to watch more ;) That reminds me, I need to get video solutions up to LPA sometime! Will get them up as soon as I can and whenever I'm able to in the upcoming days.
Title: Re: Lemmings Plus Series
Post by: kaywhyn on August 17, 2023, 05:19:48 AM
Hello namida,

I have completed the first two ranks of LPVI. Replays attached and of course some feedback ;) In addition, I also have an LP of the pack:

https://www.youtube.com/playlist?list=PLbp2m4KlFpJsNVlgF7uQwPHw28A59y8Yx (https://www.youtube.com/playlist?list=PLbp2m4KlFpJsNVlgF7uQwPHw28A59y8Yx) Enjoy! :P

General Feedback

Not counting the Omega packs or Holiday Plus, LPVI is the sixth pack of the main Lemmings Plus series, after all the packs LPI up through LPV. Here, the difficulty of LPVI is intentionally dialed back after some users have complained about LPV and LPO2, the two packs before LPVI chronologically, being too hard. They're right about that of course, but there are also some users, like me, who love hard levels in the game of Lemmings and therefore didn't mind the high difficulty of the packs. Let me reiterate that while I prefer hard levels, the truth is I love levels of all difficulties, and easy levels are certainly a welcome sight after playing nothing but hard levels for a while.

In regards to the pack structure, LPVI is slightly longer than either LPV and LPO2, though not by much. The former has 80 levels across 4 ranks of 20 levels each, while the latter have 75 and 70 levels, respectively. LPVI features 3 new tilesets: Garden, Bridge, and Basement. I've already played some levels in the latter two before playing LPVI, while I think LPVI is the very first time I'm playing levels in the Garden graphic set. I'm still learning what is what in each graphic set, such as what is steel, traps, etc. Nevertheless, these graphic sets are amazing :thumbsup: I've also mentioned that so far I've only made levels in two of namida's tilesets, Abstract and Psychedelic. I'm going to have to go some of the others of his a try sometime :laugh:

In regards to quality, namida considers LPVI the best one. So far, I absolutely agree with his self-assessment of it, particularly since he gave me the suggestion of going for the talismans for this pack. Many are very interesting rather than, in namida's words, "do them perfectly." I've been able to obtain every single one thus far, so we'll see how I fare with the remaining ones in the final two ranks. If you know me, I in general don't care for talismans, but here I'm honoring namida's suggestion of doing the talismans, therefore that's why I'm going for them. After this pack, I generally won't go out of my way to get them for other packs I play, usually only getting them by accident when I see on the post-results screen that I obtained one.

As already noted by Icho in the release topic of LPVI, a lot of these levels are quite small in size, though I haven't noticed the size as much as being able to complete many levels in under a minute. So really, in a way LPVI is very similar to NepsterLems in this regard of many small in size levels, though maybe not as difficult as the latter.

Finally, in regards to my completion of the series, LPVI is the only NL pack of the series I have left. Once this is finished, only LP3D remains, but that is a custom pack for L3D, not NL. Instead, there's Loap for that, which I've be using to play the pack when I get to it, maybe near the end of the year :) I think this is also the shortest amount of time between playing one pack and the next in the series, though maybe it's tied with the time between me playing LPI and LPII. I'm not sure, I'll need to check.

Sane Rank Feedback

As usual, the pack starts easy but it already does get difficult very quickly even in the first rank. Indeed, after seeing and solving Sane 14 via the talisman, I now understood why people will struggle even in the first rank. It's true that while LPVI isn't as hard as either LPV or LPO2, it doesn't mean that LPVI will be a complete pushover. If anything, LPVI's difficulty is probably somewhere between that of LPIV and both LPIII/LPV. I'll need to go through the entire pack first to be more certain of that, but so far it does seem to fit in between the packs listed in regards to difficulty.

In any case, there wasn't anything too particularly difficult in the Sane rank for me, other than I really struggled with both Sane 9's and Sane 19's talismans. In the case of the former, not so surprisingly I really overcomplicated it, as there are much easier ways, while for the latter my solution is pretty much the exact same as Icho's. I also completely overlooked the normal solution to Sane 14 :laugh:

I got taken by surprise that the rocks in the Garden tileset are steel, as shown in my LP with Sane 1. I'll need to keep this in mind!

Funny that for Sane 3 and Sane 9

Spoiler

for the former I overlooked the very simple two blocker trap, while for the latter I thought the nuke is needed for the talisman, when in fact I was trying way too hard to avoid any losses to the trap while going for the challenge no blocker solution

I find it really amazing that I generally overlook the really simple stuff a lot. As someone once told me, I seem to get the really hard parts of the solution very quickly, while I tend to overlook the easy stuff.

My favorites of the rank: Sane 13, Sane 14, and Sane 17

Loopy Rank Feedback

Being the second rank, the levels here are a tad bit harder than the ones in the Sane rank. Even then, other than Loopy 18 possibly being the hardest of  the rank though it's mostly a somewhat hard level, the Loopy rank wasn't a problem for me generally.

Favorites of the rank: Loopy 6, Loopy 8, Loopy 12 (a bit too excessive in the repetitive skill assignments for my liking, but the puzzle's great), Loopy 14, Loopy 17, and Loopy 20.



I'm looking forward to the remaining levels in the final two ranks. So far, I've solved up through Manic 4, and just like with Spiky 1 of LPO2, I immediately felt a huge increase in the difficulty with Manic 1. However, I do declare the talisman for Manic 1 the best one of the pack thus far :thumbsup: Though maybe Sane 14's is, but if not then a pretty close second.

Happy to hear you're enjoying my LP as usual! :)
Title: Re: Lemmings Plus Series
Post by: kaywhyn on August 17, 2023, 08:25:30 PM
Manic rank solved and so back with more replays and feedback ;)

Manic Rank Feedback

Even harder levels in this rank, and still plenty of small size levels, though there's a really wide level here and there too. Similar to the Spiky rank of LPO2, I immediately felt a huge increase in the difficulty right from the get-go with Manic 1. Indeed, the challenge solution took me a while to figure it out, and I even came up a skill short at one point! At the same time, as already previously mentioned I consider it one of the best talisman solutions, though maybe Sane 14's is, but if not then a close second.

Spoiler

Manic 1 - Bridgegdirb Nice play in the title in that reading it forwards/backwards it's "bridge" :laugh: This level was definitely harder than I thought but it's a really good one as mentioned already. It was pretty difficult to figure out how to get into position to platform to the exit.

Manic 2 - Walking On Air A little easier than the previous level, though can still be challenging. The hardest part was to figure out how to eliminate the obstacles in order to make a full length platformer bridge in the middle to be able to get to the other side. Seems to be a few possible ways to do this level.

Manic 3 - Dareful Drop Another really compact level that looks harder than it really is, and it is actually deceivingly difficult. The hardest part for me was figuring out how to make the splatform for the others and how to turn around to do so. Great solution, though I'm wondering if you learned this trick of releasing both blockers with a bomber from United or if you knew about it before United.

Manic 4 - Deathly Hollow Yikes, a zombie level. The bane of my existence! Whatever shall I do? :laugh: I did struggle here a bit, though I'm certain this is not intended. I checked Swerdis' and Icho's solutions and they solved it the exact same way which does look intended, and if it is then it's far more elegant than the one I found, as I like their solutions! Mine is fiddlier to do.

Manic 5 - Lemmingholes A really wide level that looks quite intimidating but as I've stated a few times in the LP for players to not let it do that to you. Instead, simply make a plan and then try it out. Seems to be open-ended given that I believe when I compared to Swerdis and Icho we all solved it in a different way. Timings will of course vary after the first gap/obstacle, possibly leading to some solutions that may be more fiddly than others. Another great 2-lemmings level!

Manic 6 - Reverse Psychology Somewhat hard, though the talisman took far longer than it needed to, mostly because I kept being stuck on surfacing from below to get past the fences to reach the exit to work within the fencer quantity limit while only being allowed 1 loss via the stoner. At the same time, it does mean it might be possible to solve the level without using stoners but still allowed only a maximum of 1 loss which will still get you the talisman. I don't think the latter is possible. I'm not sure if my solution is the intended way to get the talisman. It does require stretching every single platformer as much as possible. Another nice level here!

Manic 7 - Magical Hoppers Nothing too special here, as it simply seems to be solve in any way you can rather than a level with a specific intended solution. Once more comparing with Icho and Swerdis all of our solutions are different, as I went over the top completely while saving any that slip by the builder with gliders.

Manic 8 - Let's Go On An Adventure The main lynchpin here is assigning a blocker to a digger in such a way that you have one lemming to his right while everyone else is trapped in the digger pit on his left so that you can release him with a digger later, which is your only casualty allowed. Thus, this can either be a really quick one or it can be a hard one. This isn't new to me, as I've been aware of this for quite a while in my Lemmings level solving career. Really good level!

Manic 9 - Work In Progress It's all about managing the crowd carefully after collecting the disarmer pickup and getting all the tasks done with the disarmer before the crowd arrives too soon. Luckily the time limit isn't tight here. Nice keep the flow going level!

Manic 10 - Secret Garden Harder than it appears, though this might be another open-ended level. I think the intention might be to go over the top instead of the bottom like I did. I also don't think it's intended to use a miner to get through the OWW, as it's very precise and nearly results in the lemmings not being able to step up and get through.Nice looking level!

Manic 11 - Tight Schedule Another level that's harder than it appears despite being a very short level due to the 45 second time limit. It took me a while to figure out what the climber actually is for, and I had the wrong idea of what side to do the platforming the gap before the exit for a while :XD: Excellent level! :thumbsup: Maybe can be considered a far less frustrating version of "Scenic Route" from LPO2 since you'll never run out time if you find the intended way here :laugh:

Manic 12 - The Floating Garden The save requirement might seem very odd here, but once you get into the level and figure out why it is the way it is then it's not so bad. In particular, the way I interpreted it is very different from how Icho and Swerdis solved it. They have been shown me that I'm wrong in that the lemmings at the bottom aren't necessarily trapped and doomed, but rather instead those who fall into the pit in the middle left. I didn't realize it's possible to get up the middle with just one builder from the ground. I think my interpretation of the save requirement being the way it is is just as valid, though ;) Nice level, though I feel as if this concept has been used on another Lemmings Plus level from another pack, but I can't remember which one if it has.

Manic 13 - Worthy Edge The best level of the rank IMO! :thumbsup: The use of the blocker is super clever here, where due to the blocker field he can still turn the climbers around even though he's lower than they are. Very satisfying to figure this one out! :)

Manic 14 - Rocky Road (Part III) The third iteration of Sane 1, it appears the common solution is to get to the exit from below. Not much harder than the previous two iterations of the level.

Manic 15 - Storage Room Not a hard level but it simply took me a while to figure out how to do the area where the receiver is, since it took me a while to come up with using a glider to bounce off the wall to come back to the left to mine through the final obstacle before the exit. Everything else was figured out fairly quickly with logic and deduction. Great level!

Manic 16 - The Bottom Line Wow, this talisman was quite hard to get, though not so surprisingly another case of me overcomplicating things. I managed to solve it without the floaters, but I think they would had made things much easier if I had figured out a better way to solve the level and how to put them to good use. Nice challenging level!

Manic 17 - the Shed Another case of a compact level that's harder than it appears. When I got the level solved, I was certain the digger was to make the execution a bit easier on the bottom left side, but Swerdis has shown a different use of the digger. Mine skips using it altogether and therefore mostly explains why it took longer than it needed to. Nevertheless a great level!

Manic 18 - Fire In The Hole! Of the final three levels of the rank, this one took me by far the longest. I really struggled here, especially as I kept being stuck on the plan of getting every lemming from one single entrance saved while just 2 or 3 from the other. I did think out loud that rather than saving every single lemming from one entrance that it might simply be a combination such that it adds up to least 10. Another one I kept being stuck on is not being to save many from the top entrance, which of course turns out to be wrong. The blocker in particular really distracted me. After comparing with Icho and Swerdis, it appears that it's a complete red herring, as none of us used it in our solutions. Great level, but wow, unbelievable that it stumped me for nearly 50 minutes :XD:

Manic 19 - A Lost Tale This might be a backroute, though turns out Swerdis solved it the same way I did, while Icho showed me it is indeed possible to solve the level going out to the right. I simply didn't carry it far enough or correctly. Somewhat easier than the previous one.

Manic 20 - Bridge to Terabithia Ah, it appears namida is familiar with the book. I read this as one of my projects for a college/university education course back when I was doing my teaching credential. Another wide level (not as wide as Manic 5) that looks intimidating, but it wasn't too bad and didn't take me as long as I thought it would. This one appears to be open-ended, as again Icho, Swerdis, and I all came up with different solutions. However, while watching their solutions I didn't realize the walk-able platform at the top! :XD:   



Only the final rank of Delirious remains! Getting close to the end with just 20 levels left. Once more I continue to enjoy this pack very much. Looking forward to taking on the final rank! :thumbsup:
Title: Re: Lemmings Plus Series
Post by: kaywhyn on August 20, 2023, 11:46:55 PM
Delirious rank completed and I have therefore solved all of LPVI :thumbsup: My entire set of replays are attached (includes all talismans :)) and final set of feedback incoming :)

Delirious Rank Feedback

Being the final rank of the pack, these are expected to be the hardest LPVI has to offer. Honestly, I went through this rank far faster than I thought I would, especially as I didn't expect it to be conquered very quickly. Once again, it doesn't mean that I found the Delirious rank easy by any means. Quite the contrary. I had far more trouble with some of the earlier levels of the rank than I did the later levels. It's almost like some in the second half can switch with the ones in the first half, though it's probably because I might had backrouted some of them, maybe on some which should be far harder than expected if the intended solution is completely enforced. Nevertheless, there were still some great gems in this rank

Favorites of the rank: Delirious 4, Delirious 8, Delirious 10, Delirious 15, Delirious 16, and Delirious 18. Delirious 11 would be on there too, but I liked some of the other ones in the previous series better ;)

Hardest of the rank: Delirious 3, Delirious 5, Delirious 6 (especially if going for the talisman, though not as much if not), Delirious 9, Delirious 12, and Delirious 15. Delirious 19 can certainly qualify due to the very strict time limit, in addition to a somewhat hard to find a solution.

Spoiler

Delirious 1 - Pull It Together! Great level to start off the rank, though nothing too special other than realizing that the key trick is to extend the basher, which I saw pretty quickly here.

Delirious 2 - Tell Me, Little Lemming Certainly harder than the previous level, though I made the talisman solution more complicated than it needed to be :XD: I was sure the blocker would had made the solution easier to execute, but I couldn't figure out how to use it. Turns out that I simply needed to scoot the builders back, before the miner but it going to the left instead of to the right, allowing one to release the crowd via the blocker at the end.

Delirious 3 - Not A Lemming Went By... Probably the hardest level up to this point in the pack. The talisman is not that much more challenging than the normal solution, which is in itself quite hard to find, due to not being very obvious where you need to build to navigate the level efficiently. I think this is also the very first time I've seeing the Bridge trap kill and it being somewhat slow to re-trigger. I guess the nice thing is that solutions that need compression with these traps won't be super frustrating ;)

Delirious 4 - Backwards Dance One of my favorites of the rank. This level is one of those where you must absolutely pay attention to every single element, including pre-assigned hatches! Before I remembered it's a climber hatch, I kept thinking to mine to make a ramp near the exit to get the others to it, but it's unnecessary because they can just climb to the exit. I love the mining the blocker free from below trick here! :thumbsup:

Delirious 5 - Into The Web The only level which needed more than one video, which I regret because I stopped too early, as I shortly realized the solution after a quick glance at my video. The problem here was that I kept trying so hard to use just one builder for the far left side, as well as prevent any lemming from dropping to the bottom of the level. The former is a playstyle that is hard for me to break from, economizing and minimizing builder useage as much as possible in any area :laugh: I simply thought using two builders is too wasteful. Also didn't realize the drop is non-fatal, when I think it normally is. Nice level, though it can be very challenging, especially figuring out the parts after the platforming, though if you manage to figure out the early parts correctly then it won't be.

Delirious 6 - Lemmings For All! Took me far longer than I thought. This was nearly another roadblock, after the previous one managed to stump me. The talisman solution is far harder than the normal solution, though not so surprisingly I overcomplicated how to obtain it. I do love what I did with making the digger the blocker to get almost everyone as compressed as possible, bashing to release the blocker and the other half, and finally platform and build to the exit. It happened to just work out for me :laugh: I checked the other talisman solutions and yea, once again I'm not surprised I overcomplicated it. Good to know that my rapid fire digger and miner at the start aren't needed for it after all.

Delirious 7 - The Highbridge Not as bad as I thought, though still not easy by any means. If anything, the fact you can only lose 1 here is what makes the level hard. Seems I might had made the splatform far tighter than it needed to be, as it just barely save the second lemming from splatting by placing that crucial stacker brick just in the nick of time. I needed that stacker for after that 3 builder staircases to reach the exit :laugh: Decent level here.

Delirious 8 - Depth Layer Ah, here's the big builderless level in the final rank which is characteristic of all the other Plus packs with a number in the pack name. It's a builderless level, which is a type I like a lot, though honestly I consider LPIV's the best one in this regard ;) My main critique here is there are some places where the area to make the staircases is a bit small and hence tighter than it should be. Just a minor nitpick, especially as it's not too much of a problem due to framestepping and skill shadows.

Delirious 9 - The Bridge to Heck The final zombie level of the pack, this one I found to be challenging, especially the talisman. The hardest was figuring out how to get rid of the zombie. I got rid of him by bashing out on the far right before the ramp, which almost doesn't work because of its distance from the wall. Also I kept thinking to build the crowd out, when in fact I completely overlooked bashing them out, which has to be done from the right due to the OWAs. The rest was easy after that, though here I must say I like namida's way of eliminating the zombie, which was building at the top and it still being survivable until bashing out the table , which will make it fatal for the zombie. Nice! :thumbsup:

Delirious 10 - A Lemming Shall Come Forth Another one of my favorites of the rank. I especially love the useage of the digger to allow the climber to reuse the teleporter to bash through the final obstacle before the others arrive. The solution all comes together very nicely when you figure all the parts out. The only part that I struggled with building over the teleporter, which again I considered "wasteful" but then there's no way to get to area with the final wall before the exit due to coming out the receiver the wrong way. Nicely done here, namida! :thumbsup:

Delirious 11 - The Obligatory No Time To Die Level And now, the NTTD level in the final rank which again is characteristic of all the Lemmings Plus packs with a number in the pack name. The talisman here is quite possibly the hardest to get in the entire pack, though once more I really overcomplicated it so that I literally only had a second to spare for the requirement. For some reason it never occurred to me to make staircases in the gray terrain in the middle. I guess it was a pretty severe case of me thinking it's really a waste of the buiilders. I think all talisman solutions I checked make use of it. Not mine, as I went up from the left side instead. No wonder I struggled for nearly 1.5 hours on the talisman! :devil: Once again, I generally like this level, but I think I prefer some of the ones from the earlier packs of the series over this one ;)

Delirious 12 - Dareful Drop (Part II) Most definitely belongs in this rank, as this is far harder than the original in the previous rank. Even with an extremely minimal skillset, the solution isn't easy to figure out whatsoever. Figuring out how to make the splatform before anyone splats was the hardest to do here, though that part I really overcomplicated. Also making sure to bomb the platform to leave one pixel of floor that allows the others to survive the final drop, as that is the only way to survive the drop. As it turns out, the fall is almost fatal by just 1 pixel. Yet another case of me really overcomplicating the solution which involved some RR fiddling. Surprise much anymore? :laugh:

Delirious 13 - Another Very Unrealistic Bridge Not too hard but not easy either, though a level that looks harder than it really is. I kind of liked what I did before with making a one-way path on the bottom far right, but sadly that leaves you at least skill short. Now this is an example where you don't want to use too many skills in an area, though it turns out the solution I came up with uses the same amount but the difference being one used the bomber, the other a basher. I completely overlook building in the middle twice to isolate a lemming and then can release the crowd later with a basher at the bottom of the pillar. The solution really all worked out once I realized where else the bomber can be used more effectively so as to make better use of the constructive skills. Nice level!

Delirious 14 - Desperation The main challenge here is quickly coming back to the starting area to make a landing platform for the crowd. Checking other solutions, seems I indeed had the right idea with the builder wall and then safely building to the exit, but the problem is where I placed the blocker. For some reason I thought placing the blocker at a place where he's not in the way later would take too much time and hence too many would had splatted this way. Instead, I resorted to the double builder turnaround trick, which nearly fails anyway, though maybe I could had made it less tight by having the second one join up with the first one.

One thing about the traps: Only two are visible, the rest aren't. I checked Icho's and all fire traps are visible. Here, I guess the biggest hint would had been the brighter than usual aura. So, I don't know why my version they would show up like this while in Icho's you can clearly see all the traps, especially when all downloads of the pack are for New Formats NL.

Delirious 15 - Swampflower Somewhat hard but not as bad as I thought. The hardest part for me was the bomber to make a climber friendly wall to allow the climber to get back up to mine the crowd free. At some point, I thought maybe the intention is to clone a miner, but I struggled back and forth between that and cloning the builder at the start, which I was pretty certain is correct pretty much from almost right away at the start. I eventually settled for the latter as there's no way to have all gaps sealed up if it wasn't the case. Great level and I enjoyed it very much! :thumbsup:

Delirious 16 - Wacky Way O.o I really like this one! Similar to I think Sharp 8 from LPO2, there's a gap that does a really good job of making you think the platformer goes there, but in actuality a builder needs to be used instead. This still leaves a hole on the other side for the ones coming from the right to fall through. This is genius! :thumbsup: Once I realized this, the rest of the solution came very easily. Well done here, namida! :)

Delirious 17 - Compromise A level that looks hard due to the 99RR but it really wasn't that bad. The only thing is that I'm not sure if it's intended to build up to reach the exit at the bottom due to the fire trap, but maybe it is. At least that's what all the solutions I checked do, from Icho and Swerdis. I'll have to check namida's to be certain, though. Nice level.

Delirious 18 - Caveflower Another favorite of mine, especially as it's builderless! :thumbsup: I figured out the solution pretty quickly here, with the caveat that the glider loss caused me to be one short of the requirement. Luckily, it was an easy fix, where I used some timing to place a blocker in the glider's way to turn him back towards the exit and then quickly bash the blocker free with the next lemming coming up to him from the left. Great job with this one, namida! :)

Delirious 19 - The Highbridge (Part III) Definitely another case of a near repeat being far harder than the original, but only because of the tight time limit. Here, the unusually high destructive mask of the miner took me by surprise, though it still took me some time before I came up with it. So, this appears to be a backroute, especially as the addition of terrain near the exit seems to have been intended to block out my solution with building up twice, stacking, and then use a climber to mine through the ceiling to make a climber friendly wall. This turns out to be the way Swerdis solved the original, though he and Icho solved this level the same way, and they appear to be intended. Overall, for a level considered to be the hardest of the pack, this one took far less time than I thought :P

Delirious 20 - Rocky Road (Part IV) As expected, since the once-per-rank level hadn't yet appeared for this rank, the final level is indeed the Rocky Road one. As such, it's likely intended to be the hardest iteration, though it appears I also backrouted this, given that Icho and Swerdis solved the level in the exact same way as each other, with the clever making a climber wall for the swimmers. Here, I avoided all the permanent skills :P Maybe that's why the RR is locked? Also being the Rocky Road level this makes a full circle, as the first level of the pack is the very first iteration of Rocky Road. Very nice.   

All rightie, it was a very long journey, but with the completion of LPVI, I have finished all NL packs of the series, including Lemmings Plus Alpha, which again I completed from way back in September 2020. This therefore saddens me, as I really enjoyed every subsequent pack more and more as I got further into the series. However, there's still Lemmings Plus 3D, which isn't a NL pack but a custom pack for the game Lemmings 3D. I'll eventually play it, perhaps near the end of the year. I definitely look forward to that, as I found that I enjoyed Lemmings 3D when I played it for the first time last summer.

Sometime in the Manic rank, I thought maybe LPVI would indeed replace LPO2 as my most favorite pack of the series. However, I later realized I like both LPO2 and LPVI for different reasons. I like the former for the high difficulty, while the latter for the huge variety in the puzzles, especially the talismans, which are indeed more than just "do things perfectly" for the most part. namida must be quite happy I went for them, and indeed I'm glad he suggested I go for them, particularly as I don't care for them in general. Nevertheless, this does mean that even though I obtained all of them for LPVI, there's no guarantee that I'll get the others in other level packs. I'll pretty much obtain them by accident, when the post-results screen tells me I got one, as I won't be opening to read them in general.

Thanks so much for LPVI namida. I absolutely enjoyed it, but I really do hope you find the will and motivation to continue working on LPVII. I definitely love to see more packs from you :) However, if you don't, I will certainly respect that. There's still plenty of other content to keep me busy, especially as there will unquestionably be more packs made in the future from others.

Finally, thank you especially for all your coding work of NL! :thumbsup:   
Title: Re: Lemmings Plus Series
Post by: namida on July 16, 2024, 10:51:06 PM
Since the chance of me ever actually finishing it at this point is basically zero, I've decided to release what I had for Lemmings Plus VII.

There aren't many levels (23), and while they should be possible since I have replays (though I haven't verified the replays on the latest NL), I make no guarantees about them being backroute-free; I know for sure at least a couple of them have backroutes. The styles on the other hand are quite usable, so those being available for custom content is probably the biggest gain for the community here. (Not to mention they show off some cool ways to use secondary animations, especially the dungeon style.)

You can download the levels and music here: https://www.neolemmix.com/download.php?id=587
Replays here: https://neolemmix.com/replay/LPVII_Replays.zip
The styles have been added to the style manager (namida_crypt, namida_dungeon, namida_organic), as well as the all-styles ZIP (https://www.neolemmix.com/download.php?program=52) being updated to include them.
Title: Re: Lemmings Plus Series
Post by: namida on July 18, 2024, 09:11:02 PM
Oops, seems the styles didn't properly get added to the Style Manager (they were added properly to the all-styles zip). This has now been fixed.
Title: Re: Lemmings Plus Series
Post by: ericderkovits on August 05, 2024, 11:34:35 PM
I put Namida's Lemmings Plus VII into pack form

There are no ranks, the levels are just in alphabetical order.

just put it into the levels folder
Title: Re: Lemmings Plus Series
Post by: Swerdis on September 07, 2024, 06:45:23 AM
After finishing Lemmings Open Air yesterday I feel it's time to start another part of the Lemmings Plus series now. I already solved LP I, II, Omega and VI in this order, so I think the next logical choice would be IV to play them in ascending order, considering difficulty. Here we go. As always, I ignore all of the talismans.

Spoiler
Smooth

1 - Candy Crossing

Easy level to start off the pack. Used a blocker to trap the crowd the first time in ages. This felt strange ;)

2 - The Minefield

Didn't really know what to do here until I realized that these traps were One-kill-traps.

3 - Splatwire

Easy one. One of the Lemmings had to make a detour unfortunately, the level can be done faster.

4 - Just Dig...IN SPACE!!

It's actually more a blend of "Just dig" and "We all fall down."

5 - Star Watch

Certainly a step up in difficulty. Of course, the bottom route is the way to go. The time-limit is there to set the player on the wrong track, going the big round.

6 - Lollipops Playland

Just a builder-festival without any challenge.

7 - The Lonely Island

A bit trickier since all of the skills have to be used (at least I think so). As the digger can be stopped before bashing, this level in this early stage of the pack is not based on timing.

8 - Post-2012

Lots of Wasteland-levels in the beginning of the pack. Since the basher-cancelling-trick doesn't work here, the Lemmings have to reach the exit from the other side. Still an easy one.

9 - Central Boiler

Nice effect with the steam on the water here. The level itself is not too challenging, again. It's all about making a stack accessible for the entire crowd.

10 - Having A Lem Of A Time

The first level with a pioneer that saves the crowd fro the opposite direction. Still easy, though it can be a bit tricky to see how to trap the Lemmings from both sides and release them later.

11 - Wow! Such level!

Hard to believe, but I had some slight problems with this level. Took me a bit longer than I thought, mainly since I tried to make the upper route accessible. Didn't work. Nice layout for people who like dogs (I don't).

12- Just A Snack

Nice one! A really creative and timing- based solution without any terrain-removing skills.

13- Trophy Cabinet

The first level with buttons. Easy one, it's pretty clear where the two builders and the two diggers have to go.

14- Cogs of War

Another easy level though I asked myself if this is the only possible solution with so many skills left.

15- The Goop Pit

Solution can be a bit hard to see since the platformer has to be interrupted by a walker to make him land safely on the steel block. Rest is easy.

16- I'll Be Back...

Only one Lemming and no hatch here. Order of skill-assignment is key here though that should't be much of a problem.

17- Never Touching Down

The title says it all. The gliders must not land on the yellow and black striped platforms, not even a for a split second. I found this a bit tricky with the final obstacle, but after some attempts, it worked.

18- Treat Time

A bit tricky due to glider-mechanics. Finally, only one one-way-wall of the central obstacle has to be destroyed which helped a lot. Saved two miners.

19- Warp Zone

Brute-force-method by me here. I'm sure that's not quite intended, but it was the easiest way to go.

20- Over The Edge

Maybe the hardest one of the first rank. The platforms must be placed well so that the pioneer does not turn around. Also the release of the crowd requires a bit of timing because of the splat height. Good level.

All my solutions can be found here: https://www.youtube.com/@Swerdis (https://www.youtube.com/@Swerdis)
Title: Re: Lemmings Plus Series
Post by: kaywhyn on September 07, 2024, 09:29:46 PM
Will be following your LPIV videos as well, since I have now completed all of the packs in the series, including LP3D, except for the incomplete LPVII which namida recently released about 2 months ago with what he has managed to complete (only 23 levels). Except for a few levels near the end of the Twisted rank and a bunch in the Insane rank, I think this pack won't really be a problem for you at all ;) 
Title: Re: Lemmings Plus Series
Post by: Swerdis on September 09, 2024, 05:49:41 PM
Nice levels in the "Smooth"-rank which I finished today. Things will get harder in the "Bumpy"-rank I assume.

Spoiler
Bumpy

1 - Chocblocked!

Took me a bit until I saw that the bottom is the way to go. Nice level to start the rank off.

2 - Cosmic Ray Zone

Easy solve. Already played a level like this in another pack, don't know which anymore.

3 - Chocolate Drops

A bit tricky in the beginning. Finally saved two over the top, but it could have been three if I had made use of the second glider.

4 - Star Watch

That level again, but with a modified layout and significantly less time. However, I found this version easier.

5 - Space Race

No problems here as well. The 99-Release-Rate can make things tricky in the beginning, but the general solution is quite self-explanatory.

6 - Chocoholics Anonymous

My first roadblock in the pack. After some time I was convined that the blocker must go to the bottom as well as the walker to turn around the pioneer in the end. So I had to use a miner cancelling a digger at the top. Later I'vs seen that this isn't the only way to go.

7 - Sweet As!

Despite the limited skillset, a tricky level. Timing is key here, also the pioneer has to turn around. The position of the platform isn't easy to see as well.

8 - Lemmania

Third Candy-level in a row. I overlooked here for some time that the Lemmings from the left hatch can be left alone due to the generous save requirement.

9 - Mechanical Split

Easy level since I spotted the main trick almost immediately. Still a nice one.

10 - Zip-Zap Zone

No huge challenge as well. The timing for the bomber is a bit tricky, though. Also, the arrangement of the bridges and the platform in the end assumes some considerations.

11 - Candy Mountain

This one reminds me of Mark Zuckerberg which means "sugar mountain" in German. Finding out where to mine is a bit of trial and error, but overall, this level is not too difficult.

12 - Luck Of The Draw

Breather level. The falling distance is huge so it's easy to see that a glider has to save the crowd from the other side. Didn't play many levels in this tileset so far.

13 - The Hovercraft

Another easy one. However, I was never a big fan of upward-bombing and adding stacker-spamming to this, I must say that i'm not too keen on this level. 

14 - Unhealthy Diet

Great level, especially the left side. While the general plan is quite clear, it's not so easy to see how the pioneer can return as he has to sacrifice himself in the end to save the crowd.

15 - Munitions Deposit

Very nice and deceiving level. Spent a lot of energy to solve it the obvious way, but no, it failed due to the scarcity of walkers. But fortunately, there is a ceiling.

16 - Busted Bunker

All a question of timing here. A first-attempt-solve.

17 - Lem Your Lem Could Smell Like

The solution is a bit different from expected since I went over the top and didn't deal with the splad-pads at all. Easy one.

18 - Over the Edge (Part II)

The first part was a hard level and contrary to othes, I think the successor is pretty hard as well. I too long followed the wrong approach here, then came up with the real solution, but didn't think through it thourougly and went back to the wrong approach again.

19 - Diet Lemmingaid...IN SPACE!! (Part II)

Just as simple as the original level and for sure a breather at this point of the pack.

20 - Ten-Lem Mission

Beautiful level. I love how things fall into place here and the fact that two pioneers have to work on the solution at the same time.

All my solutions can be found here: https://www.youtube.com/@Swerdis (https://www.youtube.com/@Swerdis)
Title: Re: Lemmings Plus Series
Post by: Swerdis on September 17, 2024, 02:41:11 PM
Next bunch of levels completed. Though the Bumpy-levels certainly were a step up in difficulty, everything was still moderate. I had slight problems with Bumpy 6,15 and 18, but that's just about it. The Twisted rank is awaiting.

Spoiler
Twisted

1 - Proceed With Caution

Very nice three-pioneer-level. I used the miner-cancel-miner-technique here which I hate, but I learned that it's not really necessary to solve this one.

2 - Lands of Despair

This one is all about delaying so that the two gaps can be sealed before the crowd arrives. So it's naturally a bit tricky in the beginning, but it wasn't too bad.

3 - Crank It!

Good idea, but the execution is precision work. Not hard to figure the solution out here.

4 - I Candy-ven...

Strange level, not just the title. Seems pretty open-ended I assume. The one-way-block is a mystery to me for it's not part of my solution at all.

5 - Cooling Vat

After some initial trial and error, actually quite an easy level. The miner-turn is the key to success here.

6 - The Brilliant Contraption

Not as easy as it appeared. Trapping in the beginning was a problem since I overlooked the 20 climbers for some time. Saved one over the requirement, though.

7 - Corrupt Shelter

It's pretty clear how to penetrate the one-way-mountain. However, avoiding losses in the beginning is not so easy - it must be done with only one skill.

8 - Oh No! More Ricks!

Builder-fest here. The biggest challenge here is to endure this terrible Rick-Astley-tune. Wonder what the five miners are good for as I didn't use a single one.

9 - In Lem We Trust 

Tricky, but very good level. Going through the middle part is not possible which became obvious pretty quickly. So the only way was to make a wall climbable by a digger shaft.

10 - Clocking In 

Nice little level, not overly difficult. The gliders are a bit tricky to handle here, but I guess that is just part of the concept.

11 - A Lemming Once Told Me... 

99-release-rate-level, still an easy one. It's clear that the crowd must be trapped in the pit left from the hatch and that one builder has to be spared to release it.

12 - Invasion Plan 

A level with a time-limit, but it didn't play any role here. Avoided to give the pioneer the glider-ability early, so he didn't exit but blocked instead. Since a platformer can't be turned into a miner without creating a small gap (at least that's true when left-bound), a third climber had to help.

13 - Star Watch

The third level with this title. Despite the one-minute-limit, this is a very easy one.

14 - A Universal Production

Brilliant level. It makes one think that the crowd has to pass somehow through the teleporter, but this is absolutely not the case. Due to the few skills, it doesn't take forever, but it's really activating some brain cells.

15 - Central Heating

Hard, but very good level. Always one construction-skill short until I saw that I had to leave the exit closed to make a Lemming pass it and spare a platformer this way. There were lots of subtle things as well to adjust, but finally I made it work.

16 - Don't Hold Me Back

The name party reveals the solution here. Still not sure if I did it the intended way, cause it has some brute-force-vibes ;).

17 - Climber's Edge

Not so hard. We've already seen a bunch of levels like this in previous packs. One could be tempted to seal the gap at the left side with a platformer, though. Which is not recommended.

18 - Clockwork Maze

Chaotic-looking and certainly a difficult level which I solved surprisingly quick. From the beginning I was sure that I could't afford using a blocker to trap the crowd because I didn't want to lose one of the precious blockers. And indeed, the scarcity of this skill was the biggest problem. I solved the level when I found a way to interrupt a basher with a platformer. Which killed two birds with one stone and saved a walker.

19 - Damned If You Do...

Bit confusing solution which I probably could net reproduce. The gliders helped a lot as well as playing with the Release Rate. Took me a while even to find out which path to go. A decent challenge, this one.

20 - Synchronised Lemming IN SPACE!!

Probably the hardest of the space-remakes so far, especially because of the harsh time-limit. The upper left quadrant was the most challenging to figure out.

All my solutions can be found here: https://www.youtube.com/@Swerdis (https://www.youtube.com/@Swerdis)
Title: Re: Lemmings Plus Series
Post by: Swerdis on October 11, 2024, 07:51:40 PM
Due to limited time during the past week, the progress was pretty slow, but at least, I could finish the Twisted-rank. Nothing too hard here, maybe except for Twisted 15 and 18. But the real challenge will start now.

Spoiler
Insane

1 - Loose Links

Certainly a step up in terms of difficulty. For sure, the biggest challenge here is the harsh time-limit. I figured out what could be a solution quite quick, but this was so far off the available time that I discarded it outright. I approached the solution when I had found a way to trap the crowd efficiently.

2 - Space Capsule

Probably not the mother of invention, this solution, but hey...it works. Didn't use most the climbers and floaters.

3 - A Waste Of A Level

Finally, the long series of clockwork and space-levels, that began with Twisted 10 is over. A first-attempt-solve here. I mean it's just too obvious that a pioneer has to go through this maze of steel-blocks on the left side and then bash through parts of the ceiling to save the crowd from the opposite direction. Still a good level, though.

4 - Toxic Tales

Even easier than the previous one and an instant-solve, again. Attention has to be paid to the correct order of the steps, though. That's because two climbers are needed and there is only one umbrella available.

5 - Star Watch

Most likely the shortest level of the pack and the final iteration of the Star Watch series. It's pretty clear what to do here, though it's quite fiddly to make it work since  no Lemming may cross the stack to the right.

6 - The Mystery Machine

Harder than the previous two, but not as hard as it looked. The trickiest part actually was to avoid the three pioneers to climb out to the left in the end and die as there are no floaters.

7 - Dopefish Lives!

The only tricky part here is the beginning and the question how to isolate a pioneer there. Apart from that an easy level.

8 - Platform Panic

Hard level. I came up with the right idea about where to build the platform pretty early, but discarded it later - until I found out that the platform could be stretched with a stacker. Which when cloned also turns the gliders around. A pretty genious thing. What I didn't like about is that it took me forever to select the right one of the two cloned stackers to interrupt him with a walker. I had to educate myself a bit about Neolemmix mechanics until I found out that I had to press the control-button. Didn't know that. But otherwise, it would have been impossible to solve the level.

9 - Lollypalooza

This was a strange level. First, I had no clue what to do here and suddenly, everything fell into its place. This was when I realized that the first drop is splat height by only one brick, thus it was possible to build a bridge as soon as the floater landed.

10 - Comradical!

Great level. It's a race against time, even without a time-limit. The Lemming at the bottom can't be saved, but he has to reach the four buttons before his comrade reaches the trap. Which is not THAT difficult, fortunately.

11 - Tower of Confection

Very hard level, probably the hardest so far. While the basic concept seems to be quite clear, it is very difficult to make it work. That's because there is almost no leeway in terms of splat-height between the different levels of the tower. It's crucial to see that the pioneers at the higher levels have to be delayed by making them bash at different spots. And the first drop must be reduced by bashing the remaining Lemming out - so only three have to go down in the beginning instead of four what I originally thought. 

12 - No Time To Die... IN SPACE!!

I love these levels. The time-limit forces many Lemmings to work on the solution simultaneously. This one wasn't that hard, though.  I could have squeezed out additional seconds if I had released the blocker earlier.

13 - Squish Squash

Easy one. Saved a ton of skills here, so it's not quite intended, I presume.

14 - Artificially Sweetened

Not a big fan of this one. It's difficult, for sure, but this is mainly because of the required precision. Also, it's pure try and error in terms of the Release Rate. It obviously not possible with the preset 50, but it doesn't work with 99 as well. It worked with 85, though, but I stumbled over this by accident. But maybe I overlooked something.

15 - Heat Dispersal

Nice and not overly difficult one. I quickly saw that the ceiling is supposed to be used which was accurate. So the only tricky point left was how to turn the pioneer around, but after some adjustments I got it to work.

16 - World War III

Basically not a hard level as the nuke-solution is quite obvious and the title gives a hint as well. I still had more problems here than I thought as I just didn't save enough. The placement of the blocker was the solution.

17 - If Only They Could Jump...

The typical no-builder-maze, in the tradition of "To the end!" or "No construction zone". By nature, these are difficult levels and this one is no exception. Hardest part was the beginning with using a blocker as a one-way-field and the end which was pretty messy. Great level!

18 - Bomb Shelter

Wow, this was a hard one - as it should be at this stage of the pack. I tested a lot things here which all didn't work, so I laid the game aside. When I came back later, I found a solution which was, to my surprise, less timing-dependent as I thought. Saved a basher and two diggers.

19 - Overclocked Lemming

Easier than the previous, but still no cakewalk. Since there are only three gliders it was clear that one of them must switch the sides. I the beginning I used the stoner wrong, later I overlooked the purpose of the diggers - all of these have been small obstacles on the way to the goal. Due to bad timing, it took me twice as much time as the gold medal requires, but a solve is a solve.

20 - Goodbye Galaxy

For me, one of the hardest levels in the rank and thus the pack. The available skills seem to be abundant, but they use up quickly, especially the terrain-removing ones. The part with the teleporters and bashing backwards from the exit to the crowd at the bottom was the easiest to figure out. But bringing the other two bunches safely down as well, was the real challenge. A worthy ending of a very good pack!

All my solutions can be found here: https://www.youtube.com/@Swerdis (https://www.youtube.com/@Swerdis)
Title: Re: Lemmings Plus Series
Post by: kaywhyn on November 01, 2024, 08:50:39 PM
@Swerdis

Congratulations on solving all of Lemmings Plus IV! :thumbsup: Like all of the other packs I've played before you, I absolutely enjoyed following along on all of your videos and journey and quest from start to finish to beat all of the pack :) There was never any doubt in my mind that you be able to accomplish that feat, and you finally have today, the day after Halloween :laugh: 
Title: Re: Lemmings Plus Series
Post by: kaywhyn on March 15, 2025, 09:53:41 PM
@namida

I have solved all of your Lemmings Plus VII levels that you ended up completing and released :thumbsup:  My replays are attached.

Also link to my playlist video solutions which contains both mine and videos of your intended solutions: Kaywhyn's Playlist of Lemmings Plus VII Solutions (https://www.youtube.com/playlist?list=PLbp2m4KlFpJscmjzrtXNEcmhPrMau0oCa)

There was one replay of yours I needed to fix, which was Hall of Damnation

While some of these are clearly backroutes, most of these were much harder than I thought. For example, All For One, Bad Ideas, Shuffle, The Forgotten Zone, and The Lemming Gambit were the hardest ones for me. At the same time, after seeing your solutions to the last two, it appears that I made my solutions much harder than needed! :laugh: Dungeon of Defright is kind of harder than it needs to be as well, though probably a nicer alternative to the intended :P

Believe it or not, Magician's Tomb was the last level I solved, but only because I thought there was going to be a lot of fiddliness involved, when in actuality there isn't. I had the overall general gist of the solution down fast, but I thought executing it would be really difficult. Luckily it isn't, just some really clever usage of the skills given.

Even then, I still enjoyed the levels you ended up completing for what would had been Lemmings Plus VII. I especially like the Organic set the most out of the other two styles, including the music! :thumbsup:   
Title: Re: Lemmings Plus Series
Post by: kaywhyn on March 26, 2025, 08:51:52 PM
@namida

Since you've done it for all of your packs, would it be possible for you to list the LPVII music sources and add them to the second post of the topic under the "Music Sources" heading? In particular, I'm still not sure where crypt1 and dungeon1 come from. All the others I had some help in identifying, but for completeness let's list them for all 9 tracks :)

edit: It has been done. Thanks namida! :thumbsup: 
Title: Re: Lemmings Plus Series
Post by: Guigui on April 25, 2025, 04:15:24 PM
Lemmings Plus I, Wimpy rank lvl "Only One Place To Go". Badge requires you to complete using only 2 skills total. Any advice on how to do it ?
Title: Re: Lemmings Plus Series
Post by: chrisleec728 on April 25, 2025, 04:26:18 PM
Quote from: Guigui on Today at 04:15:24 PMLemmings Plus I, Wimpy rank lvl "Only One Place To Go". Badge requires you to complete using only 2 skills total. Any advice on how to do it ?

Spoiler
The two skills in question are the basher and the digger. That's how I've always done it at least.
Title: Re: Lemmings Plus Series
Post by: Guigui on April 25, 2025, 05:36:58 PM
Thanks for the advice. I was kind of sure about it : need to get both lemmings batch out of thier cages after all. So I guess this is a problem of using them at the correct time and place, and maybe setting RR when needed.
I'll give it more tries...

[EDIT] ok got it. This is indeed dig and bash, correct time and correct place. One loss possible.