"Old Format" versions below NeoLemmix V12 are no longer supported!Hello everyone!
I'm happy to introduce my first level pack: Lemmings Migration
It's a small pack of 40 levels across four difficulties: Painless, Irritation, Headache, and Migraine.
Any feedback is welcome and appreciated. Don't hold back... be brutally honest if you have to!
Story:Long ago there was a large community filled with green-haired creatures named Lemmings. They were a technologically advanced society that lived peacefully for many years, but one day an ancient cataclysm emerged. It blocked out the sunlight, destroyed crops, emptied rivers, and destroyed all lemming technology. The lemmings had no choice; they had to leave their community. They had to migrate back to their ancestor's land. The one they left long ago. With their technology gone they had to once again rely on the eight classic skills their ancestors used, and with these tools the lemmings set out for their new home.
Difficulties:Painless (10 levels)
(https://www.dropbox.com/s/dg3qhzazniyoe8v/painless-preview.png?dl=1)
LEMCO EmployeesThey're a shy group of levels that contain simple puzzles. After losing almost everything to the ancient cataclysm, the lemmings can no longer afford to have 20 of everything here, and therefore these levels here won't go as slow as the ones the ancestors crossed long ago.
Irritation (10 levels)
(https://www.dropbox.com/s/jjwp1uhncrv955z/irritation-preview.png?dl=1)
Never Getting Back TogetherThese levels enjoy puzzles that require more planning without going over the top in difficulty. Some of the elders said something about these levels being like "late Tricky to Taxing"... whatever that means.
Headache (10 levels)
(https://www.dropbox.com/s/11rzy906zurxlpi/headache-preview.png?dl=1)
Kings Of The CastleThese levels are considered to be the odd ones. They're not easy enough to be an irritation but not hard enough to cause migraines, but they seem to take pride in this. More tricks are required in addition to planning out more complex solutions.
Migraine (10 levels)
(https://www.dropbox.com/s/bgnyuuo6pxr3rru/migraine-preview.png?dl=1)
Momentum DeferredThese levels are the worst of the worst. They don't hold anything back, they bully other levels for not being as difficult, and they have no guilt in causing players to lose sleep, sanity, and hair.
Custom Music:Download (https://www.dropbox.com/s/jehgudu9ln3s99u/new-music-migration.zip?dl=1)
1) Extract the files from the link above.
2) Place in a folder titled "music" (all lowercase) in the same directory as your NeoLemmix Player.
3) Enjoy!
Music List
brick_01 . . . . . . . . . . Oh No! More Lemmings! DOS: Track 1
brick_02 . . . . . . . . . . Oh No! More Lemmings! DOS: Track 5
crystal_01 . . . . . . . . .Lemmings Master System: Track 7
crystal_02 . . . . . . . . .Lemmings Genesis: Track 12
fire_01 . . . . . . . . . . . The Legend Of Zelda Skyward Sword: Earth Temple
fire_02 . . . . . . . . . . . The Legend Of Zelda Oracle Of Ages: Skull Dungeon
lpv_machine_01 . . . . Super Mario RPG: Factory
lpv_machine_02 . . . . 3D Lemmings: Alien 3
lpv_mineshaft_01 . . . Mario & Luigi Partners In Time: Thwomp Volcano
lpv_mineshaft_02 . . . Mario & Luigi Partners In Time: Thwomp Caverns
marble_01 . . . . . . . . .3D Lemmings: Lemgo 1
marble_02 . . . . . . . . .3D Lemmings: Lemgo 3
pillar_01 . . . . . . . . . . Mario & Luigi Partners In Time: Gritzy Desert
pillar_02 . . . . . . . . . . Super Mario Galaxy 2: Slipsand Galaxy
snow_01 . . . . . . . . . . Mario & Luigi Bowser's Inside Story: Plack Beach
snow_02 . . . . . . . . . . Paper Mario: Shiver Mountain
final_level . . . . . . . . . Mario & Luigi Bowser's Inside Story: In The End
Recommended For:Not recommended for beginners, but a good pack for intermediate players. Some Headache and Migraine levels may give even experts a good challenge.
Special Thanks:- DMA for creating Lemmings
- altiereslima for the skill panel
- nin10doadict for teaching me how to fix the custom music
- EricLang & ccexplore for Lemmix
- namida for NeoLemmix & Flexi Toolkit
- namida and Flopsy for their Flexi Toolkit tutorials
- Alex A. Denisov for Graphics32
- Erik Turner for ZLibEx
- Un4seen Development for Bass.dll
- The Lemmings Forums community for sharing replies and backroutes
- Volker 0th and Mindless for sharing sourcecode and information
- And YOU for playing this pack
I am deeply impressed with this pack! :thumbsup::thumbsup:
I thought I will quickly go through it, as most newcomer packs tend to be on the easy side, but not here. I estimated around 1 hour to go through this, well 3 hours it was :XD:
Your level creation style reminds me a lot of Nepster here and that's a big compliment! ;) Of course it not reaches the extreme difficulty that these levels can have.....yet. ;)
I can't wait to see what you will make out of the new skills and other tilesets!
My solution replays are attached and I will pm you more detailed feedback on every level once I get the chance, time (and mood ;)) to wirte it all down. I think this will be kind of nitpicking, as the levels are already excellent! ;P
Have fun fixing backroutes! :laugh:
I started playing the pack and it's great so far but... I'm already totally stuck in the second level of irritation, "Never getting back together". I will let you know when I finish it. :thumbsup:
Excellent job on this pack! These levels really look like the result of a Lemmings pro! :thumbsup:
I just finished the first rank, and these levels are already a bit tough, and I'm pretty sure I've found some backroutes. I really look forward to playing more of this pack! :D
Thank you everybody for playing through my pack and for the compliments! This means a lot coming from lemming pros like yourselves :). I actually made sure that I played through a lot of other packs in order to get an idea on what was truly possible with NeoLemmix, and sometimes just executing a solution that wasn't intentional gave me ideas as well. I also tried exploring the forums to find topics that would shed light on what people like in levels and what they don't like.
Quote from: IchoTolot on August 23, 2017, 12:31:22 PM
Your level creation style reminds me a lot of Nepster here and that's a big compliment! ;) Of course it not reaches the extreme difficulty that these levels can have.....yet. ;)
Wow, I am very flattered by this :). I know that his levels are held in very high regard. I haven't played through his pack yet, but I do have plans on completing it one day even if it takes a long time to complete.
Quote from: Raymanni on August 23, 2017, 04:13:48 PM
I started playing the pack and it's great so far but... I'm already totally stuck in the second level of irritation, "Never getting back together". I will let you know when I finish it. :thumbsup:
I actually wasn't expecting this level to be a major roadblock for someone. If you want I can provide a mild hint below (sorry if it's
too mild). Don't give up though! I think you will find the solution to that one to be quite clever. ;)
Hint for Irritation 2
There's a specific skill you have on that level that may seem useless at first, but it's not.
Quote from: Colorful Arty on August 23, 2017, 04:51:27 PM
I just finished the first rank, and these levels are already a bit tough, and I'm pretty sure I've found some backroutes.
I originally had the first rank filled with levels that were X-of-(almost)-everything where you would have maybe 5 or 8 of everything except for one skill that would only have 1 or 2. However, that was axed in favor of more-strict-on-skill-set puzzles, although I think I may have complicated some of them. I guess I didn't know my own strength ;P, but that's fine with me.
I will check the replays later on today and hopefully provide some insight on what was intentional or not. The war against backroutes begins!
Okay, here are my comments to the replies. A lot more intentional solutions than I thought, and a lot of backroutes (which was to be expected).
IchoTolotSpoilers for Painless levels
Painless 1: Intended.
Painless 2: Intended.
Painless 3: Intended.
Painless 4: Intended, it just uses one less builder.
Painless 5: Intended.
Painless 6: Intended.
Painless 7: I actually like your solution to this level more than the intended way, which was to use the last builder as a splatform at the bottom.
Painless 8: Intended.
Painless 9: Intended.
Spoilers for Irritation levels
Irritation 1: Yep, I caught this backroute too late, but it should be an easy fix.
Irritation 2: Intended.
Irritation 3: Intended, it just uses one least basher. That extra basher was meant to delay the lemmings so that one worker could bash into the opening on the left, and the other one to dig up the way at the bottom to make room for the last builder. However, I see that the extra basher isn't necessary.
Irritation 4: Not intended, but not a backroute either. It's a neat solution that I'll keep. The intended way was similar to Dolly Dimple, which was where the main source of inspiration for this level came from.
Irritation 5: Intended.
Irritation 6: Interesting solution, but it's a backroute. The intended way required going around and above the structure.
Irritation 7: Backroute. The level was meant to allow only one lemming over the top, but it seems that it was designed poorly.
Irritation 8: Everything was intended except for the last part with the miner. That's okay because I like how it's used, so I won't fix that.
Spoilers for Headache levels
Headache 1: Intended, it just uses one least climber to get past the trap. I'm fine with that.
Headache 2: Not intended, but that's okay because I love your solution a lot more than mine which left 9 seconds on the clock.
Headache 3: Intended. The only difference is that the basher doesn't leave a "roof", and the builder is used to cover the gap created by the reverse miner.
Headache 4: Not intended, but it's a very creative solution.
Headache 5: Intended! I was actually expecting a backroute on this one... well not yet at least ;).
Headache 6: Good solution, but you overcomplicated the solution on the right side a little bit.
Headache 7: Intended.
Headache 8: Intended... more or less. Your solution is good because the main trick in this level is to get all lemmings but one past the building section in the middle of the level, and have that last lemming follow the climber that was building, turn around as the that same climber builds towards the exit, and free the crowd (hence why the level is called Momentum Deferred, because you are delaying that last lemming for the last trick in the level). However, there is a better way to set up the timing for that at the beginning with no precision required.
Spoilers for Migraine levels
Migraine 1: The only part you did that wasn't intentional is the digger you used after the first builder. Everything else was intentional.
Migraine 2: Intended.
Migraine 3: Not intended, but the main trick of containing the climbers is there so I'll accept it.
Migraine 4: Not intended, but your solution is much cleaner than mine so this is also acceptable.
Migraine 5: The part until you used the miner at the top of the second pillar was intentional. You had to use a second climber to reach the exit and reverse mine instead of using the first one. Should be an easy fix though.
Migraine 6: The way you got past the one-way wall on the left is intended (although I didn't know you can do it with only two bombers), but the rest was a backroute.
Migraine 7: Good solution, but I have to call this one the worst backroute in the pack because the two main tricks involved in getting past the wall on the left and right are completely skipped. This level will need major fixing.
Migraine 8: Your solution was very good and it wasn't technically a backroute, but I will try to force the intentional solution on this one because it will make this level a good last level.
Colorful ArtySpoilers for Painless levels
Painless 1: Intended.
Painless 2: Intended, but I didn't know you could block the gap on the wall on the left with just one builder. Good to know.
Painless 3: Intended.
Painless 4: Intended.
Painless 5: Not intended, but not a backroute either. IchoTolot got the intended way. It was to contain the lemmings the way you did, but have the last lemming dig down into the structure, bash, and then build. I think this can be fixed by decreasing the height of the first pillar on the right.
Painless 6: Intended.
Painless 7: Intended. It just uses one least builder for the splatfrom.
Painless 8: Intended.
Painless 9: Interesting solution, but it's a backroute. IchoTolot got the intended way. Digging and bashing under the traps was intended, but the rest of the solution involved going through the one-way wall above the traps.
Once again, thanks for the replies!
Hi Nessy, great job on those levels! I've attached my replays for the first rank as well, hope they are of some use to you :) .
Thank you Strato Incendus, but unfortunately I can't open your replies. I'm unfamiliar with the .rar format. Replies are usually saved as a .nxrp format, which can be created by pressing U when you complete a level in order to save the entire replay. Sorry about that.
.rar is a file compression format similar to .zip. To open it you can use applications like 7Zip or Winrar.
Phew! Hearing that level completed jingle for the last time was so relieving! I was stuck in the last level of Migraine for ages. :D
I must say, for your first pack this is very impressive. I cant wait for more in the future. :thumbsup:
I attached my replays. I'm pretty sure that some of them are backroutes though.
Thanks Nepster, and way to go Raymanni on completing the pack! :thumbsup:
I will take a look at Strato Incendus and your replies later on today. Hopefully most of them are intentional, but at the same time it will help me find the last of the backroutes before updating the pack.
By the way, in response to something IchoTolot said, I was planning on adding custom music to this pack but I didn't feel comfortable. However, I might just go ahead and see if I can get it right in the next update ;).
Very nice levels! :thumbsup::thumbsup:
My favorites are "Never getting back together" (which is a lot harder than its position suggests) and "The Abandoned Sanctuary". These have been excellent level! :thumbsup:
Replays (including backroutes) attached.
Okay, I have seen all replies and here are my comments.
General RemakesSpoiler for Headache 4
I didn't know about the blocker and digger trick that everybody used in Headache 4 "You Know The Drill". However, I love that trick a lot more than the one I had in mind for the intentional solution to that level. Therefore, I deem any solution that uses the blocker and digger trick on that level intentional.
Strato IncendusSpoilers for Painless levels
Painless 1: Intended. By the way you can instantly increase the release rate all the way to 99 by right clicking the + icon, and you can instantly decrease the release rate to 1 by right clicking the – icon.
Painless 2: Interesting solution. The bomber used by the steel wasn't intentional but I like it.
Painless 3: Intended.
Painless 4: Intended.
Painless 5: Same solution as Colorful Arty: not intended but not a backroute.
Painless 6: Intended.
Painless 7: Intended.
Painless 8: Intended.
Painless 9: Intended. So far you are the only person that got my replay almost exactly.
RaymanniSpoilers for all levels
Painless 1: Backroute... no no just kidding. Intended!
Painless 2: Nice solution! Not only did you manage to beat the level with 1 builder left, but the part where the first lemming on the left used a builder to quickly turn around and cover the hole was originally the intended way to do that. It can't be forced though and I have no plans to do so.
Painless 3: Intended.
Painless 4: Intended.
Painless 5: Intended.
Painless 6: Intended.
Painless 7: Intended.
Painless 8: Intended.
Painless 9: Wow... interesting solution. Unfortunately, this is a backroute but this is the most creative solution to this level I've seen so far.
Irritation 1: Intended.
Irritation 2: Intended, and nice job figuring out the level!
Irritation 3: Somewhat intended. The basher you used after digging at the bottom isn't necessary, because digging that hole makes room for the builder to get high enough for a basher to reach the other side.
Irritation 4: Not intended, but it's another neat and acceptable solution.
Irritation 5: Also not intended, but it was another creative solution.
Irritation 6: Backroute. Same one IchoTolot found.
Irritation 7: Intended, with the difference being that you managed to save the digger. Nice job!
Irritation 8: One of the intended solutions.
Headache 1: Intended, it just uses one less climber.
Headache 2: Intended. So happy to see so many unique solutions to this level!
Headache 3: Intended.
Headache 4: I didn't know about the blocker and digger trick, and I actually like it very much. Therefore, I'll make your solution and IchoTolot's solution to this level the new intentional solutions.
Headache 5: Intended.
Headache 6: Everything was intentional except when you went under the steel on the left. Good solution, but that part is a backroute.
Headache 7: Not intended, but it's an interesting solution that I'll allow.
Headache 8: Major backroute on this one.
Migraine 1: The first part wasn't intentional, but acceptable. Unfortunately, the last part is a backroute I need to fix.
Migraine 2: Not intended, but acceptable.
Migraine 3: Similar to IchoTolot, this solution wasn't intentional but it's a very good and acceptable one because the main trick of containing the climbers is there.
Migraine 4: Same as IchoTolot: not intended but a better solution.
Migraine 5: Good solution, but because you didn't go through the one-way wall it's a backroute.
Migraine 6: Backroute.
Migraine 7: Backroute, but so far you got very close to getting the trick I had in mind at the beginning.
Migraine 8: Congratulations! So far you're the only one that got one of the intentional solutions to this level!
NepsterSpoilers for all levels
Painless 1: Intended.
Painless 2: You're the first one to do that continuous building from the right side, but it's still a good and acceptable solution.
Painless 3: Intended.
Painless 4: Intended.
Painless 5: Not intended, but not a backroute. The last lemming had to dig down into the structure, bash, and then build. It's an easy fix though.
Painless 6: Intended.
Painless 7: Intended, it just uses one less builder.
Painless 8: Intended, it just uses the digger and bomber together instead of bomber on the first fall and digger at the second.
Painless 9: Another interesting solution to this level, but unfortunately it's a backroute.
Irritation 1: Intended.
Irritation 2: Intended, and glad to hear this was one of your favorite levels. It seems to be the more popular one, but some people either find it very easy or very hard.
Irritation 3: Backroute in all caps! :XD: That's okay, that's why we get feedback.
Irritation 4: Same solution as Raymanni. Not a backroute.
Irritation 5: Intended.
Irritation 6: So far you're the only one that went around the structure, which is the intended way. Nice work!
Irritation 7: Intended, and you managed to save the digger like Raymanni! Nice!
Irritation 8: Intended. It's funny how everybody used that last miner the same way because it caught me by surprised the first time.
Headache 1: Not intended, but this is the most out-of-the-box solution to this level so far so I will accept it.
Headache 2: Same solution as IchoTolot. Intended.
Headache 3: Intended.
Headache 4: Another good solution to this level. I have deemed the blocker and digger trick intentional as of the writing of the comments to Raymanni's replies, so this is not a backroute.
Headache 5: Hmm... it's not intentional but the compression method strategy is there so I'll accept it.
Headache 6: Everything was perfect, but the only unintentional part was not going through the one-way wall on top. That's okay, I declare this acceptable.
Headache 7: Another interesting solution to this level. This is acceptable.
Headache 8: Backroute.
Migraine 1: Almost similar to IchoTolot: not intended but you used all skills so I'll accept it.
Migraine 2: Intended, you just did that trick where you build from the hole you create on the side of the tower with a bomber on the right tower instead of the left tower.
Migraine 3: Intended.
Migraine 4: Intended.
Migraine 5: So far you're the only one that got one of the intended solutions of this level. Good job!
Migraine 6: Not intended, but good solution anyway.
Migraine 7: Not intended, but acceptable as of now until I fix this level, which needs some major tweaking.
Migraine 8: Excellent! One of the intended solutions to this level. Nice work!
Once again, thank you everybody for the replies.
Me and Arty (on voice chat) streamed the first rank and some of this pack. I had a lot of fun; the levels were tricky and fun to solve.
Sadly, my voice did not record (again...) so you hear Arty talking to an imaginary person. :'(
https://www.twitch.tv/videos/170066522
the whole stream is in four parts. I have replays of everything I did here to if you'd like to see that.
Thanks möbius for streaming through my pack. I have to be honest: I've played through packs, I've seen people steam other people's packs, but seeing someone stream my levels felt weird... in a good way though. ;)
I only had time to watch the first stream last night (will watch the rest today), but was too tired to write comments so I wrote them this morning:
Spoilers for Painless levels
All solutions were intended. I wouldn't call the solution to "Secret Lemming, Secret Cave" a backroute even though it wasn't intended. It's just something I need to make sure I fix because the level was designed as a "use the last lemming" type of solution. Also, you didn't backroute LEMCO Employees. You just used one less builder for the splatform, which is fine.
"How can you lose 5 on [Just Dig... Some More!]"
You're the first to call me out on that! :P I will be honest and admit that there really is no reason to the requirement. I'll probably update that.
"I've played a lot of levels in those tilesets but I've never actually made one"
I noticed that a lot of people haven't used those LPV tilesets. I always assumed it was because they were recently added... I don't know. I'm probably one of the only people that likes the Machine tileset, but I LOVE the beehive tileset.
"He didn't want to bother with it"
If you're talking about custom music... no, it's not that I didn't want to bother with it. I just didn't feel comfortable doing it because I wasn't sure if I was going to do it correctly. However, I did my research and I can confirm it in the next update. 8-)
"I love that spider web background"
Me too. It really made that level pop!
"I can relate to lemmings block"
Believe it or not, Migraine 1 was actually me putting random terrain pieces together and then coming up with the solution for it afterwards because of lemmings block. I feel like you can make a lot of good levels like that, but a lot of my levels that people like the most are the ones build around a trick or two such as Irritation 2 and Migraine 3.
I did skip to your stream of Irritation 2 on your second video. That level is very popular but many people have different opinions on the difficulty. Some people found it very easy and some people struggled. The trick is a Mayhem trick, but because most, if not all, people that are playing this pack already know about that trick, it was just a matter of using that trick in a different way.
"I'm always worried when people give me bombers on levels where you need to save everyone"
Originally the level had no bombers and one blocker, but it hinted at the solution too much so it was changed to two blockers to throw people off. The additional of bombers was me just trolling! :evil: Usually I don't care for that but this is the only level in this pack that does it, and it will probably be the only level that does it ever...
I might as well join the party here and state that you've Nessy joined just this forum two months ago and no one would've guessed that only by looking at your incredibly professional feeling levels. :thumbsup: The whole pack felt astonishingly backroute-free already in its initial release, there were literally no level that felt broken or trivial. What's even funnier is that this kind of pack pops out of nowhere (at least I didn't know it was upcoming...) and surprises the entire community, all I can ponder now is that were these really the first levels you've ever designed and didn't you even have anyone to test them in advance?
If Icho said that it took 3 hours to play this pack, I used maybe 4 hours to get through all of the 33 levels. Even though it felt a bit easy compared to levels around it, I must to admit that "The Abandoned Sanctuary" is probably my favourite level of the bunch as well, it was highly pleasant to play it. Great use of namida's Metal [EDIT: Machine, Metal is a different one :P] tileset, also! For real, there's definitely some challenge for players at all skill levels, I'd say Irritation goes already beyond Mayhem, and isn't quite like late Tricky, as the elders humbly say in the introduction. :)
Thank you, Nessy, for this rewarding Lemmings experience.
My solutions are attached.
Thank you Akseli! I'll take a look at your solutions after looking at möbius's streams. :thumbsup:
Quote from: Akseli on August 27, 2017, 05:32:02 PM
The whole pack felt astonishingly backroute-free already in its initial release, there were literally no level that felt broken or trivial.
There are a lot of backroutes. A lot of them no big deal but a lot of them that are. Of course, this is to be excepted and I don't think anyone releases a pack backroute-free the first time, even if its there 5th or 10th pack ever!
Quote from: Akseli on August 27, 2017, 05:32:02 PM
What's even funnier is that this kind of pack pops out of nowhere (at least I didn't know it was upcoming...) and surprises the entire community, all I can ponder now is that were these really the first levels you've ever designed and didn't you even have anyone to test them in advance?
Nobody believes me when I say this is my first pack. I PROMISE everybody that it is. However, as for the levels a lot of them are not the first ones I created. I have
a lot in my recycle bin folder that are either bad or just not creative enough. I did try to play a lot of packs while making levels in order to see what was truly possible with a game like lemmings that I would never have figured out on my own just by playing the official games, so that's why I thank the community here. These past months have been crazy for me for personal reasons, but even on really busy days I would still manage some time in creating levels even if it was setting up a terrain but not having a solution yet.
Quote from: Akseli on August 27, 2017, 05:32:02 PM
Even though it felt a bit easy compared to levels around it, I must to admit that "The Abandoned Sanctuary" is probably my favourite level of the bunch as well, it was highly pleasant to play it.
This level is a perfect example of what I was talking about. This level started off with a trivial solution, but I liked it and I just kept on figuring out a better solution to it until finally arriving at the one you see today. It didn't happen overnight.
Quote from: Akseli on August 27, 2017, 05:32:02 PM
Great use of namida's Metal tileset, also! For real, there's definitely some challenge for players at all skill levels, I'd say Irritation goes already beyond Mayhem, and isn't quite like late Tricky, as the elders humbly say in the introduction. :)
I think I'm one of the only ones that likes the Machine tileset. I like the idea of almost everything being metal because it can lead to the solution seen in Migraine 3.
As for the elders, they grew up in another era where late Tricky was considered to be the hardest thing for young and inexperienced lemmings, but as the land became harsher the challenges soon grew. ;)
But yes the difficulty curve needs some work, but my primary concern was making sure the backroutes are fixed.
Final möbius stream comments. To be honest I actually wasn't excepting this pack to be so difficulty. I guess I don't know my own strength yet. :lem-shocked:
General Remarks
"Am I the only one that likes repeat levels?"
Nope, I like them as well but it depends. I like the ones that have two different solutions to them. My pack originally had repeats before I took them out, but that was purely my decision. Migraine 6 (A Tour Of Dock 22) had an Irritation repeat where you had two of everything except climbers and floaters where you had one of each. It was still a good puzzle level with many different solutions. I might release it in a future update, either as a bonus or an official Irritation level.
Good try on the last level. You are on the path to the intended solution.
Too bad you and Arty couldn't get into Headache or Migraine. If I can fix and polish the second-to-last level of Migraine to force the intended solution, it will probably be the hardest level in the entire pack. :evil:
Spoilers for Painless and Irritation levels
Painless 8: Intended. I like well made one-of-everything puzzles as well.
Painless 9: You got the intended solution, but don't worry Arty the backroute is not a big deal and is an easy fix.
Irritation 1: Yes, I used an inverted fake exit and an invisible entrance on top of it. It was meant to look like the lemmings were in the minecart when it fell off the track and crashed, and now they need to find another one. The basher staircase is not the intended solution. What you were doing at the beginning was on the path to the intended solution. I want to so badly tell you what it is, but all I can do is give you a hint:
Hint for Irritation 1
Start the first basher that goes across the entire terrain at the bottom of the red ramp that's on the left of the entrance. When the climber goes over the exit, falls, and starts mining have him bash so that his tunnel reaches the top of that same red ramp.
Irritation 2: Intended. As mentioned this level is one of the more popular ones, but some people think it's super easy and others think it's actually very tricky.
Irritation 3: Intended. I wasn't excepting someone to struggle on this one. Your solution and Colorful Arty's solution are both intended, but there is an extra basher that isn't necessary so it's just a matter of removing it.
Irritation 4: Intended! I cheered for you when you figured out one of the intended solutions to this level. There is another one, and both require zero precision and don't require the We All Fall Down two digger trick. The level was inspired by the intended solution to Dolly Dimple.
Irritation 5: Intended. The solution to this level isn't as hard to figure out as some others, so I'll probably move this one to an earlier position.
Irritation 6: Too bad you couldn't get this one. I'm fixing this one a bit in the next update so maybe the solution will click then.
I forgot to mention something to Akseli in my reply to his post. I did do a lot of research around the forums to find out what people like and don't like. It helped me to avoid a lot of the pitfalls that beginners fall into sometimes when they start off, such as putting in a time limit on levels that don't really don't need them.
Version 2 is now available!
- 7 new levels have been added, bringing the pack to 40 levels (10 in each rank).
- Custom music.
- Backroute fixes.
I'm very happy with this pack and I'm very happy that everyone enjoyed it so much. I'm going to let it rest now regardless of what happens, with the only change being to update the pack to the new formats when the time comes.
In other news I have decided to publish something else I have been working on the side just for fun in the In Development topic. I wasn't going to publish it initially, but I was encouraged to go for it. It's coming soon...
Here are my Irritation Replays, sorry to get these to you so late! I'm quite sure I backrouted a few at least mildly. Here are my comments.
Spoiler
All in all, I'm incredibly impressed! These levels are superb! :thumbsup:
Although, I felt level 5 was WILDLY out of place for its difficulty. It strikes me as the kind of level that should go at least one or two ranks up; this level in particular is one of the reasons why I was so late with these replays!
Thank you Colorful Arty! I'm glad you enjoyed my levels.
About that out of place level you mentioned...
Are you referring to Prisoners being wildly out of place? If so, I agree. I moved it up to Rank 3 in the update.
I still have a lot to learn about making levels. The most obvious is making a better difficulty curve. It seems that my levels hit Mayhem in the second rank and it stays there. I also tend to think that a level is going to be a hard one, but it turns out that it's easy and vice versa. I guess you can only do so much, and just being honest about it and getting feedback like this is the only way to help with that. Another thing is play testing. I did play test my levels multiple times on multiple days for backroutes, but I need to start doing it a little bit more vigorous as some backroutes I would never have found while others were so obvious and silly that I should have caught them. Well, it's the only way to grow as a level maker :). Hopefully, these are things I can work on in future packs.
So I've played this as far as I could, thought I may as well add my replays to the collection :P even though you're getting a lot of replays for the first rank and not many for the rest. Irritation 2 has me completely stuck; I'd like to come back to it at some point, but I really don't have much time to play packs these days.
Anyhow, comments on the first rank...
Spoiler
1: Nice easy start, just had to look around for the best place to dig.
2: Simple enough. I wonder whether it's possible to save 100%, didn't feel like trying right now though.
3: This was a huge leap in difficulty! Very nice solution though.
4: Just needed to take a few precautions like setting the RR to 99, starting the digger high up, and it worked out first try.
5: Nice trick. I've seen something like this before, or it might have taken me a lot longer to solve.
6: Very nice use of decorative terrain, one of my favourite level-design tricks.
7: Another fairly tough level, just because it looks impossible to begin with.
8: Fun little 1-of-each puzzle, where to put each skill was fairly obvious but you have to know how big a step the lemmings can climb.
9: I don't approve of NeoLemmix's steel ceilings, but other than that, a nice misdirection puzzle.
10: Steel ceilings again, and this was a nice breather level to finish the rank.
Irritation 1: Beautifully designed terrain (pity about the one-way walls) and a very nice solution as well.
Started playing this now. I've finished the first rank (they're getting hard already) and am working on the second rank (two down so far). A few things I've noticed...
Levels look very good and have clever solutions. Well done there. I've gotten stuck on a few, but nothing for too long yet, which is good. It would be really discouraging to get locked up on the first rank... I speak from experience on this one. :-[
The custom toolbar looks pretty good. I can tell what skills are what at a glance, with one glaring issue... The number '5' and the number '6' look exactly the same; they both look like fives. That's a big problem. :lem-shocked: I didn't actually notice until Irritation 3, where I thought I had 5 builders only to discover that I actually have 6.
Great music choices! I'm hearing some Skyward Sword, some Oracle of Ages, some remixes of standard Lemmings themes, some Partners in Time, some Bowser's Inside Story... :thumbsup: The songs don't loop very well, though... I like to use .ogg files and manually set up the loop with Audacity. Making it loop properly really does make it sound and feel nicer, especially when you're stuck on a tough level. Should you like, I'd be willing to teach you how. :)
I was referring to Ancient Temple of the Lemming actually.
Also, I am definitely getting the updated .nxp with the music!
Glad to hear everybody's feedback!
Quote from: Proxima on September 16, 2017, 11:07:02 PM
Irritation 2 has me completely stuck; I'd like to come back to it at some point, but I really don't have much time to play packs these days.
That level,
In Your Wildest Dreams!, is actually a lot easier than the level that used to be Irritation 2:
Never Getting Back Together, which is the most popular level so far. It was hard to place it because some people found it very easy and some very hard. It's now Irritation 4 and that's all I want to say so I don't give away spoilers.
Quote from: nin10doadict on September 16, 2017, 11:14:04 PM
Started playing this now. I've finished the first rank (they're getting hard already) and am working on the second rank (two down so far). A few things I've noticed...
Levels look very good and have clever solutions. Well done there. I've gotten stuck on a few, but nothing for too long yet, which is good. It would be really discouraging to get locked up on the first rank... I speak from experience on this one. :-[
I got stuck on a first rank level in Lemmings Plus Omega II. They told me it was hard and I tried it to see if it really was. Very good pack, but not for the weak. I'm still in rank 3 so I guess I'm doing good so far...
I know you don't like very hard levels so I'm just going to warn you that this pack gets very hard towards the end, but I know you can do it! :thumbsup:
Quote from: nin10doadict on September 16, 2017, 11:14:04 PM
The custom toolbar looks pretty good. I can tell what skills are what at a glance, with one glaring issue... The number '5' and the number '6' look exactly the same; they both look like fives. That's a big problem. :lem-shocked: I didn't actually notice until Irritation 3, where I thought I had 5 builders only to discover that I actually have 6.
That actually isn't my toolbar. I got it from a forum member named altiereslima. I gave them credit in my first post and in the actual pack. I'm sure they wouldn't mind if I tweaked the numbers so they aren't confusing.
Quote from: nin10doadict on September 16, 2017, 11:14:04 PM
Great music choices! I'm hearing some Skyward Sword, some Oracle of Ages, some remixes of standard Lemmings themes, some Partners in Time, some Bowser's Inside Story... :thumbsup: The songs don't loop very well, though... I like to use .ogg files and manually set up the loop with Audacity. Making it loop properly really does make it sound and feel nicer, especially when you're stuck on a tough level. Should you like, I'd be willing to teach you how. :)
The looping does suck... that's why I was hesitate the first time around to add custom music. Even now it still needs a lot of work. I'll go ahead and play around with Audacity, and if I need help I'm glad you offered to help. Thanks :).
Quote from: Colorful Arty on September 16, 2017, 11:19:17 PM
I was referring to Ancient Temple of the Lemming actually.
Also, I am definitely getting the updated .nxp with the music!
Oh okay, and you should definitely try the updated .nxp, there are 7 new levels that I added to bring the pack up to 40 levels instead of the awkward 33 ;P.
Next three levels solved... and stuck again on "An Incident in the Mine". I have a solution that saves 24, but I can't see how to convert that into a win. Incidentally, you need to check the post-level texts for this pack; I shouldn't be seeing "Right on! You can't get any closer than that" after a fail.
Comments on levels:
Spoiler
2: Elegant and simple level design, and a very nice trick for the solution. I had actually tried something similar, but when it didn't work I missed seeing how I could tweak it.
3: A little fiddly keeping everyone contained at the start, but other than that, very nice level. I wouldn't move it up :)
4: Beautiful little puzzle, not hard as there are so many pointers towards the solution, but very memorable.
Quote from: Proxima on September 17, 2017, 12:36:45 AM
Incidentally, you need to check the post-level texts for this pack; I shouldn't be seeing "Right on! You can't get any closer than that" after a fail.
Wow, that's embarrassing. I'll fix that and republish it in my first post as V2.1
Attached new replays for the level, where the update broke the old one. A lot of the solutions that previously looked very backroutish now have a good chance to be (close) to intended. Still I have a few special comments:
Never getting back together: I still consider this harder than most of Headache.
The Abandoned Sanctuary: I liked the old version better. Basically the same solution still works, but getting the two climbers where they have to be now takes a rather hackish trick.
We're coming home: This now feels a lot more like a standard solution, than the one I found in the first version.
Firework Chamber: The beginning is pretty precise on timing the lemmings from the left-most three hatches. Getting this right required a lot of fiddling around. The first version was better in that regard.
PS: At first I read "Pointless" instead of "Painless" for the rank name ;P
Thank you for the replies Nepster. I'm going to look at them tomorrow or the next day.
A quick comment I can tell you right now is that if the trick in The Abandoned Sanctuary for the two climbers to stay at the top of the ledge feels hackish I can always tweak the terrain to fix it so it feels more natural. That's no problem at all. That was the original solution I had for that level, but I changed it in version 1 and then changed it back in version 2.
In Firework Chamber the timing for the left hatches was supposed to be precise but not that precise, but I guess it's worst than I thought. I'll see what I can do about that.
Comments about Nepster's solutions
Survival Of The Lemmings: To be honest I never tried saving 100%. Good to know that it's possible.
Cringe Comedy: The problem with this level is that nobody has backrouted it, but it seems that I can't force the solution I had in mind for this level. Therefore, I will officially announce that if you use all skills on this level then it's an intended solution.
Prisoners: Nice solution!
Escape Route: Not intended, but acceptable.
The Depths: Also not intended, but I like your solution better as the original solution is kind of dumb the more I think about. I might just change it.
Kings Of The Castle: Good solution, but there was something I overlooked so I'll have to tweak that.
The Abandoned Sanctuary: Thanks for the honestly on this level. I know how to fix it.
Momentum Deferred: Backroute. I can't seem to force the intended solution on this level, but I won't give up because I love the intended solution too much.
Six Days Without An Accident: Not intended, but not a backroute. Good solution.
We're Coming Home: Unfortunately this is still a backroute. I'm going to make one last attempt to fix it, but if I can't I think I'm going to replace it. This isn't my most favorite level anyway.
The Last Day Of Our Lives: Once again, good solution but there was another dumb oversight.
Claustrophobia: I'm happy with your solution.
Firework Chamber: The first part was intended but if the timing is a pain in the neck then I can easily fix that. The second part is still not intended but I can fix that if I fix the first part.
One Way Civilization: This level has many solutions and yours was a good one. Question, was this level challenging or just annoying? Be honest.
Proxima, I'll check your replies next :).
I solved all of the levels.
Nice job! I'll take a look at your replies later on today. Right now I'm going to update the custom music.
I have fixed the custom music using the program nin10doadict mentioned. Thanks again! :thumbsup:
- All custom music files are now .ogg files
- Loops have been fixed
The music changes are definitely a step in the right direction, but there's still some improvement to be made. ;) Here's a few tips for you.
Firstly, you can use 'Stereo track to Mono' from the Tracks menu to convert the song to a single track. It sounds almost the same but reduces the filesize, and makes it easier to work with.
Secondly, metadata tags. You don't have to have the loop start at the beginning of the track and end at the end. By using metadata tags, you can avoid losing the intro to songs like Gritzy Desert.
To do this, you'll first want to click the arrow next to one of the selection viewer windows at the bottom so that you can view the selection position in samples as opposed to minutes and seconds. The metadata tag uses samples, so you'll need these numbers.
Next, find a point in the song that makes for a good starting point for your loop. It can be a part that's easy for your ear to recognize, or a part where the waveform stands out somehow. Once you've selected that point, make note of what sample number it's at. I like to have a .txt file open to record these numbers. To really make your loop sound pristine and hard to detect, pick a point of zero amplitude on the waveform.
Do the same thing with finding the endpoint to the loop and again, make note of which sample number that's at. You can use Ctrl+1 to zoom in and Ctrl+3 to zoom out, so you can pick points precisely.
To test your loop, highlight the whole section of the loop, hold Shift, then click play. This will play the selection and loop it when it reaches the end; ideally, you won't even be able to hear when the loop happens.
Once you've got the whole loop section picked out, note the length of the loop in samples. The endpoint doesn't actually matter; what you need is the start point and the length.
If you want, you can trim off any section beyond the loop to cut down the filesize. (You should also trim the start so there isn't dead space before the start of the song.) Another good idea is to amplify the whole track to match the amplitude of the other songs you're using so that the volume is streamlined. It's nice when you don't have one song that's way too loud or way too quiet.
Once that's all done and you have the start point and loop length, you're ready to export. Use Export Audio (from the File menu) and you'll get the option to add metadata tags. Add two tags and call them LOOPSTART and LOOPLENGTH. For their values, enter the values that you recorded earlier. Export the file and it should work in game!
I've attached the Skull Dungeon theme after I reworked it by following these steps so you can see what it looks like when it's done. It seems like a lot at first, but with a bit of practice it becomes pretty easy. I may not be able to beat people's tough levels, but I can make sure they have high quality music! :thumbsup:
Thank you nin10doadict for taking the time to write all of this useful information for me :thumbsup: I'm going to work on this today if I have some time, and I'll make you proud. I guess I can make good levels, but sound editing is something I need a lot more practice on :-[.
Okay, so I was able to do a quick one right now. I attached my fixed .ogg file used in the final level.
Nicely done! Sounds really good. :thumbsup:
Do remember to trim off anything that comes after the end of the loop though. You don't even have to be that precise about it, just make sure you don't cut out anything inside the loop. By trimming off the excess at the end of that file I cut the filesize nearly in half without affecting the song at all. It's nice to do this because it makes downloading it faster and just takes up less space in general.
Finally got around to fixing and trimming all of the custom music. The link in the original post has been updated. It should now be more enjoyable and pleasant to the ear, especially on the harder levels ;P
Once again, thanks nin10doadict for all your help! :)
You're welcome! Looks like you've got the music thing nailed down now, which is great.
Been jumping around through the levels a bit. Some of the rank 2 levels still elude me, but I finished Headache 1 and 8. Nice trickery with the blocker in Kings of the Castle.
Glad to hear your enjoying the levels and that you're almost done with Headache! The difficulty curve is still a little wacky so if you don't mind, and if you feel like it, can you tell me which Rank 2 levels are giving you trouble? There are some Rank 2 levels that have mixed opinions on how difficult they are and I would like your input on that.
The levels in question are...
Irritation 3 Ancient Temple Of Lemming
Irritation 4 Never Getting Back Together
Sorry I've been overlooking the recently released Lemmings packs due to being busy with the SEB Lems release.
Arty and Proxima were in IRC the other day and were stuck on Irritation 2 and Irritation 5 from this pack. I jumped on the pack to have a look at these 2 levels specifically.
I solved the levels quite quickly but I was really impressed at how good they are.
So for this reason, I've decided this pack will be my next Let's Play when I return to Lemmings following my Sonic 25th Anniversary tribute on my YT channel.
I don't know when exactly this will be but I'll post in here when I do start it :)
PS Attached my replays to Irritation 2 and 5 as well
(I still intend to finish Lemmingbytes however LPV may be abandoned due to the pack being too hard on final rank and plus namida is probably not going to see any subsequent videos I make, I may carry on with this if he ever returns however)
Hey Flopsy, sorry for taking so long to respond to this as some personal stuff came up and I was trying to get the new NeoLemmix applications uploaded.
First off, it would be an honor if you did an LP of my pack :). I know that when people do LPs they don't sit down and think about what they are going to say, they just say it and that's pretty good feedback in my opinion. Plus it's strangely fun watching all the attempts a person makes on a level instead of the final and successful attempt.
As for the custom music you shouldn't have any problems if you choose to use it. It's just 3D Lemmings and Nintendo music. The latter is at more risk, but it shouldn't happen.
I definitely recommend finishing LemmingBytes. It does get tough at the end, but not as much as some of the later Lemmings Plus entries.
I really need to try participating in the IRC chat one day. I was too shy at first, but I think I'm ready now.
I would dive into the IRC chat if I had any idea how it worked...
As for the Irritation levels that have me stuck:
Spoiler
'Never getting back together' (no idea on this one), 'An incident in the mine' (I found something that looked like it should have worked but it just doesn't), and 'Cringe comedy' (I have no idea here either.)
'Ancient temple of Lemming' had a really nasty trick to it (builder through the thin wall, seriously? I didn't try pulling that until the final rank in Squared and it was more evident you had to do it. Then again this pack was designed to be hard and Squared is still a hot mess) but I was still able to figure it out. Perhaps move it up to the end of the rank, but it still feels like it should be rank 2 considering the horrors that are in ranks 3 and 4.
'Two for tea please' also stood out as really hard. I think the steel there near the end may have been added to prevent a cheese strat that I still made work, but if what I did was intended then it's ridiculously precise. I think I just had a series of nice coincidences manage to line everything up. I attached a replay so you can check that out.
I just realized I've cleared 19/40 levels so far. If I can beat one more I'm gonna call that a victory. :P
For nin10doadict
Good feedback in your previous post, but you overcomplicated Ancient Temple Of Lemming majorly. The intended solution doesn't involve anything close to building through a thin wall, and Two For Tea Please doesn't require insane precision. That's all I'm saying.
I mentioned this several times but I actually didn't think this pack was going to be so hard. I guess that's just my style of level making, but hopefully if I make another pack I can at least make a better difficulty curve that starts easy and gets hard instead of it starts hard and it just gets harder.
Quote from: nin10doadict on September 24, 2017, 02:19:02 AM
I would dive into the IRC chat if I had any idea how it worked...
It's simple nin10doadict, it really is not as bad as it sounds. You're welcome as well Nessy of course! :)
Just go to this site, it's just a chat room contained in a webpage.
http://webchat.quakenet.org/?channels=lix,neolemmix
If you use this link then the channels are already entered in for you. This will join 2 chats at once, if you only want to join the NeoLemmix or just the Lix then delete the other one as appropriate.
All you have to do is enter your nickname and press join, you don't need to make an account or anything like that (ignore the Log into Q option, you don't need to use that).
The IRC chat tends to be at its busiest in the evening times, if you log in late at night then there won't be many people in there so don't get discouraged if you log in and there's hardly anyone there just try another time.
I've noticed a lot of people trying to use the IRC for the first time in the past, they log in at the quiet times and they think it's always like that and then don't come back.
To give you an idea, the IRC tends to go quiet about 3 hours before the time of this post.
Quote from: Nessy on September 23, 2017, 10:21:35 PM
First off, it would be an honor if you did an LP of my pack :). I know that when people do LPs they don't sit down and think about what they are going to say, they just say it and that's pretty good feedback in my opinion. Plus it's strangely fun watching all the attempts a person makes on a level instead of the final and successful attempt.
As for the custom music you shouldn't have any problems if you choose to use it. It's just 3D Lemmings and Nintendo music. The latter is at more risk, but it shouldn't happen.
I definitely recommend finishing LemmingBytes. It does get tough at the end, but not as much as some of the later Lemmings Plus entries.
I've got Nintendo music on my channel, it just tends to get flagged but doesn't result in muted videos. They only seem interested in the latest games when it comes to music flagging I've noticed. I have Splatoon videos on my channel and they are getting flagged left, right and centre.
I tend to respect the pack creator's music choices most of the time, the only time I changed the music was when I played LP Omega, LPIV and LPV because the playthroughs were really long and lacked music variety.
I'm going to continue LPV off video and show my replay solutions when I've solved the remainder of Outrageous. Hopefully I will record more Lemmingbytes in the coming weeks!
Great! I think I might try tomorrow. I took a look at the documentations and one thing I noticed was that I found more negative criticism about my pack there. I wonder why nobody posted that much about it here, as I love to hear the good and the bad. For example, someone mentioned what their least favorite level was and how the solution could have been implemented better. I would love to hear how so that I can improve in the future ???. Seriously, I love that constructive criticism.
Quote from: Flopsy on September 24, 2017, 03:15:56 AM
I've got Nintendo music on my channel, it just tends to get flagged but doesn't result in muted videos. They only seem interested in the latest games when it comes to music flagging I've noticed. I have Splatoon videos on my channel and they are getting flagged left, right and centre.
The most recent I have is from around 2012, so maybe it will still get flagged. I don't know. Regardless you can always use your own custom music. I have absolutely no problem with that :).
Quote from: Nessy on September 24, 2017, 03:21:45 AM
Great! I think I might try tomorrow. I took a look at the documentations and one thing I noticed was that I found more negative criticism about my pack there. I wonder why nobody posted that much about it here, as I love to hear the good and the bad. For example, someone mentioned what their least favorite level was and how the solution could have been implemented better. I would love to hear how so that I can improve in the future ???. Seriously, I love that constructive criticism.
I think there seems to be a fine line between what people will say in the IRC and what is said on the forums. I wouldn't take it personally :)
My solution to Irritation 6, this HAS to be a backroute!
Quote from: Nessy on September 24, 2017, 03:21:45 AM
Great! I think I might try tomorrow. I took a look at the documentations and one thing I noticed was that I found more negative criticism about my pack there. I wonder why nobody posted that much about it here, as I love to hear the good and the bad. For example, someone mentioned what their least favorite level was and how the solution could have been implemented better. I would love to hear how so that I can improve in the future ???. Seriously, I love that constructive criticism.
That was me who made the comment. And to put into context, my IRC comment was not meant as a negative criticism. Every pack has some least favorite level, but that doesn't mean it is a bad level in any way. I was just advising Proxima (who got stuck on this level), that compared to your other levels, he wouldn't miss too much if he skipped that level.
As you seem to like criticism, I will do my worst and write down all the bad things I can think of: :P
Spoiler
Survival of the Lemmings: The bottom of the main ice block is too smooth. This makes it somewhat hard to build from the bottom to the miner tunnel.
A bridge over the chasm: It one does a little bit of builder-streching on the left, one can easily close the gap completely and hit the red blocks on the top left.
Made of Ticky-Tacky: If one digs down at the right of the middle hatch (after first having bashed there), one can save all except one or two lemmings, so it's not clear at all whether this approach will work or not. If one first digs there and then bashes from the digger hole, then one can solve the level, but this requires some precision.
Secret Lemming, Secret Cave: If one digs and builds from the top, then the fall is fatal by about 5 pixels, which needs to be tested first before being able to rule out this route. A slightly bigger difference between the fall heights of this backroute and the actual solution, with the max fall height in the middle of them, would be preferred.
A heart for exploration: The final bash needs some precision. Moreover if you dig down at the very edge of the starting platform, you miss the block below by just one pixel. A bit more space there would be preferred.
Rescue Team: One now has to build at the right within the miner tunnel. Given the strict builder terrain checks which make it doubtful that one can build high enough there, I preferred being able to mine directly to the gap and use the builder on the left-hand side.
Playground: Freeing the lemmings from the pit with a digger creates two steps of 6 pixels each. So one has to count pixels there and two steps of 4 pixels each would have been clearer.
LEMCO Employees: The fall in the middle is deadly if one doesn't place the builder very precisely or uses another one there to break the fall. So it suprised me during my first try that the lemmings splat there, because it looked like they would survive it. I would either make the fall always survivable or never survivable without the additional builder.
Dreamscape: There are a few anti-climber ledges that I don't know why they are there, and they make the level uglier. Same for the small steel block near the hatch.
Ancient Temple of Lemmings: The beginning is pretty precise on timing, in particular stalling the crowd sufficiently long.
Path to the Underground: As I said, the idea is nice, but the implementation is slightly problematic: Due to the strict builder terrain checks it is not clear that one digger suffices to let the builder continue sufficiently high. And there are a lot of other things that one could try, especially creating a basher-staircase at the end. Overall there are a lot of approaches that yield almost enough height and it's not clear which of them work and which don't, unless one really tried them.
Frozen Climbers: Placing the first digger is still pretty precise, especially as the first builder will turn around and one has to send another lemming up as a climber.
Two for tea please: Freeing the crowd feels a little hackish, especially using only one digger, basher and miner.
Cringe Comedy: My solution at least doesn't feel very clean, and digger is pixel-precise, because otherwise the builder would reach the trap.
Mandatory curfew initiated: Starting the digger requires a few tries, because the bomber needs some precision: Too high and it won't turn the lemmings around and too low and they won't go up the other way. Slightly bigger "pyramids" at the bottom or placing them a bit farther apart would help here.
Crawl Space: A little bit more space at the bottom would be appreciated. Currently I use all the space right up to the lowest pixel.
Next floor has been shut down: I no longer know what the trap is good for (given that one may lose 5 lemmings). And the one-way-wall ends in the middle of a piece, not at some recognizable border.
Prisoners: If one bashes at the top of the stair and then digs at the very edge of the block (at the end of the basher tunnel), then one cannot bridge the gap to the block above: Exactly one brick is missing! Several similar ways like creating a basher staircase and digging down to the steel block fail due to minor problems, too. My main problem here is, that the actual way to turn around is in no way more memorable than all the failed attempts.
Pseudoscience: To bunch up the lemmings from the left hatch, one has to do some RR fiddling to get the RR correct. If you allow bunching them, why not set the RR correctly from the beginning on?
Escape Route: My current solution comes very close to the water (and actually stops exactly one pixel before the worker lemming drowns). So perhaps the water can be lowered a little bit?
The Depths: The first miner is rather precise or it will remove the ground below the right hatch and the lemmings there will splat. And at the end after the worker lemming is done, releasing the crowd is pretty luck-dependant, too, because if there is a bunch of lemmings at the very front of the crowd, too many lemmings will drown when closing the gap.
Kings of the Castle: The top fire trap doesn't add much in my opinion: One just has to place the builder nicely in order to be able to mine correctly afterwards.
Mountain Tribe: Only sending one lemming over the top route felt a bit disappointing.
Nosebleed: My solution needs some precision/luck to be able to block the crowd without letting too many lemming walk further. reducing the RR would certainly help here, but I don't know whether this would create new backroutes.
Walking the Blue Line: The first digger is pixel-precise, if I am not mistaken. Any earlier and one cannot turn it into a basher and any later and the next lemming will jump out of the pit and die on the left. This much precision seems unnecessary at this point.
Six days without an accident: Timing the two builders on the left, so that the right builder drops into the pit required too much timing precision in my opinion.
A tour of dock 22: Timing the left crowd, so that the first lemming has enough time to bridge the small gap created by the exploder coming from the other side was very precise. It would have been nice if there was a better way to achieve this.
Claustrophobia: I would prefer if the starting platform would be a bit thicker. Currently one has to start the two climbers almost when the digger already breaks through.
Firework Chamber: As already mentioned before, the starting part is rather precise wrt. timing the lemmings.
One way Civilization: The middle part with the stomper trap looks pretty weird and out of place with the tiny bricks. And timing the lemmings on the left to turn the builder at the appropriate moment is non-trivial, too. A little bit more space in the left holding pit would help here. Btw. the one-way-arrows reach beyond the pillar, which look slightly weird. You can set the block behind the pillar to "one-way disabled", so that it won't become a one-way-wall even if the corresponding object overlaps it.
First video of my playthrough has just gone up on YouTube just now :)
https://www.youtube.com/watch?v=I4cG5aNcVy4&feature=youtu.be
Quote from: Flopsy on October 05, 2017, 10:59:35 PM
First video of my playthrough has just gone up on YouTube just now :)
https://www.youtube.com/watch?v=I4cG5aNcVy4&feature=youtu.be
Awesome :thumbsup:. I will take a look at it later on today. Thanks!
Here are my replays for rank 2.
Not sure what Nepster was on about :P When I came back to 2-6, I found the solution fairly quickly and it was a really nice one! The remaining levels each had me stuck for a little while but not too long. Really good pack so far! :thumbsup:
My solutions for Migration V2.1, didn't yet solve Migraine 2: The Abandoned Sanctuary, Migraine 4: Six Days Without An Accident and Migraine 10: One Way Civilization. This replay package doesn't include replays for those levels that my earlier replays (http://www.lemmingsforums.net/index.php?topic=3369.msg65553#msg65553) solved again in V2.1.
Headache3: Prisoners and Headache 6: You Know The Drill I solved later than other levels in the first 3,5 ranks, I found those tricky but I loved the solutions I finally found for them! :thumbsup: Also Irritation 5: An Incident In The Mine felt a bit hard for its place.
Thank you everybody for the replies :thumbsup:. I will take a look at them and give you my detailed comments about each replay (especially for you Akseli like I promised in chat ;)).
Not sure if it's just me but the preview pictures in the first post of this topic are not showing up for me Nessy.
Just getting the X's instead.
My youtube playthrough is upto where I am in the level pack now. I still have not started the Headache rank.
Quote from: Flopsy on October 09, 2017, 12:45:50 PM
Not sure if it's just me but the preview pictures in the first post of this topic are not showing up for me Nessy.
Just getting the X's instead.
Thank you Flopsy for catching that error. The screenshots should be fixed now :).
Okay, so I finally watched the replies. Sorry that it took me so long :(. I'm very bad at remembering to do it so thanks for your patience.
If I don't mention a level it's because the solution to that level is intended or acceptable.
Akseli
An Incident In The Mine: Your solution was unintended but acceptable. There is an easier solution though so that's probably why it felt more difficult ;).
Path To The Underground: The main trick at the end is there, but the beginning with the bomber and basher was unintentional. I have already fixed this level to solve that problem.
Frozen Climbers: This one is a backroute.
Escape Route: Your solution wasn't a backroute, but being able to dig down the middle platform and build towards the one-way wall on the right is something I need to fix. Thanks for finding that.
The Abandoned Sanctuary: Don't even bother trying to solve this one. One part of the solution is hackish and I have changed it back to its original solution.
Momentum Deferred: I have plans to change the solution to this level so your solution is acceptable for right now.
We're Coming Home: Good solution, but this one is another one where I can't force the intended solution so the level is going to be changed and moved in another rank.
Proxima
I really don't have anything to say. All of your solutions were intended or acceptable. Nice job!
Got some more replays for you! I'd struggled with Headache 1 last time I tried it, but today I got it really quickly, and after that, once I got into these, none of them were too much trouble. Prisoners was hard, I took a while to spot the last trick even after getting the rest of the solution. You Know the Drill was really easy, there wasn't much available to try except the correct solution 8-) and I saved 100% in The Depths, a level that Flopsy said he struggled with.
Thank you Proxima for the replays :):
Comments
Escape Route: Being able to dig down the middle platform is unintentional (Akseli did the same thing), but besides that everything else was intended.
The Depths: This is a backroute unfortunately. I didn't really think to try to go through the thin slope on the left so that's why you were able to save 100%. Thank you for catching that.
Believe it or not, everything else was intended :)
Small Update:
- The mysterious bug with the skill panel where "5" would display instead of "6" has been finally fixed.
- The solution to "The Abandoned Sanctuary" has been changed back to its original solution. It is now far too easy to be in the final rank, but the old solution is more elegant and that is more important to me. I am planning on reordering the levels based off of the additional feedback received anyway.
Wafflem will be streaming Lemmings Migration this Friday, October 27 at 23:30 UTC / 19:30 EST (7:30 PM).
https://www.twitch.tv/wafflemm
Hope to see you there :D
Just bumping this up for those of you who are interested in watching Wafflem stream this pack.
https://www.twitch.tv/wafflemm (https://www.twitch.tv/wafflemm)
It starts in one hour ;)
Hats off. I'm not a pro but IMHO you are a brilliant (but also very nasty ;) ) level designer. I love your work. I'm midway through the Headache levels and they give me headache for real. They make original Lemmings Mayhem levels look like a cakewalk. ;)
The only one I'm not so excited about is your idea to reordering the levels. I guess this would make it really hard to further assign the (subsequently older) v2 replay files. And I fairly need them (at least to counter-check my solution).
BTW: What do you think about my solutions for Irritation 6 and Headache 4? Like it? Acceptable or backroutes?
Hi eddiecochran, welcome to the forums!
Thanks for playing my levels and I'm glad you enjoyed them :)
Don't worry about the reordering. I'm happy with where this level pack is, so even though the difficulty curve is still wacky I'm happy with the pack overall and that's more important for me. To be honest there are some levels that no longer meet my approval so I'm planning on taking the best and adding them in a separate pack with lots of new levels and leave this one as is.
As for your replays...
Irritation 6 "Path To The Underground": This solution is perfectly acceptable, but the way you used the digger was unintentional and more complex than it had to be. You had the right idea though -> digger in that area to make more room for a builder to gain enough height to bash to the exit.
Headache 4 "Pseudoscience": Another perfectly acceptable solution. The way you compressed the group on the left was more complex than necessary as you could have used the blocker, but still a good solution. Nice work!
P.S.: Since your new here is a link to many more fan-made packs -> Lemmings & Lix Fangame List (https://www.lemmingsforums.net/index.php?topic=1822.0)
Ah, a best-of pack? Thought about doing that as well ;) . I just wasn't sure whether that would be considered "selling old wine in new bottles".
But with Lemmings Redux having just been released, I guess it makes sense for creators of several packs to do a "redux" of their own stuff, adding all the best puzzles together. Having done only two packs so far, it's a little early for me to go there. But I have two further projects in planning, and once both of them are finished, bringing the total number of packs up to four, why not?
I'll have to take a look at Migration again; I got stuck on "An incident in the mine", which, as Flopsy's LP has shown me now, was down to a too skill-costly method of crowd control. With that one out of the way, let's see how far I get!
Quote from: Strato Incendus on November 10, 2017, 01:46:10 PM
Ah, a best-of pack? Thought about doing that as well ;) . I just wasn't sure whether that would be considered "selling old wine in new bottles".
Feel free to put levels from your released packs into your newer packs.
Please don't think you have to put entirely new levels in each pack.
Mobilems II was an update to the first Mobilems pack according to Mobius.
Quote
I'll have to take a look at Migration again; I got stuck on "An incident in the mine", which, as Flopsy's LP has shown me now, was down to a too skill-costly method of crowd control. With that one out of the way, let's see how far I get!
Glad to see my videos of the Migration pack are helping others in solving the levels :)
Quote from: Nessy on November 10, 2017, 01:12:03 AM
P.S.: Since your new here is a link to many more fan-made packs -> Lemmings & Lix Fangame List (https://www.lemmingsforums.net/index.php?topic=1822.0)
Thx for the link - I saw that already. Phew! So many levels to solve, so little time. Think I had to delay most of them to my retirement. ;)
Just was resolving single levels that were stuck in my head for LOTY 2017 and I found one glaring backroute for Migrane 03 and I would like to get information about if my solution to Migrane 09 is intended.
Hi IchoTolot! Sorry for yet another delay in getting back to you :(
Migraine 3 is a backroute, but I already have the fixed version on my computer that hasn't been added to the main pack yet. I attached it below. The same intended solution is present; only the styling is different in places to avoid some precision and backroutes without using a lot of steel (it might also be slightly easier now, but that's fine. Quality is more important to me as I can always move it down a rank).
Migraine 9 is one of the intended solutions, but is now the only intended solution because I don't like the other one anymore.
Version 2.3 is out!A lot of updates have been made (anything in
bold represents a major change)
Changelog
Path To The Underground - Backroute fix
Crawl Space - Changed save requirment to 49 instead of 48
Firework Chamber - Less percision required
The Depths - Backroute fix
Momentum Deferred - Simplified layout to reduce unnessary precision
Two For Tea Please - Terrain change. May break some replays
An Incident In The Mine - Backroute fix
Pseudoscience - Backroute fix
Escape Route - Backroute fix
We're Coming Home - Backroute fix
One Way Civilization - This ugly one-way wall spammed level has been completely removed and replaced with my Contest #13 level "Excavation Site" which also has a small backroute fix
Cringe Comedy - Removed trap on top to allow alternate solutions
Kings Of The Castle - Changed the intended solution that will break replays
The Last Day Of Our Lives - Backroute fix
Up next... converting this pack to work on new formats :)
A new format version of this pack (for NeoLemmix 12.0.1) is now available!
Overall conversation wasn't too bad:
- Mineshaft levels that required using a fake exit object for decoration now just use regular terrain.
- Only two levels in the first rank needed a terrain ceiling to compensate the new deadly ceiling behavior.
All levels have been tested and successful completed. Any thoughts or concerns please let me know :)
I finished the Painless and Irritation ranks.
I finished the Headache rank.
I finished the Migraine rank.
So, I've finally managed to solve a good chunk of this pack in one fell swoop! :party:
I skipped the level I got stuck on the last time ("An incident in the mine") at first - this one was really hiding in plain sight, relying on a trick I myself like to use very often.
Spoiler
The funny thing was, even though I had seen the solution in some LP or replay file, I had almost forgotten about it completely - I just remembered I used one skill too many for controlling the crowd.
Some remarks to single levels:Spoiler
"Ancient Temple of Lemming": I dug close to the edge of the first block so that the builder I used to cancel the digger would build one brick through the wall, which would later stop the climber when it returns after mining. Is this really part of the intended solution? Almost feels like exploiting a game glitch :D
"Mandatory Curfew Initiated": Skipped this one. Just resulted in mindless clicking around in a 99 release rate-crowd for me, where either one or two lemmings would always end up dying or running over the bomber-wall I was trying to create to turn them around.
"Crawl Space": Everything fell into place very nicely here! :thumbsup:
"Next Floor Has Been Shut Down": Awww, I could have done a cool Arty-style solution with the miner going through (=down along a builder staircase and into the next terrain section), if you had given one basher more and one miner less (thereby making the miner going through necessary to save a miner).
This way, I could only spare a climber by timing the assignment of the "compression climber" just right :) .
"Prisoners": This one was pretty fiddly. But nice trick at the end, using a basher to turn the climber around in the tunnel, whereas if the basher tunnel had already been completed, the climber would go towards a splat-height wall and die. Not quite as whacky as Colorful Arty's builder-bomber-climber-stopper, but close!
"Pseudoscience": Yeah, I'm not a fan of compression levels, but this one was easily recognisable as one. I didn't really need the floaters, except for one, and managed to save an extra lemming.
"Escape Route": This one had me fiddling around for a while because I didn't know a climber could turn around on that square-thing at the left end of the screen; I expected him to just walk over / jump through it, since it's just a couple of pixels thick, and then die at the level side - my mistake was taking that as a given rather than trying it out for the longest time :) .
But when I did solve it, I could save two diggers, so perhaps this is a backroute?
"You Know the Drill": This is the one I'm currently stuck at. I always put the first blocker right beneath the hatch so one of the last lemmings coming out can free him by digging (a trick I used in "Lemmicks", too), and I free the second one by placing the basher low enough so that the freed blocker falls into the open-air basher tunnel and turns around on the terrain which is being bashed (a trick I also made use of in a "Paralems" level). However, I cannot stop that last basher from continuing all the way towards the fire trap after that.
Otherwise, I liked the mine carts that were tripped over on "Escape Route", looks pretty neat! :) I guess that isn't present anymore in the new formats version since these must be fake exits?
Generally, game-mechanic wise, I've noticed you do seem to like using specifically bombers (often even just a single one) to turn lemmings around ;) !
Finished at last! :)
I had a much higher motivation of trying to finish this pack than any of the others I was playing - partly due to its more accessible length, but also due to the nature of the levels: These more restricted, few-skill challenges are much more to my taste than navigating through huge level landscapes while effectively just trying to do resource conservation.
Perhaps that makes the pack slightly "easier" than the others, or it's just my perception because it's more rewarding - that's the magic mixture of "challenging, but not annoying" :) . Few other custom packs have managed to strike that balance for me so far; most of them, once the easy levels are over, quickly proceed to annoying the hell out of me :evil: . Lemmings Migration was a very pleasant surprise in this regard! :thumbsup:
It was still slightly too hard for me, but only barely so. On the Headache and Migraine rank, I usually got about 90-95% of the solution correct pretty quickly by myself, but then always found myself one skill short, or not knowing about a trick that could be done here, and had to look to Flopsy's LP for that final step to completion.
I also learned some interesting new tricks this way - although the most revolutionary one, the basher-blocker turnaround, apparently wasn't intended ;) , so I actually learned that trick from Flopsy, not from the levels itself - which I consequently started enforcing in my own levels.
Lemmings Migration has thus contributed hugely to the development of Lemmings World Tour, and I have to thank you for that! :thumbsup:
Single level remarks (always the most fun part about giving reviews :D ):
Spoiler
Painless
A bridge across the chasm: We already discussed this one; you said that bomber at the steel to stop the crowd wasn't intended, but I like it a lot! :) Also the idea of having a pioneer go behind the crowd appears here for the first time.
Secret Lemming, Secret Cave: Here it is less obvious that the pioneer has to go behind the crowd, it's more nicely hidden. This one had me thinking for quite a while! :thumbsup:
Irritation
Dreamscape: Everything fell into place pretty quickly here, the protruding pieces gave away a bit of the solution, i.e. where you had to climb, where to build, where to bash... but it still was nice hearing all those pieces snap into place! :)
Ancient Temple of Lemming: Probably the most influential one with regards to level design for me! :thumbsup: Although I did discover this idea myself while playing ONML, i.e. that of turning a second lemming around in a basher / miner tunnel the first one was creating, i.e. using temporary obstacles to turn lemmings around, the fact that it was necessary to do here was hidden in the innocuous-looking landscape pretty well, compared to the ONML level which forced you to figure it out, but at the same time gave you only a short piece of terrain to use as a tunnel, thereby making the whole procedure very precise. "Ancient Temple of Lemming" did this much better! I still don't know whether building into the wall of a digger shaft to have the protruding piece of the staircase turn a climber around was part of the intended solution, but that certainly has made its way into one of my own levels, too! :D
An incident in the mine: The level I was stuck on for the longest time in the pack, simply because I used one skill too many to control the crowd. Even though re-sealing basher tunnels with builders, which I ended up doing in the end, is one of my own favourite methods of crowd control. Funny how one doesn't recognise one's own favourite tricks when other people use them! :D
Never getting back together: I found this one easier than the level before, but it's about as challenging as you can get with only two lemmings. Also influenced one of my recently created levels.
Frozen Climbers: Cool solutions sometimes require pretty weird looking terrain. This one was a little fiddly with the placement of bombers and diggers, but worth it! :) Pretty unique, and while challenging, it did not end up being too time-consuming.
Cringe Comedy: Similarly to "Ancient Temple of Lemming", this one made me take another trick from ONML (from the infamous "Dolly Dimple" ;) ) into my standard repertoire - i.e. building over digger holes to make them uni-directional. I can't count how many of my Lemmings World Tour levels just casually feature this trick now, thanks to playing your pack!
Mandatory Curfew Initiated: Pretty much what a Hard-for-Strato level looks like ;) . I spent a lot of time trying to bomb fallers to turn the lemmings around immediately after dropping to the lower level, and raged at them always splatting... I didn't expect the time limit to be lenient enough for the crowd to go as far to the right as they eventually did.
Headache
Crawlspace: Comparatively easy to solve for me, but maybe just because of the direct comparison to Irritation 10 ;) .
Next floor has been shut down: I think I already said before that I would have liked the skillset to look a little different, because I saw an opportunity to make a miner go through, thereby saving a skill. But that would have made it more of an Arty level, of course ;) . We all know he likes to makes destructive skills go through!
Escape route: This one also had me thinking for a while. I always had too few opportunities to turn lemmings around, because I didn't expect that tilted red square on the left to be able to turn a lemming around - especially with a climber, I thought he'd just step or "jump" over it.
You know the drill!: As said before, here I had to rely on Flopsy's LP teaching me about the basher-blocker turnaround trick.
Kings of the Castle: ...and once I knew this trick, I was able to solve this one on my own again. Having played "Ancient Temple of Lemming", I knew I'd need to turn around one miner in the other miner's tunnel, but I also had to build across the fire pit before. Without stopping the basher going all the way through to the steel, I couldn't get a second climber out of the crowd - or I had to get both climbers out early, before the basher destroyed the wall they were supposed to go up. That way, the climbers always ended up being too close to each other, with one of them either dying in the fire or splatting from the drop on the left (since there's only 1 floater).
The additional ball of terrain you added on the one-way wall made all other solutions I've seen so far - those by Flopsy and Proxima - impossible. So if the basher-blocker turnaround is not part of the intended solution, I'd be curious to know what it is! ;)
Mountain Tribe: And another similar trick: Cancelling a right-facing digger by making a lemming in the shaft facing to the left a digger as well, so that this second digger could then be turned into a basher going to the left. I also needed Flopsy's video for this; all the digger- or basher pits I tried ended up being finished too early, going into the wrong direction (=below the staircase I was creating or had created), or required an additional builder to be stopped. I even tried sending the entire crowd on that path along the ceiling several times, just in order to delay them; but of course, that made it impossible to isolate two lemmings for blocking and building at the end.
This is one of the typical cases where I had 90-95% of the solution figured out, but not knowing that this trick in the beginning was even possible, I had no chance of getting to the last 5-10% ;) .
Nosebleed: The only thing that stopped me here was that I did the two methods of breaking the fall the wrong way round :) : I dug and bombed on the first block, thereby the whole crowd ended up at the bottom early and was headed straight for the second high block. Given there are only two floaters, I couldn't get a third lemming out to do the bomb and build-combination on the second block: I only had a blocker to turn around the second floater, which would have been supposed to climb up into the bomber hole and build from there.
The fact that the bomber has to be a regular faller is what enforces building and bombing on the first and digging and bombing on the second pillar. I just tried it again; there would be enough blockers and builders to do it the other way round, but the crowd is too compressed after having been in the digger shaft to reliably isolate a single lemming to fall and bomb. When I placed the blocker on top of the second pillar to have the crowd run up and down the stairs, seven walkers ended up slipping by.
Migraine
Walking the Blue Mile: The main trick of bashing inside the digger shaft in the beginning was something I had figured out pretty quickly. I just somehow got stuck on the idea that two lemmings had to go into that line-and-squares structure next to the exit, and due to the protruding pieces, of course I couldn't get a climber out of there anymore. My mistake was the belief that the lemming freeing the crowd by mining would also have to be the climber; hence, I deliberately built too low against the square block, so that the lemming would turn around and mine, but only a climber could go up there, rather than having the crowd follow immediately. I did not consider pulling the climber out of the crowd while the other lemming was busy mining, and before that miner destroyed the climbable wall.
The Abandoned Sanctuary: The main question of this level is which one-way wall to leave intact. I kept thinking about ways to get a lemming who had bashed into the lower chamber from the right past the exit to clear the way for the crowd trapped on the left; I did not consider the option of not dropping the crowd down there in the first place, but using the upper chamber as a "bridge" over the exit instead. Help by Flopsy was required here! :)
Momentum Deferred: This was one of the last levels I was able to solve completely on my own merits. It did feel easier than the other Migraine levels, indeed (which Flopsy also said in his LP, I think), because the terrain gave away a little more about which skill had to go where.
Six days without an accident: This one, on the other hand, is probably your equivalent to my "Do not fear" from "Lemmicks": It's so hyper-precise that the pixel precision made me question the correctness of my solution, even though I had actually figured out the correct one. That is the point where pixel precision takes things too far, in my opinion, even though pixel precision in general is more acceptable on the highest rank of any given pack. That pit where all the climbers are supposed to be trapped by the staircases on top of the pins could be just ever so slightly wider.
I guess you do not want a player who has actually found the correct solution to go back to the drawing board, just because the execution doesn't work - because consequently, that player will never be able to find the correct solution after they've already had it and thought they had to discard it.
We're coming home: Yeah, I admit, this one beat me fair and square. There were no particular tricks involved, nothing I don't use myself on a regular basis... except perhaps "using existing terrain to get over the exit", like in Migraine 02. It was simply hiding in plain sight for me. Well done! :thumbsup:
A tour of dock 22, Claustrophobia, Firework Chamber and Excavation Site all featured some fiddling-around to get the timing / relative distance between lemmings right; in contrast to "Six days without an accident", that precision was leading somewhere. Rewinding again and again may be annoying, but not tragic as long as you know what you're intending to do - like, in the case of "Claustrophobia", trying to time two lemmings correctly to turn a builder around with a blocker. Also, Claustrophobia featured multiple opportunities to quickly vary that relative position, e.g. by assigning a floater to one lemming at the beginning of a drop, to the other one only when that drop was almost finished.
A tour of dock 22 was the one still most affected by "execution making me question the correctness of my solution"; I didn't think there could possibly be enough time to patch the bomber gap before the crowd arriving and dropping down to a place with too many obstacles in the way to ever get out of.
In the case of "Six days without an accident" however, the pixel precision really only has trolling qualities.
Flopsy has already suggested to place that level higher in the Migraine rank; given that the solution in itself is not that hard to figure out, though, I'd suggest simply making that crowd-trapping pit a couple of pixels wider, to give the builders a little more leeway. It's the fact that one builder has to land on the other builder's staircase, without that second builder turning around or going over the other builder's staircase, but falling into the pit instead, that makes this so frustrating.
The main and only criticism of this pack is one you've already heard in my Level Design thread "levels relying on tricks"; in this regard, Lemmings Migration also influenced Lemmings World Tour, albeit in a different way, meaning that I have now created more trick-teaching levels specifically for that reason.
Whenever I have a level requiring a trick from the player which I consider somewhat obscure, there is now another level demonstrating that trick to make sure the player knows this option exists in general. Hopefully, putting loads of other levels with completely different demands in between will help hiding the solution of the later levels in plain sight, then :) .
I'm not that much referring to the apparently unintended basher blocker-turnaround here, but mainly to the other tricks like the "inside a tunnel-turnaround", or "building over a digger hole" etc., which apparently are part of the intended solutions indeed ;) .
The pixel precision on "Six days without an accident" shouldn't be regarded as too grave of a criticism of the pack as a whole. ;) Sometimes levels can just become unintentionally precise, as I experienced myself with Lemmicks's "Do not fear". It's simply one level I'd strongly suggest to make a little more lenient ;) , unless that somehow poses a danger to the solution, which I don't see at the moment, though.
My replays are attached. I would like to still give the original Migraine 10 a try, which you have removed from the pack (and I deleted the older iteration from my hard drive, unfortunately) - but I've seen the solution on Flopsy's channel anyway, I just don't remember that much of it, so it might still be somewhat of a challenge.
Thanks Strato Incendus so much for all your detailed feedback and comments! :thumbsup:
I apologize that it seems to have taken forever to respond in this thread. To be honest I have been feeling unmotivated to fix this pack and I think it's because I really want to add a lot of stuff into it like new levels but conflicted if it should just be another pack or a major update of this one. I thought I made up my mind but I'm still going back and forth :'( I just don't really like the sudden spike in difficulty and I want to take out one or two levels but I have to replace them and it's just a whole mess there :(
Short answer: If you want your levels to receive attention, create a new pack! :D
If you merely update an old pack of yours, people who have completed it already probably won't feel like returning to it - partly because they already know all the rest, and it's really just like playing additional single levels; partly because it feels like the creator is shifting the goal posts, resetting the player's status on the pack to "not completed" again :) .
Ask yourself how many people actually revisit levels after they have been backroute-fixed. ;) It's not just a pain to look for a new solution, but also there's usually a bunch of levels in between that have remained exactly the same. The worst part for the player is when the level order is changed, because then the old replays won't work, or have to be tried arbitrarily and possibly renamed - but the solutions themselves still aren't anything new.
I played the new format version of this hit level pack, my solutions for all the 40 levels are attached. :)
My initial go at this pack here (https://www.lemmingsforums.net/index.php?topic=3369.msg65553#msg65553), my second go at V2.1 here (https://www.lemmingsforums.net/index.php?topic=3369.msg66603#msg66603).
Comments (contain spoilers):
Spoiler
Irritation 5: An Incident In The Mine – I found this complex solution instead of the intended solution. O_o
Irritation 6: Path to the Underground – Actually I had almost the intended solution, just used bomber-basher at the beginning and one basher against steel for crowd control.
This is the point I stopped watching making of Migration YouTube videos, so I don't know the intended solutions for the rest of Irritation.
Headache 4: Pseudoscience – Wow, this level is a lot harder now with 5 builders instead of 6 that was earlier. No idea if this is the intended solution, there's 80 lemmings so the merging trick takes over 3 minutes in the beginning. :D I actually skipped this level and solved it last, after Migraine rating!
Headache 8: Kings Of The Castle – This was troubling for me before I realized that you need to send only one climber up from the left, he can dig a way for the other climbers!
Migraine 3: Momentum Deferred – Okay, I did this thing now with both climbers at the end.
Migraine 4: Six Days Without An Accident – Finally solved this awesome level, I don't know how I didn't get this earlier because I had all the puzzle pieces in my hands and I rolled with them over and over again.
Migraine 5: We're Coming Home and Migraine 7: The Last Day Of Our Lives – I saved a skill in both of these, possibly backroutes?
Migraine 9: Firework Chamber – It's great, the beginning is nifty. Had to adjust a bit my earlier replay to get this to work in the middle part of the level.
Migraine 10: Excavation Site – Woow, a new level for me! It's brilliant looking, no idea if my solution is intended.
Thanks for playing again Akseli! :thumbsup:
Comments
"Bridge Over The Chasm" - Nice job saving one builder :) I think that at this point it is safe to get rid of it.
"A Heart For Exploration" - Wow nice solution here! Well done! This is the first solution of its kind I have seen on this level. It might even make a good talisman :D
"LEMCO Employees" - Saving one builder has been done by others in the past. It was to reduce precision with the splatform in case you were wondering ;)
"Ancient Temple Of Lemming" - Nice use of the builder that turns the climber lemmings around. Very elegant.
"An Incident In The Mine" - While your solution isn't 100% intended I do love the creativity that went into finding this solution so I deem it perfectly fine :)
"Path To The Underground" - I was concerned that this was going to be another backroute but everything you did in the middle was intended. I'm not sure if I want people doing what you did at the top right hand corner to turn the crowd around but your specific solution might actually be the very thing I need to force the intended solution!
"Frozen Climbers" - This one is a backroute and one that has been active for a while and I never got around to fixing it. Oops :-[
"Two For Tea Please" - Excellent solution here! I like that you used all of the skills.
"Cringe Comedy" - Your solution is good but I am not a fan of what people have done with the builders here similar to your solution. Don't know how to fix it yet. For now it's perfectly fine :)
"Mandatory Curfew Initiated" - This is already a talisman solution in my V3 draft. Well done ;)
"Pseudoscience" - I'm still not a huge fan of the way the lemmings on the left get compressed, but I might just see it as half-full and make a talisman out of this solution of yours ;)
"Escape Route" - Your solution is quite interesting: it has the spirit of the intended solution while saving one entire basher and digger. Very nice. I'm calling it perfectly acceptable.
"Kings Of The Castle" - Beautiful solution! And yes any solution where you send more than one lemming through the left side is a backroute becasue I wanted to enforce the digger in the middle wall to sent more climbers through that.
"Momentum Deferred" - That thing you did with the two climbers at the end is intended, but the rest of the solution might need to change a little bit.
"Six Days Without An Accident" - Nice solution!
"We're Coming Home" - Another nice solution here but it is a little bit borderline between okay and a backroute. I might need to think about this one some more.
"The Last Day Of Our Lives" - This one is a backroute unfortunately :(
"Excavation Site" - 100% intended. Well done! This level was actually a Contest #13 level I submitted that I actually ended up using as a Migration level because I wasn't a fan of the previous Migraine 10 level "One Way Civilization". Maybe I'll clean that level up in V3 and have it make a return ;)
@Strato your replays are next. Sorry for completely forgetting about them :(
Hi Nessy,
I just finished your first pack Lemmings Migration, and so I just wanted to send you my replays. I know you're not on as much these days, but I hope to see you around here sometime and get to know you some more. Other than your Contest #21 R3 entry, this is the very first time I have ever played levels by you. I also did an LP on this pack, and I will provide you a link to it once I get my videos uploaded to my Youtube. I asked the community what was a good first level pack to LP, and Proxima and Strato both recommended your pack Lemmings Migration. Hence why I decided to LP it. I will provide you a link as soon as it's uploaded and ready. I absolutely enjoyed my experience recording my very first LP for a pack, and so I will definitely be doing more in the future :) Who knows, I might even LP your Lemmings Destination pack in the future.
Like Icho, I thought I would be able to cruise through this pack easily, this being your first pack and all, especially considering that I just recently completed Lemmings United, but nope! Immediately at the start of the pack I was stumped. I can guarantee that the first video should provide much amusement and laughter hearing how I was already stumped for a few minutes on the very first level, Painless 1. There was at least 1 or 2 levels that managed to stump me good in each rank. Both the Painless and Irritation ranks I LPed in one video, and they ended up being about an hour long. The Headache and Migraine ranks both span multiple videos. I think completion of the pack was about 8 or 9 hours, so more than double the length Icho took to complete it.
Regarding this level pack, I absolutely enjoyed your pack! :thumbsup: This is a very well-done, high quality first pack. So many great levels here! Some of the levels were hard, but nothing I couldn't handle, even if some took me a while to figure out, as evidenced by the multiple videos on a few levels in my LP. I admit even the Headache and Migraine ranks got me a bit scared, but I ended up liking so many of them :) There were some fiddly levels that I wasn't too much of a fan of, but they are far and few in between, and the many great levels in the pack more than outweigh that issue.
Now feedback on some of the levels.
Spoiler
Painless 3 - A Bridge Over the Chasm I feel like this is a backroute, since I allowed one lemming to fall and drown.
Painless 5 - Secret Lemming, Secret Cave This surprisingly stumped me for a good 15 minutes, as you can see in my LP. Still a very nice level though! :)
Painless 8 - Playground My favorite level of the Painless rank. Very nice 1-of-everything level with a great solution! :thumbsup:
Painless 9 - Lemming Oven I also enjoyed this one. I knew that a climber had to go over the top, but I kept having problems thinking about how to use the other skills to get the crowd to the exit. Then I realized that I could go underneath them to release them from the other side and it was smooth sailing from there.
Painless 10 - LEMCO Employees Very nice Painless rank finisher! That was a very nice red herring with digging and bashing the OWW. The solution is absolutely clever :thumbsup:
Irritation 1 - Dreamscape Excellent puzzle to start off the Irritation rank. I really liked this one.
Irritation 2 - In Your Wildest Dreams! This one was really easy and I also enjoyed this 1-of-everything level.
Irritation 3 - Ancient Temple of Lemming I unfortunately don't have my original LP recording of the first 5 levels of this rank. I found out to my horror that it never recorded, probably because I either didn't have OBS open or I pressed the wrong hotkey to start recording. Probably the former. Because of this, I actually did other stuff on this level and dragged out the level for probably a good 8 minutes or so before I found a working solution. In particular, in one attempt, I used two builders for the first gap. So, I tried to recreate the LP video to the best of my ability. It's just a shame that it's not as authentic, since now that I knew the solution before I recorded the second video it wasn't a blind LP of the first 5 levels anymore. In other words, all the videos you see are all where I'm seeing your levels in this pack for the very first time. I have never played your pack before, and so the entire LP is a blind playthrough.
As for the level itself, it's a really nice level. It's not a terribly difficult level, but it does take some thought on figuring out where the non-builder skills go.
Irritation 4 - Never Getting Back Together As I mentioned in the final video of my LP, I'm quite surprised some found this hard. I found it very easy. I found the solution here a bit faster than Irritation 2.
Irritation 5 - An Incident in the Mine This was the first major stumping point for me in the rank. Unfortunately, since I don't have the original recording, this would had been the very first level of the pack to span multiple videos. Now that I know the solution, I really like this level. Very clever solution. Not sure how I missed the builder sealing off the basher tunnel. I wonder if it's just easily overlooked or if it's just very well hidden in this level.
Irritation 6 - Path to the Underground Easier than the previous level, although it still took me some time before I found the solution.
Irritation 7 - Frozen Climbers Nice level with a great solution, although I'm not much of a fan of extreme repetitive skill assignments. In this level, I consider 25 climbers too excessive. I'm not sure what the bomber is for.
Irritation 8 - Two for Tea Please Another great level. The hardest part was figuring out how to turn a lemming around to dig and bash the crowd out.
Irritation 9 - Cringe Comedy Really easy.
Irritation 10 - Mandatory Curfew Initiated Another great rank finisher. Beating the clock here was quite satisfying. I love time limits a lot in this game, by the way. I'm not sure what the climbers are for.
Headache 1 - Crawl Space Great level to start off the Headache rank. I didn't think this one was hard at all.
Headache 2 - Next Floor Has Been Shut Down My favorite level of the rank. Not too hard, but not trivial either.
Headache 3 - Prisoners Probably the hardest level for me in the rank. First level in the rank to take multiple videos. I felt extremely proud of myself for figuring out the build a step and mine into the OWW in the wrong direction to turn around while I was napping. That got me closer to a working solution, but I was simply missing a few key details on the left side that prevented me from solving the level. Now that I know the solution, I got to say I like this level too.
Headache 4 - Pseudoscience Second level of the rank to take multiple videos, but only because the previous level took up plenty of time and I had thought the video was already running up to an hour. Nice level. It's quite obvious compression needs to be used. I figured out how to do that with the left crowd very quickly. Figuring it out for the right crowd took longer, but that's because I couldn't figure out what the digger and basher were for.
Headache 5 - Escape Route A bit fiddly IMO, but my solution is probably a backroute since I do have a digger leftover.
Headache 6 - You Know the Drill Another fiddly one if the blocker/basher turnaround trick is needed. Until I realized this, this was a hard level for me.
Headache 8 - Kings of the Castle I also use the blocker/basher turnaround trick here. I think that's why I have some skills leftover, so this is probably a backroute.
Headache 9 - Mountain Tribe Another level that managed to stump me, until I finally remembered the digger cancelling a digger. The builder at the end finishes just in the nick of time, I believe at the very last second before the crowd falls to the bottom and dies.
Headache 10 - Nosebleed Very nice level! Bombing a faller and building in the bomber hole was clever. However, I would say that the part with the second wall is very fiddly. Here, I pretty much released the crowd at a time where they arrive at the very first possible moment that the fall in the digger shaft is safe and the last lemming to fall in it is pretty much at the very last possible safe moment before it became splat height.
Migraine 1 - Walking the Blue Mile Another great level to start off the rank. I like how I was able to slowly piece the solution together piece by piece.
Migraine 2 - The Abandoned Sanctuary I didn't think this level was hard at all. Instead, I was a dummy, because I kept thinking the crowd needed to fall down the left side and that I needed to build over the exit to bash them out. That turned out to be wrong and that the solution is much easier than that: Just hold them back with a blocker.
Migraine 3 - Momentum Deferred I thought this level was hard, so I'm a bit surprised to hear that others found this easy. The starting area is the hardest part I thought, since it's not obvious where you need to trap the crowd. I somewhat enjoyed this level nevertheless.
Migraine 4 - Six Days Without an Accident Very nice level! :thumbsup: I had the two builders figured out very quickly, but it took me quite a while to figure out how to stop the climbers from climbing up the high wall or whether they needed to be contained within the poles on the right side and then released by bashing the builder staircase going to the right in the end. I'm not sure if it's possible to do that, but the solution I came up with to stop the climbers from going up the high wall I'm quite proud of and think it's really clever.
Migraine 5 - We're Coming Home I wasn't too much of a fan of this level. The solution is way too fiddly and precise. One pixel lower with the last digger and the basher would take away the exit terrain. One pixel higher and the miner tunnel would had been too high by about a pixel, preventing the lemmings from stepping up into it.
Migraine 6 - A Tour of Dock 22 Even though the part with the OWW is very fiddly and very precise, I still enjoyed this level to an extent. The right crowd is easy to figure out, the left side was hard. In particular, it's extremely difficult to see that two well-placed diggers is enough to bomb through the OWW.
Migraine 7 - The Last Day of Our Lives Very nice level here! :thumbsup: I really like the solution here. Not too hard but not trivial either.
Migraine 8 - Claustrophobia I really liked this level! :thumbsup: It was probably my favorite of the rank. Again, not too hard but not trivial either. The starting area is the hardest part. Everything else was easy.
Migraine 9 - Firework Chamber This one was a hard one for me. There were a lot of wrong ideas I did on this level. However, I got to say that I felt extremely proud of figuring out to block with the very first lemming that comes out in the level to give the other left hatches time to bash and bomb. I also liked this level with it's really great solution. It was all about figuring out how to minimize skill usage in each area. This was an extremely satisfying level to solve. Well done! :thumbsup:
Migraine 10 - Excavation Site By far the level that took me the longest to figure out in the entire pack, as evidenced by how it took 3 videos before I finally solved it. Just before my successful attempt, I didn't have a digger available for the very end. As you can also see by my successful video, I had nearly pieced all of the solution together when I realized the save requirement where you're allowed one loss. So, it was simply a matter of figuring out what the loss is. For some reason, I kept thinking I needed to save everyone, which definitely explains why it took me a while to solve. I often notice that I tend to forget the save requirement a lot whenever I'm solving. In any case, this was definitely an epic final feeling level and was extremely satisfying to figure out and piece together the solution piece by piece. Well done here! :thumbsup:
With this, I have to commend you for giving even someone like me who managed to beat Lemmings United after so much struggling a good run of my level solving abilities. Once again, very well done with this pack, and I look forward to playing your other pack Lemmings Destination in the future. Also, I'll send you a link of my LP of Lemming Migration as soon as my videos are uploaded and ready ;)
edit: Ok, my entire LP of your pack is now ready and uploaded to my Youtube.
edit 2: Removed the link to my LP in this post. I have the new updated link in my new post below.
I went back and added chapters to each video of the Lemmings Migration LP. New updated link to the LP is here: Kaywhyn's First LP of a Lemmings level pack: Lemmings Migration (https://www.youtube.com/watch?v=cuFrJoSbHn8&list=PLbp2m4KlFpJuSCZ_1RJDDGwMkqrWPNw_4). Enjoy! ;)
Quote from: kaywhyn
I just finished your first pack Lemmings Migration, and so I just wanted to send you my replays. I know you're not on as much these days, but I hope to see you around here sometime and get to know you some more.
Hey @kaywhyn! Thank you so much for all the kind words and feedback :thumbsup: I will definitely be going over all of your feedback and your LP of the pack this week :) I look forward to it and I'll try to comment on the videos directly as I go.
Also yeah I haven't been very active lately (hence completely missing this message). Just a lot of real life stresses that have really burned me out a little bit and I hope to change this before the year ends by finally finishing my long overdue update of Lemmings Destination, so hopefully if you were still interested in playing it in the future it'll be ready to go!
Quote from: Nessy on November 17, 2020, 01:05:27 AM
Hey @kaywhyn! Thank you so much for all the kind words and feedback :thumbsup: I will definitely be going over all of your feedback and your LP of the pack this week :) I look forward to it and I'll try to comment on the videos directly as I go.
So awesome hearing from you, Nessy! :thumbsup: I had such a blast when I was doing my LP of your Lemmings Migration pack that I decided definitively that I'll be doing more LPs in the future. It's interesting, because I decided to get into LPing just for the fun and experience. No one had ever told or asked if I ever considered LPing level packs. I simply decided to personally get into it just because I thought it would be a lot of fun. Just as I thought, I enjoy it so much. Plus, I'm sure the community would love to hear and see how someone like me approaches level solving, since the consensus around here appears to be that the community regards me as one of the top solvers. Well, I'm more than happy to share my solutions online in the forums AND on my Youtube and my expertise in level solving. I provided you the link to my LP above. Finally, I feel this community could always use more LPers.
Quote
Also yeah I haven't been very active lately (hence completely missing this message). Just a lot of real life stresses that have really burned me out a little bit and I hope to change this before the year ends by finally finishing my long overdue update of Lemmings Destination, so hopefully if you were still interested in playing it in the future it'll be ready to go!
Lemmings Destination is definitely on my to-play list at some point, so rest assured that I will definitely be giving your sequel level pack a go. I might even consider LPing it too, but for now, for the next few LPs I do, I have decided to LP a couple more small packs before moving on to larger packs, like your Destination pack, to LP. A pretty good and reasonable strategy, I think, especially to first ease oneself into the LP experience and to test the waters before deciding to do more if it ends up being very enjoyable, like it has been for me.
Hi,
I decided to give this pack a try, recommended by Kaywhyn :) I quickly played through the lower two ranks. Since I'm a fan of small levels, I think this a very good pack so far - not trivial, but also not too difficult. The music is also pretty decent. I probably backrouted some levels, such as Irritation 3,5 and 7.
All my solutions can be found on my yt-channel: https://www.youtube.com/channel/UCOahFY7zAWCoGpKOQdUf7mw
ok solved the pack. I didn't think any level was difficult really, although I think I backrouted most (way too many skills left)