Lemmings Forums

NeoLemmix => NeoLemmix Levels => Topic started by: Flopsy on September 16, 2021, 11:04:12 PM

Title: Lemmings presents GOTTA GO FAST!!! v1.56 [Difficulty: Medium - Very Hard]
Post by: Flopsy on September 16, 2021, 11:04:12 PM
4/4/23: It is now ok to video LP this pack again, the ban has been lifted.

4/5/22: Gotta Go Fast v1.56 is out.

Yes, you've guessed it, another back route fix for Chilli Dog 19....

past versions
30/4/22: Gotta Go Fast v1.55 is out.

yet another fix to Chilli Dog 19 to fix yet another major back route.

27/4/22: Gotta Go Fast v1.54 is out.

a further fix to Chilli Dog 19 to fix another major back route.

26/4/22: Gotta Go Fast v1.53 is out.

a further fix to Chilli Dog 19 to fix a major back route.

25/4/22: Gotta Go Fast v1.52 is out.

more back route fixes courtesy of IchoTolot on
Sneaker 8 and 21
Chilli Dog 1 and 19

Removed Talisman on Super Sonic 6

23/4/22: Gotta Go Fast v1.51 is out, just some further fixes to stuff I overlooked in Rose 20 and Shield 7 (talisman now removed).

18/4/22: Gotta Go Fast v1.5 is out, with back route fixes on IchoTolot's posted solutions and more added talismans.

Spoiler
back route fixes on
Rose 6, 20
Shield 7
Ring 19
Sneaker 4, 8, 21
Emerald 8
SSonic 1, 5, 15
Chilli Dog 1, 10, 14, 16, 19
Encore 15

New Solution on Sneaker 20

Talismans added on
Shield 8, 10
Ring 14
Sneaker 11
Emerald 9
SSonic 6
Chilli Dog 3, 15, 21
Encore 12
Toolkit 7




02/11/21: Gotta Go Fast v1.4 is out
Spoiler
v1.4 The 4th Armani update

back route fixes on
Sneaker 9
SuperSonic 11
Toolkit 12

25/10/21: Gotta Go Fast v1.3 is out

Spoiler
v1.3 The third Armani update

back route fixes on
Sneaker 2, 9
Emerald 17
SSonic 5, 11
Encore 11
Toolkit 12

Sneaker 2 has had to be completely reworked.

talisman added on
Chilli 14,17

18/10/21 v1.2 is out! More back route fixes and talismans added.

Spoiler
v1.2 The second Armani update

back route fixes on
Sneaker 2, 6, 7, 9
Emerald 17
SSonic 5, 11, 18
Chilli 7, 8, 12, 14, 17
Encore 8, 11
Toolkit 11, 12

talismans added on
Sneaker 20
Emerald 7, 14
SSonic 1
Toolkit 16, 17

28/09/21
v1.1 released - a ton of back route fixes courtesy of Armani and josh's replays, thanks both for playing the pack very early on :thumbsup:
Spoiler
v1.1 The Armani and josh update

added post level texts

back route fixes on
Rose 17
Shield 18, 21
Ring 4, 7, 17
Sneaker 2, 3, 6, 9, 11, 12, 16, 17, 20
Emerald 7, 10, 14, 17
Super Sonic 1, 2, 5, 10, 11, 12, 18
Chilli Dog 3, 7, 8, 10, 12, 14, 17
Encore 6, 8, 10, 11, 18
Toolkit 11, 12, 16, 17

talismans added on
Rose 8, 12, 13, 16, 17, 19
Shield 7, 8, 12, 15
Ring 1, 8, 12
Sneaker 8, 14
Emerald 8, 15, 16
Super Sonic 6, 8, 9, 14, 16, 19, 20
Chilli Dog 2, 6, 13, 15
Encore 3, 4, 5, 17
Toolkit 5, 7, 20, 21

Original Post
4 years ago today I released a pack called SEB Lems after making 175 levels in a little over 18 months with a lot of help from Wafflem.
Now I present to you after 4 whole years since SEB Lems.

(https://i.imgur.com/XhEPY9i.png)

To celebrate the 30th Anniversary of Sonic the Hedgehog, I am releasing a Lemmings pack entirely made of Sonic the Hedgehog tilesets.
Help guide the Sonic Lemmings to the exits in 189 levels across 9 ranks!
Help Sonic overcome Eggman's plans to take control of these mindless Sonic Lemmings and use them for his evil plans.
(https://i.imgur.com/220UdIn.png)


DISCLAIMERS (PLEASE READ):
1. This pack uses a lot of custom animations, and uses no effect trigger objects. These have been added for nostalgia purposes for the sake of trying to make the tilesets look as much like a Sonic game as possible. If you don't like this, please disable the background images in the config menu.
2. Most levels have 10 minute time limits by default, I discussed this with a few people before deciding on whether to implement this or not and I got all kinds of responses to this so my gut feeling was to just implement this feature. I am not going to have this pack topic descend into discussion about the time limits being unnecessary, this was also added for nostalgic purposes (Sonic would die if the time limit reached 10:00 on most Sonic games). I have added this to the levels where it is possible to solve the level significantly under the time limit (ie. you have at least 3 mins left) so I have added these time limits appropriately and not just to every single level.

This pack is deemed to be mostly on par with the difficulty of SEB Lems, however some testers have said that this pack is a little harder than SEB Lems even.

This pack is made up of 9 ranks, the first 7 of which are the main difficulty ranks and the last 2 are bonus ranks.
The pack also features custom sprites made to look like Sonic (thanks to Nessy for making these).
Each rank contains 21 levels, the final level in each rank is a boss stage and features a unique music track.
The first 7 ranks contain one level from each of the 21 main tilesets used in the pack.

With Special Thanks to
Nessy - for being the sole tester for this entire 4 year development cycle, helping me with making backgrounds and the lemming sprites. Such a great person to work with, always willing to help!
Also for providing the Hydrocity tileset for the pack.
Wafflem - "We've finally done it, the pack is finished. I wish you could be here to see it finished, please come back soon". For being a second tester when he was not away and being the pure inspiration behind this pack.
Lucia - Love Always xxxx
WillLem - for testing/improvements on the 1st rank and providing an animation for the Scrap Brain buzzsaw, it looks great!
GigaLem - for the work you have done on making the Sonic tilesets look great.
Plom - for the Metro, Studiopolis and Press Garden tilesets
and anyone else who has been supportive of this pack over the years!

(https://i.imgur.com/d3vyxmQ.png)
ROSE - Named after the stalker Amy Rose, this rank starts out with nice X of everything levels and a few other kinds of levels designed to ease you into the pack.

(https://i.imgur.com/gN4k7U6.png)
SHIELD - The 2nd rank, named after the Shield power up that Sonic collects on his travels. Still X of everythings in this rank but the difficulty is higher.

(https://i.imgur.com/a815Uvo.png)
RING - The 3rd rank, named after those golden rings which Sonic collects on his travels. We now shift towards Puzzle style levels and the X of everything levels become much less common, unless X=1 of course :P.

(https://i.imgur.com/pVKlTqw.png)
SNEAKER - The 4th rank, named after Sonic's very speed shoes. The speed is largely getting up to running speed by this point, we are truely into the meat of the pack now and the difficulty is ramping up.

(https://i.imgur.com/1WE0vbG.png)
EMERALD - The 5th rank, named after those collectable jewels in the bonus stages of Sonic. Now we are truely heading into the harder levels in the pack, they are hard just like collecting the emeralds in the Sonic games!

(https://i.imgur.com/rDtfWwj.png)
SUPER SONIC - The 6th rank, named after Sonic's powerful form after collecting all the emeralds. Now the levels are getting larger and much more complex, a lot more abstract thinking required here.

(https://i.imgur.com/VeNuu45.png)
CHILLI DOG - The 7th and final difficulty rank. Here we are, the last hurrah! The pack doesn't get any harder than this! Can you get to the coveted Chilli Dog at the end of the pack?

(https://i.imgur.com/4dDbdum.png)
ENCORE - An overflow rank of levels which didn't fit into the main ranks but were still awesome enough to include in the pack. Including a few collabs with other level creators!

(https://i.imgur.com/LtmunW8.png)
TOOLKIT - This rank is a certain type of level which I felt belonged in its own rank so that if you don't want to play these types, just stay out of this rank. These are levels with large skillsets and require a large amount of thinking and resources to solve. I know some people don't like this level type so I chose to separate them out (That's not to say the rest of the pack is entirely free of these "toolkit" type levels though!).


Now onto the tilesets by Flopsy.
Scrap Brain (Sonic 1) - the old favourite, remastered for GGF. Special thanks to WillLem for helping with the buzzsaw animation.

(https://i.imgur.com/yN8NhHv.png)
Happy Hour (Shield 10)

Star Light (Sonic 1) - remastered for GGF, now with added lighting effects.

(https://i.imgur.com/WHDa1xo.png)
Do You Believe in Magic? (Super Sonic 10)

Marble Garden (Sonic 3) - remastered for GGF with improved water animations.

(https://i.imgur.com/dueMqwo.png)
Harden The Paint (Emerald 8)

Casino Night (Sonic 2) -  remastered for GGF with significant light effect improvements.

(https://i.imgur.com/5wqPgdt.png)
Casino is the Night (Ring 1)

Sandopolis (Sonic & Knuckles) - remastered for GGF with improved updraft symbolising.

(https://i.imgur.com/YVgOTjR.png)
Pedalpusher (Chilli Dog 8)

Mystic Cave (Sonic 2) - remastered for GGF with improved trap visibility

(https://i.imgur.com/ndmnFIj.png)
Shining Light (Sneaker 16)

Death Egg (Sonic & Knuckles) - remastered for GGF with improved animations

(https://i.imgur.com/toE7z7x.png)
Death and Destruction (Emerald 14)

Labyrinth (Sonic 1) (in collab with GigaLem) - the water labyrinth of Sonic 1, possibly everyone's nightmare when playing Sonic. This tileset will feature water related Swimmer puzzles in most cases.

(https://i.imgur.com/L3XGvfU.png)
Let's Ride (Ring 21)

Chemical Plant (Sonic 2) (in collab with GigaLem) - the Chemical Plant from Sonic 2, featuring teleporter tubes and plenty of megamac to swim around in!

(https://i.imgur.com/qcloAgj.png)
Lems at Work (Ring 20)

Lava Reef (NEW) (Sonic & Knuckles) - a new tileset, a cave filled with glorious lava. There is also a colder variant for where the lava has cooled (like Act 2). Needless to say the Lava will kill.

(https://i.imgur.com/hkFOxEh.png)
It's Tea and Biscuits Time! (Chilli Dog 19)

Oil Ocean (NEW) (Sonic 2) - the classic zone from Sonic 2 (which recently made an appearance in Sonic Mania, this tileset is based on the Sonic 2 classic zone. A tileset based on pipes and an oil water (can swim in). Similar to Sandopolis, oil slopes act as one way fields.

(https://i.imgur.com/NCIw70t.png)
Past the Point of Delirium (Super Sonic 4)

Spring Yard (NEW) (Sonic 1) - the original pinball zone from Sonic 1, this tileset has a mesh similar to the crystal tileset in standard Lemmings which the Lemmings will be able to traverse.

(https://i.imgur.com/IzRpbhA.png)
Whodunnit? (Chilli Dog 5)

Hill Top (NEW) (Sonic 2) - a high altitude zone from Sonic 2, this zone has some grass terrain and even underground terrain. This tileset also features Lava, be very careful.

(https://i.imgur.com/bMjOncI.png)
Down the Hillside (Emerald 16)

Marble Zone (NEW) (Sonic 1) - the original lava zone from Sonic 1, has some resemblances to Marble Garden Zone with the grass however this tileset features Lava, a pillar trap and ruins.

(https://i.imgur.com/4hQ3hUf.png)
The Big Fat Greek Level (Super Sonic 18)

Metropolis (NEW) (Sonic 2) - the Scrap Brain of Sonic 2, this tileset features conveyor belts, molten lava and teleporters.

(https://i.imgur.com/XgbMvJB.png)
This is Lemmings! (Shield 21)

Ice Cap (NEW) (Sonic 3) - the last tileset to be made for the pack, felt like an ice tileset was what the pack needed to round out the variety of environments. Bears some resemblance to L2 Polar and ONML Snow but the crystal lattice pattern brings some uniqueness to this tileset.

(https://i.imgur.com/HObCSMX.png)
The Last Blocker (Ring 11)


Guest Tilesets by other authors

Green Hill Zone (Sonic 1) (by GigaLem) - the original GHZ tileset by GigaLem, a must for a Sonic pack.

(https://i.imgur.com/GnbXfhV.png)
69 and OUT! (Sneaker 3)

Launch Base (Sonic 3) (by timfoxxy and GigaLem) - the final zone from Sonic 3, where Eggman originally planned to launch the Death Egg into space.

(https://i.imgur.com/sCWVbAX.png)
Geronimo! (Sneaker 15)

Studiopolis (Sonic Mania) (by Plom) - A newer Sonic Mania zone reimagined by Plom, a bit of a studio based zone.

(https://i.imgur.com/eJ2Oy8R.png)
The Cascade Swimathon (Sneaker 14)

Press Garden (Sonic Mania) (by Plom) - A newer Sonic Mania zone reimagined by Plom, a newspaper press mixed with Japanese cultured terrain.

(https://i.imgur.com/tdNw6sZ.png)
Dawn Treader (by Flopsy/Wafflem) (Sneaker 21)

Hydrocity (Sonic 3) (by Nessy) (NEW) - the water zone from Sonic 3, reimagined by Nessy, a bit of a water rollercoaster!

(https://i.imgur.com/53CqpBm.png)
Detonator (Chilli Dog 12)

plus more special guests!

These styles were all submitted to the styles manager earlier this week and namida has updated all these tilesets so you can either download them from within NeoLemmix's styles manager or alternately, the styles are included in the download anyway.

Download the music pack for Gotta Go Fast here
https://www.dropbox.com/s/ip0arwol1n0vnxy/lemmings_presents_ggf_musicpack.zip?dl=1
(71 tracks, 282MB size)

Optional download
Includes a few custom sounds for the pack - note that this will play on all packs you play and not just this pack. It is optional to download this but it will add a few more sounds which will improve the player experience.
Alternative "Let's Go" - instead of saying "Let's Go", a sound of Sonic saying "HERE WE GO!" will play like he does in Sonic Unleashed when beginning a level.
Success jingle which plays the Japanese version of Sonic CD's post level jingle.
Failure jingle which plays the game over tune for Sonic Spinball.
To download these sounds, download the "optional_ggf_sounds.zip" and extract to your NeoLemmix folder. You will have to overwrite existing files.
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: IchoTolot on September 18, 2021, 06:23:31 AM
Congratulations on the release! :thumbsup::thumbsup:

Onto my "to-play" list it goes. :)  It will probably be a little while before I get to it, but I bet in the meantime some people will give you some backroutes to worry about. ;P
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: kaywhyn on September 18, 2021, 06:56:35 PM
I'm a bit late, and I've already did so on Discord, but I still want to post my congratulations on finally getting the pack released! :thumbsup: You've worked hard on it, and the preview images definitely shows that, as well as the huge amount of detail and contributions from various members. In particular, I especially like how you carried on the work of a pack that was originally started as a collaboration and finished the work after the other seemingly vanished. It might had taken a while, but you persevered and now the long wait is finally over. I admire this in people very much.

Thank you for the kind act of adding me to the credits, even though I didn't contribute anything or played absolutely no part in the creation of the pack whatsoever ;) GGF is definitely on my to-play list. Like you, I absolutely look forward to LPing the pack, which I will do in about a few months or so. Hopefully, it won't take anywhere near as long from the time I promised you I would play through MSB :P Hopefully it won't take more videos than SEB Lems, but no guarantees, if the fact that your first pack managed to stump me very badly in so many places is any indication to go by :laugh: We shall see, but surely the entire pack will take a lot of videos anyway, given that it's almost 200 levels :P
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Armani on September 20, 2021, 08:24:02 AM
I've solved first two ranks. 8-)
I attached replays and here're some feedback.
Well it was a perfect choice for me to play this pack during the holidays. :thumbsup:
(as I mentioned on discord, we are having long thanks giving holidays so I have plenty of time to play lemmings.)
The preview images are already nice-looking but GGF was beyond my expectation when I actually played it.
There are bunch of awesome styles, backgrounds, custom sounds and great puzzles! not to mention that the musics are fantastic. :D
Especially I'm so happy that you presented so many nice tilesets featuring various types of water. I've really hoped there are more styles with waterfall object & transparent water so I can make/play swimmer puzzle which is one of my favourite types of puzzle.
The first two ranks were not too hard. I think I breezed though most of the levels. I expect the difficulty to be much higher toward the end though.

Rose Rank

Rose01 Here We Go!: Nice level to start off the pack! It's 10-of everything level so solving the level itself was easy. But the talisman wasn't easy at all. Especially the final wall is not climber-friendly, so I wasn't able to send climber over and mine from the right. I used some unobvious and fiddly tricks to achieve talisman using all the bashers. I think it's probably the hardest level of the 1st rank if you try to get the talisman. ;)
Rose02 Let's Get The Show on the Road!: Another 10-of everything level but with swimmer this time. I didn't use any swimmer though.
Rose03 Knock Knock Knockin on Eggman's Door: 10-of everything but with much more Neolemmix skills. I really love the design of the level here! :thumbsup:
Rose04 A Spring (yard) would be helpful here!: To get the talisman, I used stacker+walker / stacker+stoner staircase tricks since there is no clear way to get the crowd up with out miners. Very nice puzzle!
Rose05 Marble Garden Ruins: The terrain looks random at the middle. So it was not easy to make the path for the crowd without builders.
Rose06 Caught by the Sand(opolis)!: Nice usage of glider/updraft interaction!
Rose07 Helter Skelter: Again, the level itself is easy but getting the talisman is challenging! I was already familiar with fencer+platformer spiral staircase so it wasn't a big problem for me.
Rose08 Sing Little Lemmings!: I feel my solution is a kind of backroute. Since I used very little amount of skills. But I could be wrong and this level is just open-ended.
Rose09 I Don't Fall That Way!: Wow only jumper level! But that doesn't mean that the level is easy though. I needed to figure out which routes each climber had to take. And jumpers are always fun. :thumbsup:
Rose10 Antisociology: Nice fake-disjoint union. I simply released the blockers in clock-wise direction. The destructive skills were lenient but the constructive skills were very tight!
Rose11 King for a Day: This level looked intimidating at first but it's actually not so bad at all. If I tried to save all 4 crowd with the x-athlete superman lemming, I think I couldn't finish the level on time to get the talisman. Instead, I first save the bottom right crowd and used them to rescue the bottom left crowd. This save me a lot time!
Rose12 The Goldfish Bowl: I really love the design and all the blinking, shiny objects! Also the puzzle was quite nice too.
Rose13 Doorman: This level was quite difficult despite it being an open-ended level. I didn't use any shimmier though. I can see some nice shimmy-able terrain at the middle left, so I could have use some shimmier to send some athletes there!
Rose14 Random Acts of Kindness: I think I played you level from a contest with similar title. It was funny to see all the neutrals and zombies are trap in such a tiny places. I had to rescue all the neutral while avoiding zombies at the same time. I really enjoyed this one!
Rose15 You Gotta Go There To Come Back!: It's an open-ended but still I ran out of construtive skills quite quickly. I like the animation of the teleporter/receiver though!
Rose16 Hurry Up and Wait!: Another very nice level here! I needed to make safe fall for the upper crowd and after gathering them all together, I also had to clump them up to pass the trap with minimum sacrifice.
Rose17 The Lem's Too Strong: Single-lemming level! I love it. After I solved the level, I realized that I didn't have to collect the top left pick-up platformer since I didn't use it. So I suspect I didn't take the intended route.?
Rose18 Across the Ice Cap we go!: It's first time I play a level in NEW ice cap tileset, and I must say I absolutely love it. :thumbsup: It's so beautiful and I love the crystal hanging(?) things. The puzzle was also very nice. I ended up all the destructive skills and barely complete the level.
Rose19 Airbubble Chamber: It was quite difficult to make a staircase for the crowd. There are many precise assignments which are likely to be self-inflicted. :crylaugh:
Rose20 Around the Back of Shearing Hill Top: Nice puzzle still not too hard.
Rose21 Only in Dreams: This level remind me of a level from United(Water Maze2). Both of them require me to use various destructive skills to make a path while avoiding water, and the water is literally everywhere. Very fun and entertaining level to finish off the rank!

Shield Rank

Shield01 Perfect Situation: Now the skillset is restricted compared to the 1st rank. Getting the talisman was quite hard. The main difficulty were lack of constructive skills and getting through the complex terrain at the middle.
Shield02 Vegas Two Times: easier than previous level. Still it was a very nice level! The main difficulty of this level was making splatform for the crowd before I ran out of swimmer.
Shield03 Ride Across The River: Very nice level! It's only 1 of 5 different skill level but the level contains so many nice tricks. :thumbsup: I had to time the basher so the climber would not climb over and killed by the trap.
Shield04 Jumping across the Oil Ocean: Somewhat easy level for its position. still a very nice one.
Shield05 Lithuum Stretch: This is probably my favourite level so far! :thumbsup: I absolutely love how the swimmer lemmings swim under all the obstacle and make the path from the opposite side. I said I love swimmer puzzle with waterfall and this level is a perfect example. :thumbsup: :thumbsup:
Shield06 Saving Amy!: Another very nice swimmer puzzle! The most difficult part was saving the bottom left swimmers.
Shield07 Having A Blast: I think I found the main trick of this level: using jumper+bomber combo to destroy the bars so the worker lemming can keep platforming without hitting the wall and turning around. The only suspicious part is that I mine under the laser to avoid it. I have some leftover jumpers as a result.
Shield08 We Gotta Get Out Of This Place!: Nothing so hard on this level. I have plenty of skills, lenient save requirement and so many blockers to contain the crowd everywhere I want. I really like the vertical lava object though.
Shield09 This is How I Roll!: This one on the other hand, was quite tricky. I had to take advantage of mesh terrains to gain height. I used most of the bomber and barely solved the level.
Shield10 Happy Hour: Another one of my favourite levels! I had to think carefully on how to use destructive skills efficiently. I have no idea what the stoners are for though. ??? I didn't use any of them.
Shield11 Snow Way Out!: Yay! more Ice Cap level! This level was not too hard.
Shield12 Endless Bummer: Solved in about 5 mins on timer. 8-) The level was very huge and intimidating at first but it was actually not so bad. The main difficulty was lack of destructive skills. I have plenty of diggers but they were not very helpful in this level.
Shield13 Your Local Hero: Wow I liked how the 4 different specialists are trapped in different places of the level at the beginning and how every part of the level needs help from the different athletes. Saving the bottom left crowd was the hardest part. I think I used most of the stackers there.
Shield14 Run Like Quick Sand: Nice and easy 1 of everything puzzle!
Shield15 Painted Lines: Connecting the top and bottom terrain with stackers to keep diggers going was quite clever! Also the 100% save requirement makes the level challenging.
Shield16 Let's take a Hot Bath!: I enjoyed this level a lot too. I like the trick which using stoners to interrupt the platformers and gain additional height so the crowd can walk up the zigzag miner tunnel.
Shield17 Speed Dash Mountain: This is probably the hardest level so far in this pack, no left over builders and miners! After you figure out the main trick with shimmier+stoner, it's not that bad but figuring out that trick took me some time.
Shield18 The Omega Standard: likely to be backroute? I have bunch of leftover gliders and two builders. I like the design though! Getting through the level with very little amount of destructive skills were challenging.
Shield19 There's A Star in the Night Sky: Very clever 1 of everything puzzle! My favourtite part is using builder to the wall to turn around and digging down immediately. I didn't use the climber though.
Shield20 Back to the Shack: Another very clever puzzle! It wasn't easy to see that I had to dig down with the climber/glider athlete so the non-glider climbers can climber over without gliding.
Shield21 This is Lemmings!: Nice and difficult level also favourite of mine, well fitting as the rank finisher! :thumbsup: I ended up using all the builders. I think my solution could be not intended since I didn't use the right side of the level. My solution is played mostly on the left side of the level.

So far I'm very much enjoying the pack, and will definitely play more. :thumbsup: Let's see how far I can get during the holidays. :laugh: Of course I will play though the entire pack but after the holidays I think I have to slow down the pace.
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Silken Healer on September 20, 2021, 07:55:00 PM
Congratulations on the release :party:
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Flopsy on September 21, 2021, 02:24:13 AM
For Armani
Spoiler

Thanks for your kind remarks, I'm glad the 4 years spent polishing this pack has been time well spent.

Rose 1 - I really like that talisman solve, considering that it uses blockers, I like that approach.
Rose 2 - The swimmers are just there to round out the skill set, I like having 8 skill types in a level even if one of the skills doesn't really fit the solutions.
Rose 3 - This is more of a Wafflem style level, he likes putting unlock buttons around a level. It's more of a dedication to him. I like how you went out of the way to spin the goal ring as well, these are optional ;)
Rose 4 - I'm learning new tricks just by watching your Talisman solves on this and Rose 1, they really are a revelation to me of things I didn't know about!
Rose 5 - Another nice Talisman solve :)
Rose 6 - Had to do an updraft level for this tileset in the first rank because people get confused about this tileset although the updraft animations never used to be on the sandfalls until now. Nessy helped me put the animation on the updrafts while keeping the sandfall vibe.
Rose 7 - this is probably the easiest Talisman so far because a lot of people would see the fencer+platformer trick.
Rose 8 - no back route here this is an open ended level, you just really simplified your route. I could put this as a talisman as well since the amount of skill types you used was next to nothing. I'm still looking for Talismans to add to this pack to add in an update.
Rose 9 - Thanks, I suck at single skill levels but this one really worked out. Technically it's not jumpers only though when you consider that the 2 lemmings have pre-assigned skills.
Rose 10 - Again this is open ended, there is no right or wrong way as long as it solves. Talisman added purely to encourage multitasking which can be a little fun.
Rose 11 - That's a very good idea, I didn't consider that you could use a freed crowd to work on the level also, shows how much better you are at solving levels than me.
Rose 12 - I think out of all the tilesets in the pack, this one had the most work done to it, there are loads of animated objects in this tileset because it's based on a casino. Nice 100% save on this one :)
Rose 13 - You are right, the climber + shimmier thing would make this level easier to do, you did this the hard way though and I could add a talisman for not using shimmiers now since you proved it is possible. Way to go.
Rose 14 - This level was actually rejected for the contest you're thinking of, this level was disallowed because the zombies were in fixed abode and were just fire objects essentially. However the level you're thinking of Random Acts of Nastiness (not Kindness) is in this pack as well and you'll see that much later! That level was actually made because kindness was not suitable for the contest.
Rose 15 - The reason you ran low on constructive skills was the idea was to mine the one way wall, instead you opted for your lower route though the one way wall which was heavy on platformers. Nothing wrong with this solution though, nice to see your alternative approach. Thanks for your nice remarks on this tileset, this is the oldest tileset in this pack (seeing as it is in SEB Lems too) and it has really matured well in this pack.
Rose 16 - another potential for Talismans here, your constructive skill usage here was top notch. I liked the builder bumping head after single brick technique.
Rose 17 - WOAH I did not know a jumper could shimmy like that on the conveyor belt, that is why you didn't need the platformer in the second half. I think just for knowing that obscure trick I shouldn't take this solution away from you, I could always make this a Talisman again. However what you did with the Digger was a back route, I overlooked that.
Rose 18 - I like how this solution does not go over the top of the loop, instead you just go through the bottom of the level instead. I typically don't back route fix Rank 1 levels anyway, not that this is a back route, it's a clever short cut.
Rose 19 - Did you not notice there was 10 Lemmings and 10 Climbers on this level? You made this a lot harder than it needed to be. But at least I could make a Talisman out of this.
Rose 20 - This is kind of a puzzle for the end of the Rose rank, just something different to X of everything :)
Rose 21 - This is just a boss stage really, you get unique music on these levels. Nice Talisman solve again here.

Shield 1 - Yeah, a lot of lower X of everythings now. I liked this Talisman a lot, proud of this one.
Shield 2 - This level isn't too bad if you're used to "rush to save the trapdoor" style levels.
Shield 3 - This was a very old contest level from a while back, you were required to only use 5 skills once each. I think the level size was an important factor too.
Shield 4 - Because I only allow one level in each tileset per rank, we will get situations like this where the difficulty might spike or the opposite, a level which is easier than the others around it. This is a good example of that.
Shield 5 - I like this level a lot too, it's such a nice looking level and Nessy made this tileset for the pack, it's a strong tileset.
Shield 6 - The Labyrinth tileset is pretty much all Swimmer puzzles IIRC, so you can expect at least one swimmer puzzle per rank.
Shield 7 - Because you didn't use the Blocker, I might make this a talisman. It's a clever solution. Usually you should go to the left and block and then do the same thing just lower down.
Shield 8 - wow, nice job saving 42 out of 50. I'm starting to worry about the later levels if you're saving more lemmings on these earlier levels.
Shield 9 - my solution is heavy on platformers in this level, yours is less so. I didn't think the mesh would be that strong on this level, my solution has no mesh usage whatsoever!
Shield 10 - I had the stoners to help with zigzag miner staircases, I know of some people who would find Stoners useful in those scenarios, in fact you use a trick like this in Shield 16 with platformers and stoners in zigzag miner tunners. I love the design of this level, it's a clock face :)
Shield 11 - again if you can solve with less than 4 of any skill, this is a freebie :)
Shield 12 - I really like how you ignore certain skills in levels like this, it makes for interesting Talismans I could add, like here you didn't use any diggers or platformers :)
Shield 13 - this could have been a contest level but I decided not to enter that contest in the end, it was the disjoint union rule where they all had to meet at the same exit, so not quite disjoint, I think the rule required communication between the different quadrants too, hence why you're required to take the specialists (ie. local heroes) different areas to their own.
Shield 14 - I think this solution is forced.
Shield 15 - I didn't know you could save a floater here, I might remove 1 floater from the skillset here.
Shield 16 - I'm proud of this level, I like how you start with no skills and you have to take the long way around (and you asked why stoners were needed in Shield 10 :P )
Shield 17 - Despite this being as hard as it is, me and Nessy felt this belonged in Shield. It really becomes trivial when you figure out how to get up the level.
Shield 18 - Yes you did find a short cut at the beginning and it made the level seem easier, I might fix this up so the intended is forced.
Shield 19 - nice solve, I think the Climber is meant to be a red herring.
Shield 20 - thank you, this level is a personal favourite of mine, it's the Back to the Future level of GGF. There was also one in SEB Lems.
Shield 21 - I don't think there's a lot wrong with the route you took, it's not really worth fixing this if you still enjoyed the level. This level is just poking fun at the mobile version of Lemmings, it's very blocky and the level is shaped like the mobile levels.

Very good start here, and thanks for some quick feedback, I wasn't expecting replays so soon.
Some more great Talisman ideas from some of your solutions.
There are some things to fix like Rose 17 however.

I look forward to seeing how you get on with the rest of this pack and I feel there will be back routes galore
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Armani on September 21, 2021, 08:32:10 AM
More replays incoming!
I solved 3rd rank today. :laugh:
The difficulty felt somewhat similar to first two ranks at the beginning but it becomes harder and harder toward the end of the rank.
There are another batch of really nice levels here!

Ring Rank

Ring01 Casino is the Night: The first level was quite hard. RR is maxed out in this level and it seemed there's no obvious way to contain the crowd. Even after I contain the crowd somehow, it's again not easy to get the crowd up to the exit. There're several precise assignments in my solution; containing the crowd + making a little step up toward the right with well placed miner / falling bomber to make additional step up. I didn't use any walker so it could be a backroute but still it's was a difficult one.
Ring02 Street of Orange Light: Nice 5 of everything one. This level was far easier than Ring01.
Ring03 It Isn't Over!: One of my favourite here! I have to say using the digger to release the both crowd + letting all the lemmings walk to the right by taking advantage of slope is really clever! :thumbsup:
Ring04 Unplanned Roadworks: This level could be impossibly-difficult if you don't know the two diggers canceling each other trick. But I'm aware of that trick and nothing too difficult for me!:evil:
Ring05 Lemmtris featuring Hydrocity Zone: Is this level also based on mobile version of lemmings? ??? It's also very blocky and vertical. I would say the most difficult parts of the level were saving the bottom crowd and pushing the top button.
Ring06 Climbing the Wall: This level has very interesting layout. And I like how the level requires me to bounce the miners off so many times to make super-long miners!
Ring07 Fight or Flight?: I'm almost certain this is a backroute.:evil: My guess on the intended solution: send two climbers to the left and assign the blocker to one of them(which will be the only sacrifice) and send another guy to the opposite side with a shimmier. Then send one more climber to the right, build and platform from both sides to cover the lava gap and finally mine the crowd out. ;)
Ring08 Reach for the Stackers Nessy!: I played Nessy's Lemmings Destination and I found out that Nessy tends to be a traditionalist and his levels feature mainly classic 8 skills. But I also found out that out of Neolemmix exclusive skills, he loves to use stackers and platformers in some of his level. So I'm not so surprised the level dedicated to Nessy features a lot of stackers.
Ring09 Sacred Hearts Club: First one of everything level of the rank! It's very cool and I love the usage of the builder to break the fall for the upper crowd and do the dolly dimple trick at the same time!
Ring10 Homewrecker v2: Another very nice consecutive one of everything level! Not too hard since it's quite clear where I should use some of the skills like shimmier, platformer, stacker and basher.
Ring11 The Last Blocker: Pretty nice symmetric level here! I love the jumper+bomber trick to release the blocker.  :thumbsup:
Ring12 Do It With Love: This level is easy for its position I think. or possibly I just backrouted the level since I didn't use the stacker.
Ring13 I Can Do It Without You: Very nice level! This level presents many different ways to gain height using various skills. First I used a stacker to let the normal lemming out from the left, I stoned him at the edge of the platform so one builder is enough to cover the gap, and I used finally build+climber bomber combo to the exit.
Ring14 Do You Wanna Get High?: This level was deceivingly tough. The hardest part was containing the crowd and releasing them later. Placing a blocker at the slope so the lemmings can pass through him from the left but not from right is very clever. I also liked the fact that the final lemming spawned is the one who release the crowd. ;)
Ring15 Orange Dream: Another favourite of mine! Not too hard but it has an elegant solution and the design looks nice! I realized that some of your levels have orange bus-terrains. Is that bus something related to Sonic series?
Ring16 Sandopolis Cathedral: Another very nice and satisfying solution. My favourite part of the level was cloning the miner and builder in specific positions to save some skills.
Ring17 Welcome To Flpadopolis: Somewhat easier than levels around it. still a nice one though!
Ring18 Static Space Lover: It's much harder than the previous one. The builder is very limited and that makes the level difficult. I made a bomber hole at the wall and sent a glider there and used stacker to break the fall for the upper crowd. I think there's no other way to let the upper crowd down since we have very limited amount of builders.
Ring19 Out into the Yard!: It's 4 of everything level and I thought the skillset is lenient at first, but not at all actually! I ended up using all the skills other than few blockers.
Ring20 Lems At Work: This one was quite difficult. Saving the bottom two lemmings was the hardest part. I have a leftover digger though.
Ring21 Let's Ride: Like you said, every rank so far has some swimmer puzzles and they are only getting better and more challenging. :thumbsup: It's by far the hardest and my favourite of them. I can't wait to play higher ranks and face other swimmer puzzles. I like how the normal crowd can do almost nothing and need helps despite them being way higher than the swimmer crowd though. :laugh: I think I haven't assign any skill to normal lemmings other than the first builder.
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: mantha16 on September 21, 2021, 11:31:05 AM
welp as per usual im already stuck in the first rank ha ha ha ha but I wanted to comment I really like the no effect intereactive objects and may put some into telelems if i can be bothered to put in the work so i may be asking for help at some point :D
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Flopsy on September 21, 2021, 02:21:56 PM
Quote from: mantha16 on September 21, 2021, 11:31:05 AM
welp as per usual im already stuck in the first rank ha ha ha ha but I wanted to comment I really like the no effect intereactive objects and may put some into telelems if i can be bothered to put in the work so i may be asking for help at some point :D

namida helped me code most of these objects but the nxmo files for the corresponding objects in the flopsy styles should give you an idea what to write.
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Flopsy on September 22, 2021, 01:11:38 AM
At Armani's Ring replays

Spoiler

Ring 1 - wow, another solution which completely wipes out a skill type entirely (walkers). You're good at simplifying solutions.
Ring 2 - again like with the Oil Ocean level in Shield, there may be some instances where levels were out of place. Like this may be easier than Ring 1 but this level might have been deemed harder than "We Gotta Get Out of this place" which was the Lava Reef level from the previous rank.
Ring 3 - thanks, I do like making good 1 of everything levels. There are a fair few of them in this pack and SEB Lems has a fair few as well ;)
Ring 4 - ok this is a back route for sure, you weren't meant to use that area below the exit, that was added for decoration, I'll have that fixed for the next update though.
Ring 5 - you know what, it's actually nothing to do with mobile Lemmings but funny that you make that association. It's actually based on a level from Lemmings 3D called Lemtris and it's actually a sequel to a similar level in SEB Lems.
Ring 6 - thanks, I do like making use of Blockers in interesting ways in this pack in general. This is just one of those levels which shows off a bit with Blockers :)
Ring 7 - yes, a clever back route here though. Luckily it's an easy fix, and yes the shimmying thing you suggested is on the right lines.
Ring 8 - well Nessy as a tester always made mincemeat of my levels with back routes whenever there was even a single stacker in the skillset, it became a bit of a running joke to the point where I was saying "there are stackers in this level, so go easy on me :P". I decided to make a stacker dedicated level just for Nessy and dedicate it to him.
Ring 9 - your solution is significantly different to mine but I like your solution as well. Both use all of the skills anyway.
Ring 10 - 100% intended here, this was a level which was originally in SEB Lems but got removed. I managed to make this puzzle in GGF instead with the shimmier (hence the v2 added to the end of the level title), there are more levels like this as you go along in the pack.
Ring 11 - 100% intended again, this is called The Last Blocker because it was actually the last puzzle level made for the pack (with the exception of Toolkit level 21, which is the true last level made for the pack).
Ring 12 - nothing back routey here, the stacker was just there to help the level be less precise with the miner assignment, the stacker could extend the wall in the basher tunnel so the miner can go a little further and lower hence making the wall ascendable with less precision. I guess I could make a talisman for not using the stacker, you're helping make the talismans in this pack! You use a stacker in Ring 19 to make a miner tunnel assailable, it's kind of similar to what the stacker was meant for in this level.
Ring 13 - nice solution, again nothing unintended here. The level title is referring to the fact that the climber lemming is not really needed to get the Lemmings to the exit until the very end of course!
Ring 14 - my solution manages to contain the crowd without using platformers, just the stacker and the blocker but one Lemming does get past the stacker to the right so I have to use an extra platformer anyway. Both solutions lead to the same result ultimately :)
Ring 15 - no the buses have nothing to do with Sonic, I work as a bus driver and these are actual art based on the buses I drive provided by the bus company I work for. I thought the buses make nice additions in some levels and I even have them in various different colours. This level used to be entirely orange terrain but I changed the steel to match the GGF standard steel.
Ring 16 - very nice solution, pretty much the route which should be taken through the level and you managed to save a digger but it's the intended solution anyway so doesn't matter.
Ring 17 - this is a back route unfortunately which might explain why you thought it was easy, you have taken a route which wasn't intended and I'll have to fix this.
Ring 18 - intended solution here, well done. The bomber and stacker trick was intended.
Ring 19 - this level you used a stacker trick which was meant to be used in Ring 12. Also woah, that shimmier then blocker trick was mind blowing. If this is the way you think then this pack will not stump you in any way! I don't have a set solution for this level, the main level trick is trying to ascend when you work your way left again towards the exit and you did this very well.
Ring 20 - WOW this solution is so awesome. I like how you made the Lemmings go all around the level, this is way more complicated than my solution but well done on finding this alternative. It's nice to know there are more solutions than one to this level.
Ring 21 - very well done here, you made this level look so easy. Wafflem would be proud if he was here to see your solution to this level. I'm glad you're enjoying the Swimmer puzzles, I found them very difficult to make.

Keep them coming, these are great solutions you've found.
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Armani on September 22, 2021, 08:53:48 AM
I've played two more ranks!
replays attached. 8-)

Sneaker Rank

Sneaker01 Stuck in the Middle With You: Nice level to start off the rank. Once I saw that the climber lemming have to take the top route so he can build from the opposite, this level wasn't too hard.
Sneaker02 We All Mine Down!: This can't be intended.:evil: My solution is just mine, build and exit!
Sneaker03 69 and OUT!: I attached two different solutions. First one, I'm quite sure is a backroute since I have too many leftover skills. And I think the second solution is intended. I used stacker+platformer to contain the crowd and the platformer is also used to connect the basher. Very nice level! :thumbsup:
Sneaker04 Ket's Play Some Games!: This level is from a contest which I entered for. So I'm familiar with this level so it was a quick solve.
Sneaker05 The Lemming Waterfall Connection: Another nice level with cool concept! It was very interesting that both crowd need to help each other and I had a lot of fun playing this level! :thumbsup:
Sneaker06 Harpenden Square: This seems not intended. I didn't use pick-up skills near the exit.
Sneaker07 Get Up and Fly Right: I had to bash the OWW out first and then platform over the gap to the exit, but then the crowd fall to death before the platformer bridge is finished! So I had to use basher somewhat higher so the crowd can't walk over and later they can release themselves with a builder. That's really clever trick I would say!
Sneaker08 The Edge of Glory: Ice Cap levels never disappoint me! :laugh: I first thought that I had to send two lemmings to the opposite site and use jumper+bomber to make a bomber hole at the wall and start bashing from there. But it was not.
Sneaker09 Your Latest Trick: It was a nice 1 of everything level. The hardest part for me was dealing with the high RR. Not sure if the digger+bomber to hold back the crowd from going to the left is intended but anyway very nice level!
Sneaker10 Rescue Plan: Another fun level! The fact that every hatch is blocked by different kind of OWWs so you have to use different methods to break through them is interesting!
Sneaker11 Flow Rider: I'm not 100% sure if this is intended as I have some leftover skills, or this level is open ended.
Sneaker12 Sector 4T Lemmings: My first approach to this level was just send a climber to the top and just dig, build, mine and clone. But the gap was quite wide so the two cloned miner didn't go well. And my second approach seems intended. The hardest part to see was leaving digger+jumper turn around point for the climber after he glide down near the exit area.
Sneaker13 Let It All Hang Out: This level is one of my favourites! I especially love the part where I had to destroy the stacker wall before the two climbers come after they turn around. I think that's the only possible way to prevent the gliders from going to wrong direction. very very clever! :thumbsup:
Sneaker14 The Cascade Swimathon: I think struggled with this level little bit. I ran out of skills quicker than I thought! After I realized that two builders+ two cloners are enough for the final exit part, I managed to save enough skills for the rest part of the level.
Sneaker15 Geronimo!: Another favourite of mine in this batch! It has very nice design and satisfying solution!
Sneaker16 Shining Light: Another very nice level! I used final cloner at last just to meet the save requirement but other than that I think my solution is mostly intended. It was hard to see how to avoid the trap at the top. Using builder there seemed too expensive so I tried to find if there is another way to avoid it and the stacker+walker was the correct answer.
Sneaker17 Full Circle: Probably not intended. I didn't use the telporter!
Sneaker18 The Sonic Mini: This level reminded me one of Namida's level.(Mini mayhem from LPA) Both level has "mini" in their names and both levels have minimum height! Getting everyone up to the exit area was quite tricky since the we are quite low on destructive skills.
Sneaker19 Watch Them Fly Sundays: Okay this might be a good candidate for a backroute of the century! :evil: I abused the fact that it takes some time for a glider lemming to open his parachute. I just positioned the stoner carefully and dig away part of stone so all the glider lemmings pass through the updraft. Because this is obviously a backroute and super quick solve, I play this level again assuming that I can only use the stoner very late and actually this level turned out to be one of my favourite level! :thumbsup: I love how to isolate two worker lemmings and prepare the path for the glider lemmings. The highlight of this level is in my opinion is making a turn around point for the gliders with blocker and stoners.
Sneaker20 Jardin de Flopsy: Another very nice level! The hardest part for me was to time the second climber so he can make a climbable wall for the first climber and also he can land on the platformer that the first climber built. And come to think of it now... I didn't need to do the timing things if I used leftover walkers. :forehead:
Sneaker21 Dawn Treader: This level looked intimadating and very hard at fist glance but it was not that bad. I could probably use the bottom route for the left crowd instead of bashing through the tree and that's why I have some leftover skills.
Emerald Rank

Emerald01 Bad Day at Faraday's: The hardest part was saving the bottom middle crowd. I have a leftover cloner and I think that was meant to be used to clone the stacker to contain the bottom crowd.
Emerald02 Four Little Lems: This level also has very interesting concept! :thumbsup: Three specialists are trapped in different areas and you have to decided which one to save first.
Emerald03 Fun With Flags: This level is from a contest I entered for and I remembered the solution exactly!
Emerald04 Be Back In A Moment: I like that this level force me to use every floor of the level. After I found out that I have to bash and fill the small gap with a stacker for the worker lemming from the upper floor, rest of the solution came to me naturally.
Emerald05 Jump For Joy!: I think this is the hardest level for today. I first try to cheese through the ceiling with the normal lemmings and ignore the bottom athlete but it didn't work. I like the way to make stepping stones for the bottom athlete by stoning the fallers. :thumbsup:
Emerald06 Sit Next To Me: The blocker position for the bottom crowd is very clever! It prevent all the climbers climb up to the spikes and also it got released later by the digger from above.
Emerald07 Bury Those Feet in the Sand: I don't think this is intended. I have so many leftover skills and I think there is more interesting solution than this using the bottom left area of the level.
Emerald08 Harden The Paint: This was considerably easy for its position, but it's always good to have some breather levels here and there. ;)
Emerald09 Pinball Wizard: This one was pretty hard and also very satisfying to solve! I absued the mesh terrain to the max to get the crowd up but still end up using most of the skill.
Emerald10 Pick A Part That's New: attached two solutions. Second solution is simper but I like it more, because miners are always fun and bouncing off the miners are even more fun. :laugh:
Emerald11 The Curse of Lady Bay: Getting up the level is the hardest part of this level. This level provide lots of skills but you can't waste them, especially constructive tools are very precious here.
Emerald12 Random Acts of Nastiness: And another level from a contest I entered for! And the level I was confused with Rose14 Random Acts of kindness. Back then when the contest was on playing phase, I think I made a digger pit to trap all the zombies, but I used two stackers to make a zombie fence this time!
Emerald13 Dance Like A Fire: I absolutely love this level! I love that multiple worker lemmings glide down to various locations to make splatforms on each floor simultaneously. It's very satisfying solution to pull off!
Emerald14 Death and Destruction: It's probably not intended. Maybe I could send the athlete to the bottom, bash and build+clone, and then prepare path for the crowd from the opposite.
Emerald15 Life on the Nickel: This level was another very hard level. The hardest part was finding the way to get the crowd up through the downward arrow near the exit.
Emerald16 Down the Hillside!: This level was a quick solve since I already familiar with the bomber insede the digger hole trick. It's very nice level anyway.
Emerald17 The Eskdale Drive: I used two jumpers at the beginning so the first lemmings has enough head start to finish the stacker and only one lemming can slip by. Not 100% sure but I think the swimmer is just a red herring since if someone dive to the water, I have to mine him out later and I think 1m 30s is not enough time to do all those things.
Emerald18 Tabloid Superjunkie: This is deceivingly tough level. It's very unobvious how to get the crowd up to the exit. I was strongly tempted to use a bomber at the beginning to contain the crowd, but I wanted that bomber elsewhere so I invested more diggers instead.
Emerald19 Confessions in the Pool: Best level for today! :thumbsup: Everything falls in to place perfectly and I love how the normal crowd and two swimmers help each other to get through the level. I also love stacking multiple times at the end to keep the miner going!
Emerald20 Loyal Like Mark and Alice: Dealing with 99 RR was the hardest part. Rest of the solution was quite obvious that I had to make a long miner from the top to the bottom.
Emerald21 "DMA" the Movie!: A very nice 2 of everything level!(unless we include the pick-up skill) Managing the camera-shaped terrain was the hardest part for me. There is a plethora of possible ways to get through the camera terrain, but most of them end up failing the level in the big picture. I also really love the epic music here. :thumbsup:
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Flopsy on September 22, 2021, 02:35:36 PM
For Armani Sneaker replays

Spoiler

Sneaker 1 - Nice level to ease into the rank, I can see that the timing literally is on a knife edge with your solution also.
Sneaker 2 - indeed that is a back route, this level was always a little vulnerable and you've just proved that it is not quite there yet in terms of back route fixing.
Sneaker 3 - yes the second replay is intended but thanks for finding the back route as well. That shall get fixed :)
Sneaker 4 - yes, this is a contest level and your solution is fine :)
Sneaker 5 - brilliant solution here, I like how you start your fencer/miners in bomber tunnels along the waterfall, that was very smart. There's enough skills to go for the "Call in the Bomb Squad" approach too if you didn't think of doing it the way you did.
Sneaker 6 - yes, this is a back route again. I need to fix it so the pick up skills are used because the level trick is in those skills.
Sneaker 7 - and....another back route, while your solution did use all the skills, it was not the one I wanted to see.
Sneaker 8 - your solution is just an alternate way of doing this level which is acceptable, as long as you jumped a Lemming over the top of the level. I'll make the blocker save a talisman ;).
Sneaker 9 - this is another back route sadly, it was not the intended solution.
Sneaker 10 - this solution is ok, pretty much anything which solves is ok since it is open ended.
Sneaker 11 - I'm actually going to adopt your solution because you make it much simpler. The skills saved here are amazing, well done. You really do these water puzzles well :)
Sneaker 12 - I didn't realise the Blocker was outright useless in this level, I guess I could remove it entirely. It was in case the climber lemming managed to climb into the digger tunnel and climb up to the left of the trapdoor but you can avoid that by making the digger a blocker but I guess you make this level seem better without the blocker.
Sneaker 13 - Nice solution here, pretty much intended.
Sneaker 14 - Nice job here, the solution is intended and you saved a platformer :)
Sneaker 15 - 100% intended, well done.
Sneaker 16 - you did something unintended at the end of the level which lead to the cloner not being used so I had to fix that. Other than that, the solution was very spot on :)
Sneaker 17 - OMG that solution is elegant and so simple compared to mine. I am implementing that solution instead, except I am swapping the Stoner use at the top for a Blocker so it rounds out at 2 blockers and 2 stoners. Another nice job here. You weren't meant to use the teleporter, you were supposed to take that route.
Sneaker 18 - Very nicely done again, intended.
Sneaker 19 - ok that back route is pretty impressive, you need to know a lot about glider mechanics to see that one though. Anyhow, I've fixed that to ensure no cheapness like that can happen again. Your second solution is pretty much the intended route though. Nice job!
Sneaker 20 - Major back route here, you weren't meant to get through the one way down arrows that easily at the bottom centre of the level. I'm still currently trying to fix this.
Sneaker 21 - nice ending to the rank, the route is intended, you chose to not use the right crowd to work and instead opted for the left and that's perfectly fine.

For Armani's Emerald replays

Spoiler

Emerald 1 - Yes you are right, you were meant to use the cloner there. Other than that, very intended.
Emerald 2 - Yes, it's very similar to Your Local Hero in Shield. This is an open ended level anyway.
Emerald 3 - Yep, this level looks even better now with the secondary animations added to the tileset as well :)
Emerald 4 - Very well executed solution here, I'm happy you used all of the space available to you to be honest, my solution avoids the bottom level entirely I believe.
Emerald 5 - 100% intended solution here, well done. I really like this solution myself, my favourite jumper level in the pack.
Emerald 6 - I guess this just goes to show that I can't enforce what I was trying to do on this level :(.
Emerald 7 - Yes, a naughty back route indeed, luckily I can just make the one way wall at the top point upwards and that stops that in its tracks!
Emerald 8 - intended solution well done.
Emerald 9 - very nice solution there, I don't even mind the mesh abuse. It's a nice shortcut but you still had to go find the buttons so I guess it's not too back routey.
Emerald 10 - Well both replays are actually back routes, it's not what you did with the bouncing miner which was wrong, the bottom crowd didn't take the correct route through the level. Anyway I've fixed both.
Emerald 11 - This level is deceivingly difficult despite the skill set, you used the terrain very well in your solution, well done :)
Emerald 12 - I like how you solve this level a different way, I remember my jaw was dropped at your solution which you submitted during the contest. Both solutions you did are good :)
Emerald 13 - Again, this is intended. Glad you enjoyed this level, it was fun to make this level as well :)
Emerald 14 - ah yes, a nice back route there. It's easy to fix luckily.
Emerald 15 - nice solution here, you made things harder for yourself by using both blockers at the start of the level. There is a way to use just one, hence why you had to resort to cheesing through the one way arrows. I'm not going to disallow this though, it's a good solution still.
Emerald 16 - nice solution which negates the climber entirely. I've put the no climber use as a talisman. Your solution is almost the same as mine. I just use the climber and jumper to turn a lemming around using the ski lift terrain above.
Emerald 17 - your solution is actually a back route that's why. I've managed to fix it though so no worries there.
Emerald 18 - nice solution here, you clearly saw the bombers were needed for the end and that was good :)
Emerald 19 - Again, nice solution here, this is pretty much intended. I'm not bothered that you had skills leftover, I'm learning to expect that from you now :P
Emerald 20 - Nice, your solution is practically a carbon copy of my solution. I guess that means it is very back route proof.
Emerald 21 - Your solution is a little different to mine but you ended up doing the same thing mostly and this is intended.

Very good stuff here, well done :thumbsup:
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Armani on September 23, 2021, 10:02:51 AM
SuperSonic Rank finished!
This rank is quite a big step up in difficulty from the earlier ranks, which is good :laugh:

Super Sonic Rank

SuperSonic01 Andover Sonic Speed!: The first level was not that hard. I managed to get the crowd up to the exit with several leftover skills.
SuperSonic02 Aphrodite: Harder than the first level but stilll not too bad. At first, I assumed I needed to use dollydimple trick at center of the level, but it didn't work well. It turned out that I don't need that trick and just need to build twice to get out of the pit and it was smooth sailing after that.
SuperSonic03 Funnel Cake: Very nice and also difficult level! :thumbsup: I like how the platformer stacks are used to connect the digger, and also really love using two stackers to cover the entire trigger area of the exit so the climber lemmings can freely climb over the exit trigger area.
SuperSonic04 Past the Point of Delrium: Probably one of the most difficult level so far! It was clear that all 4 builders have to be used to cover the water gaps, which means I can't use any builder elsewhere. The most difficult part to see was that I need to time the second climber so I can build to the upper platform and bash to the right so the crowd can get up using the mesh terrain. I have a blocker left, but I reckon my solution is not a backroute and it's there to reduce precision, hopefully!
SuperSonic05 Something in the Way: This one on the other hand, was too easy for its position. And my solution feel somewhat unintended.
SuperSonic06 Do We Chill Well?: I attached two solutions. I feel like the first solution is intended. :laugh: And the second solution is just a challenge variation of the first one saving one blocker.
SuperSonic07 Palace Of Excess: Very nice level again! :thumbsup: You only have one climber after you assign climber to all the bottom lemmings. So that means the only climber from the upper hatch have to save both bottom crowds. Realizing that was the key to the level and rest of the solution comes together nicely!
SuperSonic08 Say It Ain't So...: Somewhat challenging level. I saved one more lemming have a leftover blocker. I think I could use the digger+blocker tricks so the crowd can pass underneath the blocker's trigger area instead of digger canceling trick I used in my solution.
SuperSonic09 Flo's Labyrinth: One of my absolute favourite levels from this batch! :thumbsup: :thumbsup: I love how all part of the levels are connected each other and all the three crowds from different hatches have their own missions in this level: normal top lemmings have to help swimmer lemmings to go top of the level to push the button, and disarmer lemmings have to reach the exit area first and disarm all the traps before the other two crowd reach.
SuperSonic10 Do You Believe in Magic?: I attached two different solutions. For the first one, I suspect it's intended. I love the variation of dollydimple trick to contain the crowd while sending a worker lemming to the bottom of the level. :thumbsup: For the second solution, I'm sure it's not intended as I didn't collect the pick-up stacker and didn't use some of the skills.
SuperSonic11 The Odd Couple: I don't think this is intended. I didn't collect the pick-up builder and disarmer lemming didn't disarm the trap and just bypass it.
SuperSonic12 So Far Away: Another backroute here! :evil: So many leftover skills!
SuperSonic13 Grey Will Fade: This was a pretty good one! :thumbsup: This level requires various kinds of blocker tricks in order to complete and it's satisfying to watch all the worker lemmings cooperate each other to push all the buttons and make the safe path for the crowd in time.
SuperSonic14 Blowing my Stack: This can be quite difficult level if you don't see that the one bomber can make the both left and right wall climber-friendly at the middle. That was the hardest part for me. 
SuperSonic15 Just Looking: Very nice level! The design is beautiful and the solution is extremely clever! :thumbsup: The last part is a highlight of this level for me. Placing two miner tunnel closely so you can get the crowd up with a platformer not a builder!
SuperSonic16 Little Sahara: This also a hard level. Especially I need to do lots of fiddling with digging tools and blockers at the exit area.
SuperSonic17 Island in the Sun: This level was somewhat easy for me. Still I like how the multiple floaters+gliders are float/glide down before the crowd and make the way to the exit in time.
SuperSonic18 The Big Fat Greek Level!: I think my solution is mostly intended. Although letting the climber just fall into the lava after collecting pick-up shimmier is questionable. ???
SuperSonic19 Error 77C: Very huge and intimidating looking level, but it was not too bad and I enjoyed it a lot! :laugh:
SuperSonic20 Heavy Fuel: I think this level can be very difficult if you don't see that the well-positioned bomber can let all the three crowd(top two and bottom left) get into the spaceship where the teleporter is, since the destructive skills are very limited in this level and you can't waste any of them. I like the design of the level very much though! :thumbsup:
SuperSonic21 Can't Stop Partying: Very nice and epic level to finish the rank! Figuring out which lemmings can access to which exits was tricky as for some of the lemmings getting to certain exit is way more expensive than getting to another exit!
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Flopsy on September 23, 2021, 11:24:38 AM
Armani's Super Sonic replays

Spoiler

Super Sonic 1 - Back route right off the bat, kind of my fault for allowing for that route to be taken though.
Super Sonic 2 - Well actually that was the trick I was trying to enforce, you shouldn't be able to use the glider to sail by that section so I've fixed that.
Super Sonic 3 - Intended solution, well done :)
Super Sonic 4 - This is intended, I can't remember myself where the blocker is meant to go but the main trick was to stop the diggers with blockers such that they are still passable for the main crowd.
Super Sonic 5 - Yes, this is a back route, this level was meant to be way more complicated than that. Nice find though
Super Sonic 6 - Intended solution for both really. I like the Blocker save. I'll make that a Talisman :)
Super Sonic 7 - 100% intended, well done :)
Super Sonic 8 - you found a way to save a Blocker which I'll make a Talisman for, you were meant to use it where you doubled up on the diggers and it would be like in Super Sonic 4 where the crowd can bypass. Intended otherwise :)
Super Sonic 9 - here we are at the water level again, another Talisman for saving 44/45 implemented. Amazing job on not needing most of the blockers! Nothing wrong with the solution.
Super Sonic 10 - first replay is 100% intended, second is a nasty back route. Thanks for finding it.
Super Sonic 11 - yes that's quite a nasty one, I've put a time limit in on this one now to enforce the intended solution (hopefully!)
Super Sonic 12 - that's broke the level quite badly. I'll have to fix this one later. Nice find though.
Super Sonic 13 - this one is intended, well done. I'm happy with this level because it has no constructive skills.
Super Sonic 14 - again, intended solution you just found a more stacker efficient way to solve which is good :)
Super Sonic 15 - intended solution well done, I think the extra Swimmer is in case you want to multi task both sides. Thank you, I like that trick near the exit too and I'm happy that the intended solution seems to be enforced.
Super Sonic 16 - another level with leftover blockers! The solution is intended anyway, you just seem to find ways which don't use Blockers.
Super Sonic 17 - perfectly acceptable solution, you got the gist of what the level was requiring. You might find this level easy but it's a late Super Sonic level for a reason, it's a Hard for Flopsy level in a way! :P
Super Sonic 18 - even though you used all the skills, this is a mega back route. I have to fix this one too.
Super Sonic 19 - very good solution here, I don't often make large levels like this anyway.
Super Sonic 20 - again a Blocker save, intended solution still though. This was going to be a contest level but I decided not to enter this level at the last minute.
Super Sonic 21 - even though you have skills leftover, it's still a good solution. I feel this level is hard enough without me taking skills away. Nice job here.

Chilli Dog awaits, the hardest levels are in this rank!
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: joshescue18 on September 23, 2021, 10:40:52 PM
I solved the first two ranks.
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Armani on September 24, 2021, 10:29:35 AM
On to the epic final difficulty rank!
Once again, there's big step up in difficulty from SS rank.

Chilli Dog Rank

Chilli Dog01 Flopsy verses The World: Heh I love the sunflower decorations! Not too difficult level to start and pretty decent puzzle as well. :thumbsup:
Chilli Dog02 Stop the Press!: Another nice level! I like the concept that every platform has to be bashed out from both sides.
Chilli Dog03 The Gonalston Crossroads: I think my solution is mostly intended. Maybe I was a little bit more efficient in containing the crowd and that's why I have some leftover skills.
Chilli Dog04 Let's Go Rock Climbing!: This is clever! I like how the lemmings from the left side blow away the obstacle for the rightside lemmings through the thin steels. I also tried to bomb through the obstacle with lemmings from right side but I was always two or three bombers short.
Chilli Dog05 Whodunnit: I attached two different solutions on this level. Both of them use all the given skills, but I like second solution more since it's more elegant and clean. Bombing part of the stacker wall with the lastly spawned lemming is very clever! :laugh:
Chilli Dog06 Buzzkill: Not sure if this is acceptable or not. I have a feeling that the intended solution send a swimmer to the bottom of the level and use the waterfall to swim up again.
Chilli Dog07 Round and Round and Away We Go!: Definitely a backroute. ;P I have so many leftover skills.
Chilli Dog08 Pedalpusher: One of the hardest level from the entire pack so far! The hardest part was to realize I can't invest any builder to push the top button, so I have to time the two climber so the second one can slip by while the first one dig away the part of the pole terrain.
Chilli Dog09 The Panic Room: This is one of my favourite level! :thumbsup: It's very tempting to block right most zombie with a stacker, but you really need that stacker elsewhere. So I had to constantly feed the splitter so the zombie can't come to where the normal crowd is. And in my solution, the last normal lemming barely enter the exit before the zombie touch him, and that's really satisfying to watch!
Chilli Dog10 One Of Us Has Split Persnalities: I completely ignored the bottom right lemming, so I think my solution is not intended.  But considering the title, is there a chance this is indeed intended? ???
Chilli Dog11 Madame Lemga: Another very nice level! The hardest part was the position of the first stacker so only one lemmings slip by an become a worker lemming. And also somewhat tight timer added additional challenge to the level.
Chilli Dog12 Detonator: Nice and easy level It was quite obvious what needs to be done. I don't find this level particularly hard.
Chilli Dog13 My Own Worst Enemy: This one was also not very hard.(probably because I backrouted the level?) I like the position of the first blocker. It temporarily contains the crowd and later be released by cloned miner.
Chilli Dog14 Lemon Flavoured Rice Pudding!: Wow this one was close! My last lemming enter the exit with only 1 second left on the clock! I generally like the level which multiple worker lemmings have to cooperate in order to complete the level like this! :thumbsup:
Chilli Dog15 Pseudologia Fantastica v2: I love the theme of this level! To finished the platformer bridge in time, the worker lemming have to do non-stop platforming and all other lemmings have to collect platformer pick-ups scattered all over the level. This level reminded me of a Icho' LOTY winner level "Revenants". Basically both level require you to navigate crowd to here and there with blockers and also have to release all the blocker at some points.
Chilli Dog16 Check My Eyelids For Holes!: This level is one of the hardest levels of the entire pack imo. Especially you have no choice other than using blocker to contain the crowd but there's no easy way to release him safely, that was the hardest part. I used 'using stacker to break the fall' trick from Ring18 Static Space Lover, and it work well! Also the stacker+basher tricks to make a step up for the crowd was also very hard to see.
Chilli Dog17 The Other Way: This is definitely a backroute. Very cheesy solution. ;P
Chilli Dog18 & Knuckles: This level was also very difficult one. There are so many deadly place for climbers and avoiding them was the main difficulty points.
Chilli Dog19 It's Tea and Biscuits Time!: This level is one of my favourite levels! :thumbsup: :thumbsup: I like the fact that I have to send exactly the 1st and 4th spawned lemmings to the teleporter, so the latter one teleported while facing left, otherwise they are not close enough to pass through the trap by sacrfincing one.(or considering that I have a leftover blocker, there's also possibility that I just overcomplicated things. :crylaugh:) Rest of the solution was  pretty nice too. I cloned the shimmier and bomb away some terrains so one stacker is enough to get the crowd up. Connecting the miner with two builders was also very nice.
Chilli Dog20 Time To Get Closer: This one was quite easy. I almost immediately saw the solution+talisman ;P
Chilli Dog21 14 Hour Supernova: And the final level of the main rank! I felt like it's more challenging version of Final Frustration from Nepsterlems although FF is probably slightly more difficult if you want to get the talisman. I didn't realize there's teleporter and receiver, so I did brute force all the way through OWWs with destructive skills shenanigans :forehead:.
Still two more ranks to go! 8-)
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Flopsy on September 24, 2021, 01:03:35 PM
Armani's Chilli Dog replays

Spoiler

Chilli Dog 1 - intended solution, good start. Thanks, the sunflower decorations have a big meaning to me.
Chilli Dog 2 - intended solution again. I especially like the trick in this level when you dig on the left side to get the button and then the water cushions the fall for the climbers, it's a hard trick to spot.
Chilli Dog 3 - you are right in what you said, I feel like I need to make a few fixes here though because you made this level too easy.
Chilli Dog 4 - intended solution again, I made the save requirement a bit lenient on this.
Chilli Dog 5 - your first solution was a slight back route which I'll have to fix. Your second solution was intended though, using the right side of the level is required I'd say.
Chilli Dog 6 - I'll accept this solution, it's not required to send the swimmer that way but I'd say considering you came close to the 10 min time limit that you nearly spent too much time on this level. I made a talisman for not using the swimmer anyway.
Chilli Dog 7 - major back route here.
Chilli Dog 8 - unfortunately this is a back route too, most of what you did was intended up top but something down bottom just wasn't meant to happen.
Chilli Dog 9 - This is mind blowing this is. It is actually intended to block both zombie attacks so the stacker or Blocker could have been spared somewhere. I'll allow this solution anyway since it looks miles harder to pull off than the intended solution. It was fun to watch, you're right :)
Chilli Dog 10 - major back route, you can't just ignore one Lemming.
Chilli Dog 11 - intended! Well done. Yes the timer was because Nessy couldn't stop back routing the level with longer winded solutions, the timer seems to fit though. There are 6 time crunchers in a row now.
Chilli Dog 12 - you found it easy because this is a back route :P.
Chilli Dog 13 - this one on the other hand is intended, you just found a better way to begin this level hence needing less blockers. Can Talisman this.
Chilli Dog 14 - I'm sorry to spoil the enjoyment of this level but you majorly back routed this one too.
Chilli Dog 15 - Glad you like the level, although your allergy to using Blockers throughout this pack has definitely become noticeable now :P. Your solution is intended.
Chilli Dog 16 - I was initially leaning towards back route on this but when I saw the Blockers getting used in strange ways, I thought this had to be an Armani unique solution and no one would ever find this alternate solution. The general route is correct and also it is possible to do the beginning part with just one builder. So I'm allowing this solution.
Chilli Dog 17 - When I first heard cheese, I thought you managed to cheese the trap at the beginning, but I'm happier to see this kind of back route to be honest. Still a nice find.
Chilli Dog 18 - Well done on this one, although this is Wafflem's solution (one of the only ones in the entire pack) it feels somewhat intended. Sadly he isn't around to confirm the legitimacy of this solution, I just use the solution I found as a bench mark and your solution hits this bench mark well.
Chilli Dog 19 - although your solution is quite different to mine, it's still intended. Just a few skill swaps here and there. Well done on solving this one, I considered this level one of the hardest solutions in the pack.
Chilli Dog 20 - Intended solution, well done. Someone found the save a Blocker talisman before you this time though. Although this may be easy for you, Nessy thought this level was exceptionally difficult.
Chilli Dog 21 - Yes, Final Frustration was the inspiration for this level and although this level is no where near as hard as that level, I wanted a final level to match that. (Although I've seen in the discord that you had a peek at Toolkit 21, that level has WAY more skills than this level.). WELL done on finishing the Chilli Dog rank, I don't think anything can stop you beating the last 42 levels of the pack now.
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: joshescue18 on September 24, 2021, 09:08:30 PM
Ring finished.
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Armani on September 25, 2021, 09:37:42 AM
Encore Rank finished. Like you said, the Encore rank wasn't as brutally difficult as SuperSonic rank or ChilliDog rank. It was smooth sailing overall.

Encore Rank

Encore01 Reach for the Stars!: It's quite obvious what needs to be done here. But my first attempt failed due to walker shortage and realized that this level is not a walk in the park. I tried to be efficient as possible and complete the level with a little bit of leftover skills this time. 8-)
Encore02 Down The Pan v2: This level also has straight forward solution. But also the soluton is very clean and nice. :thumbsup:
Encore03 When The Lems Drop Out: Very nice and fun level! I tried to save 100% for extra challenge and it worked well. This level would have been nightmare if the skillset was tight but thankfully the skillset is quite lenient.
Encore04 Ring Twice for Savoy: Ah, cute bus level. :laugh: I needed to look at the terrain carefully so I can get the crowd up with limited amount of skills.
Encore05 Leaving Behind All We Know: Really nice level again. Despite it being x of everything with rather big x, it ran out of skills especially the builder quickly.
Encore06 Back to the Shack(part2): I feel that this is not intended. A glider and a bomber are left. ;P
Encore07 Another Lemmings Waterfall Connection: Harder iteration of Lemmings Waterfall Connection which I enjoyed a lot. I think the fact that only 4 bombers are given, makes the level difficult.
Encore08 Let's do this Hawkman style!: This level took me several tries. I saved a constructive skill by using shimmier to cancel the fencer under the fire trap and the level is solved.
Encore09 Climbing the Wall(again!): This one also took me several attempts. It's a little bit more harder than original Climbing the Wall, but still not very hard. :)
Encore10 Ghost Rider: Something tells me this is not intended since I have some leftover skills.
Encore11 Tight Wad Hill: Excellent level! That one platformer to gain additional 1pixel hight at the little squre terrain piece was really hard to see! :thumbsup:
Encore12 Night Vision: Nice and easy level. the most difficult part is platforming and cloning under the bus, after that the rest of the solution is straight forward.
Encore13 This is not A Star Wars rip off: This is my most favorite level of the rank! The obvious method always failed by few seconds, and you really need to find a quicker way to the exit. Sending secondary worker lemming so he can dig to the basher tunnel of the first worker lemming is very clever. :thumbsup: :thumbsup:
Encore14 Tally Ho Lemming San!: Another very nice level. I first tried to use bus terrain to get up but that was too platformer-heavy. And I assumed the buses are just decoration and used climber+bomber to gain height and it worked well.
Encore15 No Time To Die(GGFedition): I didn't expect to play NTTD level in the pack by someone other than Namida. :laugh: If you play this level with more than one worker lemmings, this level is not that difficult.
Encore16 Back to the Shack(part3): Seems intended. I used all the skills and complete the level with only 5 seconds left on the clock.
Encore17 Lost in the Casino: I can't remember when and where, but for some reasons, I was familiar with this level. I didn't remember the solution but I pretty sure I saw the layout of this level already. This one was not bad. You just need to save the pre-placed blocker one by one and guide them to the exit.
Encore18 Your Latest Trick(part2): iirc, I backrouted part1 of this level although I used every skill. I think this could be the same case. I used all the skills but some parts of my solution(like canceling basher with shimmier) is somewhat suspicious.
Encore19 Walking Barefoot: This was the hardest level for today. The blocker position is very clever. It block the lemming from the right hatch and it let the athlete from the upper hatch fall down. After one of the athlete pass by, the blocker become the stone and this time it also block the other athlte form the upper hatch. I really love the solution! :thumbsup:
Encore20 Who Ya Gonna Call? Knuckles The Echidna!: I already solved this level before in the contest. And I have a good memory. 8-)
Encore21 Beginner's Guide to Destroying The Moon!: Only 4 skill types, but this level was deceivingly tough.
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Armani on September 26, 2021, 09:39:46 AM
And toolkit rank is finished which means the whole pack is finished. 8-) 8-)
Of course there are still some levels I backrouted so need to be resolved after update. ;P

In toolkit6, one of the fire objects(where the climber hatch is) is located 1 pixel above the terrain so the lemmings can just pass through it without being killed. I assumed I can't let the lemmings go there when I played the level.
My favourite level of today is toolkit18; the final labyrinth level of the pack.
And I tried to save 100% on toolkit20 and 21 for extra challenges. I expected Toolkit21 would take incredible amount of time but it was not that bad actually since the given skillset is almost infinite.

Well done on this amazing pack! :thumbsup: :thumbsup:  I would say GGF is harder than Lemmings destination which also has 'very hard' tag. I've definitely enjoyed a lot and really love the challenges that were satisfying to figure out.  8-)
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Flopsy on September 27, 2021, 01:34:00 PM
Apologies for the delay in getting to these.

Armani's Encore replays

Spoiler

Encore 1 - a very streamlined solution here, I like how you use multiple climber Lemmings. The time limit was removed for this level in fear that one might take too long on this level. A lot of people would only be comfortable only doing one lemming at a time on this level.
Encore 2 - intended again, this level had a tough time in SEB Lems before it was removed (it was a pillar tileset level which used diggers mainly) but now it seems like the solution has evolved into this as a result. Glad you thought it was clean, that's the word I wanted to hear for this one.
Encore 3 - very nice solution, might put 100% as a talisman here. I especially like that miner+jumper technique, it's very much like the basher+walker technique! :thumbsup:
Encore 4 - although you saved skills here, it's still the intended solution. Well done.
Encore 5 - again, nothing unintended here and you really simplified the solution.
Encore 6 - knew there had to be a back route sooner or later, luckily this is easy to fix. Thanks for finding it :)
Encore 7 - yes, I knew you would be happy to see this level return again. I think the right side is the most builder heavy section so you were right to do that first. The low bomber count is tricky yes, you need to consider which trapdoor needs them most.
Encore 8 - sadly, I don't like it when people cut under traps like you did so I'll have to patch that out.
Encore 9 - intended solve, well done. It's just a harder repeat for climbing the wall really. The Encore rank features a few repeat style levels if you haven't already noticed.
Encore 10 - a little unintended yes, I'll have to fix that.
Encore 11 - sadly you weren't meant to see that trick because the entire solution is a back route :(
Encore 12 - intended solution well done :)
Encore 13 - this was actually a very old contest level, this level has existed for years. It wasn't very popular in the contest it was entered in so I'm glad you liked it.
Encore 14 - nice basher save there, I'll talisman that. Other than that, the route is intended :thumbsup:
Encore 15 - There's a NTTD level in SEB Lems as well, I did ask namida if I adopt the level format for my packs before doing so. I think they are a nice level idea and other people can make nice levels with it. The difference here is I swapped out the bombers for something more useful (stackers!).
Encore 16 - Find it funny how you back route part 2 than find intended on the harder part 3 ???
Encore 17 - When I released Casino Night for the first time, I released a level with the tileset to showcase the tileset so you may have played it there. I did a similar thing with Jardin de Flopsy for Marble Garden and Ghost Rider for Sandopolis. I saw GigaLem was doing it with his styles, release a level with it to allow the player to test the tileset, sadly no-one really gave any feedback still so I stopped doing it after those three styles.
Encore 18 - *sigh* another back route on this level, ironically the only level in the pack which Nessy hasn't found the intended solution to either.
Encore 19 - however I am happy to see the intended solution on this level and the blocker trick being used as well :)
Encore 20 - your solution was intended in the contest so nothing to add here.
Encore 21 - very nice solution to this level, it's slightly different to mine but you used all the skills so it's allowed :)

Armani's Toolkit replays

Spoiler

Toolkit 1 - nice talisman solve :)
Toolkit 5 - you saved 46 lemmings on this level.....that's incredible, were you just actively trying to save more than intended?
Toolkit 6 - nice spot there, I can't believe I didn't spot that. Fixed it now.
Toolkit 8 - wow, that was some serious skills, the skills you saved here was insane!
Toolkit 11 - kaywhyn back routed this in MegSEGAbytes only 2 weeks ago and I fix his back route and you go ahead and back route it again :lem-mindblown:
Toolkit 12 - another back route here, but I guess you knew that.
Toolkit 16 - back route on this level also.
Toolkit 17 - a slight back route here too.
Toolkit 18 - thanks, I knew you would like the water puzzle in this rank.
Toolkit 19 - intended solution, this is just Toolkit 16 turned upside down if you didn't notice. There was a contest rule which required 2 levels and one had to be the inverse of the other.
Toolkit 20 - *applause* incredible, I didn't think I'd ever see this done. I'll have to Talisman this for sure :)
Toolkit 21 - Wow, 100% on a 777 lemming level.... I think this is just as impressive as Toolkit 20 :)

Side questions: What do you think of the Toolkit rank overall? Do you think it was a good decision to keep these levels separate from the main pack? The first few levels aren't really as bad and were just used as filler but the 2nd half of the rank certainly were better left in a rank of their own, do you think so?

Very well done on beating the entire pack, you've back routed 42 levels in the entire pack but you solved the other 147 intended :)
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: joshescue18 on September 27, 2021, 08:19:52 PM
I have completed the first three ranks.
Why are you ignoring me?
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.1 [Difficulty: Medium - Very Hard]
Post by: Flopsy on September 28, 2021, 12:19:33 PM
28/09/21
v1.1 released - a ton of back route fixes courtesy of Armani and josh's replays, thanks both for playing the pack very early on :thumbsup:
Spoiler
v1.1 The Armani and josh update

added post level texts

back route fixes on
Rose 17
Shield 18, 21
Ring 4, 7, 17
Sneaker 2, 3, 6, 9, 11, 12, 16, 17, 20
Emerald 7, 10, 14, 17
Super Sonic 1, 2, 5, 10, 11, 12, 18
Chilli Dog 3, 7, 8, 10, 12, 14, 17
Encore 6, 8, 10, 11, 18
Toolkit 11, 12, 16, 17

talismans added on
Rose 8, 12, 13, 16, 17, 19
Shield 7, 8, 12, 15
Ring 1, 8, 12
Sneaker 8, 14
Emerald 8, 15, 16
Super Sonic 6, 8, 9, 14, 16, 19, 20
Chilli Dog 2, 6, 13, 15
Encore 3, 4, 5, 17
Toolkit 5, 7, 20, 21
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.1 [Difficulty: Medium - Very Hard]
Post by: Armani on September 29, 2021, 03:20:45 AM
QuoteSide questions: What do you think of the Toolkit rank overall? Do you think it was a good decision to keep these levels separate from the main pack? The first few levels aren't really as bad and were just used as filler but the 2nd half of the rank certainly were better left in a rank of their own, do you think so?

Well I think those levels are way better than just "filler". :P

I enjoyed toolkit rank a lot too. And I think the best levels of toolkit rank are in 2nd half. As I already mentioned, my favourite level of the rank is 7 18 and some levels such as 7 15(Industrial Blocker Zone) and 7 20(Musical Statues) have very unique themes and puzzles. And I personally don't mind big level with lots of skills where the main puzzle is to finding the most efficient path and tuning the solution.

So to answer the question: Levels of toolkit rank have some specialities of their own; contest levels, resource management-type puzzle, repeat levels, collab levels and zombie/neutral levels...
So I can understand your decision to keep toolkit levels as separate rank, personally I think it's completely fine if toolkit levels are part of the main ranks though.


Title: Re: Lemmings presents GOTTA GO FAST!!! v1.1 [Difficulty: Medium - Very Hard]
Post by: Armani on October 13, 2021, 03:20:54 PM
resolved all the updated levels. 8-)
There're some promising replays :laugh: and also probably some backroutes. :(

I love all those name of the talismans though. I especially love "The Ultimate Big Arm Challenge" :thumbsup:
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.1 [Difficulty: Medium - Very Hard]
Post by: Flopsy on October 14, 2021, 01:16:29 AM
Armani

Spoiler
Ok I've had a glance over the replays and there are still 17 back routes to be fixed.

Sneaker 2, 6, 7, 9
Emerald 17
SSonic 5, 11, 18
Chilli 7, 8, 12, 14, 17
Encore 8, 11
Toolkit 11, 12

I'm especially impressed that you are now the first person to get intended solution on Encore 18 Your Latest Trick pt2, not even Nessy my tester has solved that as of yet, the only level in the entire pack (excluding the Toolkit rank) that he hasn't solved.

Anyway I'll have an update out soon when I have fixed these
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.2 [Difficulty: Medium - Very Hard]
Post by: Flopsy on October 18, 2021, 10:21:04 PM
Gotta Go Fast v1.2 is out

Spoiler

v1.2 The second Armani update

back route fixes on
Sneaker 2, 6, 7, 9
Emerald 17
SSonic 5, 11, 18
Chilli 7, 8, 12, 14, 17
Encore 8, 11
Toolkit 11, 12

talismans added on
Sneaker 20
Emerald 7, 14
SSonic 1
Toolkit 16, 17
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.2 [Difficulty: Medium - Very Hard]
Post by: Armani on October 20, 2021, 01:17:40 AM
resolved updated 17 levels
42 -> 17 -> ???
Some notes on levels

I think I backrouted Sneaker2, Emerald17, Supersonic5,11 Encore11.

Sneaker6: Item terrains at the bottom platform are 1 pixel above the terrain.
SuperSonic18 is now one of my favourite :thumbsup:
I believe my solution to toolkit12 is intended. But one of the water gap is not narrow enough to enforce me to cancel the platformer with a basher and that's why I have a leftover basher. :P
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.2 [Difficulty: Medium - Very Hard]
Post by: Flopsy on October 25, 2021, 12:20:36 PM
Sorry it took me a while to notice these for some reason Armani.

Spoiler

You back routed the following 7 levels
Sneaker 2, 9
Emerald 17
SSonic 5, 11
Encore 11
Toolkit 12

I'm impressed you found the intended solution to SSonic 18 at last though and also the intended solution to Chilli 17
I really wanted to enforce the shimmier trick in SSonic 18, which I guess contributed to it being one of your favourite.
Also I wanted to enforce the crowd falling on the stacker in Chilli 17 which I thought was an impressive trick.

I'll get another fix out in the coming days anyway for the 7 levels above.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.3 [Difficulty: Medium - Very Hard]
Post by: Flopsy on October 25, 2021, 01:24:59 PM
Gotta Go Fast v1.3 is out. With a few more back route fixes from Armani.

Spoiler

v1.3 The third Armani update

back route fixes on
Sneaker 2, 9
Emerald 17
SSonic 5, 11
Encore 11
Toolkit 12

Sneaker 2 has had to be completely reworked.

talisman added on
Chilli 14, 17
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.3 [Difficulty: Medium - Very Hard]
Post by: Armani on October 30, 2021, 12:52:20 AM
Resolved updated 7 levels 8-)
42 -> 17 -> 7 -> ???

My bet is 3 8-)
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.3 [Difficulty: Medium - Very Hard]
Post by: Flopsy on October 30, 2021, 03:02:20 AM
Spoiler

You were spot on, just 3 back routes
Sneaker 9
SuperSonic 11 (solution 1 is intended but solution 2 is back route)
Toolkit 12 (both solutions are back routes)
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.4 [Difficulty: Medium - Very Hard]
Post by: Flopsy on November 02, 2021, 02:19:32 AM
Lemmings Gotta Go Fast v1.4 is out

Spoiler

The 4th Armani update

back route fixes on
Sneaker 9
SuperSonic 11
Toolkit 12
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.4 [Difficulty: Medium - Very Hard]
Post by: Armani on November 04, 2021, 05:22:10 AM
Resolved updated levels.

I've got a good feeling about this :D

I attached my whole replays but you only need to check Sneaker9 and Toolkit12.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.4 [Difficulty: Medium - Very Hard]
Post by: Flopsy on November 05, 2021, 01:23:03 AM
Well done Armani, no fixes required because they are both the intended solutions :)

You now have fully solved the pack intended.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.4 [Difficulty: Medium - Very Hard]
Post by: IchoTolot on February 28, 2022, 08:31:54 PM
Finally got this done with all talismans. At the end the pack was quite a bit harder than SEBLems in my opinion.

I should have some nice new taliman ideas in here or improved some of Armani's records + some backroutes of course. Have fun. :)

To the next pack for my LOTY2021 list! :P
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.5 [Difficulty: Medium - Very Hard]
Post by: Flopsy on April 18, 2022, 10:34:46 PM
18/4/22: Gotta Go Fast v1.5 is out, with back route fixes on IchoTolot's posted solutions and more added talismans.

Spoiler
back route fixes on
Rose 6, 20
Shield 7
Ring 19
Sneaker 4, 8, 21
Emerald 8
SSonic 1, 5, 15
Chilli Dog 1, 10, 14, 16, 19
Encore 15

New Solution on Sneaker 20

Talismans added on
Shield 8, 10
Ring 14
Sneaker 11
Emerald 9
SSonic 6
Chilli Dog 3, 15, 21
Encore 12
Toolkit 7

Updated pack can be downloaded in the first post attachments
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.5 [Difficulty: Medium - Very Hard]
Post by: WillLem on April 23, 2022, 02:23:53 AM
Finally had a chance to look at this pack this evening. I've made my way through the first few levels and I'm loving the themes, music and aesthetics. Great work, Flopsy :thumbsup:

Just one question so far: why are the rings only "collectible" in some levels, but not all? (In some levels, they appear as background objects only). It would've been a nice touch to make all of them collectible, particularly in the earlier levels where skills are plentiful enough to allow the challenge of collecting them all.

Anyways, I've attached a replay of level 1 which saves all lems and collects all rings :lemcat: I'll hopefully get some more replays together soonish, I'm looking forward to having a proper look at GGF.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.5 [Difficulty: Medium - Very Hard]
Post by: Flopsy on April 23, 2022, 05:34:41 PM
Quote from: WillLem on April 23, 2022, 02:23:53 AM
Just one question so far: why are the rings only "collectible" in some levels, but not all? (In some levels, they appear as background objects only). It would've been a nice touch to make all of them collectible, particularly in the earlier levels where skills are plentiful enough to allow the challenge of collecting them all.

Anyways, I've attached a replay of level 1 which saves all lems and collects all rings :lemcat: I'll hopefully get some more replays together soonish, I'm looking forward to having a proper look at GGF.

To be honest with you, the rings were kind of just tacked on at the end (due to the feature only just existing a few months before release) and I just placed them in the manner they would appear in typical Sonic the Hedgehog levels (ie. groups of 3 in mid air, groups of 3 placed on the ground, placed all around loops and on curved "embankments") and they were not really placed in a way where they were all meant to be collected.

I probably would have done this but I honestly didn't think many people would play the pack due to it being entirely made of custom tilesets and also I focused more on talismans which unfortunately cannot acknowledge collecting all rings.

I misread your post initially and thought that you said some of the rings were not being collected when a Lemming goes through them!

Otherwise, thanks for your positive remarks and thanks for taking the time to post your feedback :)
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.51 [Difficulty: Medium - Very Hard]
Post by: Flopsy on April 23, 2022, 08:16:00 PM
23/4/22: Gotta Go Fast v1.51 is out, just some further fixes to stuff I overlooked in Rose 20 and Shield 7 (talisman now removed).
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.51 [Difficulty: Medium - Very Hard]
Post by: IchoTolot on April 24, 2022, 09:41:02 PM
Here are my updated all talisman solutions. :) (except that new talisman on Super Sonic 6 that is currently impossible as saving the cloner makes you not reaching the save requirement)
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.5 [Difficulty: Medium - Very Hard]
Post by: WillLem on April 25, 2022, 12:46:47 AM
Quote from: Flopsy on April 23, 2022, 05:34:41 PM
I probably would have done this but I honestly didn't think many people would play the pack due to it being entirely made of custom tilesets

Well... if I were willing to take the time to replace all non-collectible rings in your pack with collectible ones, would this be something you'd be interested in? It can probably be done via RegEx in a few seconds, tbh!

EDIT: I've done it and it's worked. I've sent you the pack via PM in case you don't want to release it with this change.

Also, I'm sure that your pack will end up being played by most of us, at least to some extent. A pack of this size and scope and with its Sonic theming is likely to attract anyone who loves Lemmings and Sonic, which I suspect is the majority of the people on the Forums :lemcat:

Quote from: Flopsy on April 23, 2022, 05:34:41 PM
I focused more on talismans which unfortunately cannot acknowledge collecting all rings

There are ways to do this, actually. The rings could be placed as buttons which unlock a locked exit, and there are a number of ways to make a talisman require accessing a locked exit (placing a neutral lem near the locked exit and requiring n+1 would be one way, for example). Not that I'm suggesting you do this at this late stage, by any means, but it's maybe something to consider if you make any more sonic-themed levels in future.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.5 [Difficulty: Medium - Very Hard]
Post by: Flopsy on April 25, 2022, 02:29:32 AM
Quote from: WillLem on April 25, 2022, 12:46:47 AM
Also, I'm sure that your pack will end up being played by most of us, at least to some extent. A pack of this size and scope and with its Sonic theming is likely to attract anyone who loves Lemmings and Sonic, which I suspect is the majority of the people on the Forums :lemcat:

It's just something I've noticed over the years on these forums, a lot of users prefer the original styles over custom ones and that's just my opinion. To be honest I only pushed this pack through to completion as a promise I made to other users in the community, I mean the project did get cancelled twice during the 4 years of development.

I appreciate the enthusiasm though and you're playing the pack I suppose so that's a plus :)
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.52 [Difficulty: Medium - Very Hard]
Post by: Flopsy on April 25, 2022, 03:18:52 AM
25/4/22: Gotta Go Fast v1.52 is out.

more back route fixes courtesy of IchoTolot on
Sneaker 8 and 21
Chilli Dog 1 and 19

Removed Talisman on Super Sonic 6
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.52 [Difficulty: Medium - Very Hard]
Post by: IchoTolot on April 25, 2022, 09:56:35 PM
Here is the next resolve. :)
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.52 [Difficulty: Medium - Very Hard]
Post by: IchoTolot on April 25, 2022, 10:30:53 PM
A variation on "Sneaker 21" that should be considered by a possible fix.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.53 [Difficulty: Medium - Very Hard]
Post by: Flopsy on April 26, 2022, 02:31:15 AM
26/4/22: Gotta Go Fast v1.53 is out.

a further fix to Chilli Dog 19 to fix a major back route.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.53 [Difficulty: Medium - Very Hard]
Post by: IchoTolot on April 26, 2022, 02:47:44 PM
Resolved the fixed level.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.54 [Difficulty: Medium - Very Hard]
Post by: Flopsy on April 27, 2022, 03:03:37 AM
27/4/22: Gotta Go Fast v1.54 is out.

a further fix to Chilli Dog 19 to fix another major back route.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.54 [Difficulty: Medium - Very Hard]
Post by: IchoTolot on April 27, 2022, 08:23:40 AM
Resolved and I got a good feeling now that I am at least close. :)
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.55 [Difficulty: Medium - Very Hard]
Post by: Flopsy on April 30, 2022, 01:04:23 AM
30/4/22: Gotta Go Fast v1.55 is out.

yet another fix to Chilli Dog 19 to fix yet another major back route.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.55 [Difficulty: Medium - Very Hard]
Post by: IchoTolot on April 30, 2022, 11:25:27 AM
New solution, but now I again saved an extra Lemming.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.56 [Difficulty: Medium - Very Hard]
Post by: Flopsy on May 04, 2022, 12:13:35 AM
4/5/22: Gotta Go Fast v1.56 is out.

Yes, you've guessed it, another back route fix for Chilli Dog 19....
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.56 [Difficulty: Medium - Very Hard]
Post by: IchoTolot on May 04, 2022, 05:10:51 PM
I don't think this solution is a big change but at least now I am at the save requirement again. :)

One thing though:

Spoiler

If the solution contains indeed bombing under the trigger of the teleporter, consider lowering the lava by 1 pixel. It is now very very precise and only certain if not one or two single miner positions achieve this. The lava being 1 pixel lower is a bit more forgiving and reduces the execution difficulty by a large margin.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.56 [Difficulty: Medium - Very Hard]
Post by: Flopsy on June 07, 2022, 02:20:26 AM
Due to recent happenings in this community, I've taken the decision to formally request that no-one else posts Youtube LPs to their channels for this pack without my permission first.

The only person who has permission to post their LP is IchoTolot who has just started uploading videos of this pack's LP only yesterday. I am not aware of any other LPs at this time so this is the only one which has my express formal written permission.

I don't mind posting of replays in here but please no more video LPs.

Thank you :lix-smile:
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.56 [Difficulty: Medium - Very Hard]
Post by: Lehnah on December 26, 2024, 01:58:33 PM
Awesome! Looking forward to playing this.