It's an honour to be welcomed into the ranks of those whose packs are on YouTube! :D Thanks a lot, nin10doadict!
I just watched it, you got the intended solution on every level except for "Blocking all over the world"! :D As I have also commented on the video, I am going to swap the position of "Blocking all over the world" and "On the fence" for the next version, so the player gets an official taste of the fencer before having to use it in a more complex setting. Although "On the fence" seemed to be the harder one of these two levels, so that would speak for its higher position ;) .
Aside from the fencer, there are also some other single skill-levels, some of which are easier, e.g. for the stoner and the miner. So it might be better to start the pack with those? The intention of this level sequence was just to show the player what each skill does as quickly as possibly before forcing him to come up with several creative uses for a single particular skill.
Also, the Only diggers-level ended up so complicated that it earned a spot in the FML rank! ^^
To the single levels:
Being creative. That's one example of the intended increased difficulty: In PARALEMS, this trick could be used on Tailor-made for stackers to save 100%, but wasn't required until the Disgusting rank. Here, you have to be - guess what - creative with those creative skills right away :D .
Athletic aesthetics. It is also possible to bridge across the water using a builder, then a stoner as a stepping stone, and from there on a second builder. Some later levels will certainly require this ;) .
Blocking all over the world. The fencer was actually intended to free lemmings out of a digger pit, the digger pit being another way of turning lemmings around which I wanted to introduce with this level.
I could enforce the intended solution by adding more fire pieces in the places where you used the miner, and steel where you used the digger. That however would make this level insanely hard with regard to timing, because with digger pits there is often a single lemming that still manages to slip out of it.
Meanwhile, I have reached the Hyper rank of your newest version of CasualLemmings, although there's still some levels in between which I had to skip for the moment and will have to come back to later - some as low as the first rank :D . I guess I will just upload all the replays of the levels which I'm able to solve in one big bunch soon. Don't feel quite comfortable enough at solving community packs yet to do it on YouTube, my success rate, irrespective of which pack I'm playing, is still too low at this point - I picked my new custom user title for a reason ;) , after all.
I have also downloaded Lemmings Squared this evening, because as you can see, I don't mind Stacker shenanigans ;) . Will be interesting to take a look at your first pack in comparison, because CasualLemmings did indeed already turn out a lot harder than its title would suggest.
Okay, once more thanks a lot to Nepster, your replays have enabled me to hopefully kill all the backroutes you had found.
Here is the updated version (you can also use the link in the starting post):
Pit Lems V2 (https://www.dropbox.com/s/kywespbmncb6ccr/Pit%20Lems.nxp?dl=1)
Changelog of levels worth playing again
- "Blocking all over the world" and "On the fence" have swapped places so that the fencer gets introduced properly before being used in a more complex setting.
- Blocking all over the world will now be more difficult due to added steel and fire pieces. Mining next to the fire object is no longer possible, thereby making one more turn-around necessary.
- Candyland climber now has an intro text to introduce the cloner skill.
- Sadistic choice: The formerly intended solution has been discarded :D . Now the trap door is so low that it is not possible to platform over the splat pad without causing the lemmings from the right trap door to splat. I had given up on this solution originally because I thought it just wasn't possible, but the solution required now is what I had in mind when I first conceptualised this level :) .
- Petrification station. Added steel to prevent shortcut for the miner.
- Ouch, my head!. Added steel to prevent shortcut for the miner. Makes on more turnaround necessary.
- Beware of collectivism. The stoners have been removed. This should be a lot more difficult now!
- Wraparound revival. Added steel to cut off the way through the "waffle" ;) .
- Lems off the wall. Added some steel to prevent a shortcut that doesn't use the stoners.
- Na zdorovje Lem. One builder removed.
- Cannibal cave. Added some steel pieces so that one can't simply go above the entire level.
- An all new challenge. Added a second "fire ball" to prevent backroute from the left side.
- How to be impractical. There was a small gap of terrain between the steel pieces that could be exploited for a backroute; it's covered up now :) .
- C(l)on(e)fusion. Added some one-way arrows to make this more challening.
- Mission impossible. That was one ridiculous backroute, using single builder-steps to get around that flame trap. Adding a second one facing in the opposite direction will hopefully make this impossible in the future! ;)
- I want to believe. That little bit more steel should suffice to prevent you from simply building over the pole.
- Arigato, Lemming-san! Extended the one-way arrows down into the ground everywhere.
- Connecting the dots. Here I actually removed some steel / replaced it with normal terrain, so that one has to babysit the miner. Also added a fire trap to prevent going over the top at the end.
- Crossing the Nile. I had to add some sandbanks so that the trap triggers are in the water but at the same time you can't dive beneath them. I apologise for the pixel-precision that resulted from this, but it couldn't be done any other way, as far as I could tell. I also adapted the skill set accordingly.
- Free-floating tent, The sky is the limit and Another stunt maneuver. Before, these could all be solved in almost the same way. I added some more variations, and especially the middle-difficulty one, The sky is the limit, hopefully goes so much against player expectations that it will cause confusion! :)
- Fire in the hole. Added some steel to prevent going around the one-way terrain.
- Don't believe in prophecy. Added a fire- and a stomper trap to prevent a shortcut.
- Disintegrated. There was a free spot of terrain here, not covered by the fire objects as intended, that would allow for a backroute. No more! ;)
- Going down the hard way. Can you guess it? Yes, this one also needed more steel :) , which makes this rerun slightly different from the original.
- You reap what you sow. Nepster's solution was also kinda cool, but just didn't require enough of the skills for my tastes. :D Not really a backroute, but I really wanted to enforce the use of the teleporter!
- Icing on the cake. Needed some steel to crush the party for the fencers.
- Man shields. Required steel beneath the one-use traps as well as in the starting tower.
- Ramp up your lemmings. This is where steel had to be introduced for the rerun that would destroy the solution for the first iteration. So don't be confused about the terrain differences, it has to be this way!
- Builder buddies. Those little plants I added as mere decoration actually ended up "corroding" the steel :) . They have been flushed in deeper now so one can't dig into them!
- "The curse level", FML 06. Removed a stacker and a stoner, just an overall tighter resource limit.
- Get a foothold. I replaced those blocks with steel blocks so one doesn't simply bomb through the terrain using radiation. It may still be possible somehow, but it's probably a lot harder now.
- Acrobatic endeavors. Added another hammer trap so that the player doesn't simply lead all lemmings to the right exit with a staircase.
- Lemhattan. Added some upward-arrows. Unfortunately, the city tileset doesn't have one-way down arrows, so I needed to borrow them elsewhere. Looks a little inconsistent, maybe, but otherwise one simply could have dug there.
- Triple security. I messed with the skillset a lot to hopefully enforce what I found most amazing about the intended solution originally. What's required now is a mixture of Nepster's solution, which I took some inspirations from, and my original plans for this level.
- Apotheosis exam. All the pickup skills have been removed, upward arrows have been added. Hope these provide for a good challenge!
Apart from those levels, a lot of Nepster's solutions weren't necessarily intended, but not backroutes either - just valid and oftentimes very curious alternative solutions. I thought about putting that skeleton on "Last cry for salvation" back behind the steel to make it impermeable, but then decided I liked your solution so much - especially since you steel needed all of the builders - that I want to keep this option available.
And I have to say, your solution for "A trip to Yugoslemmia", which was intended to be pure timing-based annoyance (since timing apparently doesn't count as "execution" :P ), was truly genius! :D
nin10doadict has done a great job at playing through this pack, and as he told me there were only 5 from a total of 100 levels he couldn't solve. And except for one, these were not the levels where I would have guessed it! :D
EDIT: He even did solve 4 of these 5 in the meantime! :thumbsup: So I guess they're merely his top (or bottom? :D ) five now.
These are the levels we're talking about (spoiler warning if you still need to watch his video series ;) ):
(https://i.imgur.com/y2KjqR6.png)
Check mate (WTF 04)
Yes, you do have to use the lemmings from above to clear the path for the lower ones. The good thing is, once you've figured out a strategy to get past one of these blocks, you should have enough resources to make it across the remaining ones.
(https://i.imgur.com/7hQpR2H.png)
Airborne aid (WTF 11)
If you keep having trouble with finding the correct placing to enter the slowfreeze or clone slowfreezing lemmings: Personally, I'd always start in the middle, which is why I didn't consider this level as difficult as it apparently turned out to be ;) .
(https://i.imgur.com/fbOg6iL.png)
Cherry picking (OMFG 20)
You need to climb left before you climb right. And then, it's another case of
(https://i.imgur.com/8zuAfU2.jpg)
(https://i.imgur.com/KEJhty1.png)
Lemmings of Troy (FML 13)
Gliding at the beginning, then some efficient basher cloning, and a nice stoner-miner-cloner combination at the end.
(https://i.imgur.com/rddfNn9.png)
Speedy Lembert (FML 18)
And here comes probably one of the hardest levels I managed to create thus far. Based on "Speedy Eggbert", from which this tileset is taken, I myself struggled with finding the correct sequence of pickup skills on those five platforms on the left for a while. But I remained stubborn and tried to find something that works with what I had, rather than just changing stuff (which is a temptation any level creator must resist quite often, I guess ;) ). But when I finally found it, it felt great! :) And I left this post-frustrational joy in here for other players to experience.
So you can probably guess, if there was any level I expected to cause people to quit, it was this one!
I noticed the final fencer might be superfluous, though, since the lemming should be a climber by that point anyway.
Once the final episode is out and I've had a chance to look at all the backroutes nin10adict has found, I will upload a (more) fixed version 3. But having found some further backroutes in other, much older packs myself, I guess they can never be ruled out entirely :) .
And here it is, Version 3 (https://www.dropbox.com/s/kywespbmncb6ccr/Pit%20Lems.nxp?dl=1) is out! (The link in the opening post should work as well, of course.) :D
Changelog
Na zdorovje Lem. I deliberately tried to backroute this level by trapping the Lemmings on the "pillar" at the beginning and building up towards the wall straight away - which worked. Therefore some steel needed to be added in the upper regions to cut off this shortcut.
The Mummy. See earlier post: When I had only seen Nepster's replays, I was fine with a timing based solution, but when nin10adict did the same, I decided that was way too fast and easy :) . Some canopic jars have been added at the bottom to shorten the distance the zombie can walk in case he is released to go down there. Also, the release rate has been locked, so that you can't compress the Lemmings to sneak by the zombie in a horde.
Down the drain. Saving requirement increased to make the solution a little more specific.
I want to believe. Thickened the one-way pillar so that it can't be bombed through.
We are the Lempions. The Lemmings from the left hatch are no longer pre-assigned climbers, but regular Lemmings.
You want it, you got it! Lowered the skill count and increased the saving requirement to make this more worthy of rank 4.
Fire in the hole. Swapped a piece of terrain for more steel to enforce a specific solution.
Lem in motion. Made the swimmer a pick-up skill as well and added a little structure on the left, to make it a little more relevant which skill is assigned when. Also, one of the exits was removed, so a little trick has to be done to save one of the cloned lemmings. Still a fairly easy level I guess, but now there are a few more pitfalls (pun intended ;) possible.
Walking in Lemphis. Increased the saving requirement to factor in the cloners, so that you can't let any lemmings die.
Going down the hard way. Made the stoner a pickup skill to enforce my intended solution. Now the level name is even more fitting, because you have to go down to get the "hard" stoner :D .
You reap what you sow. Added steel to prevent going underneath the entire level.
Icing on the cake. This one has a completely different solution now, because a certain number of builders will always break this level. Once again, I actively tried to backroute this level myself after all these changes. And while I found out this way that there still is an alternative solution which avoids the slowfreeze completely, it requires almost all the skills, too, plus precise placement and some skills paying double-duty. So feel free to choose whichever one you prefer :) . If you hate slowfreeze, view it as a trap and go around it. If you love it, view it as a tool and use it!
Man shields. Still not sure whether this thing is entirely backroute-proof now, but at least you can't dig down at the end anymore.
Builder buddies. This is one of the levels which would have benefitted from a deadly ceiling - so I made one :) .
Copycats. Filled the gaps in the steel, where terrain had formerly been, with further steel blocks.
Three Lems, one stomper. Made this a 1 of everything level to make it a little more confusing what you have to do; also added some steel, to make the timing of assigning certain skills slightly more relevant. Again, still a very easy solution, but I hope I could hide it in plain sight now :) . Probably won't work on the more seasoned ones among you, though.
Acrobatic endeavors. Added vertical firetraps to cut off a high route.
Lemmings of Troy. Added some steel in the castle. You're not supposed to be able to dig straight down :) . Apart from that, nin10adict's solution was exactly as intended.
Another stunt maneuver. The second circus level which required vertical firetraps. Which simultaneously make this look even more like a circus artists' stunt performance! :D
Speedy Lembert. The fencer pickup skill was entirely redundant due to the Lemming being a climber at that moment already. So I just removed it.
White Wilderness. The builders aren't needed, yet they provided the option of creating a basher trap, holding back the crowd so you don't have to stall. Now all the builders are gone without any replacement! :)
And now for some things I purposefully didn't change:
Check mate. Hasn't changed its position :) . The reason is that once you've figured out a trick which works, you simply have to repeat it over and over again, there's nothing new, because the terrain itself is completely homogenous by design. Figuring this trick out may be somewhat hard for some, but then again I as the creator had to figure this solution out for myself, too: With the only premise having been "I'll make a level which looks like a chessboard and has 15 of each classic skill", there was no specific solution I had in mind which I just had to apply, I had to do trial and error, just like the player, and found this solution pretty quickly.
Crossing the Nile. I have no idea how to prevent compression methods here. Even with a locked release rate, you can still compress the Lemmings between stoners. The intended solution is probably just so complex and skill-thirsty that even with the minimum number of skills provided, a much more efficient solution will always be possible.
Disintegrated. It's still possible to go either to the right or the left. The left solution requires more skills, the right solution however takes two worker lemmings, i.e. multitasking. You're free to pick your poison for this one :) .
A trip to Yugoslemmia. If you figure out the way to trap the Lemmings here, you shall be rewarded for this by not having to stall :D .
Get a foothold. I left the "delicious cheese" nin10adict has found for this level in here, because the idea to do that is at least as crazy as the actual execution of the intended solution! :thumbsup:
Once again a huge thank you to nin10adict for his very entertaining Let's Play of this pack! :thumbsup: :thumbsup: :thumbsup: There were more remaining backroutes than I had thought. But that just means even more could be rooted out now! :D
To everyone who played the updated version and wants to take a look at the fixed levels, the changelog is there to tell you which levels specifically might be worth addressing again.
For people who played the very first iteration of this pack and haven't had any contact with it since... I guess almost every level has changed by now :D . So in that case, decide for yourself whether it's worthy of an entire new playthrough.
And of course, please keep reporting any potential backroutes you discover! :) As I recently found out myself, even old classics of custom packs like Nepster Lems and Sub Lems are never truly finished, but always remain a work in progress.
Just started playing this pack yesterday, and I managed to finish the first 3 ranks in about 3-4 hours. Instead of wait until I finish the pack first before sending replays, I'm going to send my replays now just because I don't want to waste 6 hours of my day writing feedback like I did with Paralems. So, here are my replays for the LOL, ROFL, and the WTF ranks.
My thoughts on the pack so far:
Wow, this pack is a lot better and considerably harder than Paralems, similar to how ONML is an expansion pack to the original Lemmings and is much harder. Just like nin10doadict said, Pit Lems immediately starts really hard, so that the LOL rank reminded me of the Basic rank of Lemmicks, where these two ranks are still no pushovers despite being the first ranks. However, Lemmicks was released after Pit Lems, and so the Basic rank was more well done, especially with the pre-texts. Here, the pre-texts are not as detailed, but being a way more puzzily pack than Paralems, I can understand why you did that. There were still occasional breather levels in the ranks, but for the most part the levels are quite challenging and difficult. The pack has definitely lived up to its expectations of being very fair with a lot of great puzzles that I absolutely enjoyed. So far, I haven't been bored or annoyed with the pack at all, both of which I found myself a lot with Paralems, so that's a really good sign that Pit Lems is considerably better than Paralems. Practically all the levels I have played so far have been quite excellent and have given me quite a good challenge in a really good way. Makes me all the more glad that I decided to take on the pack after all ;)
Now on to feedback for the individual ranks.
As mentioned previously, the rank already starts off quite difficult with the very first level. I enjoyed almost all of these challenges a lot and I definitely felt most of them were appropriate challenges for me that has allowed me to stay thorougly engaged with the pack and weren't frustrating at all.
LOL 1 - The art of destruction It's not a really hard level by any means, but definitely much more difficult than how most packs start off, especially how you can only lose 1 lemming and so make the wrong skill choice at the start and you'll have lemmings turning back, as well as make it impossible to complete the level.
LOL 2 - Be creative is also another difficult level, although I used exactly what I did with Harmless 3 of Paralems with the stackers.
LOL 3 - Dead Lems tell no tales is the first non-challenging level of the pack where it's possible to have some skills leftover with a lenient save requirement. It then goes back to
LOL 4 - Athletic Aesthetics being another difficult level that requires a lot of thought on which exit each lemming needs to go to. At the same time, I probably made the level harder than necessary on myself. It was a bit frustrating working out the timing.
LOL 5 - On the fence can be challenging, but only if the player is not aware that fencing into steel causes the lemming to turn around.
LOL 6 - Blocking all over the world is quite challenging, although I might had backrouted the level since I have several skills leftover. I'm not exactly sure what the purpose of the fencer is on this level.
LOL 7 - Candyland climber isn't a difficult level by any means, but the timing of cloning the basher is a bit tricky. Consider making that a little easier. Nothing to say about
LOL 8 - Lemorials other than that it's easier than most of the previous training levels and the solution is simply stone each lemming that comes at the appropriate place.
LOL 9 - I'm going to make you mine requires some thought on which single-use traps to trigger and which ones to avoid, but fortunately there aren't that many choices/possibilities, so it shouldn't take too long to stumble upon the solution.
LOL 10 - Base Jumping Somewhat challenging, but still an excellent puzzle with a nice solution.
LOL 11 - Sadistic choice Good level that's not difficult, but it does require a bit of thought to solve.
LOL 12- All you need is time Too easy, probably the easiest level so far in the rank.
LOL 13 - Annihilation station Back to tricky that requires a lot of thought on how to get the bombers to the appropriate places to get the crowd down safely as well as to the exit. Still, nice level.
LOL 14 - Petrification station The slowfreeze version of LOL 13 and much harder. The main challenge is figuring out how to time and get the stoners to the right places to get the crowd down safely to the exit, as well as how to make the crowd avoid walking into the slowfreeze trap. It is a nice puzzle that I somewhat enjoyed figuring out, but I think I like the radiation level better. The tileset has a downside in that it's very difficult to tell what's a trap.
LOL 15 - Release me Despite being a 2 of everything level, it's quite tricky figuring out how to get to every button. Nice puzzle, though.
LOL 16 - You learn it, you earn it! I have to say that this level is a huge step up in difficulty compared to any of the other previous levels of the rank. At first, I thought the level was impossible because I thought the pillar immediately to the left of the entrance was connected to the ceiling and so there's no way to send the climber. Turns out I forgot the grey border that's shown is the ceiling due to my default zoom level, while the black area below it is empty space that lemmings can walk in. I wonder if the floater pick-up is a decoy and if my solution is intended or not.
LOL 17 - Screwing around Pretty easy, but that's probably because I might had backrouted the level. Then again, this is probably a anyway you want level.
LOL 18 - Ouch, my head! Easy as well. I love the delay tactics needed in this level! Well done :thumbsup:
LOL 19 - Apraxia Ah, this is the no skills level you were referring to in the release post. Definitely easier than the corresponding no skills level from the Demented rank of Paralems. I think there might be a range of RR's that can work here. Here, I used a 95 RR.
LOL 20 - Stop right there Excellent level to finish off the rank!
A lot of these were really great puzzles, although some I didn't enjoy as much.
ROFL 1 - Honey pie More tricky than difficult, but still somewhat a nice puzzle to start off the rank.
ROFL 2 - That's right Nice puzzle that seems to be a anyway you want level. The first level of the pack to have an excessive amount of skills and to be left with a lot in the end.
ROFL 3 - Step up Somewhat difficult and tricky that still manages to be a bit open-ended. I think the wall height is a bit too punishing, especially since 3 stackers is just barely enough to get them up. In my solution, all the stacks were interrupted at the 6th brick, and the total height was exactly 6 pixels, so one less and both sides wouldn't be able to get up. Also, levels that have an abundance of stackers to get up tend to be the most difficult for me, so this was one of the levels that I didn't enjoy as much as most of the others in the rank.
ROFL 4 - The stock market Nice standard puzzle of isolating a pioneer to forge the path and then release with a fencer.
ROFL 5 - Transporter malfunction Difficult level where all teleporters lead to a bad outcome. This was a bit of an annoying level for me. Not sure if my solution is intended.
ROFL 6 - Basic economics Nice level! Guess I got the timing right so that no lemmings were walking to the left by the time the digger broke through the bottom floor at the top
ROFL 7 - Beware of collectivism Nice tricky level of figuring out how to manage and keep all the different special groups safe: Climbers, floaters, and swimmers. I really enjoyed this one.
ROFL 8 - Doubling down The only very tricky part of this level was the digging and bombing to make a safe drop. Besides that, this can be a tricky and difficult level for most players.
ROFL 9 - The wall (Part III) Picks up again from the two consecutive The wall levels from Paralems. Nice easy level.
ROFL 10 - The long way down Another nice and easy level. The only tricky part is figuring out how to get to the anti-splat pad on the bottom. Luckily, it's just a simple use of a cloner before the last In teleporter. Thanks for making the anti-splat pad inside the wall visible.
ROFL 11 - Wraparound travel I might had backrouted the level. Easy level, though.
ROFL 12 - Lems off the wall Another nice and easy level, although once again repetitive climber skill assignment to 20 lemmings. Not as bad as 40 or more, but still.
ROFL 13 - Let's play Quidditch Ah, a Harry Potter fan I see. I'll be honest, I'm only on the second book. Yup, waste of my childhood. I was never huge on reading. I have seen some of the films, though. I understand the purpose of them being preassigned gliders, as that's how the game is played in the book and the movies. Yet another nice and easy level that's still somewhat open-ended despite the very restricted skillset.
ROFL 14 - Na zdorovje Lem Not sure what the title means. Somewhat tricky level in that it's a bit tricky to isolate a single worker lemming. Nice level, though.
ROFL 15 - Out of the frying pan I do believe there is a level in a Dos level pack with the same title. Nice and easy level!
ROFL 16 - Cannibal cave Somewhat easy level, although the skillset is still quite restricted despite appearing to be leninent.
ROFL 17 - Perpetuum Mobilem Unless this is intended, this seems like a really bad backroute which I solved via compression. Still an easy level, though.
ROFL 18 - Up the garden path A bit trickier than the surrounding levels, but still not that bad. Nice level.
ROFL 19 - Skies and Sand Very nice and somewhat easy level despite the huge size. Once you are successful in isolating the special groups to the right half of the level, the gliders at the top, swimmers at the bottom, the rest is easy. The skillset itself isn't too restricted despite appearing to be so, especially with the ones that you have 5 of.
ROFL 20 - An all new challenge! Nice puzzle that is difficult and hence is quite appropriate for the rank finisher. In my first couple of attempts, I was short of platformers or short of a fencer or stoner, but I was able to figure it out and solve the level ;)
The levels and puzzles continue to be awesome here! :thumbsup:
WTF 1 - The mummy This is like the corresponding Abhorrent 1 level from Paralems, being a zombie introduction level. Nice and easy level to begin the rank once more.
WTF 2 - How to be impractical More tricky than difficult but still somewhat easy. Several concepts here: stoner stepping stone for building, stacker staircase, and stacker/stoner staircase.
WTF 3 - Mountain Rescue Very easy and nice level!
WTF 4 - Check mate Chess fan too? This was quite a tricky level despite being a 15-of-everything level. The most difficult part was making sure that you're not being wasteful with your builders, as they're in quite short supply despite seeming like a lot.
WTF 5 - C(l)on(e) fusion Nice puzzle that requires a bit of thought on the proper sequence to do the level, as well as how to rescue the cloned climber. I wonder if one of the fencers is a decoy.
WTF 6 - Under construction Nice 1-of-everything level! My only critique of the level is how part of the top part of the splitter is hidden from view.
WTF 7 - The overseers Nice puzzle! Once again, compression to get the group tightly together, as well as propr timing, to reduce the risk of infection from the zombies.
WTF 8 - Mission impossible Definitely not impossible and not hard at all, although the lemmings still being able to exit despite the exit trigger area being inside steel is quite amusing. Nice puzzle level once more.
WTF 9 - Another rescue mission Once again too easy just like WTF 3 and not that much different other than cloning a digger and bashing while inside the digger pit.
WTF 10 - Down the drain Another nice and easy level
WTF 11 - Airborne aid More tricky than difficult, with the timing needing to be worked out so that the slowfreeze provides a safe drop for both left hatches. I think I certainly could had made it a bit easier by bombing where the updrafts are, as the place I bombed is nearly splat height.
WTF 12 - I want to believe Another tricky level. Isolating 5 lemmings is not easy to do, but that's pretty much the only tricky thing to do for the level. Once you manage to do that, the rest of the level is easy.
WTF 13 - Arigato, Lemming-san! What a really pretty and nice looking level! :thumbsup: Too easy and nice puzzle.
WTF 14 - Connecting the dots Unless you realize that you must take the path through the ceiling terrain, it may look impossible to most players. Nice puzzle!
WTF 15 - Crossing the Nile Somewhat difficult level, considering that this is the first level I've played where swimmers encounter trap trigger areas, which they apparently can't disarm while swimming but can if they're performing a task, like mining or platforming. I think this can throw off a lot of people. It certainly did with me. Then again, I think this illustrates a huge mechincs difference between Old Formats and New Formats. Though, I think there was one United level where a disarmer disarmed a trap while it was building, so maybe there's no inconsistency at all. What is consistent is not being able to disarm while climbing, as I remember there was one United level that I tried that with a climber.
WTF 16 - Not the same but yet as one Now this one was difficult but a very nice puzzle this was! :thumbsup: The only tricky part was making sure only two lemmings slip by the first builder.
WTF 17 - We are the Lempions More tricky than difficult but still a really nice puzzle.
WTF 18 - Free-floating tent Nice and easy level that requires the solid ceiling in the solution. I think this is what will throw players off, considering that it's not deadly in Old Formats but is deadly in New Formats. Also, various platforms are inconsistent about whether the ceiling is safe or deadly, so that's another factor too in confusing players.
WTF 19 - Fire extinguisher Ok, I was a bit annoyed with this at first, but it turns out that I simply approached the level wrong. Once I realized that I could make it easier on myself by having a lemming drop and glide from the top, I was able to solve the level more easily. Nice puzzle in that the most tricky part is figuring out how to get across the fire pit gap. Once done, it's an auto solve if you managed to have met or exceeded the save requirement. The fall at the end looks like splat height, but it's not.
WTF 20 - Glueck auf! Nice miner cancelling puzzle to finish off the rank! The timing of sending a climber to circle back to mine the obstacles to release the crowd, as well as to send climbers to cancel the miner, is a bit tricky, but you at least provided a couple of climbers to make it a bit easier.
Took me about 3 hours this time to write the feedback. That's about half the time it took me to write the feedback for Paralems, so it's certainly an improvement from sending just a few ranks this time as compared to waiting until I finish the pack before giving feedback. Perhaps I can cut down the time even more by not giving feedback for every single level, as you know I'm very detail-oriented, so even if I skip some feedback for some levels it's still going to take me a while.
2 ranks left, 40 levels to go! I'll likely be able to finish off the rest of the pack later on today Then that will make two packs of yours that I have finished within a week ;)
Thanks for playing, kaywhyn! :thumbsup: I'm happy to hear you seem to have had a lot more fun with this than with Paralems. I kind of have to say "I told you so"... :P I think I pointed you to Pit Lems right away and warned you that Paralems might not really be worth your while. But at least, now you know why! :D
I haven't had a chance to look at your replays yet, but I can already provide some comments on your remarks about select levels.
"The art of destruction" and "Being creative": These are the first levels of my "new" puzzle-making style that indeed started with Pit Lems, so they're perfect to demonstrate what this pack is all about. Even though Pit Lems does features X-of-everything levels - that was just me catering to community demands, or what I perceived as such - I think I've stated often enough that I dislike those. Instead, smaller puzzles where all the skills are accounted for are much more rewarding to me. There's a unique feeling of everything falling into place nicely when you use the last skill on the panel and the path to the exit is finished. :thumbsup: A feeling that doesn't really occur for me when I look at the panel and think "...and I still had all deez!" 8)
Sometimes, I tend to think levels with small skill panels are too easy, or that it's too obvious where everything has to go, because of course it's much easier to maintain the overview and keep track of the skills on a smaller panel. But if even you didn't consider these first two levels easy, maybe this worry of mine is unwarranted. :thumbsup: The idea of starting with small puzzles with tightly limited skill counts right away is something I took from Nessy's "Lemmings Migration": A pack that can easily stump you on its first couple of levels, but if it doesn't, or it only does for a short while, it's much more rewarding than many other larger packs out there. Lemmings Migration is still up there among my favourite packs, along with SubLems! It's also not very long, so give it a try if you haven't yet! ;)
Athletic aesthetics: Yeah, this level is really pretty hard for its position. It's more of a thematic choice (1: destructive skills, 2: creative skills, 3: lethal skills, 4: athletic skills) to position it this early. If I were to re-create the pack today, I'd probably change its position - and I might do so after all, in Pit Lems Remastered. Since some levels from Paralems and Lemmicks are thrown into the mix for that, all the level positions change anyway. But for Pit Lems proper, at this stage I don't want to mess up people's replays by swapping around level positions. This can be precisely one of those early roadblocks, like in Lemmings Migration, that hit you early and out of nowhere.
Blocking all over the world: This level has been fixed a bunch of times and yet people still find ways to backroute it. :P I think you might have played an older version, though: I remember fixing the instance of this level on Lemmings World Tour (where it's part of the Professional rank, not actually of Encore, because it's such a well-known song, and a puzzle I quite like). But I'm pretty sure I hadn't fixed the Pit Lems original version yet.
Candyland Climber: This is one of the Lemmings-3D remakes mentioned in the starting post. The Cloner just adds some slight variation to it, and yes, that is indeed the most challenging part, because that's the part I added to it. ;) In Lemmings 3D, this level is on the Fun rank, i.e. not supposed to be difficult at all.
All you need is time: Just supposed to introduce splitters, not made to be difficult at all.
You learn it, you earn it!: Funny, I actually thought this level was slightly easier than some of the preceding ones. I don't remember nin10doadict struggling with this one in particular during his Let's Play. Good to know - and nice to hear - that it was somewhat of a challenge for you, though! ;)
I'm not quite sure what you mean in general when you say "more tricky than difficult". Does this refer to execution troubles, as opposed to puzzle troubles? ;) Or are these just terms for subjectively different levels of a challenge?
Let's play Quidditch: This is the closest thing to a Paralems level that Pit Lems has (aside from maybe the level "Wasted talent", which is a fairer version of the ultimate-trolling level "Trust No 1" from Paralems). Because it's a book / movie reference, and the level justifies its presence through that, more so than through its mechanical challenge.
Na zdorovje Lem: This is a reference to a song by famous German comedian Otto Waalkes, "Nastrovje wom". "Na zdorovje" is often misunderstood to be Russian for "cheers"; it actually seems to be used more commonly to say "you're welcome". "Zdorovje" by itself just means "health". A Polish colleague of mine told me though that "na zdrowie" is indeed used to say "cheers" in Polish. So maybe, that German comedian Otto Waalkes was referring to something Polish instead of something Russian. Anyways, I've spelled it the Russian way. And believe it or not, somebody in the comments of nin10doadict's Let's Play actually got the reference! :D (IIRC, it was a German viewer as well, though. I doubt that many people outside the German-speaking countries know Otto Waalkes. But in turn, it's probably hard to find anyone in these countries who doesn't know him.)
PS: Because this is technically a song, the level also appears on the Encore rank of LWT. It's certainly one of the better puzzles in the Encore rank, while others were mainly just chosen for their title.
Check mate: nin10doadict considered this the hardest level of the pack, and it was the last one he solved. I placed it here because, once you get the main trick, due to the terrain shape, you can just keep repeating that trick to solve the level. But yes, this is one of the few X-of-everything levels I made that I actually still like. It goes to show how "iffy" terrain shapes can provide such a challenge in and of themselves that even having a plethora of skills, and the many degrees of freedom that go along with that, don't really help you all that much. I've certainly found some levels in Lemmings Plus I now that adhere to this principle. namida seems to be much better at creating this particular type of "any-way-you-want" level than I am.
Airborne aid: I think you're the first one not to be annoyed by this level. :thumbsup: Slowfreeze for the win!
Glück auf (yes, that's how you actually spell it, but the NeoLemmix font doesn't cut it yet :P ): I'm pleasantly surprised to hear that apparently, you were able to pull off the Miner-cancel trick with Climbers.
Back during his Let's Play, I told nin10doadict this wasn't possible, and I even based a Lemmicks level from the Ephemeral rank, "Ignorance is bliss", on this belief. (You had to send up a Climber first, and then perform the Miner cancel trick with that lemming, which now no longer was a Climber, and I believed this was necessary to be able to do the Miner-cancel trick in the first place.)
Consequently, nin10doadict rightfully criticised that this level introduces the player to a corner-case of the Miner-cancel trick right away (=with Climbers), instead of to its "pure form". Because even though he knew about the trick, he wasn't able to pull it off with the Climbers. The intended solution doesn't use them either - it requires releasing the crowd into the tunnel so that one of the regular lemmings can perform the Miner-cancel trick. Of course, nin10doadict was able to do this - but only after I had told him that Climbers couldn't perform the trick.
Later on, while testing the penultimate level of the Legend rank of Lemmings World Tour, I found out that it is indeed possible for a Climber to perform the Miner-cancel trick. It just seems to be much more unlikely, because the Climber wastes time by "hugging" the end of the mine shaft, whereas a regular lemming turns around immediately.
That said, "Glück auf" technically isn't the first level to introduce the Miner-cancel trick: It's already part of the intended solution to "Doubling down". However, that level allowed for an alternative solution, which I wasn't aware of, but nin10doadict used. Hence, he could bypass the necessity to "learn" the Miner-cancel trick in its "standard form", so that when "Glück auf" hit him with the corner case of Climbers + Miner-cancel trick, it hit him out of nowhere. :evil:
which I finished in 2 1/2 years. I took the next two years off, having been exhausted from doing a master's degree. In case you haven't had the experience of doing grad school, take it from me, it is always very exhausting finishing any kind of graduate degree.
My master also took slightly longer than the 2 standard years (you have 6 months to work on the final thesis, and my "clock" started running officially in May 2018, so I had until November to finish it. My master started in October 2016, so that's slighlty more than a year until I handed in the thesis; took until February until I got the final master certificate, though). But after that, I jumped straight into my PhD studies in December 2018.
(I'm going to quote some things outside spoilers now, but I'll leave out the crucial parts of the sentences that actually are a spoiler :P .)
I downloaded Pit Lems for the very first time earlier this year in April, so I couldn't have an older version of the level.
No, I simply meant that no version of "Blocking all over the world" has been fixed in Pit Lems. nin10doadict solved this level the intended way in his LP. It was only through other players' replays that I discovered it was broken, and then when I had fixed those parts of the level and included the new version on the Professional rank of LWT, Arty backrouted it again. After that, I fixed Arty's backroute in the LWT version, but I hadn't made any changes to the Pit Lems version. Remember that at the type of LWT's initial release (which was Old-Formats), most people had already moved on to New Formats exclusively, and I was getting urged left and right by the rest of the community to move on as well. Thus, I had no reason to assume anyone would still care for Old Formats Pit Lems. :P
Well, thank you for finally answering my question on what level from Paralems is considered the "ultimate trolling level."
Yeah, sorry, it just occurred to me yesterday that I hadn't responded to that. I thought I should maybe add that to the Paralems thread. But since it was for you in particular, and you had posted in both threads, I thought it ultimately doesn't matter in which one I answer that question. ;) Because it is indeed already mentioned in the Paralems thread - previous users had figured it out already, and also mentioned it in their replies to "Paralems". So anyone interested in what the ultimate trolling level is can open any spoiler tab for the Demented rank in one of the posts in the thread.
And yes, the part with the water being acid is one piece of the trolling puzzle. :P Although the idea to create water areas that actually act like fire was clearly by namida (the acid is taken from the Lab tileset). Or, more accurately, by the Lemmings developers themselves (since acid appears on Lemmings Revolution).
I would just have thought that our puzzle-fairness sensibilities would not necessarily argue for adopting such a misleading type of object into NeoLemmix. But I guess it was a different time when namida created the Lab tileset. If any new forum member created a tileset featuring acid today (and the precedent hadn't already been set by other tilesets including acid), that graphic set would probably attract quite a bit of criticism from our puzzle-fairness purists. :evil:
For Doubling Down, I'm not aware of any alternative solution
Here you can see nin10doadict's alternative solution to "Doubling down": https://www.youtube.com/watch?v=qdFTKhHwAH8&list=PLbyk0AE1WQV0aITefPK5p6wC9-sIozw0n&index=7
I'm currently on the rank finisher for OMFG, and I must say that it is stumping me pretty badly right now. I know what the solution should look like in retrospect, but I haven't figured out how to do it yet. I think I'll get it eventually if I spend a good amount of time on it.
Hopefully this little reminder is not a spoiler to you already - I'm just saying this for the sake of game fairness: Please keep in mind that, after several physics changes, Old-Formats physics are quite different to current New-Formats ones. There are certain things you can do in Old-Formats that you can't do in New-Formats, and vice versa. If you've played a lot of New Formats otherwise, you can easily overlook those minor differences. I saw that happen repeatedly to other players during their Let's Plays. :P
In Lemmicks ("Very Old Formats"), for example, I spent a great deal of time to really drive home the fact that level sides were solid. Pit Lems however does not include any levels specifically designed to remind you of Old-Formats physics - because at the time of creation, those were simply just "current physics". ;)
All rightie, I've attached my entire replay collection for the pack. Since I already gave you feedback for the first three ranks of the pack, this post is for feedback on the final two ranks, OMFG and FML.
OMFG 1 - You want it, you got it! Nice 5-of-everything level to start off the rank! The skillset is somewhat restricted, especially considering the huge landscape, but there's still some leeway if you're efficient in your skill usage.
OMFG 2 - Keep 'em busy Not difficult, just tricky. As the title suggests, the trick is to keep the others busy to give enough time for one lemming to bridge the gap to the exit. How achieve this is not easy. However, I was able to contain all but one of them in the starting area with builders and having one for the end.
OMFG 3 - Fire in the hole Nice puzzle! Other than figuring out how to get through the bidirectional OWW (bash to the right in the upper half, bash to the left in the lower half), the only challenging thing is how to isolate a worker lemming. Getting a second is easy, since there's a climber for that. The timing to send the climber is not difficult so that it can use the stoner step to bash the OWW on top.
OMFG 4 - Talent buried deep within Somewhat difficult due to the very restricted skillset. Working out how to free all the preplaced lemmings stuck inside the pillars is not easy at all. The most obvious is with a digger, but then there's also making sure they can still use the path forged to go to the right. I didn't have to use the disarmer to disarm the trap, so my solution might be a backroute? Also, I have several skills leftover, and my solution almost fails had the glider almost gotten past the exit at the end.
OMFG 5 - Controlled overload More difficult repeat of ROFL 10 with the addition of slowfreeze AND radiation. Here, I avoided the slowfreeze completely and only used the radiation in my solution. I don't collect one of the blocker pick-ups either (decoy maybe?) and I have a climber leftover. Also, looks like this is the level that I encountered the solid ceiling in Pit Lems, and so this escaped me completely for OMFG 20. Then again, I think it was a very quick surprised reaction. So you see, I was aware of the solid ceiling, it just felt like an extremely fast passing remark since my attention was elsewhere, being on the timers on those that went through the radiation.
OMFG 6 - Don't believe in prophecy Very nice and easy level using stoner steps to make one long continuous basher tunnel :thumbsup:
OMFG 7 - Lem in motion Another very nice, easy and short level!
OMFG 8 - Walking in Lemphis The title is obviously a reference to Memphis. Nice looking level that's a bit of a tricky 2-of-everything level. Not too hard, though.
OMFG 9 - Disintegrated Easy level, but that's probably because I backrouted the level. I have a builder leftover.
OMFG 10 - Going down the hard way Ok, I consider this a very pointless repeat of WTF 9, since there's pretty much almost no difference between the solutions of the levels other than finding some way to get a lemming to turn around to bash since no there's no cloner this time. I probably could had gone 1 over the save requirement as well had the basher lemming been a bit higher, but to do probably requires tweaking the RR.
OMFG 11 - You had it coming Really easy 10-of-everything level
OMFG 12 - You reap what you sow I consider this the hardest level of the rank, even more than OMFG 20. I thought the hardest part was just getting two lemmings to use the bottom teleporter without anyone else dying to the water. Other than that, resources are extremely tight, so figuring out the solution can be quite difficult.
OMFG 13 - Wasted Talent Tricky more than hard. Figuring out how to prevent lemmings from going into the trapped teleporter is not trivial, but it's not too exceedingly difficult either. I definitely don't like how the trap is very well-disguised in this tileset. Those other hanging down from the ceiling wiggly things can be mistaken for a trap as well. Luckily, there's only one trap in the exit area. I believe there is a level in Lemmings Plus Alpha with this exact same title, the penultimate level of the pack which I was stuck on the longest out of all the other levels in the pack. I wonder if namida must had taken inspiration from your level, since his pack came much later than Pit Lems.
OMFG 14 - The sky is the limit Trickier repeat of WTF 18, although not much harder. Solution isn't as interesting as the one I used in WTF 18, just a slight variation. I just watched my replay for WTF 18, and the solution relies on the solid ceiling. So, I either knew about it before WTF 18 (most likely, since I'm certain I rediscovered it in Paralems) or WTF 18 was the one that taught me about the solid ceiling in Old Formats. Yet, it's really interesting how the solid ceiling completely escaped me on OMFG 20 even though a solution that uses it was just a rank ago! Oops. :crylaugh:
OMFG 15 - Icing on the Cake This level managed to stump me for a bit before I realized that I wasn't thinking about the solution the right way. Nice looking level with a good solution. I like how you used the slowfreeze for the icing.
OMFG 16 - That's the name of the game I feel like I played a level very similar to this in another pack, where the entire level was the word LEMMINGS spelled out, so nothing too special other than being an easy 15-of-everything level. I don't remember where it came from, though.
OMFG 17 - Man Shields Nice puzzle involving releasing the zombies to trigger off the traps before you can work on saving the crowd. I didn't have to release the last zombie on the right, and I also have several skills leftover. I used a builder and a platformer to bypass the radiation trap.
OMFG 18 - Ramp up your lemmings I also consider this a pointless repeat. Really the only difference is using a combination of stoners and stackers to get up, and I'm definitely familiar with it from Icho's NL Tutorial Pack, so it was easy. For others, it can be a difficult level if one doesn't know about it.
OMFG 19 - Builder buddies Short and very easy, given that it's supposed to teach another trick of using builders to turn around when there's no solid terrain. I can still see how this level can be difficult for the less experienced players though. For one thing, it requires the right RR. For another, it requires making the second builder build in a precise location, specifically, the moment it steps off of the first builder's first brick.
OMFG 20 - Cherry Picking As I already mentioned in my previous post, this level is completely 100% fair IMO, as I was very well aware of the solid ceiling from a previous level in the previous rank or from some level in Paralems. Here, it somehow never occurred to me to use the solid ceiling even though the last time I used it in the solution was from the previous rank, WTF. Oops. So, I guess it was simply a reminder from you that I was able to figure out for myself, which means you didn't give away any of the solution. I can see that now. This is what I appreciate IF I ask for a hint, where I prefer pack authors give me one that doesn't give a major part of the solution away. At the same time, you now know that unless I specifically request a hint, me stating that I'm stuck on a level DOESN'T automatically mean that I'm asking for a hint :P I'm Not to mention that for some reason I didn't think it would work with just two stackers. It definitely should had been obvious to me that using the digger after giving a left-facing lemming a climber would just lead to a dead end, but I never made the connection.
In any case, not a hard level at all. This reminds me of a United level that required a certain trick that I had never ever seen before that would had been impossible for me otherwise. Icho's hint to me was that he learned it from Wafflem, so since the level completely requires it 100%, I decided to take the time to play Wafflem's pack. Once I made the connection with the Wafflem level where I've seen it, I came back to the United level that held me back and it was an auto solve. What isn't certain is whether or not I would had figured it out given enough time. As for the solid ceiling for OMFG 20, it probably would had come to me sooner or later.
FML 1 Dig Pic Tricky more than difficult diggers only level to start off the rank. The solution is easy, executing it correctly isn't.
FML 2 - A Trip to Yugoslemmia Obviously a reference to the country Yugoslavia. Easier than the previous level, with the only tricky thing being how to isolate a single lemming to disarm the traps and forge the path, but once successful, the rest is easy.
FML 3 - You asked for this! Easy level as well. Nothing too special here.
FML 4 - En garde! Nice slightly tricky fencing from both sides puzzle level. Thanks for providing other tools to help with the second fencer.
FML 5 - Hydra philosophy Excellent level! The title is totally appropriate, referring to how the creature regenerates additional heads after one is cut off. In this case, the cloner plays the part of the head regeneration.
FML 6 - @!#*$%/! Not sure what you're trying to censor in the title. Probably a swear/curse word in your language, since I'm not aware of any English profanity that has this many letters. Somewhat difficult level, where it's not easy to figure out how to contain the crowd, and builders are quite a precious resource here but is in extremely short supply, so you can't be wasteful with them at all.
FML 7 - Merry X-Maze! Too easy. Nothing too special here other than nice single use of the X-mas tileset for the pack here. Looks pretty decent artistically too.
FML 8 - Copycats Easy level. Compression for the win once more! ;)
FML 9 - Get a Foothold Difficult puzzle level. Initially, I kept only using the radiation, but once I realized how I can get a climber to get to both the slowfreeze and the radiation via the cloners, the rest was easy. Surely there are easier ways than how I did it, though. I'm sure getting a stoner as a stepping stone to break the crowd's fall is the intended way, but here I simply used to radiation bomber holes staggered in such a way that they can step to the lowest level of the floor and survive the fall as a result.
FML 10 - Last cry for salvation Despite being a 10-of-everything level, the level is still somewhat difficult. My solution is likely not intended. I guess my solution definitely takes advantage of how this teleporter is extremely fast. I like how the puzzle revolves around how to use the swimmer and disarmer hatch groups to forge a safe path for the other two lemming hatches that don't have permanent skills.
FML 11 - Three Lems, one stomper Very short, somewhat tricky one-of-everything level. Here, I simply delayed the second lemming with a floater, digger, and then bashing to give the first lemming enough time to build over the trigger area of the stomper so the other two lemmings don't get killed. I think I could had made it easier by having the second lemming block and using the third to release him with a digger and basher.
FML 12 - Acrobatic endeavours Unless my solution is intended, it is possible to contain the crowd at the top and simply platform all the way across to the left exit. Therefore, the swimmers and disarmers aren't needed, and the floaters don't need to go to the bottom. Indeed, I initially tried to work out the solution using the bottom route, but I gave up on that after a few attempts. This is similar to the ROFL level where different specialist lemmings spawn out of the exact same hatch. Otherwise, I'm sure this is supposed to be a difficult level that involves getting to the right side through the bottom, since only climbers should be using the left exit.
FML 13 - Lemmings of Troy Nice level depicting the Trojan horse and the sieging of Troy. Level seems a bit tricky due to the very restricted skillset, but it's still easy.
FML 14 - Lemhattan Clearly a reference to Manhattan. Nice looking and good puzzle involving getting a swimmer to build from the other side so that you can just fence through the up OWW. It's quite difficult to make out the terrain with all the background buildings.
FML 15 - A level of fire and ice Easy level, although not much of a puzzle with the slowfreeze, since it's already placed at the right distance away to create a stepping stone for the left crowd to bridge the gap to get to the right crowd to release them. The only tricky thing is isolating just one lemming to get to the slowfreeze while ensuring that no other lemmings are lost if you use the two bombers and lose one from the slowfreeze, meaning you must save the blocker if you use it. Once again, I got scared thinking my containment method wouldn't work but then it was immediately gone once I saw the climbers hit the ceiling and fall back down. Seems like it's just one of those things that's easily forgotten, particularly if you've been used to New Formats for so long.
FML 16 - Another stunt maneuver Another repeat of the same level that appears once in both the OMFG and WTF ranks? The major difference is that the exit moved down, as in its original position it is protected by two blowtorch traps. Just two stoners, one as a stepping stone on the same level as the exit, and two platformers and done, and so I didn't use the builders and stackers at all. I just realized how very similar the "u" looks to the "v" in the game.
FML 17 - Triple Security Tricky, but excellent level! But boy, that partly hidden trap behind the exit looks very out of place. I think I understand why it's there though. It's supposed to represent one of them x-ray detectors that we pass through at places like the airport. Before I spotted the trap, I remember seeing a disarmer in the skill panel and I was like, "What's the point of having a disarmer? I don't see any trap in the level."
FML 18 - Speedy Lembert Nice level that looks impossible but you have to remember that the lemming has all permanent athletic skills: swimmer, climber, and glider. I have never seen this tileset before.
FML 19 - Apotheosis exam Can be on the difficult side, but I still found the level somewhat easy for the penultimate of the pack. It's an excellent level with a nice solution! Platforming from both sides of the water gap is necessary, as platforming from just the left side won't get you across the entire pond.
FML 20 - White Wilderness I think it's just me, but for the final level of the pack this was a letdown. It's really easy, although it's still not too trivial. Just three bahsers, a floater, and two platformers and done. I definitely expected a much more difficult and epic level to finish off the pack. So many skills leftover.
Overall, Pit Lems is many times better than your first pack, Paralems. I definitely enjoyed the levels/puzzles here way more. Though the pack immediately starts off difficult, I definitely felt appropriately challenged and didn't get too overwhelmed with the difficulty. Let's see what LOA has in store for me when I get to it. From what I seen and read, it appears that you aren't pulling any punches at all with that pack, so maybe for even someone like me it will be quite difficult. Nevertheless, I don't mind difficult packs and I'm willing to take them on, the same way I took on United. But first, I think I'll be taking on your flagship pack LWT for Old Formats before pre-testing LOA. Plus, as has been suggested by you, I should wait until you have patched all the levels based on Armani's replays/feedback first before I play the pack. I think that's a good idea. Now that I have finished Pit Lems, I've given you even more levels to look at so that you can fix them for Pit Lems Remastered :P
In summary, excellent job with a well-done pack! :thumbsup: I loved it a lot, way more compared to Paralems. The only time I felt bored with the pack was from the pointless repeats, but otherwise I absoluely loved the way so many of the levels gave me enough of a challenge to keep me engaged and the satisfaction that came from figuring out the solutions. I definitely highly recommend this pack to anyone who hasn't played it yet, but at the same time I also agree with you that I wouldn't recommend Paralems. I simply played it because again I thought I wouldn't mind those generally hated elements most of the community frowns upon, as well as since I already started playing the pack, my personal preference of always finishing what I start.