(https://www.neolemmix.com/levelimg/lpvi/0110.png)
Sane 10 "Peak Point"
(https://www.neolemmix.com/levelimg/lpvi/0215.png)
Loopy 15 "Let There Be Lemmings"
(https://www.neolemmix.com/levelimg/lpvi/0218.png)
Loopy 18 "A Lemming Is Born"
(https://www.neolemmix.com/levelimg/lpvi/0101.png)
Sane 1 "Rocky Road"
(https://www.neolemmix.com/levelimg/lpvi/0117.png)
Sane 17 "Hold It!"
(https://www.neolemmix.com/levelimg/lpvi/0310.png)
Manic 10 "Secret Garden"
(https://www.neolemmix.com/levelimg/lpvi/0105.png)
Sane 5 "Builderdash!"
(https://www.neolemmix.com/levelimg/lpvi/0113.png)
Sane 13 "Centrism"
(https://www.neolemmix.com/levelimg/lpvi/0303.png)
Manic 3 "Dareful Drop"
First levels created in each graphic set
Bridge: Delirious 7 "The Highbridge", although the intended solution was that of Delirious 19 "The Highbridge (Part II)" and there was only one part. The first that survives in original form (minus backroute fixes) was Loopy 13 "Let A Lemming In".
Garden: Manic 19 "A Lost Tale"
Basement: Sane 5 "Builderdash!"
New Lemmings Plus records
Most lemmings in a single level - Sane 14 "Infection Channel", with 999 lemmings + 999 zombies. This is however purely theoretical; only about 245 of each will spawn before time runs out.
Smallest level width - Sane 16 "Break Away" is 180 pixels wide, no previous pack had levels narrower than 320px (though some other LPVI levels are inbetween)
Smallest level height - Manic 5 "Lemmingholes" is 80 pixels tall, no previous pack had levels shorter than 160px (though some other LPVI levels are inbetween)
Smallest final level - None of the others so far even come close
Lowest release rate / highest spawn interval - Sane 8 "Loopback Bridge" has a release rate of 1 / spawn interval of 102, due to all being pre-new formats all older packs have release rates of at least 50 (spawn intervals no higher than 53).
Fun facts
- Sane 14 "Infection Channel" is the only non-Bridge level with a time limit.
- Manic 9 "Work In Progress" is the only level that uses pickup skills.
- There are a total of five non-standard backgrounds (not simply including different sizes) used in LPVI. Every graphic set has an alternate background for zombie levels. There is also an alternative "night time" background for the Bridge tileset, which is used on the last Bridge level of each rank. Finally, Loopy 10 "A Bridge In 'Straya" has a unique background that no other level uses - although it's just the normal one but upside down.
- Every bridge level using the aforementioned night background, also has the same music. However, this music is not exclusive to levels with that background.
- Each graphic set has one level with multiple "parts", although only Garden's level remains completely unchanged terrain-wise between iterations.
I see you've made a few level that would have the horror aesthetic. Pretty good looking too (though one level is a bit fiddy with it's execution)
I'm suprised you didn't do the same with the bridge set, if you were to make a zombie bridge level, how would it look like?
Probably something like this.
(https://www.neolemmix.com/levelimg/lpvi/0409.png)
Basement and Bridge levels only got an alternate background for zombie levels (and in Bridge's case, the red water, though zombie Garden levels have the same water too). Garden got a few special terrain pieces too. Part of the reason I bothered to do this is due to there being two Garden zombie levels, whereas Basement and Bridge only have one each. The other was that there wasn't such an obvious change to make for the others. I guess it also doesn't help that, while Garden and Basement's alternate backgrounds for zombie levels are highly distinguishable from the regular ones, Bridge is only a slight difference.
On a side note, you probably noticed that the standard Bridge and Garden backgrounds have alternate versions, for use in particularly tall levels, since the normal ones only work well for levels up to 160px tall. Even though no level uses them, there are larger-size copies included of the zombie backgrounds (and the night Bridge background) included with the styles. The only background that doesn't tile vertically and doesn't have a large version is the special background in Loopy 10.
Some comments on the levels (contain spoilers):
Sane13: Centrism – Yeah, 2 extra bashers can easily lead to astray, nice!
Sane17: Hold it! – Underfencing a blocker, that’s something that’s rarely been done in custom levels I’d think? :P A good level!
Loopy3: Basement of Terror – I decided to wait until the zombie crowd has gone away. :P
Loopy16: The Side Quest – This seems a level that’s done many times before.
Manic3: Dareful Drop and Delirious12: Dareful Drop (Part II) – Awesome, maybe my favourite levels of the entire pack! :thumbsup:
Manic4: Deathly Hollow – Saved 2 platformers, a backroute probably.
Manic13: Worthy Edge – Beautiful, a new take on this trick, I remembered this from PimoLems level Stormy9: A Matter of Pragmatism. :)
Manic17: The Shed – A delightfully compact, not too easy a level!
Manic20: Bridge To Terabithia – Yea I agree that this is now Manic20 instead of Loopy20, I commented on the difficulty of this in the first test batch already saying that it was harder than early Manic levels but you tend to have difficulty curves inside the ranks so that latest levels from an earlier rank can be harder than earlier levels from a later rank. But Terabithia suits in Manic rating, yes.
Delirious2: Tell Me, Little Lemming – Ooh, my digger-blocker placement is pixel precise and I use few terrain removal skills in crowd delaying, not sure if this is intended, but it’s a fantastic solution nevertheless.
Delirious3: Not A Lemming Went By… - I didn’t say this during the test phase but turning the same builder twice with 2 blockers is nifty, well done!
Delirious18: Caveflower – Plays mind games with the player, it’s possible to send a glider right from the hatch to a different area, but in the end it doesn’t have anything to do with the solution!
Delirious19: The Highbridge (Part II) – After backroute fixes the approach was easier to spot, and in the end the levels had surprisingly similar routes, part two had of course more twists in it. Great!
Delirious20: Rocky Road (Part IV) - Simplistic layout yet this many different solutions with different skillsets, you nailed it. Chicken butt!
Re: feedback / replays,
Yeah, that's very rare. I didn't consider it an overly advanced trick because it's just doing a common basher/miner/digger trick with a fencer instead, but the only other level I know of that intentionally involves using a fencer to free a blocker is one of the Sharp levels in LPO2 (of course, it's far more well-hidden in that one).
That's fine; that's meant to be an option on this level. :)
Yeah, but every Lemmings Plus has to have something that's been done to death. :P
Thanks! I quite like those two myself too, although I do have to say I like the first one more.
As you suspect, a backroute. Not sure how that got overlooked.
I know you didn't comment on this one, but can I just say I LOVE your solution here!
I haven't actually played PimoLems yet, for that matter, I don't think I've ever seen this trick used elsewhere. Though I'd be very surprised if this level (and the PimoLems one) are the only times it's been used, it doesn't seem that obscure and it works even under DOS mechanics (albeit a bit fiddlier).
This was originally going to be a breather level in Delirious, but it was a bit too easy for that I guess.
Yeah, makes a lot more sense here. Actually though, the reason it was changed was much more to do with overall stylistic goals for LPVI, than so much the level itself.
Wow, that was a very overcomplicated solution. :P
It's actually possible without any single builder (or even multiple-builder span) being blocked more than once, but your solution is still fine.
That wasn't even intentional, actually. But since it doesn't lead to any backroutes, it can stay. :P
Ugh, this is still a backroute.
Indeed. Plus, I thought it would be an interesting twist to use the once-per-rank as both the first and last level of the pack. :P