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NeoLemmix => NeoLemmix Levels => Levels for v10 or older => Topic started by: namida on November 30, 2013, 09:21:45 AM

Title: Lemmings Plus II
Post by: namida on November 30, 2013, 09:21:45 AM
Lemmings Plus Games Index
Lemmings Plus DOS Project
A Lemmix-based pack of 150 levels using the official graphic sets. Lemmings Plus DOS Project mostly stays true to the original mechanics, even including glitches, but did introduce the staple Lemmings Plus feature of having non-timed bombers.
(Topic) | (Download)

Lemmings Plus II
A Lemmix-based pack of 100 levels + 5 secret levels using five new graphic sets. Introduces the concepts of Frenzy and Gimmick levels, as well as secret levels; though the engine is a modified version of traditional Lemmix, not NeoLemmix.
Has a bonus pack of 30 levels + 2 secret levels focusing on repeats and gimmick/frenzy levels.
(Topic) | (Download) | (Download Bonus Pack)

Lemmings Plus III
A NeoLemmix-based pack of 60 levels + 9 secret levels using four new graphic sets. Lemmings Plus III is the first pack in the series to use the NeoLemmix engine.
Has a bonus pack of 35 levels + 7 secret levels focusing on repeats and gimmick levels.
(Topic) | (Download) | (Download Bonus Pack)

Holiday Lemmings Plus
A small NeoLemmix-based pack of 12 levels exclusively using the Christmas graphic set. Holiday Lemmings Plus is the first pack in the series to use the new NeoLemmix skills and vertical scrolling.
(Topic) | (Download)

Lemmings Plus Flashbacks
An NeoLemmix-based collection pack featuring 32 of the best levels selected from Lemmings Plus DOS Project, Lemmings Plus II and Lemmings Plus III.
(Topic) | (Download)

Lemmings Plus Omega
An NeoLemmix-based pack of 135 levels using the Lemmings Plus II and Lemmings Plus III graphic sets. It is the last entry in the Lemmings Plus series.
(Topic) | (Download)



Well, here we go! Here's the sequel to the Lemmings Plus DOS Project, Lemmings Plus II!
Note that Lemmings Plus II (LPII) is a completely different and seperate pack from the Cheapo pack "Lemmings Plus 2" (LP2).

Lemmings Plus II is a pack of 105 levels (21 levels per rank over 5 difficulty ranks), using the original Lemmings mechanics with custom graphic sets. Like the later revisions of LPDOS, the only official release format is a pre-built Lemmix player.

As well as custom graphics, Lemmings Plus II contains more custom functionality than LPDOS did. Most mechanics tweaks are specific to a certain level - these so-called "gimmick levels" deviate from the normal mechanics slightly, to present a unique challenge. These occur twice per rank - one gimmick level in each rank is a Floater Frenzy, which is simply a matter of dishing out floaters as quick as you can but with pausing disabled, while the other one is a unique gimmick that's different for each gimmick level, these include a level where you have to kill lemmings instead of save them, a level where there's no gravity, and three more unique twists for you to discover when you reach the respective levels! It should also be noted that LPII retains the LPDOS-style bombers rather than the traditional Lemmings style... because let's face it, did ANYONE actually like bomber timing?

One level in each rank is also a secret level. These are accessed in a similar fashion to secret levels in, for example, Crash Bandicoot 2 or Ducks. You simply have to get a lemming to the correct place, and the secret level will instantly be triggered. There are hints as to their locations, but it's up to you to find those hints...

Released later is an addon pack of 32 extra levels using the LPII styles, primarily focused on gimmick levels, especially the Frenzy, Karoshi and No Gravity gimmicks.

Unlike LPDOS, LPII doesn't have repeat levels in the main game, though the bonus pack has repeat versions of a few levels from LPII as well as the gimmick levels. There are though three sets of levels (one of two, one of three, and one of five) that are close variations of each other, but for the most part, every level is completely unique.

DOWNLOADS

I have moved all my Lemmings-related downloads to DropBox.

Lemmings Plus II downloads can be found here.
Lemmings Plus II Bonus Pack downloads can be found here.

If you are just wanting to play LPII - you only need the Lemmings Plus II Lemmix Player. The styles are for people who want to use the LPII graphic sets in making their own levels. You do NOT need them to play the game; they are included in the LPII player EXE.

Replays include how to access the secret levels, and the solutions to the secret levels themself.


There's a lot of people to be thanked for this, but I think the absolute biggest three mentions would have to go to (in no particular order, all three were very critical to this project) EricLang for the Lemmix engine, ccexplore for Lemmix modifications and documentation of the file formats, and VTM software for LemEdit. Full credits are displayed on the in-game scrolling text on the title screen.

Secret Levels
Quote from: Levels containing secrets

-- LPII --
Nice 16 "These Lasers Aren't So Fun..."
Cheeky 8 "The Haunted House"
Sneaky 13 "When Only A Lemming Will Do"
Cunning 9 "No Chance!"
Genius 6 "Treetop Trial"

-- Bonus Pack --
Challenge 1 "The Gulag"
Flight 6 "Symphony In G Miner"

Misc content:

Video of Cheeky 7 "Yours Treely" being played in CustLemm: http://www.youtube.com/watch?v=dQ8U-6AgnKE - This video comes from before LPII was officially started (although the intention to start it was there), serving more as a proof-of-concept of custom graphic styles in the original format rather than a custom one
Video of Nice 11 "Fun With Lasers" being played in CustLemm: http://www.youtube.com/watch?v=Xs1duiR9aU4 - This video shows one-way fields in fact not strictly speaking being unique LPII features, but that the original games in fact have the capacity for it, there are just no objects in the official sets that use them

Making gimmick levels when using LookForLVLFiles
It is possible to create your own gimmick levels, then play them using LookForLVLFiles with either LPII or the LPII Bonus Pack. I would reccomend the bonus pack, as it automatically detects what music to play and supports a few extra gimmick combinations; plain LPII hardcodes which levels play different music, and does not support the No Gravity + Hardworkers combo or the Superlemming + Frenzy + Karoshi + Unalterable combo. The bonus pack also supports entrances that spawn left-facing lemmings, plain LPII does not.

Plain LPII only supports the LPII graphic sets, whereas the bonus pack supports the LPII sets, the Orig sets and the OhNo sets.

To use a gimmick, use a hex editor to replace the two bytes at 0x1E (or set the "Gimmick" field using the NeoLemmix Editor) with:
Code: [Select]
--- SINGLE GIMMICKS ---
0x4200 - Null Gimmick *1
0x4202 - Frenzy
0x4203 - Reverse Skill Counters *2
0x4204 - Karoshi
0x4205 - Unalterable Terrain
0x4206 - Overflow Skill Counters
0x4207 - No Gravity
0x4208 - Hard Workers
0x420A - SuperLemming *3, *4
0xFFFF - SuperLemming *3
-- COMBINATIONS --
0x4201 - Combination: Frenzy + SuperLemming
0x4209 - Combination: Frenzy + SuperLemming + Karoshi + Unalterable Terrain *4
0x4210 - Combination: No Gravity + Hard Workers *4

*1 - Unused in official LPII levels. Has no effect, but will trigger gimmick level music.
*2 - Unused in official LPII levels. This causes skill counts to count up instead of down.
*3 - Unused in official LPII levels (except as part of multi-gimmick combinations). This gimmick is not unique to LPII.
*4 - Bonus pack only, does not work in standard LPII.

The graphic set numbers for LPII are as follows:
Code: [Select]
-- LPII Styles --
0x00 (00) - Tree
0x01 (01) - Purple
0x02 (02) - Psychedelic
0x03 (03) - Metal
0x04 (04) - Desert

-- Official Lemmings Styles -- (BONUS PACK ONLY - Plain LPII does NOT support these!)
0x10 (16) - Dirt
0x11 (17) - Fire
0x12 (18) - Marble
0x13 (19) - Pillar
0x14 (20) - Crystal
0x15 (21) - Brick
0x16 (22) - Rock
0x17 (23) - Snow
0x18 (24) - Bubble
0x19 (25) - Xmas

You may notice that the numbers for the official styles are just their normal number plus 16 (or plus 0x10 in hex). This is intentional, to make it simpler to do with a hex editor than having to calculate the correct value - just change the starting 0 to a 1.

To use a left-facing entrance, add 0x10 to the byte which stores no overwrite / draw-on-terrain. This has no effect on objects other than entrances. (It can also be set using older versions of the NeoLemmix Editor; newer ones won't let it be set on non-NeoLemmix levels.)

When not using a gimmick, LPII's mechanics are virtually identical to those of OhNo, apart from the instant bombers and the absence of three glitches: the pause for time glitch, the nuke glitch, and the one-way-right miner glitch.

Random trivia:
Development Related
Player Related
Skill Related
Style Related
Level Related
Gimmick Related
LPDOS Similarities


Bonus Pack Trivia


Level name references
Quote
Nice 1 "Holding Out For A Hero" - An obvious reference to the song, but also a hint at the solution.
Nice 5 "Get Your Lemmings' Worth" - A play on "Get your money's worth"
Nice 7 "Together We Sand" - A play on "Together we stand"
Nice 9 "Something's Not Right Here..." - A reference to having to kill lemmings instead of save them
Nice 13 "Watch Your Lemmings..." - A good piece of advice for this level.
Nice 16 "These Lasers Aren't So Fun..." - A reference to Nice 11 "Fun With Lasers"
Nice 19 "Live And Let Lem" - A play on "Live and let live"
Nice 21 "To Lem, Or Not To Lem" - A play on "To be, or not to be"

Cheeky 1 "What Does The Lemming Say?" - A play on "What does the fox say"
Cheeky 3 "An Arm And A Lem" - A play on "An arm and a leg"
Cheeky 7 "Yours Treely" - A play on "Yours truly"
Cheeky 11 "One-Lem Wonder" - A play on "One-hit wonder"
Cheeky 17 "Heads Up!" - A reference to yelling "Heads up!" to warn of an incoming flying object (ball, etc)

Sneaky 1 "Good Luck!" - A reference to 7 being everywhere on the stats. Inverting this, 13 of each skill is given.
Sneaky 2 "Ascenario" - It's just a combination of "ascend" and "scenario"
Sneaky 4 "Overflow Zone" - A hint at the gimmick
Sneaky 18 "A Two-Pronged Approach" - A hint at the solution involving two slightly different routes
Sneaky 19 "Turnabout Lemming" - A reference to Ace Attorney

Cunning 2 "Treecell" - An obvious play on "Freecell"
Cunning 4 "Droppin' Bombs" - A hint at the solution
Cunning 6 "Cleverbash" - A hint at that one of the bashers is used in a not immediately obvious way
Cunning 8 "404: Exit Not Found" - A reference to browser 404 errors
Cunning 11 "Dam You!" - An obvious play on "Damn you"
Cunning 15 "Don't Panic" - A reference to Hitchhiker's Guide to the Galaxy
Cunning 20 "Secrets of the Lemmings" - Refers to the level containing hints as to the secret levels

Genius 1 "Emergency Rescue Proceedure" - Refers to sacrificing one lemming to save many others
Genius 3 "If You're Lemmy And You Know It" - A play on "If you're happy and you know it"
Genius 4 "Diet Control" - A hint at the solution
Genius 7 "Another Fall Survival Puzzle" - Lampshading the large number of LPII levels revolving around surviving a fall*
Genius 10 "Still No Time To Die" - A reference to LPDOS PSYCHO 20 "No Time To Die", which this level somewhat resembles
Genius 12 "King of the Sandcastle" - A reference to Taxing 23 "King of the Castle"
Genius 13 "Only A Lemming Away" - Refers to how often an attempt will fall one lemming short of the requirement
Genius 16 "Not Your Garden-Variety Lemming" - A hint at the gimmick
Genius 17 "No Construction Zone" - Refers to the lack of builders in the level
Genius 18 "A Little Breather" - Refers to the level being fairly easy while between hard levels
Genius 19 "Wrong Way, Mister Lemming" - Refers to the one-way arrows and fields being against the direction you need to go


* Ironically, this level itself involves going around it rather than surviving it

Bonus Pack Level Name References
Quote
Trial 3 "Now Let's Try The Normal Way" - Refers to this being a non-gimmick repeat of a gimmick level
Trial 4 "Fun Without Lasers" - A play on the original version's name, "Fun With Lasers"

Challenge 1 "The Gulag" - Somewhat of a reference to the original version's name, "A Violation Of Lemming Rights"
Challenge 3 "Another Way Down" - Refers to this being a non-frenzy repeat of a frenzy level with a very different solution
Challenge 4 "The Comeback" - Somewhat of a reference to the original version's name, "One-Lem Wonder" (which was a play on "One-Hit Wonder")
Challenge 5 "The Olempic Games" - An obvious play on "the olympic games"
Challenge 6 "Where's Your Magic Now...?" - A reference to the gimmick used in the original version of this level

Reverse 2 "If Only They Could Die..." - A play on Fun 28 from Orig, "If Only They Could Fly..."
Reverse 5 "Suicide Method 1" - A play on Taxing 6 from Orig, "Compression Method 1"
Reverse 6 "The Takeover" - A very subtle hint at the solution

Flight 2 "The Ups And Downs" - Refers to having to go up and then back down to solve the level
Flight 3 "Have A Nice Gray!" - A play on "Have a nice day" (which was also the name of an Orig level; Mayhem 25)
Flight 5 "Easy When You Know Me" - Both a play on Fun 17 from Orig, "Easy When You Know How", and a hint that the trick to solving this level is something I've used several times before in levels
Flight 6 "Symphony In G Miner" - A play on "symphony in G minor", there's no real significance to using "G" rather than any other key
Flight 7 "When You Wish Upon A Lemming" - A play on "when you wish upon a star"

Rush 1 "Flashback Frenzy" - A reference to the level resembling We All Fall Down but in Frenzy form
Rush 2 "Buildo Frenzy" - A reference to the level this is more or less based off, Danger 18 from LPDOS "The Buildo Station"
Rush 3 "Floater Frenzy: Perfect Edition" - Refers to it being a 100%-required repeat of a Floater Frenzy level
Rush 4 "SUPERLEMMING II: Desert Quest" - A reference to Wicked 2 from OhNo, "Introducing SUPERLEMMING!"
Title: Re: Lemmings Plus II - Release Topic
Post by: namida on November 30, 2013, 09:31:58 AM
100% List
In levels where 100% is not possible, I've listed the highest % that's been acheived. If there is no name listed next to a score, then the score was acheived by me (or is identical to the requirement for the level). Also - I will only list the first person to acheive each score, you have to *beat* the high score to get your name on here, not just match it. =P

NICE - 2 required, 1 impossible, 17 optional
Nice 01: 100%able
Nice 02: 100%able
Nice 03: Record is 96%
Nice 04: 100%able
Nice 05: 100%able
Nice 06: 100% required
Nice 07: 100%able
Nice 08: 100%able
Nice 09: 100%able
Nice 10: 100%able
Nice 11: 100%able
Nice 12: 100%able
Nice 13: 100%able
Nice 14: 100%able
Nice 15: 100%able
Nice 16: 100%able
Nice 17: 100%able
Nice 18: 100% required
Nice 19: 100%able
Nice 20: 100%able

CHEEKY - 6 required, 7 impossible, 7 optional
Cheeky 01: 100%able
Cheeky 02: Record is 95%
Cheeky 03: 100% required
Cheeky 04: 100% required
Cheeky 05: 100%able
Cheeky 06: Record is 66% (Proxima)
Cheeky 07: 100%able
Cheeky 08: 100%able
Cheeky 09: Record is 82% (Akseli)
Cheeky 10: 100%able
Cheeky 11: 100% required
Cheeky 12: 100%able
Cheeky 13: Record is 88% (Akseli)
Cheeky 14: 100% required
Cheeky 15: Record is 96%
Cheeky 16: Record is 84%
Cheeky 17: 100% required
Cheeky 18: 100% required
Cheeky 19: 100%able
Cheeky 20: Record is 98%

SNEAKY - 4 required, 10 impossible, 6 optional
Sneaky 01: 100%able
Sneaky 02: 100% required
Sneaky 03: 100% required
Sneaky 04: 100%able
Sneaky 05: 100%able (Akseli)
Sneaky 06: Record is 75% (Nepster)
Sneaky 07: Record is 98%
Sneaky 08: Record is 98%
Sneaky 09: Record is 97% (Nepster)
Sneaky 10: Record is 80% (Akseli)
Sneaky 11: Record is 88%
Sneaky 12: Record is 88% (Akseli)
Sneaky 13: 100% required
Sneaky 14: 100%able
Sneaky 15: Record is 98%
Sneaky 16: Record is 51% (Akseli)
Sneaky 17: 100%able
Sneaky 18: Record is 96% (Akseli)
Sneaky 19: 100% required
Sneaky 20: 100%able

CUNNING - 4 required, 12 impossible, 4 optional
Cunning 01: Record is 95%
Cunning 02: Record is 98% (Akseli)
Cunning 03: 100%able
Cunning 04: Record is 89%
Cunning 05: Record is 95% (geoo)
Cunning 06: Record is 80%
Cunning 07: Record is 95%
Cunning 08: 100% required
Cunning 09: 100%able (Akseli)
Cunning 10: 100% required
Cunning 11: 100% required
Cunning 12: 100% required
Cunning 13: Record is 75%
Cunning 14: 100%able
Cunning 15: Record is 95% (Akseli)
Cunning 16: Record is 92%
Cunning 17: Record is 98%
Cunning 18: Record is 86% (Akseli)
Cunning 19: 100%able
Cunning 20: Record is 98% (Akseli)

GENIUS - 3 required, 15 impossible, 2 optional
Genius 01: Record is 96%
Genius 02: 100%able
Genius 03: Record is 96% (Nepster)
Genius 04: Record is 80% (Nepster)
Genius 05: Record is 95% (Akseli)
Genius 06: Record is 90% (Akseli)
Genius 07: Record is 97% (Akseli)
Genius 08: Record is 96%
Genius 09: 100%able theoretically
Genius 10: 100% required
Genius 11: Record is 64% (Akseli)
Genius 12: Record is 98% (Akseli)
Genius 13: Record is 79% (Akseli)
Genius 14: Record is 81% (Nepster)
Genius 15: 100% required
Genius 16: Record is 94% (Akseli)
Genius 17: 100% required
Genius 18: Record is 98%
Genius 19: Record is 96% (Nepster)
Genius 20: Record is 93% (Nepster)

SECRET LEVELS - 2 impossible, 3 optional
Nice 21: 100%able
Cheeky 21: 100%able
Sneaky 21: Record is 96% (Akseli)
Cunning 21: 100%able
Genius 21: Record is 96%

TOTAL for LPII: 19 required, 47 impossible, 39 optional

All results are based on Levels V4.

Bonus Pack

TRIAL - 5 impossible, 1 optional
Trial 1: Record is 49% (Nepster)
Trial 2: Record is 93%
Trial 3: Record is 99%
Trial 4: Record is 98%
Trial 5: Record is 94% (Nepster)
Trial 6: 100%able (DynaLem)

CHALLENGE - 2 required, 4 impossible
Challenge 1: Record is 62% (Nepster)
Challenge 2: 100% required
Challenge 3: Record is 96% (Akseli)
Challenge 4: 100% is required
Challenge 5: Record is 94%
Challenge 6: Record is 85% (Nepster)

REVERSE - 3 required, 3 optional
Reverse 1: 100%able
Reverse 2: 100%able (Akseli)
Reverse 3: 100% is required
Reverse 4: 100% is required
Reverse 5: 100%able
Reverse 6: 100% is required

FLIGHT - 2 required, 3 impossible, 1 optional
Flight 1: 100% is required
Flight 2: 100%able (DynaLem)
Flight 3: 100% is required
Flight 4: Record is 80%
Flight 5: Record is 80%
Flight 6: Record is 60%

RUSH - 4 required, 2 optional
Rush 1: 100% is required
Rush 2: 100% is required
Rush 3: 100% is required
Rush 4: 100% is required
Rush 5: 100%able
Rush 6: 100%able (theoretically)

SECRET LEVELS - 1 required, 1 impossible
Challenge 7: Record is 96%
Flight 7: 100% is required

TOTAL for LPII Bonus: 12 required, 13 impossible, 7 optional

All results are based on Levels V2 and Player V2. (This is important as the player V2 update fixes a glitch with one of the gimmick combinations.)
Title: Re: Lemmings Plus II - Release Topic
Post by: namida on November 30, 2013, 09:44:03 AM
I just noticed. o_O LPDOS took over 4 months to complete, doesn't use custom graphic sets, doesn't have special mechanics (like the gimmick levels), and although it does more levels than LPII, repeat levels are used and the quality standard was set somewhat lower. And some of the levels were remakes (or even re-uses) of existing ones. o_O LP1 and LP2 were truly far too long ago to remember, but IIRC LP3 took a few months too...

By comparison, LPII was only a day over 3 weeks from announcement to completion. (And work prior to the announcement had only been going on for less than a week, too.)
Title: Re: Lemmings Plus II - Release Topic
Post by: LJLPM on November 30, 2013, 12:38:42 PM
Congrats for the release! I'll check it out!  :thumbsup:
Title: Re: Lemmings Plus II - Release Topic
Post by: Akseli on November 30, 2013, 02:25:27 PM
Aaaah already now! :XD: Time to postpone my schoolwork. ;) Maybe I'll play this through really quickly like you got this pack completed! Anyway, it's snow storming here at the moment, it's a good day to play Lemmings yeaaaaaah! :P

So yeah, I was most astounded about the speed of the progression of the pack, you made a 100-level pack in three weeks (!?). So, now we'll see how that affects to the quality of the levels, you said that you've made many of them in under 15 minutes or so. :P


This year has been really fruitful in the Lemmings level designing scene. Most remarkable releases have been packs like PimoLems and the community level pack, and now Lemmings Plus II. Then we've had two different Lemmings level contests, jLevelBuilder, comeback of a huge amount of old Lemmings fellows, some Let's Play series, and a lot more! In my personal side I'm happy that I managed to create my first level pack. :)
Gotta love this all.

Now, it's time for LPII.

EDIT 1: Played Nice and Cheeky levels through, this is super fun! :thumbsup: Like in Lemmings games generally, can't stop that easily, continuing now... Man, new custom levels !!!!!! WooOooOoooooooooo00
yeyeyeyeyeyeeeeaahahHHH

.. solutions and comments coming some time. :P

EDIT 2: Sneaky levels solved!!!!! Can't resist playing more... but I'll save Genius levels later! I hope.
Now entering the Cunning rating :-)))))))))))

EDIT 3: That took long... the first roadblock in this pack for me is Cunning 2 ! I'll fiddle around with it later again :D
Title: Re: Lemmings Plus II - Release Topic
Post by: Proxima on November 30, 2013, 10:39:08 PM
Just played through Nice. That was fun -- it's great to have that classic feel of Lemmings/ONML with the original music, and the special music in the "gimmick" levels is also very good and blends in stylistically very well. (Where is it from?)

Something seems a bit weird -- when I have a digger and several walkers under the cursor, I'm finding it very hard to select the digger for another skill.

The levels are pretty good so far, though I question the need for three hidden-trap levels in a rating calling itself Nice. In particular, Level 19, which would be quite hard enough without the hidden trap(s).

Level 17 is ridiculously easy, considering that some much trickier levels came before it.

The one-way fields are an interesting addition to the game; there have been some cool levels with those so far.
Title: Re: Lemmings Plus II - Release Topic
Post by: namida on November 30, 2013, 11:29:30 PM
Three? Unless you're including Level 9 (which I don't think you should count for obvious reasons), Level 19 is the only one with a hidden trap... Level 10 might surprise you, but once the trap gets you once, if you look carefully, you should easily be able to spot the active tentacles in the purple style from then on (and that's part of why the level requires 95%, not 100% or 90% - the idea is that you'll catch on from the first one and avoid the second one in that level entirely). 9, 10, 19 and 20 seem to be (at a quick glance) the only level with traps at all - unless you're counting the fire beams on level 16 too? Of these, only 9 and 19 have a hidden trap, and 9 being the Karoshi level, the trap isn't exactly a problem. ;) (EDIT: AH, forgot about the trap in Nice 13... but the level name does hint at that you should be keeping a close eye on them...)

The digger shouldn't be *ANY* different from any other Lemmix-based games. If you could give me an exact example of where this happens, or a replay leading to such a situation, I might be able to look into it? I never noticed any problems while testing, though.

Nice 17 is a tad on the easy side, but do consider that it won't nessecerially be that way to newer players - especially with the variety of potential solutions. Also, it is my usual habit to throw in easier and harder - though I actually thought Nice 18 was the easy one, not so much 17. Some levels (for example, Genius 18) even lampshade this in their name. =P

The one-way fields aren't used that often (I didn't want to overdo them) but there are a few pretty clever levels ahead using them, especially in Genius. Genius 3 (I don't *think* it was in any of the demos) has the most significant use of them, IIRC.


Gimmick level music is level 2 from Kirby's Blockball (on Gameboy). Floater Frenzy music, I don't know the ultimate origin, but I found it in an RPG Maker 2000 game titled "Phylomortis II". It plays during a minigame.

Quote from: Akseli
EDIT 3: That took long... the first roadblock in this pack for me is Cunning 2 ! I'll fiddle around with it later again :D

Much impress. Very success. So far. Cunning 2 wasn't one I actually found to be that difficult - Cunning 5 and 6 have both been fixed up a bit since the demos so they might give you some trouble, though you already know the basic concepts...
Title: Re: Lemmings Plus II - Release Topic
Post by: Akseli on November 30, 2013, 11:45:56 PM
In case I don't have time to play this pack next few days or week, here's at least my solutions for all the levels in the first 3 ratings and the first level of Cunning. :P So maybe you have some fun with these to start with, and replay solutions always tell a lot. I want to comment levels verbally also later, that takes some time.

I tried to find different solutions to the demo levels than earlier (didn't succeed it at least in 'Misfortune of the Masses' yet). Again, I aimed to solve these levels as naturally as I could, possible challenge solutions will come much later. Feel free to use my solutions in your 100% ability solutions or other challenges. I of course would be pleased to hear comments of my solutions, if there's anything interesting. :P

Some really quick comments:
Nice 3: Is that steel desctructible on purpose?
Nice 19: Is that pixel trap at the right top corner there by accident? :--D Also agreed with Proxima, this is clearly the hardest level of Nice rating.
Cheeky 1: Some levels had odd water trigger areas, in this level lemmings seemed to drown above the surface of the water.
Cheeky 8: Some weird behaviour here at the beginning, see the replay. Still I find this a hard level. :P
Sneaky 18:
Quote
You're probably aware of this, the direct drop is possible. (Not shown in my solution.)
Title: Re: Lemmings Plus II - Release Topic
Post by: namida on November 30, 2013, 11:54:55 PM
Nice 3 - It's intentional that the top pixel can be, the area's misplaced to allow you to bomb through the vertical bar. Tbh, there's no real reason why the block even *has* to be steel, if your'e meaning the one under the vertical bar... I think it was just because the style was new at the time and I wanted to place steel blocks to show them off. xD

Nice 19 - I assume you're meaning on the right of the exit? If so, he's been put there completely intentionally, though most solutions won't encounter him anyway. Why? Just for a bit of extra variety in the level.

Cheeky 1 - I just tested it and it seems fine to me. A little bit weird, but no more so than usual for Lemmings.

Cheeky 8 - Didn't check your replay yet, but I'm guessing you're referring to bashers getting stuck when they're almost out of a wall? Technically, that's them following their normal behaviour but without destroying the wall - they detect nothing in front, so they don't keep bashing. However, they're not quite out of the wall themself. By the way - you might want to look closely at this level and see if you can notice any differences from the demo. ;)
Title: Re: Lemmings Plus II - Release Topic
Post by: Akseli on December 01, 2013, 12:04:30 AM
Nice 19: Well, a trap size of one pixel, where I mined out with my lemming, see the replay. :P
Cheeky 8: Yes correct. :P Also normal Lemmings behaviour, though somewhat glitchy, is starting to build standing on air when turning from a wall (similar like shrugger builds standing on nothing but air).

'Misfortune of the Masses' was a level where liquid triggered really low, for example. But yeap nothing too bizarre here.
Title: Re: Lemmings Plus II - Release Topic
Post by: namida on December 01, 2013, 12:07:47 AM
It comes across as glitchy, but it's pretty much just Lemmings doing what they normally would do, except without modifying the level. You could get the same result in a non-gimmick level by having a builder hit something and turn around, and a destructive skill remove what he's standing on at the exact same time. I had considered fixing some of these things, but ultimately decided it made more sense *not* to make further deviations from the normal mechanics. Ultimately, the builder thing is an advantage to the player, while the basher thing can easily be solved by using a miner to get them out, and it's only one level. =P

I didn't notice you'd actually posted replays to everything. I'll check them out a bit later. =)
Title: Re: Lemmings Plus II - Release Topic
Post by: namida on December 01, 2013, 01:05:37 AM
Watching them now. I won't comment on all of them, but here's comments for some that stood out to me:


Nice 5 - ANOTHER very creative solution to this level. =D

Nice 11 - Interesting idea to trap them near the top - I always did so between the lasers underneath the exit if I'm going for 100% (and I just make the *last* lemming build over and become the worker).

Nice 16 - I already knew of this solution, but it's nice to see someone else spotted it. =P

Nice 17 - Out of all the possible solutions to this level (and it has a LOT of them), you chose the exact same one I did. xD

Nice 18 - Again, your solution's the same as mine, though in this case, I guess it really is objectively the best way to solve the level. What did you think of this level in terms of the artistic value, by the way? (Since it's clearly more focused on that than difficulty. =P)

Nice 19 - I see what you mean now. Nope, I'd never noticed that as I'd never tried a solution coming from that side. xD I'll fix that up at some point (there's another potential - but less likely to be troublesome - spot I noticed, just a bit above it).

Nice 20 - Well done. At least one person I've known has tried to go down then up again instead of building over and bashing through to the exit - doing it this way will almost inevitably result in running out of builders (though you can bash under the exit and come up on the right fairly safely, that's how I originally solved the level before I thought of the way you've done it).

Cheeky 2 - Nice. That wasn't my original solution but it is known to me, I had thought about removing it but I thought that for a level this early, it's not too much of a big deal.

Cheeky 5 - That's quite an interesting way of approaching it. I just sent workers ahead, mined down from the exit platform to near the start, and built up to where I mined.

Cheeky 9 - Slightly different at the end to how I did it, but you ended up saving exactly the same %. o_O

Cheeky 10 - Congrats on the score! Only 5 lemmings missed, that's pretty impressive. (By the way - even with the higher requirement and stuff, I'm starting to find this one a bit easier than Nice 15, would you agree?)

Cheeky 20 - You did this the same as me (I don't think there *is* any other way, though it is possible to save one more lemming by avoiding using the blocker - it requires RR fiddling and a couple of pixel-precise placements though) but just wondering what you thought of this level? It's one of my favorites from LPII.

Sneaky 1 - That was creative. =)

Sneaky 5 - Nicely done. Though there is another, completely different way to do this, too. ;)

Sneaky 7 - You know you don't *have* to block the builder while he's building, right? ;)

Sneaky 10 - Those were some EXTREMELY creative methods of crowd control, especially at the start. You hugely improved on my maximum percentage, too.

Sneaky 13 - Okay, that's a backroute... though I'm not quite sure how I'll fix that without affecting the intended one...

Sneaky 16 - Nice, improved on my max % a bit. Just wondering... did you try to solve it the same(ish) as Cascade the first time? =P

Sneaky 18 - I need to make that gap smaller... (and fix the direct drop backroute xD)

Sneaky 19 - Backroute. T.T

Cunning 1 - Nicely done, though it's possible to save a LOT more lemmings than that. ;)



I updated the 100% list with your records (except Sneaky 18, because of it being a backroute and that % very clearly not being attainable via any solution I can think of that'll remain once the backroute is fixed).
Title: Re: Lemmings Plus II - Release Topic
Post by: Proxima on December 01, 2013, 02:08:33 AM
Is there a way to go back to previous levels, or do I have to write down all the access codes as with original Lemmings? After beating Cheeky 6 I wanted to go back and try to improve my score....
Title: Re: Lemmings Plus II - Release Topic
Post by: namida on December 01, 2013, 02:23:14 AM
For the first release, I've disabled the Lemmix cheat codes and LookForLVLFiles. I WILL re-enable them (or at least the cheat codes) in a later release. I've PM'ed you the code for that level.
Title: Re: Lemmings Plus II - Release Topic
Post by: Proxima on December 01, 2013, 02:28:44 AM
Thanks. I haven't saved replays for every level -- most of my solutions so far are nothing special -- but I did solve Cheeky 5 in a different way from Akseli's solution.

EDIT: And here's Cheeky 6.
Title: Re: Lemmings Plus II - Release Topic
Post by: namida on December 01, 2013, 03:08:28 AM
Nice. Your solution on Cheeky 6 beats Akseli by 1%, so congrats on the new record. =P

Your Cheeky 5 solution is very similar to how I acheived 100% on it.

Has anyone had a go at Cunning or Genius yet? I know Akseli's on Cunning 2 (I don't think he's tried Genius, apart from the demo levels?)
Title: Re: Lemmings Plus II - Release Topic
Post by: Akseli on December 01, 2013, 04:58:56 PM
Is there a way to go back to previous levels, or do I have to write down all the access codes as with original Lemmings?
For the first release, I've disabled the Lemmix cheat codes and LookForLVLFiles. I WILL re-enable them (or at least the cheat codes) in a later release.
I had many troubles figuring out from the ratings and level numbers which level is which, I remember them a lot better from their titles. Now I wrote all the passwords and the level titles in the same text file so I recognize them immediately. Before that I had to go through again the entire rating with my replays for getting access to the certain levels, because I noticed that the cheat codes don't work. :P That's actually a really good thing in this initial release, so nobody will just jump over the levels to the very end of the game and spoil his/her fun.

Okay, now I also became interested in maximum saved challenges, here are some solutions.
Title: Re: Lemmings Plus II - Release Topic
Post by: namida on December 01, 2013, 09:22:57 PM
Nice work on those.
However, I beat one of them by quite a bit... ;)
I think this might still be improvable, though.
Title: Re: Lemmings Plus II - Release Topic
Post by: Akseli on December 01, 2013, 11:17:46 PM
Cunning rating! :)

I'll enter the Genius rating on Thursday probably, yep starting from the level #1. Again, I want to give comments of all these levels a bit later! Really have to do some other stuff now, gosh this game is addictive. :P
Title: Re: Lemmings Plus II - Release Topic
Post by: Proxima on December 01, 2013, 11:40:49 PM
I'm catching up... got through Sneaky now. I see it takes after Taxing, in being the third rating and having the first level be one of the hardest. Still, there are definitely some nice levels in here!  :thumbsup:
Title: Re: Lemmings Plus II - Release Topic
Post by: namida on December 01, 2013, 11:54:06 PM
It also takes after it in that we both disagree on that point, I find both Sneaky 1 and Taxing 1 fairly easy. =P (It's actually one of the few Taxing levels that *didn't* give me any difficulty the first time I played.)

EDIT: Ah, I see. Your solution is FAR more complex than it needs to be; that would be why. ;)
Title: Re: Lemmings Plus II - Release Topic
Post by: namida on December 02, 2013, 12:09:56 AM
Cunning rating! :)

I'll enter the Genius rating on Thursday probably, yep starting from the level #1. Again, I want to give comments of all these levels a bit later! Really have to do some other stuff now, gosh this game is addictive. :P

Cunning 2 - Nice. I'm not sure how I didn't manage to save 98%. o_O

Cunning 6 - Backroute, still... this level is going to be a pain...

Cunning 8 - Nice. That's not the only exit though. ;)

Cunning 10 - Also a backroute.

Cunning 11 - Nice. You caught on to the floater being a decoy. ;)

Cunning 12 - Nice, a fair bit different from my solution. (I also used all the builders, though.)

The others there's nothing much to comment on, but some nice %s in there. =) I liked your approach to 20, quite simple.
Title: Re: Lemmings Plus II - Release Topic
Post by: Akseli on December 02, 2013, 12:33:14 AM
Cunning 9 all saved and Cunning 20 one lost.
Title: Re: Lemmings Plus II - Release Topic
Post by: namida on December 02, 2013, 12:40:16 AM
Nice work on both! =D
Title: Re: Lemmings Plus II - Release Topic
Post by: geoo on December 04, 2013, 06:28:23 AM
Replays for Sneaky and the first half of Cunning, posting right now as I won't be able to play more within the next few days. Enjoying it so far, though it feels like the difficulty is all over the place, with the first 5 levels of each of the two ratings notably harder than the next few ones iirc. Hard to remember without a good quick reference to the levels.
Only thing annoying me are the traps in the sand style, even if they caught you once it's hard to remember the exact positions, and there's no chance to see them on your first attempt at all.
And the fact that I can select a different skill while in fast forward, but that's a minor thing.
Are there any hotkeys to Save/Load a save state? Neither of the default bindings seem to work.

In the one level with the tree with one-way arrows, I could just bash through the steel below. (Don't remember name nor position, only that it was in Sneaky.)
Title: Re: Lemmings Plus II - Release Topic
Post by: mobius on December 04, 2013, 08:37:32 PM
In the one level with the tree with one-way arrows, I could just bash through the steel below. (Don't remember name nor position, only that it was in Sneaky.)

I dont think this is the same level but I found missing steel as well:
(sorry can't remember the title) I blew up a blocker standing on the steel
Title: Re: Lemmings Plus II - Release Topic
Post by: Akseli on December 04, 2013, 08:53:24 PM
Namida posted here the hotkeys for his Lemmix Player. It might have sense to put those hotkeys in the first posts of these LP topics also. :P Enter to save state and backspace to load state.

The level in möbius' picture is Nice 8: Evolved Lemming. EDIT: The level that geoo indicated is Sneaky 15: The Long Way To Treedom. Btw, is the title of Genius 1 "Emergency Rescue Proceedure" spelled correctly, shouldn't that be "Procedure"?

I played all the Genius levels through yesterday and sent my original solutions and challenge solutions privately to namida, I might post them here also after I'm sure that namida has seen them first. Comments will come later!
Title: Re: Lemmings Plus II - Release Topic
Post by: namida on December 04, 2013, 11:09:01 PM
Cant watch them until Sunday, sorry.

Now that all the main levels have been beaten, I will mention: There are, in fact, 105 levels. How to access the last 5 is for the players to work out. ;) There are hints if you look hard enough.

Some of you may have noticed one of the screenshots doesn't correspond to any level you've seen. ;)
Title: Re: Lemmings Plus II - Release Topic
Post by: namida on December 09, 2013, 10:38:51 AM
I've uploaded the replays for Nice.
Title: Re: Lemmings Plus II - Release Topic
Post by: namida on December 10, 2013, 08:38:05 AM
Okay, over the next couple of days I'm going to fix up backroutes and other things and release an update. I've received a lot of solutions that aren't the same as mine, and in general, most of these I have not deemed "backroutes", as long as they still contain any major elements of the intended solution and are not too easy.

Would be appreciated if others could send me their solutions (to these levels or others) so I can catch as much as possible.

Note: I have decided that I will not consider *ANYTHING* to be a backroute in Nice or Cheeky. I will be also a bit more lenient than normal with Sneaky.

In some cases, I've also changed my mind from my original decisions as to whether to consider certain solutions backroutes or not.

The levels to be fixed are, as well as the ones that are complete:

Nice 17 - "Lemmings Gettin' Down" (improving difficulty, DONE)
Nice 19 - "Live And Let Lem" (fixing terrain oddities, FIXED)
Sneaky 5 - "Misfortune of the Masses" (odd trigger area, FIXED)
Sneaky 13 - "From The Lemmings' Mouth" (backroutes, FIXED)
Sneaky 15 - "The Long Way To Treedom" (missing steel areas, FIXED)
Sneaky 18 - "A Two-Pronged Approach" (backroutes, FIXED)
Sneaky 19 - "Turnabout Lemming" (backroutes, FIXED)
Cunning 6 - "Cleverbash" (backroutes, FIXED)
Cunning 10 - "Shotgun Run" (backroutes, FIXED)
Genius 3 - "If You're Lemmy And You Know It" (backroutes, FIXED)
Genius 7 - "Another Fall Survival Puzzle" (backroutes, FIXED)
Genius 17 - "No Construction Zone" (backroutes, FIXED)*
Genius 19 - "Wrong Way Mister Lemming" (backroutes, FIXED)
Genius 20 - "Cactus Central" (backroutes, FIXED)

* Akseli: Your solution to Genius 17 is *not* a backroute (in fact, it's almost exactly the same as my solution); I found a backroute myself.



I would especially like solutions to Genius 8 "Panic Attack" - Akseli came up with more or less exactly the same solution I did, but I'd be very surprised if there's absoltuely no backroutes on it...
Title: Re: Lemmings Plus II - Release Topic
Post by: namida on December 11, 2013, 02:31:38 AM
Alright, update has been uploaded. Enjoy.
Title: Re: Lemmings Plus II - Release Topic (Levels V2 Update Released Dec 10 8:30 PM)
Post by: Akseli on December 11, 2013, 03:54:36 PM
Would be appreciated if others could send me their solutions (to these levels or others) so I can catch as much as possible.
At least geoo uploaded some of his solutions, and I see that you haven't downloaded them yet.


Okay, before I move on to the V2, here's some thoughts that I've written up at times:

Overall:
Psychedelic tileset was the least favourite of mine at the beginning because it was so hard for the eyes, but now I’ve get used to it already, and you decorated your Psychedelic levels the best. Desert, Tree and Purple levels had often large areas of similar terrain making them look little bland (Nice 17, Cunning 2, Genius 4 just for some examples).

In comparison how quickly you created this level pack, in my opinion this pack is excellent. There are so many great levels, but on the other hand also that kind of levels that feel like “filler” levels, such as Cheeky 4 and Cheeky 18. The difficulty curve is characteristic for you, having sudden challenge types of levels and then easier among the hard levels, that’s actually really fun when I am in that mood.

Level titles feel similar than in official game, often having a random adjective or attribute and then the word “Lemming(s)” or just some idioms with Lemmings or Lems or Lemmys in them. There are some puns and popular culture references also like in the official games. :b

Nice rating:
Nice 4: Now Figure This One Out… - The first a bit more complex level.
Nice 7: Together We Sand – A nice beginner’s puzzle, one of the best levels in this rating.
Nice 8: Evolved Lemming - Resembled a bit “A Beast of a level” from L1.
Nice 9: Something’s Not Right Here… - This gave me a big smile on my face when I realized what’s going on here. :) Maybe my favourite level of the Nice rating.
Nice 16: These Lasers Aren’t So Fun… - Seemed at first an enormous endurance type level, but then it turned out to be pretty quickly solvable, which is a nice detail.
Nice 17: Lemmings Getting’ Down – An easy one in the late rating, this kind of levels desire a bit more effort to the decoration, I think this is one of the most concrete examples of that you said you’re capable of making levels in a couple of minutes. :P Edit: Okay, I see you've updated this, nice!
Nice 18: MEGALEMMINGS! – Yes I like this kind of level ideas. :) I remember that at least UltimateJay1989 created similar lemming statues in his level, but here they are in correct colours!
Nice 19: Live And Let Lem – The title resembles a little “You Live and Lem” from L1. :b This would be the hardest level of the Nice rating even without the death fall start.
Nice 20: Dungeon Of Danger – Lots of purple terrain and wandering around, could perhaps be a bit more interesting because of its endurance type level nature.

Cheeky rating:
Cheeky 1: What Does The Lemming Say? – This must be an Ylvis reference. :P This is the most versatilely designed Tree style level, nice!
Cheeky 13: Above The Forests - A level that utilizes the instant bomber mechanic awesomely. This could be a bit annoying level with the original mechanics, but now this is plain fun, I liked this level a lot! Another level that utilized the instant bomber mechanic in such a clever way is Cunning 4: Droppin’ Bombs.
Cheeky 15: To The Treehouse! – Now when I played this my second time, I found a solution that I suspect to be the intended one. This is a high-quality moderate difficulty level, the solution is awesome, this must be my favourite Cheeky level.
Cheeky 18: Oasis Crossing - One level that feels a bit unnecessary "filler" level, and there’s hard to invent any use for the right entrance lemmings.
Cheeky 20: Kickback Scheme – Resembled immediately Havoc level “Lemming about town”, and I’d recall that this was one of the hardest levels for you in ONML. I enjoyed tons of 'Kickback Scheme', although it was pretty clear what you have to do there, it’s just another really clean solution without any quirks, it’s easy to carry out, this was real fun!

Sneaky rating:
Sneaky 2: Ascenario – Resembled a bit Medi 4 “Getting There…” from LPDOS. This was a lot harder, though.
Sneaky 3: Tall Tales – Now I have to admit that I didn’t recognize the connection between this and “This Is…” from LPDOS. I solved Tall Tales in a bit weird way, also.
Sneaky 7: Heroic Heights – Yes, I know that I don’t have to turn the builder with a blocker. :P I used it before I noticed that you need to use that second builder, and I didn’t go back to change my solution anymore. :P I think this builder trick was used few times around this level pack.
Sneaky 9: Rolling Rampage – A really solid level, I enjoyed this a lot.
Sneaky 16: Dive From The Dunes – Resembled immediately Cascade from L1. No, I didn’t try to solve this in a similar way than Cascade the first time, I sent two worker lemmings down right from the beginning. :P Another enjoyable level.
Sneaky 18: Two-Pronged Approach – I liked a lot my solution, which is a backroute. I’m excitingly waiting for the updated version of this level.
Sneaky 20: The Impossible Level – This was really hard, should be in the Genius rating imo and you didn’t comment my solution, so I guess it’s supposed to be solved in a similar way than I did? Anyway, it needs some luck with the grid alignments, knowledge of tricks and precision.

Cunning rating:
Tuned Lemming levels – You have really good ideas with these repeat like levels always! I remember how fascinated I was back then when playing LPDOS and I considered “No Salvation” level group as a phenomenal idea. I loved also The Downwards Mission – The Upwards Mission level pair, well done!
Cunning 2: Treecell – This was the big roadblock level for me in this pack, and I used the most time for solving this one. I tried really crazy solutions, even some ridiculous glitches and all before I found the correct one, which is well hidden I’d say! I overlooked that option totally. :P
Cunning 4: Droppin’ Bombs – Awesome namida, awesome. This would be a super annoying level with normal mechanics, but with the instant bomber mechanic this level brings a whole new element in the Lemmings games, and it was endlessly enjoyable to play something completely new like this that I hadn’t played before.
Cunning 8: 404: Exit Not Found – Resembled immediately “Dude, Where’s My Exit?” levels from Ji Hoon’s remake. Yes, I found another exit, which is invisible. :b A nice title!
Cunning 9: No Chance! – Resembled immediately “Going Up……” from L1. But this is actually easier…
Cunning 12: Jailbreak – Here was a lot going on, this was one of the hardest Cunning levels. I used a notable amount of not so basic techniques in this level.
Cunning 15: Don’t Panic – I found the simplicity of this level elegant.
Cunning 17: Cyclic Lemming – A really wonderful puzzle level, this might be my favourite Cunning level.
Cunning 18: The Upwards Mission – It took awkwardly long from me to figure out how many builders do I need to get out from the entrance cell. :P
Cunning 20: The Secrets of the Lemmings - Another enjoyable level with multiple solutions.

Genius rating:
Genius 2: Stampede!!! – A havoc feeling level. :) There really were much fewer ways to control the crowd than I thought at first.
Genius 3: If You’re Lemmy And You Know It – LMFAO reference? :P Another level that as a player you don’t have too many ideas at first. If my solution is the intended one, then great work, this was pretty cool, loved the creative usage of the miner. Edit: You've fixed this level, well let's see this again later!
Genius 4: Diet Control – Again, the miner is used in a delightfully clever way, niceee! :)
Genius 8: Panic Attack – A magnificent level. One of my favourites of the whole pack. Again, it took a moment to figure out where even to start, and the order of operations delighted me enormously, when I finally got that right. I like the title, too!
Genius 11: Dungeon of Death – A unique feeling level. So much leeway in how to do it, but the level still fits in Genius imo.
Genius 15: If A Lemming Should Come By - If my solution is okay, then this level is too easy for Genius rating even for being a breather level. Same thing with Genius 18: "A Little Breather", too. :P But it's again your style to make levels with different difficulties near each other in the pack.
Genius 17: No Construction Zone – A nicely designed level, I had a lot of fun with this, although this felt easier than “To The End!”, could be just also that I was less experienced back then.
Genius 19: Wrong Way, Mister Lemming – Yeahh! Even though this level is this small, it was one of the very hardest levels of the game. Love this! Aaand edit: You've fixed this one too, I'll have to look at it again. :P

I didn't comment too much levels I knew I backrouted, I'll wait for the fixes. Also might comment a lot more, this was now for the beginning. :)
Title: Re: Lemmings Plus II - Release Topic (Levels V2 Update Released Dec 10 8:30 PM)
Post by: namida on December 12, 2013, 12:34:07 AM
All the fixes are up. Any level I didn't fix, I've decided not to consider a backroute. (EDIT: Though there is one more in Geoo's solutions that I'd somehow missed before, specifically on Sneaky 18. All other backroutes in his were fixed by the V2 levels update.)
Title: Re: Lemmings Plus II - Release Topic (Levels V2 Update Released Dec 10 8:30 PM)
Post by: namida on December 14, 2013, 10:07:24 PM
Solution uploads updated:

Nice replays updated to V2 (actually I did this at the same time as updating the player, I just didn't mention it)
Cheeky replays added
Added the two replays for the secret level to Nice's replays (the one of how to find it, and the solution to the level itself)
Title: Re: Lemmings Plus II - Release Topic (Levels V2 Update Released Dec 10 8:30 PM)
Post by: Akseli on December 14, 2013, 11:28:50 PM
Attached my solutions for the updated levels. There are multiple alternate solutions for some levels. Genius 19 was the only one I didn't beat yet (again). :P

Also now shared my original Genius solutions if someone else wants to see them.
Title: Re: Lemmings Plus II - Release Topic (Levels V2 Update Released Dec 10 8:30 PM)
Post by: namida on December 15, 2013, 12:01:17 AM
Sneaky 12 hasn't changed, not sure why you included a new replay. =P

Well done on finding three of the secret levels, and also on once again 100%ing Sneaky 5. I'm leaving that level as is now, I only fixed this because of it being a trigger area problem that wasn't behaving the way it would be expected to.

Sneaky 13, you have now found the intended solution. =)

Sneaky 18: All backroutes. A and C can be both patched with one fix, while B, D and geoo's backroute also can all be patched with one fix. The problem is, this level can only be modified one more time (due to my rule of two backroute fix updates per level (not including the demos))... so I have to be pretty sure I've caught everything, especially since I really like the intended solution to this one.

Sneaky 19: Well done, that's the intended solution. Also - nice work on the timing; I had to use floaters.

Cunning 6: This is definitely close enough to the intended solution that I can allow it - the "clever bash", as such, is there. =P

Cunning 10: All four are backroutes. A and B are quite clever, I'll probably leave them in. C and D, I'll need to do something about... C is pretty close to the intended solution though.

Genius 3: First solution uses glitches so I'm not overly worried about it. Second solution is clever enough that I'm happy to leave it in.

Genius 7: Another case of that you have all the same main tricks, but a different execution. Regardless, it's a valid solution, and great work on the 97%.

Genius 20: Your second solution (the "glitchless" one) is clever enough that I can definitely leave that in there. I'd like to get rid of the first one, but I don't think there's any way to do so without also blocking the intended solution... :/ I'll have to think about what to do here.


Good luck with Genius 19. I personally feel it's in a class of its own among the LPII levels for difficulty; only Genius 8 comes close IMO.
Title: Re: Lemmings Plus II - Release Topic (Levels V2 Update Released Dec 10 8:30 PM)
Post by: Akseli on December 15, 2013, 12:12:37 PM
Sneaky 12 hasn't changed, not sure why you included a new replay. =P
Oh yeah, again this that I recognize levels better from their titles than from their rating numbers, sorry! :XD: I got confused because I read from your list:
The levels to be fixed are, as well as the ones that are complete:
...
Sneaky 13 - "From The Lemmings' Mouth" (backroutes, FIXED)
Fortunately I included the replay for "When Only A Lemming Will Do" also, I remembered that I hadn't solved that one correctly.


Genius 3: I consider steel digging a glitch also (my second solution), so I wonder what's the intended solution, I might check it some time. :b


Anyway, here's my solution for Genius 19. :)
Title: Re: Lemmings Plus II - Release Topic (Levels V2 Update Released Dec 10 8:30 PM)
Post by: namida on December 15, 2013, 02:06:09 PM
That's not the intended solution, but I'm happy to accept that one. Nice work on the 92%.

EDIT: I thought of a way to block that solution on Genius 20 without blocking the intended one... but it blocks *both* of your solutions. Oh well...


So it appears, the levels that need to be updated are (so far):

Sneaky 18 - "A Two-Pronged Approach"
Sneaky 21 - "O RLY?"
Cunning 10 - "Shotgun Run"
Genius 20 - "Cactus Central"

Sneaky 21 I found the backroute myself, I don't think anyone's even worked out how to get to Sneaky 21 (or Cunning 21) yet...

Also, I decided to knock up the difficulty a bit on Sneaky 21 and swap it with Genius 21. Since only one person's found Genius 21 and no one's found Sneaky 21 yet, this should be barely noticable. =P


EDIT: Update uploaded, replays are also updated to the latest version. Additionally, I've released the replays for Sneaky, and the secret level replays for Cheeky.
Title: Re: Lemmings Plus II - Release Topic (Levels V2 Update Released Dec 10 8:30 PM)
Post by: namida on December 18, 2013, 01:56:56 AM
Genius 17: No Construction Zone – A nicely designed level, I had a lot of fun with this, although this felt easier than “To The End!”, could be just also that I was less experienced back then.

I've been thinking about this, and while the experience probably helps a lot, the levels, while sharing the same concept (a would-be long workerish level that requires 100% and gives no builders), the design of them is very different. Psycho 28 generally involves avoiding obstacles along a fairly clear-cut path to the exit, and finding ways to substitute places where you'd otherwise need builders and/or unfreeable blockers. On the other hand, Genius 17 is more a matter of creating that path when there isn't such a clear approach, and less emphasis on avoiding specific obstacles along the way. For example, Psycho 28 has tricky places to turn around, one way walls, traps and several lethal falls. Genius 17 on the other hand just has no clear path as such because every feasible approach seems, at first glance, to be blocked off to a player with no builders in their inventory (indeed, the solution involves going under the exit, almost all the way to the other side of the level, then coming back up and across the top). These two very different outcomes from the same basic concept really just shows how versatile Lemmings is. o_O

I very much doubt Genius 17 has no skills you can't live without, though, unlike Psycho 28 which is the *only* such level in Psycho (and one of only two in Danger and Psycho combined) - or, for that matter, a solution that only uses two types of skills (if you didn't already know, Psycho 28 can be completed using only bashers and diggers). There again - Genius 17 had a fairly elegant solution in mind from the start, whereas Psycho 28's original solution was in fact very messy, then some far more elegant approaches were discovered later.
Title: Re: Lemmings Plus II - Release Topic (Levels V3 Update Released Dec 16 7:00 PM)
Post by: namida on December 18, 2013, 02:27:22 AM
I've uploaded another update, this one does not have any changes to the levels but rather changes the player. Specifically, cheat codes have now been enabled. The code to activate them is "NGGYUNGLYD" (never gonna give you up, never gonna let you down...). LookForLVLFiles has *NOT* been enabled.

Just so you know:
- There is no confirmation message when entering NGGYUNGLYD to activate cheats. HOWEVER, you won't get an incorrect code message either - it simply won't give any response at all (however, it will silently activate the cheat mode).
- As usual, you can also just enable it in the INI file.
- The code enables both direct entering codes (eg: NICE15) and pressing 5 to skip levels.
- Deactivating the code appears to only be possible in the INI file.


Note that at the present time (and I may very well leave it this way), cheat codes can only be used to access the normal levels - if you try and access the secret levels (by entering Nice21, Cheeky21, etc), it will say invalid code. You can only access them either through the levels they're hidden in as normal, or by entering the *proper* code for the secret level in question.
Title: Re: Lemmings Plus II - Release Topic (Recent: Levels V3, Player V2, Cunning replays)
Post by: namida on December 20, 2013, 03:37:06 AM
Added the replays for Cunning (excluding accessing and solving the secret level), and added the accessing and solving secret level replays for Sneaky. I'll probably wait a bit longer to release the Genius ones (and Cunning secrets) than I did with the others, due to Genius being the final rank and Cunning's secret level being by FAR the most well-hidden (and the level itself can be worked out without a replay, the challenge is purely in execution - and believe me, it is FREAKING HARD - it, along with Genius 19, are the only levels in LPII that, even knowing the solution and having access to frame-perfect control in Lemmix, I find hard to beat).
Title: Re: Lemmings Plus II - Release Topic (Recent: Levels V3, Player V2, Cunning replays)
Post by: Akseli on December 23, 2013, 09:51:54 AM
My v3 solutions so far. Cunning secret level is the only level I haven't even seen yet. :P (And I haven't found the Sneaky secret either.)


To The End!/No Construction Zone: Yea and I found turning around with only terrain removal skills in Psycho 28 much harder than what Genius 17 offered.

These two very different outcomes from the same basic concept really just shows how versatile Lemmings is. o_O
That's why I'll never get enough of this game. :P
Title: Re: Lemmings Plus II - Release Topic (Recent: Levels V3, Player V2, Cunning replays)
Post by: namida on December 23, 2013, 09:56:12 AM
Sneaky's secret became a lot harder to access in V2, before this it was only slightly harder than Nice's or Cheeky's. Cunning's is unchanged though, however, it's always been very hard from the start. (Genius's was also intended to be hard to access, but there's a backroute to accessing it and I don't really think secrets are important enough to fix, unless something makes them inaccessible.) The other 4 secrets have not been affected by version changes (not saying none of their levels have been modified (not saying they have either), but if they have been, it hasn't impacted how to access the secret). This increase in difficutly wasn't actually an intentional V2 change as such, but rather a side effect of fixing backroutes on the level - in fact, further modifications after the backroute fix had to be made to make the secret accessible again. (It's still in the same place, it's just that getting to that place is a lot harder.)

I imagine people are going to want my head on a platter when they see the Cunning secret level... xD

Obviously, the Sneaky secret is in a level that was updated in V2. As for Cunning, I won't say exactly what level, but I'll narrow down the possibilities for you...

Quote from: Highlight to read
It's in a level that's possible to acheive 100% on. It may or may not require 100%.


I think a big part of what made Psycho 28 so challenging at first is that, when the level was released, the kind of turning around it required was a new idea. Even for those who had played the Cheapo version in LP3, while you *can* use the original trick near the end, there's a different way to do it that works much better, which couldn't be done in Cheapo due to the differences in the last section of the level, as well as other minor differences - some due to different design, some simply due to different mechanics.



I'll check your replays soon; I'm especially keen to see how you did Genius 21, since this is the first solution I'm seeing for it (I already eliminated one backroute that I discovered myself, but that was prior to it being moved to Genius; and the original solution from while it was in Sneaky has also been blocked off now).
Title: Re: Lemmings Plus II - Release Topic (Recent: Levels V3, Player V2, Cunning replays)
Post by: namida on December 24, 2013, 10:44:17 AM
Sneaky 18 - Still not my intended solution. However, I did say a maximum of two backroute fix updates per level, so I guess it sticks. Besides, it's still a pretty clever solution, at least.

Cunning 10 - This one's also a backroute. >_> Damnit!

Genius 20 - This one isn't what I intended either, but I'm happy to leave it in. I should've known placing that cactus exactly where I did would cause problems, though, especially since the intended solution involves a similar trick but elsewhere. >_> xD

Genius 21 - Also a backroute. At least this level can still be fixed up, though (although I'm only allowing one more update to the levels full stop; after the next levels update, the levels are finalised - and thus, most likely, LPII as a whole will be finalised too).



Another hint for those of you hunting the secret levels - this is a general hint, not specifically for any one level:
Quote from: Highlight
There are no secret levels hidden in any Psychedelic or Purple levels. (This is even though those sets DO have the secret level trigger objects - as you've probably realised the released copies of the style doesn't have the secret triggers, only the version compiled into LPII does; I figured it made sense to do this firstly to hide them a bit better at first, and secondly because the secret area triggers won't work outside of the LPII player anyway, unlike the one-way fields which in fact work perfectly fine in the original game too.)

On this note though, Cunning's secret level was *originally* hidden in a Psychedelic level (specifically, Cunning 7 "Left-Tuned Lemming" - it was on the block that juts out to the left of the play area a bit), but I later found a much better place to hide it in another level.

For those who are specifically hunting the Cunning one:
Quote from: Highlight
I cannot stress enough that you will NEED to apply your knowledge of the finer points of the game's mechanics. Just general Lemmings mechanics, there's nothing LPII-specific at work here; it's completely possible to get to that point in CustLemm too. Not that I'd want to try in CustLemm, because it requires multiple pixel-precise moves.
Title: Re: Lemmings Plus II - Release Topic (Recent: Genius replays)
Post by: namida on December 28, 2013, 12:28:21 PM
Replays for Genius are up, excluding the secret level and the access to the secret level.
Cunning replays have been updated to now include the two secret-related replays.


Also, uploaded a new update to LPII itself. This update will be the final update; there will be no further changes to LPII from now on. This update brings the levels up to V4 and the player up to V3. See the main post for more info.

So, final versions are:
Levels: V4
Styles: V1
Player: V3
Overall, 5th release.
Title: Re: Lemmings Plus II - Release Topic (Recent: Final Release!, Genius replays)
Post by: Akseli on December 29, 2013, 12:50:05 AM
My V4 solutions.

I watched the official solutions for Sneaky 18: "A Two-Pronged Approach" and Cunning 10: "Shotgun Run", both were really clever ones, it's a bit pity that these levels have backroutes that are imo a lot easier to find than those neat intended solutions. :\ Also my solution for Genius 21 feels too trivial still, I just switched the places of the miner and the blocker compared to my initial solution.

Lol at Cunning 20, why didn't I realize that earlier...! :P

I might list my favourite levels of this level set soon. : )

Title: Re: Lemmings Plus II - Release Topic (Recent: Final Release!, Genius replays)
Post by: namida on December 29, 2013, 08:35:39 AM
Didn't watch your new solutions yet, but yeah, I can tell you that'll be a backroute for Genius 21. Oh well, can't do anything now. Did you look at the intended solution? (Anyway, your initial solution DOES have the blockers in the right place, so that's a guideline you can use.)

I'd be interested to hear your comments and favorite (and least favorite! that's important too!) levels. Vote for your favs in the poll in this topic, too - I'm gonna run through each rank (1-10, then 11-21). After that, I'll probably take the top two from 1-10 and top two from 11-21 (maybe more than two if there's ties) for each rank, and finally, the top two from each rank for the ultimate winner. I'm allowing two votes per user per round in the 1-10s and 11-21s, not sure what I'll do for the later rounds.

My prediction for which one would win (although not the one I'd vote for in the final round - I very likely would put votes in the earlier rounds towards it) is...

Quote from: Highlight to read
Genius 8 - "Panic Attack"
Title: Re: Lemmings Plus II - Release Topic (Vote for your favorite LPII levels!)
Post by: Proxima on December 29, 2013, 10:59:21 PM
I'd put money on Nice 9 to win (the 1-10 round, not the whole contest) because it has a cute gimmick, which makes it stand out from the other levels. They are indeed nice -- the usual mundane send-one-ahead levels we're used to seeing at the start of a pack. This is not at all a complaint -- it's comforting to start on familiar territory.

My vote, however, goes to Nice 4, an excellent and visually pleasing level of this type, with a choice of routes to the exit, some thinking required in how to get there efficiently, and a bit of extra work needed if you want to save 100%. Pity it uses the least good ONML music; and if the DOS version followed the music order of the Mac version, it would use the best  :P
Title: Re: Lemmings Plus II - Release Topic (Vote for your favorite LPII levels!)
Post by: namida on December 29, 2013, 11:46:41 PM
Looks like Nice 7 is winning at the moment. =P I also would've expected Nice 9 to win this round, though at any rate my votes were for Nice 7 and Nice 9 so either way is good for me.

Akseli, I watched your replays. Can't really say much about Cunning 21 (due to the type of level it is =P - congrats on finding it though), and Genius 21 I already was able to say enough from just your description. Cheeky 18, it seems you still avoided using the right entrance (my solution was to build from both sides, so the fall isn't too high), but not too worried - this was more "the level is too easy in general" than trying to enforce any specific solution, just like was the case with Nice 17 (though in the case of Nice 17, I think I might've made it *too* hard, whereas this one is more or less just right!).
Title: Re: Lemmings Plus II - Release Topic (Vote for your favorite LPII levels!)
Post by: Minim on January 01, 2014, 10:46:05 AM
One question (Which I probably should've asked about in the original LP): Is there a way to get round selecting the UseFadeOut and CheatCodesEnabled setting? I tried setting it to 0 and 1 respectively, but they don't work. I just don't seem to have the patience to watch the screen fade before playing these levels. :(

As for the votes, I just voted for Levels 4 and 6. Nice 6 is very unique as it shows us the one-way walkers, never seen before; albeit quite short and basic. Nice 4 is fairly tricky for it's position, since it involves all the skills, but it's a good old "Hero" level.
Title: Re: Lemmings Plus II - Release Topic (Vote for your favorite LPII levels!)
Post by: namida on January 02, 2014, 01:49:10 AM
I haven't done anything to UseFadeout. As for cheat codes, update to the latest player and it'll work properly.
Title: Re: Lemmings Plus II - Release Topic (All replays released!)
Post by: namida on January 20, 2014, 06:11:13 AM
Alongside my upgraded Lemmix project, I'm also working on a small "Lemmings Plus II Bonus Pack". =D
This will feature 30 levels across 5 ranks, 6 levels per rank. Plus maybe one or two secret levels (probably not one per rank this time, just one or two altogether) - haven't decided yet.
These levels will be 18 original levels, and 12 repeat versions of levels from Nice and Cheeky (6 each). All of the 18 original levels will be gimmick levels (only using existing gimmicks, no new ones).

Just so you know, this isn't based off the upgraded player I'm working on. The player is more or less identical to the LPII one except with less levels. The only other change is that it automatically detects gimmick levels and plays the appropriate music rather than requiring them to be hardcoded. Mechanics-wise, it is identical to LPII.

I won't be focusing on all 5 gimmicks (for example - I don't think much more can be done with Sneaky 4's gimmick, it's really one of those ones that only works once), but rather the focus will be on three types of levels:
- Karoshi levels
- No-gravity levels
- Floater Frenzy levels

For the last one, I plan to base the levels off the basic Floater Frenzy concept (not just re-use the "no pausing", but actually keep the core idea of dishing out floaters) but add in some other elements to them as well - essentially, "advanced" Floater Frenzies.

There's no overall difficulty curve between ranks (I haven't yet decided whether I will attempt to create one within each rank), each rank is independant and focuses on a specific type of level:
Trial - Repeats from Nice
Challenge - Repeats from Cheeky
Reverse - Karoshi levels
Flight - No-gravity levels
Rush - Frenzy levels

So far, I've made five of the six Nice repeats (I have basic outlines for two more and I'm deciding which one of those two I'd rather use - one of them I really like but I know it's just begging to be backrouted) as well as one Karoshi level. It's actually quite interesting trying to design repeats when I have an absolutely fixed layout to work with.

My main reason for this is that I feel that a lot more can be done with those three gimmick level types especially. If I come up with some good ideas, I might include a Cheeky 8 and/or Genius 16 type level as a secret level, but I don't see as much potential in those two so I'm not dedicating a full rank to them.

All levels will use the LPII styles. However, I plan to also include the official styles in the player, in case people want to try making gimmick levels in them.

If I really get stuck for no-gravity level ideas, I might make the 4th rank a combination of no-gravity, no-destruction and Genius 16 gimmick levels.


Random revelation: One of the nice repeats is of Nice 9. The repeat does *not* have the Karoshi gimmick, so you finally get to actually rescue the lemmings in this level. =D

Here's a preview shot from one of the Karoshi levels. It has 50 lemmings and requires 100% (100% killed that is, of course). Remember, falling out of the bottom of the level does *not* count as killed for the Karoshi gimmick (obviously, if there's water there and they drown, then it does count). Time running out quite obviously doesn't count either. =P Making a lemming into a bomber DOES count, but I'm sure you're already well aware of that.
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack Announced!)
Post by: Nepster on January 27, 2014, 11:48:47 PM
I finished yesterday the last of your great levels. Many thanks for these hours of fun! :thumbsup:

Nevertheless some remarks:
- favorite levels: Treetop Trial, Panic Attack and Only one Lemming away 
- least favorite ones: all Floater Frenzies (sorry, but I don't see the point of these levels) and Overflow zone (I usually hit F11 right at the start and then stare at the screen until I have a solution - but that's probably the worst approach to this level)
- I really liked the idea of one-way areas, but quite often they had the flavor of backroute-fixes instead of being a genuine part of the puzzle.
- I like the look of the Psychodelic, Sand and Metal style; the Tree style could use some more texture in the leaves but is nice otherwise; and I better say nothing about the Purple style...
- There are serious backroutes for Jailbreak (Cunning 12, glitchy), If you're lemmy and you know it (Genius 3, non-glitchy) and Wrong way, Mister Lemming (Genius 19, glitchy). See the replays attached.
- Treetop Trial can be solved (even non-glitchy) using only 2 builders (instead of 3). If you don't know such a solution already, consider this a challenge.

EDIT: Thanks for the remark about LPDOS, but I already played these levels some time ago. If I find the time to look at them again, I might even participate at the voting for the best level (but don't wait for me).
About being new here: That's only partially true. Although I registered recently, I follow this forum for quite some time now.
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack Announced!)
Post by: namida on January 28, 2014, 02:15:22 PM
Thanks for the feedback!

Cunning 5: I quite like your solution! =D
Cunning 12: I'm not worried about glitch routes as far as backroutes are concerned (however, they're more than valid for maximum percent).
Genius 2: Nicely done. =D
Genius 3: I hadn't thought of that solution. It reminds me of PSYCHO 4 from LPDOS. xD Improved the saved lemmings record too!
Genius 4: Wow, good spotting! And nice on the 67%!
Genius 19: Again, not worried about glitch solutions for backroutes, but nice on the percentage. I had wondered if something like that may be possible.
Genius 20: Nicely done. There's turning out to be quite a few solutions to this level, but most of them are fairly challenging - and more importantly, quite fun. That's why I think it was the perfect choice for the final level. (By the way, I don't consider this to be a glitch solution - I have never considered direct drop to be a glitch. In fact, my intended solution to this level also uses a direct drop, and until recently I didn't know PSYCHO 6 of LPDOS was possible without one.)

Just wondering, did you also play LPDOS at any point (simply asking because you're new to the forums)? It's another pack I made (about 4 years before LPII), it has 150 levels although like the original game, some of them are repeats. It also doesn't use custom graphic sets. There's still some very nice levels in there, though. I have a few older packs too, but they're not so great, to be honest the majority of the levels are borderline embarassing (and a lot of the good ones were included in LPDOS too anyway).
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack Announced!)
Post by: namida on January 29, 2014, 01:20:51 PM
I've been somewhat busy lately so haven't been able to put too much time into the bonus pack, but I've made the final level of Trial, and one level each for Flight and Rush. (EDIT: Make that two for Rush.) This is in addition to the other 5 levels of Trial and the one level of Reverse I mentioned earlier.

Quote from: Highlight to read
Repeated Nice levels:
Nice 5 - "Get Your Lemmings' Worth"
Nice 7 - "Together We Sand"
Nice 9 - "Something's Not Right Here..."
Nice 11 - "Fun With Lasers"
Nice 13 - "Watch Your Lemmings..."
Nice 21 - "To Lem, Or Not To Lem"

One of the Rush levels so far is a more or less logical extension of Floater Frenzy. The other one actually goes away from floaters, and uses a concept previously seen in LPDOS that works very well for a frenzy level (I won't say exactly which level, but it's something in Danger). I'm also considering possibly doing one level for Rush that drops the frenzy concept entirely, and instead applies the no pause (possibly combined with Superlemming) to a Mayhem 28 / Wicked 2 type level - obviously, the level would be designed with the lack of pause (and possibly high speed) in mind, and not require overly precise moves.

EDIT: Designed such a level. Just need to fix backroutes and slightly reduce the precision needed.
EDIT: Alright, I quite like the result. It does need fairly accurate moves, but nothing pixel-precise. Quite a nice solution too, but stamping out backroutes was a total f***ing pain in the ass (and I wouldn't be surprised if some slipped through the cracks).

Here's an image of the level. One lemming, (obviously) requires 100%, RR 50, 6 minutes. Skillset is 1 climber, 6 builders, 2 bashers, 1 miner and 2 diggers.
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack 50% completed!)
Post by: namida on February 02, 2014, 07:49:13 AM
Half way done, including all but one of the repeat levels. I have to find another level from the second half of Cheeky that I think would work well for it.

Quote from: Highlight to read
Repeats for Cheeky:
Cheeky 5 - "A Violation Of Lemming Rights"
Cheeky 7 - "Yours Treely"
Cheeky 10 - "Floater Frenzy" (the repeat is *not* a Frenzy or gimmick level of any kind)
Cheeky 11 - "One-Lem Wonder"
Cheeky 14 - "Land of the Lost"
Sneaky 4 - "Overflow Zone" (again, the repeat is just a normal level)

Unfortunately none of the remaining ones seem to be very well suited to it. I might possibly look at some of the Sneaky levels for Challenge 6. (EDIT: Used a Sneaky level.)

As a random fact, only one level in all of Trial and Challenge combined has a time limit of more than 3 minutes - and it's NOT the repeat of Nice 21. (The majority of them are 2 minutes, although a few are 1 or 3.) In general, I tried to avoid overly tight time limits for LPII unless it was specifically part of the challenge, but that does NOT hold true for the bonus pack's repeat levels, most of them are very tight for time. (The new levels, on the other hand, are more following LPII's time limit rule.)
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack 50% completed!)
Post by: mobius on February 03, 2014, 04:11:17 PM
here's a replay for 'Oh snap' in case it's a back route, (saved 1 builder). But considering this is Cheeky maybe you intended these to have multiple solutions.

Floater frenzy is a fun level. I read about it but don't see or know where that thread is exactly...

I'm a little excited to play these 'Karoshi levels' and 'No-gravity levels'  :D
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack 50% completed!)
Post by: namida on February 03, 2014, 09:51:26 PM
I didn't watch your replay yet, but from the screenshot and remaining skills it looks like you solved it exactly the same way I did. At any rate, I've pretty much said *any* solution is a valid solution for Nice and Cheeky, as far as LPII goes the concept of a "backroute" only exists from Sneaky onwards.

When you say you read about it but don't know where the thread is, what are you talking about?
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack 50% completed!)
Post by: mobius on February 03, 2014, 10:15:19 PM
Akseli commented on Floater frenzy and said how the concept was like a level from Lemmings Revolution called LEMTRIS, I thought that was in this topic but I don't see it...
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack 50% completed!)
Post by: namida on February 03, 2014, 11:08:05 PM
It was most likely in the LPII development topic.
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack 63% completed!)
Post by: namida on February 13, 2014, 05:43:55 AM
Finally did a couple more levels towards the bonus pack - one frenzy and one Karoshi level. Also, I ported back to it one feature from the improved Lemmix - specifically, the left-facing entrances. This made one level simpler to fix (a near-symmetrical level where the intended solution didn't work with lemmings starting right, but does if they start left* - flipping the entrance is simpler than reversing the level, even though it's metal style so it wouldn't be impossible to accurately reverse) and another level much tidier-looking.

* This is not due to mechanics pecularities, but due to the fact that the level isn't *perfectly* symmetric.

Apart from that, I also added one new gimmick - although it's simply a combination of four existing ones. I'll leave it as a surprise exactly what it is, though one of them is the Frenzy gimmick. (It's not actually used for an overly-complicated level - it's more that the original idea was to combine the Frenzy with one of the others, then I saw that adding two other gimmicks to the level actually made it work a lot better.)
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack 76% completed!)
Post by: namida on March 01, 2014, 04:28:37 AM
While work on the bonus pack is slow, it *is* progressing. I attached a map of a no-gravity level I made today. =D

At this point the bonus pack is 80% complete, so there'll definitely be a release. If I really feel like I can't come up with more levels, I can just make it a smaller pack. =P
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack 84% completed!)
Post by: namida on March 05, 2014, 05:52:54 AM
Rush is now complete. Reverse is also only one level away from completion. Still need to do three for flight, as well as one more secret level - I haven't decided exactly which rank. However, there'll be one secret level in either Trial or Challenge, and one secret level in either Reverse, Flight or Rush. The three leftover ranks won't have secret levels.

As for the secret levels themself, one will be a gimmick level (using either the Cheeky 8 or Genius 16 gimmick), and the other, I'm tossing up whether to use the other of those gimmicks, a combination of multiple gimmicks (someone suggested that combining no-gravity with Genius 16 might be interesting; I myself really like the concept but I haven't yet thought of any good ideas for a level), or a new non-gimmick level.


EDIT: Forgot to mention it at the time, but Reverse is now complete. The last level to be made actually ended up being Reverse 1. (You know that level I posted a while back as a sample, filenamed "Reverse1.png"? It actually ended up becoming Reverse 6 - it's by FAR the hardest of the Reverse levels.)
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack 87% completed!)
Post by: Wafflem on March 05, 2014, 10:49:06 PM
This has been one of the best packs I have ever played. You demonstrate a lot of variety in the levels (as well as LPDOS). The difficulty curve is just at the right pace too.

Some general comments:

Some LPII level comments:
Note: The bolded ones means they’re my favorite.

Nice:
Nice 6 – Capsule Run – I felt that a better way to showcase the one-way fields would be to put a piece of terrain on the bottom-right of the one-way field of the right side. This is so that the lemming will be able to walk back and hit the one way field. Then you can add a digger or miner. (Though you did showcase them more in Nice 11.)
Nice 9 – Something’s Not Right Here… – uses the infamous Karoshi gimmick. This is an excellent way to showcase the uniqueness of the whole pack. The level is so much fun too, finding multiple ways to massacre lemmings   :) even though the level is easy, which is why I agree that there is a lot of potential in creating levels with the Karoshi Gimmick.
Nice 12 – Cactus Island – an excellent way to make things slightly more challenging, especially if there are newcomers.
Nice 13 – Watch Your Lemmings… – good that you provided a hint in the title, the level’s sole trap is very evil (and creative, too).
Quote
I’m very curious as to how the repeat will be like in your bonus pack (as well as Nice 11).
Nice 16 – These Lasers Aren’t So Fun... – I knew there was a reason the level was overly complex! (view spoilers to see why) The level is tricky and intimidating enough when I first previewed it, and the fact that you have no diggers, miners and bashers and only bombers makes this level indeed not so fun, in addition to the lasers. I didn’t even know you could save the level with 100%, and I still haven’t figured it out yet. I thought you’d use this level as a Trial level…

Quote
It’s an excellent choice for hiding the secret level!

Nice 17 – Lemmings Gettin’ Down – by making this level more difficult than before, you actually also make it very hard to save 100%. Well done! :thumbsup:
Nice 18 – MEGALEMMINGS! – you actually were able to accurately imitate the lemmings! This level effectively showcases another unique aspect of the Psychedelic level. I felt that this level would have also worked as a Trial level, though.
Nice 20 – Dungeon of Despair – a very great way to wrap up the Nice difficulty with tricky navigation.

Cheeky:
Cheeky 4 – Island Hopping – this one’s interesting. I can see why you said this was your very last level made for this pack – it’s merely building across the islands. Still, I like the twist you add to the level that you have to save 100%.
Cheeky 5 – A Violation of Lemming Rights – a very well-designed and original level structure that serves as an excellent step-up in challenge from the previous levels (though I’m not sure what the one-way wall on the right is for aside from turning lemmings around).
Cheeky 6 – Raindrop Lemming – a 250-lemming level that’s quite fun and a little evil (in the sense that the release rate is very high). If this were a no-pause level, oh boy…   :o
Cheeky 8 – The Haunted House – one of the oddest gimmicks ever used. It threw me off the first time I played this level. Solving it is particularly hard, especially for newcomers of Lemmings, as the level uses a not-so-well-known trick.
Cheeky 11 – One-Lem Wonder – a fun one-lemming level, though could have used a little more challenge.
Cheeky 13 – Above the Forests – this level is an excellent demonstration of the reason instant bombers are far better than timed bombers and allow for more puzzle potential.
Cheeky 15 – To the Treehouse! – a very good use of miner tricks here to climb up the tree. An overall excellent puzzle.
Cheeky 17 – Heads Up! – the solution to the level is simple and nothing new, but quite fun at the same time.
Cheeky 19 – The Long Road to Nowhere – this level (along with Cheeky 20) is an excellent way to show that the upcoming levels will become harder. Navigating around the one-way walls is very tricky, and the time limit really doesn’t help much either. I thought you’d make this a Challenge level, though…
Cheeky 20 – Kickback Scheme – Yikes. The first time I played this level, it was quite difficult. It may be close to Oddstack-difficult, with a very tricky level structure, limited skills, and its position in the difficulty, though you get a larger time limit.

Sneaky
Sneaky 4 – Overflow Zone – even once I figure out the gimmick, it’s still a very fun level because it has so many solutions. One of my solutions involves using builders only.
Sneaky 5 – Misfortune of the Masses – an excellent puzzle level with a lot of thinking and a lot of multitasking.
Sneaky 8 – Lemming Surge – another cool and well-designed 250-Lemming level.
Sneaky 13 – When Only a Lemming Will Do – by shortening this level to one minute and removing backroutes, you have given this level a real challenge that I really enjoyed.
Sneaky 16 – Dive From the Dunes – a really fun and adventurous level that is indeed reminiscent of Tricky 25 (Cascade).
Sneaky 20 – The Impossible Level – impossible indeed. I like that it involves using a not-so-well-known trick to solve this level, and even if you know it, it can still be very difficult.
Sneaky 21 – Camp of Curses – it’s good that you switched this with “O RLY?” because I found this level to be easy.

Cunning (I haven’t solved them all yet, so not all my favorites are here yet.)
Cunning 3 – Just Some Leftovers – I had a lot of fun solving this level. It’s one of those levels where you have to do things in a particular order.
Cunning 4 – Droppin’ Bombs – well, even with instant bombers, the level can still be very annoying had there not also been the feature of lemmings moving one step when clicking during pause mode as well as save states.
Cunning 8 – 404: Exit Not Found – the title of the level makes me laugh! I also like how harder it is than Tricky 28 in that you only get 5 of each skill and that you have to save 100%.
Cunning 19 – Who Turned the Gravity Off? – this level is another very good reason for me that adding a gimmick to a level adds a whole new level of strategy. Getting the lemmings down can be quite annoying.
Cunning 21 – Floater Frenzy – it was a good idea to make this Floater Frenzy the secret level. It is the hardest Floater Frenzy in my opinion, and I haven’t even beaten it yet. There’s got to be some sort of strategy involved here. EDIT: Beaten.
Levels I haven’t solved yet: 5, 6, 10, 11, 12, 13, 16, 17, 18

Genius (haven’t solved them all either)
Genius 1 – Emergency Rescue Procedure – a truly challenging level that is a very great way to begin the Genius rating.
Genius 4 – Diet Control – backrouted, based on other replays. See attached.
Genius 5 – Illusionary World – in my opinion, this level is harder than Panic Attack. Maybe because of how big the level is and the sequence in which you have to do it, as well as the one-way fields. I haven’t really solved it either, only saw the replay.
Genius 8 – Panic Attack – definitely one of the best levels, and it really does give you a Panic Attack!  ;) It’s weird how I was able to solve a very hard level like this, but not most of the Cunning levels and Genius 5 and 6.
Genius 9 – Floater Frenzy – Gosh…this one was indeed evil. It’s an excellent way to relieve that thinking tension you had to go through in the past 88 levels (or 93 levels if you did the secret levels before this). When I first played the level and the gimmick kicked in, I laughed. I thought the level was going to imitate Danger 27 of LPDOS.
Genius 11 – Dungeon of Death – heh, this one’s really odd (in a good way). Even with just a very tiny percentage, you also have to use a couple of not-so-well-known tricks to make it through the dungeon. A very tough challenge indeed.
Genius 13 – Only a Lemming Away – now this level is really in line with challenging my thinking skills! I had a lot of fun with this level, timing the placement of skills of lemmings.
Genius 14 – Minimalistic Approach – the level has a unique solution, but I felt that it would have worked as a late Cunning level.
Genius 16 – Not Your Garden-Variety Lemming – a very cool use of the endless builder and basher gimmicks, although the level could have been better structured. I think there is a lot of potential in creating good levels with this gimmick.
Genius 21 – O RLY? – I’d say that I enjoyed this secret level the most. It has a nice challenge and a not-so-obvious route. My solution stayed the same no matter how many times you updated the level, though…
I’m not sure with you, but it seems that a couple of the Genius levels are hard, but not as hard as most of the Cunning levels.
Levels I haven’t solved yet: 5, 6, 19, 20

Overall, this has been a truly excellent and challenging pack. It’s very innovative and really changes how we normally play lemmings. I am very much looking forward to your bonus pack! Well done!
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack 87% completed!)
Post by: namida on March 06, 2014, 05:33:14 AM
The thing with the message on the saved screen happens because the saved screen never gets passed a quantity of lemmings saved, only a percentage. It's the same reason why it will say you passed exactly even if you saved one or two extra lemmings, if it doesn't give an extra percentage point. Since there's only two levels with more than 100 lemmings (and none in the bonus pack, at least so far), I don't think it's a huge deal - not worth the effort it would take to fix (unless the fix was done by changing the message to not make reference to saving no lemmings).

As far as your individual level comments go (though I won't reply to all of them),
Nice 6 "Capsule Run" - I wanted to keep it absolutely minimal for the first appearance of them. I'm sure enough people would get the idea of how they work when they try to just go back the way they came. =P And if not, as you mentioned, Nice 11 displays some more-complex use of them.
Nice 16 "These Lasers Aren't So Fun..." - It's actually possible to beat this level with just one skill. =P That aside, there's also a more-obvious solution that's also quite simple that you seem to have missed. The biggest problem for putting this level into Trial is the one-skill solution, or variants of it, would probably appear as backroutes. It was considered, but I ultimately ended up using Nice 21 instead.
Nice 18 "MEGALEMMINGS!" - The Psychedelic set actually has terrain pieces that are just 8x8 squares of a solid color, in every color of the pallete. (There are also 16x16 versions). That's why the accurate depiction was easily possible. The only challenging solution I've found to this is trying to solve the level without bashers, but it requires perfect timing and glitch abuse, so I wasn't willing to use that for a Trial level.
Cheeky 5 "A Violation Of Lemming Rights" - The part on the right is pretty much just decorative. It's mostly coincidence this level turned out so good, it was really only made as a generic filler level.
Cheeky 15 "To The Treehouse!" - There's actually another way to solve this level, too. (The miner solution was my original intended one, but Akseli found a different way, and since the difficulty was similar, I was happy to leave it unfixed.)
Cheeky 19 "The Road To Nowhere" - You got the name wrong on this one. =P Maybe you're confusing it with Medi 11 from LPDOS, "The Long Road To Lemming High". Anyway, this is another level that was considered for a repeat, but ultimately I couldn't find a harder solution that I liked.
Cheeky 20 "Kickback Scheme" - There is one particularly evil feature in this level, that I never noticed during testing or even until after the levels was finalised - the second miner, depending on his exact position, might end up falling into the water and drowning. >_> If you can avoid that, the level isn't too bad, but it does require some creative thinking.
Sneaky 13 "When Only A Lemming Will Do" - It's one of my favorites too, and I really like the solution, so I wasn't going to let a backroute destroy this one. Ignoring backroutes, the original two-minute version was just as hard as the new one. =P
Cunning 3 "Just Some Leftovers" - This is one of those levels where I honestly can't see why it's so popular. xD I pretty much rushedly put this one together to get a demo out.
Cunning 12 "Jailbreak" - This was on your list of ones you haven't beaten, but don't feel too bad about it. It may be a 20-of-everything-level, but in spite of this it's actually one of the hardest levels in Cunning. My solution actually uses all 20 of at least one skill.
Cunning 21 "Floater Frenzy" - Actually, originally Cunning was just going to not have a Floater Frenzy. Initially the plan was one gimmick level per rank (with Floater Frenzy being one such level, no exact position for it had been decided), and Cunning was not going to have a gimmick level (due to having the repeat-like Tuned Lemming levels instead). When I decided to have a Floater Frenzy *and* another gimmick level in each rank, I also decided to give Cunning a gimmick level but not a Floater Frenzy (Sega Master System version is my precedent for leaving out the repeated-in-every-rank level from one rank; on SMS, Taxing does not have a We All Fall Down). Finally, when secret levels were added, by this point I was somewhat starting to have a hard time coming up with level ideas, and I also wanted to make a Floater Frenzy in the desert style, so I thought "heck, I'll give Cunning a Floater Frenzy after all". There is some degree of strategy involved, it's hard to explain but the basic idea is get the first four lemmings as soon as they appear, then try to floater up several at a time from one trapdoor (or at least one side) before worrying about another one. Ultimately though, more than anything it really is just a matter of precision high-speed mouse control and accurate clicking. (Or if you don't mind playing unfair, you can abuse savestates and replays.)
Genius 1 - I agree about it being great for the position. Generally, I'm quite fussy about the final level of every rank as well as the first level of the last rank - your mileage may vary, but I also felt that in LPDOS that no level even came close to being as perfect for PSYCHO 1 as Variety Day. (I also seem to have a habit of the second level of the last rank being more a matter of execution than strategy - Stampede! isn't as bad as The Parking Lot, but it still has that trait.)
Genius 4 - Nice work, it's somewhat of a backroute but meh. Levels are finalised now. It's a shame you couldn't squeeze two more lemmings out of that though, otherwise you'd have a new record for most lemmings saved on that level. Also, you've listed this among the levels you haven't beaten... (Any solution can count as beating the level now, since I'm no longer updating them to fix backroutes.)
Genius 5 - It can take a bit of thinking, as firstly it requires multitasking, and secondly it requires cooperation between the sides; you can't just solve each side individually (at least, as far as I'm aware). However, it doesn't require obscure and/or well-placed interactions between skills in the way Panic Attack does.
Genius 9 - All I'll say is that you're not even nearly the first person to expect that. =P
Genius 14 - You might've gotten lucky (or found something that I didn't), but this level requires an extreme amount of precision. That's why it's in Genius.

I'd reccomend leaving Genius 19 until you've beaten the rest of the remaining ones (except maybe Genius 20, if you want to leave the final level for last). It's definitely the hardest level I've ever made; even Panic Attack is nothing by comparison to Wrong Way, Mister Lemming.

As for your comment about more levels with the infinite builders/bashers gimmick - I'm really strongly thinking about (accompanied with a suitable name change) making Flight into a rank with some of these levels as well as some no-gravity levels, partly due to really having trouble coming up with no-gravity ideas.
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack 87% completed!)
Post by: Wafflem on March 07, 2014, 02:08:52 AM
Cheeky 20 – Yep, that portion with the second miner timing frustrated me when I solved it. A very challenging level indeed.
Genius 4 – Beat the record! Though the miner placement had to do with trial and error.
Genius 14 – I think you’re right, it has more to do with that I got lucky. Here’s the replay.

Also, I listed Cunning 20 as an unsolved level. That was a mistake; I’ve already solved it. It’s a very well-structured and fun level although it was easy.
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack 87% completed!)
Post by: namida on March 07, 2014, 05:59:00 AM
Nice work on Genius 4. I tried playing around with your Genius 14 replay - I did manage to improve it to 77%, but that's still a bit short of Akseli's 80%.

Currently working on another Flight level. This one is the kind that those who are familiar with my level designs should find easy, but will probably be quite a challenge to those who aren't.

EDIT: Alright, it's finished. Here's a screenshot. The solution might not be obvious until you actually play the level, but once you do, as I've said, those who are familiar with the kinds of tricks I use should have no problem with this one; those who don't know me so well might have trouble. The level name alludes to this as well as being a play on an official level name - "Easy When You Know Me". Requirement is 80% (of 5 lemmings).
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack 96% completed!)
Post by: namida on March 09, 2014, 10:47:48 PM
Flight is now complete. All that's left is to make another secret level. I'm tossing up between a non-gimmick level or a new gimmick (I do have an exact idea for one, though my idea will be quite hard to code).
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack 96% completed!)
Post by: namida on March 10, 2014, 09:20:14 AM
This final level has now been made, it's just going through testing and refining now. Expect a release very very soon.
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack RELEASED!!!)
Post by: namida on March 10, 2014, 09:55:28 AM
BONUS PACK IS RELEASED!

You can get it here: http://www.mediafire.com/download/2rlhe3d9oco099i/LemmingsPlusIIBonus.zip
Good luck everyone! Replays will be released at a later date, in the meantime, if you think you've found a backroute, PM me or post here. Keep in mind that this isn't a matter of each rank is meant to be harder than the previous one. The levels in Trial and Challenge are ordered by their order in the original LPII, while the other three; the levels within them are roughly ordered by difficulty. The order of the ranks themselves is purely arbitrary.

There are secret levels, but not one per rank like LPII - there are two of them in total. One of them is in one of the two repeats ranks, the other is in one of the three gimmick ranks. And I promise there's no third super-secret one, unlike how I didn't reveal the LPII secret levels' existance at first. (If you want to be technical, there *are* secret levels for the other three ranks in the code, but they're just filled with mostly-blank placeholder levels, and there is no way to access them. However, if you're making your own levels, you can use those slots with LookForLVLFiles.)

One secret level uses one of the gimmicks that doesn't have a dedicated rank, the other secret level is a new non-gimmick level, which I would rate as probably Cunning-level difficulty.
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack RELEASED!!!)
Post by: namida on March 11, 2014, 06:02:59 AM
Just to let you's know, backroutes have been found for Reverse 2, Reverse 4 and Reverse 5. The other levels haven't turned up any, at least not yet.

I'm only going to do one levels update for the bonus pack, so before fixing these, I'd like to see as many other solutions as possible. Just for the record though, *nothing* will be considered a backroute for Reverse 1 or Flight 1. Additionally, unless they can be fixed by adjusting the skillset/stats only, I'm probably not going to make any fixes to the Trial or Challenge levels, as I want these to remain identical to their LPII versions. (Apart from the addition of a secret level trigger in one of them, of course.)

And just to confirm: There are both left-side and right-side solutions to Trial 6. I myself had thought a left-side solution was impossible, but Akseli proved me wrong on that. In fact, left-side may actually be easier than right-side.


If there's enough interest, I'll do a voteoff for this at a later stage like I did for LPDOS and LPII, but I'd rather wait until the levels are finalized and have been for a while. Since I'm only going to do one level update, it shouldn't take too long.
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack RELEASED!!!)
Post by: Wafflem on March 11, 2014, 12:09:06 PM
Yep, this is a very challenging pack so far. The repeats are indeed difficult (such as Trial 1), and the gimmicks in the three ranks are used in very clever ways. Also, it's about time we got left-facing entrances in Lemmix!

Unbeaten levels:
Trial: 3
Challenge: 1, 5, 6
Reverse: 4 (backrouted), 5, 6
Flight: 3, 4, 6
Rush: 5

Here is what I have done so far in the replay zip file. I'll post full level comments some time after the final update.
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack RELEASED!!!)
Post by: NieSch on March 11, 2014, 04:50:42 PM
I'm only just discovering the fan created levels. It's great to be playing new levels again. :thumbsup:
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack RELEASED!!!)
Post by: Nepster on March 11, 2014, 10:45:51 PM
Thanks for creating some more levels! As DynaLem already said, the Trial and Challenge levels are really hard.

I attached most of my replays. There you will also find comments (containing several spoilers) on all the levels I tried so far.

Just one question: Is there any possibility to skip one level (i.e. Trial 3)?
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack RELEASED!!!)
Post by: mobius on March 12, 2014, 12:09:35 AM
Just one question: Is there any possibility to skip one level (i.e. Trial 3)?

in the LemmingsPlusII folder/ "LemmingsPlusII.ini" file, see CheatCodes=0. change it to =1.  then you can instantly win a level by pressing 5.

sorry I don't have a lot of real useful comments on the game itself. I'm still playing though. I enjoyed Sneaky level 2 (the metal one if I have it correct). Sneaky 4 – Overflow Zone is super tough! I'm pretty stumped on this one.
Btw, I mentioned this somewhere else but the psychedelic terrain is growing on me, I actually like it pretty much now.
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack RELEASED!!!)
Post by: namida on March 12, 2014, 03:27:58 AM
The best hint for that level might be...
Quote
take "just keep trying" as literally as you can.

Once you realise the trick, it becomes easily one of the easiest levels.


Sneaky 2 is indeed a metal level, "Ascenario". It somewhat resembles Medi 4 of LPDOS, though it's a fair bit harder - Medi 4 isn't as steep, isn't as tight on time, doesn't have as many steps and doesn't require 100%.

As for skipping levels, you can activate the cheat mode by entering:
LPDOS: NIGERFAGOT
LPII: NGGYUNGLYD
LPIIBonus: BARRELROLL
(The links are so you can see exactly what they're references to, although the LPII and LPIIBonus ones should be fairly well-known.)

Once this is active, you can press 5 to instantly win a level (note the difference between Lemmix-based packs and DOS Lemmings here: in DOS you press 5 on the numpad, whereas in Lemmix you press the normal number 5). You can also skip instantly to any level (except the secret ones) by entering the rank and number on the level code screen, eg: MEDI15.


Also: For people providing replays, since Rush 1-3 and 5-6 are purely matters of execution, I have no real need to see a replay (though feel free to include them if you like). I would like to see Rush 4 replays if you have any, though, as that one's a matter of both strategy and execution, and the one solution I've seen so far, while I may accept it (still somewhat undecided, but it'll be quite hard to fix without also breaking the intended solution), is very different to mine.
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack RELEASED!!!)
Post by: namida on March 12, 2014, 06:00:50 AM
Some comments on your replays, Nepster:

Trial 1: It can be done a bit simpler than you did. That being said, your hard work has still paid off - you now have the record for most lemmings saved on this level! (Me and Akseli both got 47%, while DynaLem got bang on the 45% requirement.) For anyone who hasn't watched Nepster's replays, he got 49%.
Trial 2: Pretty standard solution here.
Trial 3: Rather than thinking about "how do I get up a 7-pixel wall", think "how can I avoid making a 7-pixel wall". ;)

Challenge 1: I wouldn't call your solution glitchy, but the tricks you've described as feeling are borderline, the level can be beaten without them. One of the solutions (I'm pretty sure it was Akseli's) that I've seen demonstrates an undeniably non-glitch solution. I think you've set another record for most lemmings saved here, though I'll have to double-check what the other people have gotten.
Challenge 2: You've solved this the same way as Akseli and DynaLem, which is the same basic idea but a slightly different execution than mine. Still, it's definitely an acceptable solution and not a backroute.
Challenge 3: Pretty standard solution here.
Challenge 4: And again. I myself used direct-drop, but that's just me opting for the quicker route - your solution is equally valid.
Challenge 5: The time is quite tight as you've said (in general, that's true for most (but not all) of the Trial/Challenge levels), but it's possible to complete with a few seconds to spare.
Challenge 6: Your first solution is pretty similar to mine, though you saved FAR more lemmings - you're the record holder so far, in fact (Akseli used a completely different, and very glitchy, solution, that saved 77%. My solution saved bang on 55%). Your second solution, I think that level has a bit of terrain behind of the exit to align the trigger area better, this is what's causing the builder to stop. (In general, most LPII levels are specifically constructed to avoid the need for this, but that was one of the earlier-made ones.)

Reverse 2: Your solution is different to any I've seen so far, including my own. I don't think I'm going to bother doing much with this one - there's so many different solutions coming up for it, and it's very early in the rank, and it's still well harder than Reverse 1.
Reverse 3: Your solution here is the intended one.
Reverse 4: While the intended solution isn't *much* more complicated than this, this is definitely a backroute.
Reverse 5: Also a backroute. The intended solution to this level does not involve a fatal fall, if that helps you to try and work out what's the intended one.
Reverse 6: One of your solutions is pretty close to the correct one. I won't say which, though.

Flight 2: Your solution here is fine.
Flight 3: You solved this one virtually exactly the same way I did. It isn't the only way, though.
Flight 4: You've executed this a bit differently than I did, but the core idea is the same. The way I did it makes it a lot easier to position the bridge accurately, because it more or less falls into place automatically.
Flight 5: Nicely done. =)
Flight 6: Backroute. =(

Based on my solutions and the replays so far, I'm going to compile a list of the maximum %s. As with LPII, I'll put the names of whoever holds the record if it isn't myself. If multiple others have acheived the same result, whoever posted/sent their replay first gets their name on the list.

By the way - if you've found secret levels, feel free to also post the solutions to the secret levels themself. But, I'd appreciate if, for now at least, you kept it secret how to actually *access* them.
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack RELEASED!!!)
Post by: namida on March 13, 2014, 04:12:08 AM
I won't say how to access them or which level they're in, but I'll reveal which ranks to look in for the secret levels.

Quote
Challenge and Flight.


I'm going to start working on backroute fixes, though I'll wait a bit longer before releasing the update. I've already fixed the bug with the second secret level, after completion, sending you back to Level 1 of the rank instead of the correct level, though as this is a very minor issue I'm not going to release a special update for it. It'll be included in the backroute-fix update when that comes.

LEVELS TO FIX:
- Reverse 4 - Two known backroutes, though one modification should fix both of them (originally discovered by Akseli and DynaLem respectively)
- Reverse 5 - One known backroute (originally discovered by Akseli)
- Flight 6 - One known backroute (originally discovered by Nepster)
- Rush 4 - One known backroute (originally discovered by ???? - I thought it was Akseli but he says he hadn't solved this level yet, so I must be confusing people)

BUGS TO FIX:
- Second secret level - Redirects you to the wrong level after completion. (FIXED)
- Hardworkers + No Gravity combo - Diggers do not destroy terrain (bashers and miners work fine). (FIXED)

This is just off the top of my head; if I've missed any I pointed out before, please let me know. However - I haven't forgotten Reverse 2. I've decided to leave that level as it is.
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack RELEASED!!!)
Post by: Wafflem on March 13, 2014, 09:41:50 PM
Got 100% on Trial 6!

Edit: Just finished Challenge 3. An excellent level! I never expected you to do a repeat of a Floater Frenzy and give it an entirely new solution! Danger 16 of LPDOS (one of my favorite levels) comes to mind when solving this level. My solution would probably be similar to the others, though...
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack RELEASED!!!)
Post by: namida on March 14, 2014, 01:23:32 AM
Ill watch when I get home, but, congrats!

EDIT: Nicely done on Trial 6. Now I'm wondering if it's possible via a right-side solution. I'm going to upload my solutions to Nice pretty soon, so you can see if my solution gives you any ideas.

And indeed, your Challenge 3 solution is the same way everyone else (including me) solved it.
Title: Re: Lemmings Plus II - Release Topic (LPII Bonus Pack RELEASED!!!)
Post by: namida on March 14, 2014, 04:48:05 AM
Here's my solutions for Trial.
Title: Re: Lemmings Plus II - Release Topic (Trial replays released!)
Post by: Nepster on March 14, 2014, 03:44:30 PM
I had another go at the levels I previously failed to solve. Some of the more interesting replays are attached.

Trial 3: Looking back at the solution, I wonder what made the level THAT hard.
Trial 4: Got the intended solution.
Trial 5: Found some alternative way...
Trial 6: Sure, 100% is possible for the right-hand side as well. I found it even easier than going left, which I solved similarly to DynaLem. Together with Challenge 2 this is my favourite level.
Reverse 6: I actually got both of my approaches working, though one may easily guess what the intended solution is.
Rush 4: Probably the same backroute as Akseli.
Trial/Challenge Secret Level: Pretty straight-forward solution using only one type of skills while even saving one more lemming than needed. The trigger area for this secret level is surprisingly easy to reach. I checked some far more inaccessible places first.

Haven't found the trigger in the gimmick levels yet.
Title: Re: Lemmings Plus II - Release Topic (Trial replays released!)
Post by: namida on March 15, 2014, 02:29:54 AM
Your Rush 4 solution is a definite backroute. Reverse 6, on the other hand, that requires a similar level of clever thinking as the intended solution, so I'm quite happy to leave that one.
Title: Re: Lemmings Plus II - Release Topic (Trial replays released!)
Post by: namida on March 16, 2014, 07:05:49 AM
Akseli uncovered another bug, namely, that in levels with the No Gravity + Hardworkers gimmick combo, diggers do not destroy most of the terrain they should (specifically, the two rows that are cleared when assigning the digger work fine, but it doesn't destroy any further terrain after this - it acts as if the Unalterable Terrain gimmick is also in effect).

This bug appears on (but does not affect the intended solution to) Flight 5, as well as any custom levels that may be made using this gimmick.

As this is a tad more major, I've uploaded a player update with the bug fixed. The update also fixes the bug with the second secret level. There are no updates to the levels yet. So the current upload is V1/1/2. It isn't really a critical update, though if you're making custom levels with that gimmick it might be worth updating. Otherwise, you may prefer to just wait until the levels update is released. The link is the same as before:
http://www.mediafire.com/download/2rlhe3d9oco099i/LemmingsPlusIIBonus.zip
Title: Re: Lemmings Plus II (Bonus Player Update Released (Bugfix only, not level update))
Post by: Wafflem on March 20, 2014, 03:26:57 PM
Just beat Challenge 4 and Flight 3!

For Challenge 4, I employed a trick that I used before in Danger 19 "Antigravity" of LPDOS.

Flight 3, I'm not sure if that's the intended solution or one of many.
EDIT: Have another solution for Flight 3. It's a somewhat weird solution because of a certain steel glitch.

Trial 3 I'm still struggling on like Nepster did. I'm trying to figure it out based on the hint that you provided, and I don't want to see the replays yet.

Slightly off-topic, but how did you come up with the design for "Challenge" (the black letters and white dots in the main menu)?
Title: Re: Lemmings Plus II (Bonus Player Update Released (Bugfix only, not level update))
Post by: namida on March 20, 2014, 09:44:32 PM
None of those designs were planned. I pretty much thought "okay, time to make rank graphics" and opened up paint and made them one by one. Due to the non-progressive rank ordering in the bonus pack, I decided to make them all in a different style from each other. The ideas - even having "Reverse", well, reversed - came to me while I was doing them.
Title: Re: Lemmings Plus II (Bonus Player Update Released (Bugfix only, not level update))
Post by: namida on March 30, 2014, 09:06:38 AM
Okay, well I'd say it's safe to say there's no more replays coming? I'll start working on fixes sometime this week... (though I'm quite busy at the moment playing FFX:HD, to be honest... xD)
Title: Re: Lemmings Plus II (Bonus Player Update Released (Bugfix only, not level update))
Post by: namida on April 06, 2014, 07:26:34 AM
Geez, speaking of replays, just realised I've been pretty slack at getting the rest of these up. Here's Challenge replays, including the access (and solution) for the secret level. I'll leave the rest until after releasing the update, which I'm *finally* actually doing... xD Reverse replays, I'll put out as soon as the new version is out.

http://www.mediafire.com/download/x1ddu6dww0bmwn7/LPIIB-Challenge.zip

Started working on fixes too; so far fixed Reverse 4 (edit: and Reverse 5). Also reducing the release rate slightly on Rush 5, as that level's a bit over-the-top as it currently is.

EDIT: And Flight 6. This one, the fix blocked both the backroute solutions I've received, while still leaving my replay fully working. =D

Working on Rush 4 now. Aside from fixing backroutes, I've increased the time limit by a minute, because my solution is actually VERY tight on time...

EDIT: Rush 4 done too. I had to redo the last three actions of my replay (even though they're in exactly the same place; just slight differences in the timing of the lemming getting there thus needing to be redone), but the majority of it still worked.
Title: Re: Lemmings Plus II (Bonus Player Update Released (Bugfix only, not level update))
Post by: namida on April 06, 2014, 08:30:05 AM
Here is the update! The modified levels are the four I mentioned as having significant backroutes (Reverse 4, Reverse 5, Flight 6 and Rush 4), as well as Rush 5 which has had the difficulty very slightly reduced.

http://www.mediafire.com/download/2rlhe3d9oco099i/LemmingsPlusIIBonus.zip

This will be the final update for the bonus pack.

And as promised, here's the replays for Reverse:
http://www.mediafire.com/download/deqgaaicfcxuzc7/LPIIB-Reverse.zip

And (I updated the first post with these too), for those who don't want to see it in replays, but what to know which level to look in, here's the levels that contain secret levels in the bonus pack:
Quote
Challenge 1 "The Gulag" and Flight 6 "Symphony In G Miner"
Accessing the secret level in the latter has NOT been impacted in any way by the backroute fixes.
Title: Re: Lemmings Plus II (Bonus Levels V2 Update, Challenge & Reverse replays released)
Post by: namida on April 06, 2014, 08:40:25 AM
On second thought, it's been long enough. Screw rank-by-rank releases, here's the whole replay set:

http://www.mediafire.com/download/ev8d905yd3alare/LPIIBonusReplays.zip

Also, I added the bonus pack into the Twinpack download.
Title: Re: Lemmings Plus II (Bonus Pack Levels V2 Update, Replays)
Post by: Nepster on April 07, 2014, 09:01:55 PM
Thanks for updating the Bonus Pack! I played the modified levels again and solved Reverse 4, Reverse 5 (which is a very good level now :thumbsup:) and Flight 6 mostly in the indended way.
Rush 4 though... First of all my backroute still works, though it's harder to execute now. After that I tried to find a solution that looks more like an official one. The first half of the solution I found then is pretty similar to yours, but finishes with a shortcut. Neither of my two solutions is nearly as beautiful as your intended one.
I also played the secret gimmick level after looking up the trigger area: While not one of my favourites, it's a good level nevertheless. Compared to your intended solution, there is an easier way for crowd control though.

Title: Re: Lemmings Plus II (Bonus Pack Levels V2 Update, Replays)
Post by: namida on April 09, 2014, 06:52:39 AM
The degree of accuracy required to execute that Rush 4 backroute combined with Rush 4 being no-pause AND superlemming, would mean that if anyone actually manages it, I'd say they've well and truly passed the level. xD Your other solution is a bit annoying though, as I had been trying to prevent anything like that, though I guess it's not really possible to perfectly protect against that kind of solution simply due to the nature of what's intended there. :/
Title: Re: Lemmings Plus II (Bonus Pack Levels V2 Update, Replays)
Post by: namida on April 09, 2014, 07:02:34 AM
Here's the last bit of LPII stuff to release.

http://www.mediafire.com/download/8l3bz84rqgxdzc9/LPIILevels.zip

All LPII and LPII Bonus Pack level files. Unlike the LPDOS ones which were in DAT files, these are LVL files. The 0000.LVL in the Bonus Pack is the "filler" level that's used to fill the secret level slots in the ranks that don't actually have secret levels. (In other words, 0000.LVL is the level for positions 0107, 0307 and 0507.)
Title: Re: Lemmings Plus II (Bonus Pack V2/1/2, Replays, LPII&Bonus Level Files)
Post by: Wafflem on April 22, 2014, 08:28:48 AM
Got 100% on Flight 2! Here's the replay!
Title: Re: Lemmings Plus II (Bonus Pack V2/1/2, Replays, LPII&Bonus Level Files)
Post by: namida on April 22, 2014, 09:35:00 AM
That's pretty impressive!

By the way, if I've missed anything on the high % tables, let me know. I just reformatted it a bit - made the formatting consistent, as well as moving the secret levels to their own section seperate from the main levels. I also took away the "theoretically" comment with Rush 5; I think with the newly lowered release rate, 100% isn't a matter of possible in theory but no one will ever actually acheive it like Genius 9 or Rush 6 are; 100% is actually fairly doable if you have a quick hand and pay attention. Even in the old version, I think it would've been a fair bit easier than those other two.
Title: Re: Lemmings Plus II Topic
Post by: Nepster on April 22, 2014, 10:36:31 PM
By the way, if I've missed anything on the high % tables, let me know.

Some of the % for LPII (not the Bonus Pack) are improvable. I haven't checked whether someone else already got them, tough.
Sneaky 6: 75% (using blocker-cancels-trigger-glitch)
Sneaky 9: 97% (slightly tweaking the game mechanics)
Genius 4: 80% (optimizing my previous solution)
Genius 14: 81% (just RR-fiddling with the intended solution)
Genius 19: 96% (obvious improvement of my backroute which already saved 94%)

Although this is slightly off-topic, the level Psycho 30 from LPDos can be improved to 98% as well. I attached this extremely glitchy backroute.
Title: Re: Lemmings Plus II Topic
Post by: namida on May 05, 2014, 12:05:21 PM
I figured that since I released the levels, it somewhat makes sense to also release the "source" of the styles.
http://www.mediafire.com/download/khlacr8b7b1vo2g/LPII_Style_Sources.zip

These are the raw image files (to be run through LemSet), as well as the accompanying INI file. These may be useful for porting the LPII styles to engines other than DOS/Lemmix (though if you're wanting to convert them to Lemmini, check the Fan Corner, there's a tool I made there for quickly converting DOS styles to Lemmini), or if you want some samples of how to use LemSet.

I pretty much just zipped the 5 folders I created the styles in, so it's possible there's random accompanying notes or other semi-irrelevant files in there. There's also a copy of LemSet in each folder; it's exactly the same as each other and the same as the properly released one.
Title: Re: Lemmings Plus II Topic
Post by: namida on May 09, 2014, 11:09:55 AM
Well, this took a while to be uncovered, but... 100% is possible on Cheeky 19. =) Sorry for bumping your 98% off the record chart, Akseli... =P
Try it for yourself before watching my replay. It does require glitches, but not ones that are *too* hard to pull off, and they're all well known ones.

I also majorly improved the Cunning 4 record from 74% to 89% (to be fair, I don't think anyone had actually tried to optimize this one yet). I'm almost certain this can't be improved; I'm completely sure the left side is as optimized as possible. Using a right-side solution, the best I can get is 86%, BUT I'm not entirely certain that this one can't be improved. I don't actually have a replay for my right-side approach - I did this by working out how many bombers needed for each individual obstacle, totalling them up, then producing a replay of the most efficient solution I could find. One tip I will note for the right side if anyone wants to try it - the first two obstacles (furthest right) somewhat overlap; it takes 3 bombers for the first alone, and 2 for the second alone, but with release rate manipulation and careful placement, it's also possible to pass both obstacles with a total of 4 bombers. Replay of my successful left-side solution attached. I also attached the sketch I did to work out Cunning 4, in case anyone wants to see what I considered.
Title: Re: Lemmings Plus II Topic (LPII Bonus Pack NeoLemmix version released!)
Post by: namida on August 20, 2014, 07:25:37 AM
Been a while since I've had anything new to say on here apart from the NeoLemmix version of the bonus pack, but rather than keeping it on an "on request" basis, I've now put the source code for both LPII and LPII Bonus Pack in the respective folders on my dropbox.