Dirt: Earth 3 (Lemmings PSP) - Bumpsy Hills (Mario and Luigi: Bowser's Inside Story)
Fire: Busy Flare (Ristar) - Trash Man (Mega Man Super Fighting Robot)
Pillar: Tostarena Ruins (Super Mario Odyssey) - Gritzy Desert (Mario and Luigi: Partners In Time)
Crystal: Thwomp Ruins (Mario Kart 8) - Moon Song Remix (Cave Story)
Marble: Slash Man (Mega Man 7) - Teehee Vallery (Mario and Luigi: Superstar Sega)
Rock: Field Of Hope (Deltarune)
Brick: Passion For Exploring (VVVVVV) - Push Onwards (VVVVVV)
Bubble: Occupied Wily Fortress 2 (Mega Man Unlimited) - Soak Man (Mega Man Super Fighting Robot)
Snow: Ice Cap Zone Act 1 (Sonic 3&K) - Rainbow Road (Mario Kart 7)
Honeycomb: PimoLems 1 (From PimoLems) - Hornet Man Remix (From Lemmings Plus V)
Abstract: Shade Man (Mega Man 7) - Crystal Symphony (Found on Mod Archive) - Acorn 12 (Acorn Lemmings)
Factory: Beep Block Skyway (Super Mario 3D World) - Switcheroo (Donkey Country Returns) - The CORE (Undertale)
Cyber: Sheep Man (Mega Man 10) - Power Man (Mega Man Rock Force)
Egypt: Dry Bones Desert (Mario Kart 8) - Conkdor Canyon (Super Mario 3D World)
Shadow: Ghost House (Super Mario 3D World)
? ? ?: E-102 Gamma's Theme (Sonic Adventure)
Circus: Circus 1 (Lemmings 3D) - Ballon World (Sonic 3&K)
Helium
1. Adventure Is Out There! - The title of this level is a reference to the fact that this is the first level in the pack and an entire adventure is waiting. It's a little corny but I don't like taking myself too seriously anyway.
2. Attic Storage Available - A play on the Genesis-only level "Private Room Available" and also a reference to how the idea for this level idea suddenly came to me shortly after working in my parent's attic in real life. Random... but true.
3. Looking Down From The Edge - The original solution to this level was actually much more difficult, but it was a bit precise and annoying to execute so in the end I decided to scrap it and make it an open-ended level for the very beginning of Helium. It worked out in the end because I felt like having three of these 2-of-everything levels for the beginning of the pack was less awkward than just having two of them which was the case in the early stages of the pack.
6. Coffee Break In The Ballroom - Another play on a Genesis-only level called "Tea Time In The Ballroom".
8. Don't Steal Our Honey! - Just a funny title and level that gave me an excuse to use the letters on the right :D
9. Rock Is Mine - A level loosely inspired by the layout of "It's A Trade Off" from Oh No! More Lemmings!
10. Tiny House Living - I honestly don't know if the left exit is truly impossible to reach... but it felt aesthetically pleasing for me to have it there.
11. Ride The Nessy! - You ride it this time... not hunt it :3
17. Saving Tide - A level named and modeled almost exactly like a level made by me on a notebook as a child. Another notebook level in this pack is "The Hanger" which comes later on and other popular notebook levels are "A Bridge Over The Chasm" and "In Your Wildest Dreams!" from Lemmings Migration.
18. Schism In The Ancient Society - Similar to "Looking Down From The Edge" this level was originally much more difficult but I wasn't able to enforce the intended solution cleanly so I massively changed the layout of the level and made it much more simple. This confused some testers because I forgot to mention it to them :P
20. We Love Wafflems! - This is a tribute level for Wafflem.
Neon
3. Maximum Of Power - Yet another level originally made to be a crazy hard 1-of-everything level with a crazy trick involved until it was made easier due to inconsistent results with getting the trick to work, but that crazy trick may still be present somewhere Synthetic though...
9. Rodent Enclosure - After going through many, many revisions I ended up accepting multiple solutions for this level. I think the level is much better for it.
11. Anything You Can Do... - This level was originally a Crystal level but since the pack was lacking Cyber levels I gave this one a reskin. The Crystal version of this level wasn't that pretty anyway and I think the Cyber tileset ended up working a lot better visually.
14. Three Steps To Heaven x 2 - This level has an identical layout to Special 19 from Lemmings PSP, but I decided to reflect the layout horizontally and make a more interesting solution. I'm not usually a fan of doing this unless I can do something really different and unique enough to justify it being a level on its own.
15. Kindly Deeds Done For Free - There's a "The Simpsons" episode where Ned mentioned an AC/DC cover band called AD/BC with a song called "Kindly Deeds Done For Free". I don't know why I thought it would be funny to name a level after that but here we are :P
20. Room Service, Please - The layout of this level was also changed dramatically due to strange backroutes that would arise in the original layout, and no real way to enforce the intended solution without pick-up skills that gave away the solution too much. In the end I think it was for the best since this new layout is much better and cleaner.
Argon
1. Little Lemming Hideout - The name for this level was actually the exact name of an unpublished easy repeat of "The Abandoned Sanctuary" from Lemmings Migration. It was basically the same layout but 20-of-everything minus bombers, so nothing interesting and no real big loss.
2. Restricted Area - Not the most creative name of idea ever but I thought that it would be fun to have a honeycomb level where all the bees were the zombie bee sprites even if there were no zombie lemmings.
3. Harbor No Hard Feelings - 100% true story... I finished the level layout and solution but it still didn't have a name and I was ready to have the first draft of the pack sent out to be tested, so I just made a quick pun.
8. Honeypot Storage Room - The cute decorations of the bees on both sides of the level was originally going to be in "Don't Steal Our Honey!", but I decided it fit better in this level especially with its title.
11. The CORE - A very early level made for this pack and one of the early screenshots shown publicly. Its reference to Undertale is a bit on the nose but in the end I love the two intended solutions this level was able to have with its small size and skillset.
14. Emotional High At Fatal Height - I never played Lemmings PS3 but I watched Flopsy's LP of it and I remember seeing a level that used a trick that is present in this level. It was quite an interesting and simple trick and I decided to take it one step further in this level.
17. Periphery Influence - Another level that was originally much more difficult in an earlier draft until I toned it down a bit... but don't worry the original solution is now the talisman ;)
20. Gemini - This level was made in one of my videos on YouTube, but due to backroutes the level's solution had to change so the original solution or any hint of it in the original video is now invalid :(
Xenon
3 Security Weak Spot - This is the only level in the pack to have a harder repeat later on which is "Pit and Wit". This is because I found two really interesting solutions to the same layout. The harder repeat did come first, and its solution is actually inspired by one of my failed attempts at the final level in Deceit Lemmings.
4. Transcendence - A spiritual successor to "The Last Day Of Our Lives" from Lemmings Migration. Both levels are in the Pillar tileset and have no constructive skills.
8. Life With Mystery - Meanwhile, this level was inspired by a failed attempt at "Wacky Way" from Lemmings Plus VI.
14. Tether Circus Level - Named almost exactly like a Lemmings 3D level which was also a circus level, except it was "Tuther Circus Level".
16. I Am The Doorway - Named and modeled after a Stephen King short story.
17. The Capital of Science - A reference to Knight Man's stage from Mega Man 6 which is also called "The Capital of Science".
18. Night Surf - Another level named after a short story by Stephen King.
19. It Bee Like That Sometimes - I just thought it would be funny to continue the bee puns used in the Lemmings Plus series :P
20. Blue Wedding - A play on "White Wedding" but it's blue because it's the Crystal tileset :P Also the skillset is 2-of-everything which is also a reference to the "Wedding" in "Blue Wedding".
Radon
2. Magic To Make A Sane Lem Go Mad - This level was originally much, much harder and it earned its name from one of the tricks involved in the original solution, but in the end much like other levels in this pack I decided to dial it down a bit and that insane trick no longer exists... for now.
3. The Hanger - Another notebook level like "Saving Tide" and the title is a reference to a level in Lemmings 3D named the same.
6. A Mind Of My Own - This level was originally titled "Cliffhanger", but that title felt a bit too obvious and bland so I changed the title to reference the solution to the level, but now it's a bit more obscure about it.
7. Sanctum - This was the very first level created for Lemmings Destination.
9. What's It Like Up There? - This level was originally titled "Lemming Penthouse", but it was later changed to "What's It Like Up There?" because this level was originally the first level of the final rank, and the title was meant to ask what it's like to be up there on that highest difficulty. Even though it is no longer in that level position the name of the level remained unchanged.
13. Cannibal Festival - Believe it or not the title of this level isn't a reference to anything... it's literally a case of me coming up with a random title and deciding to keep it.
14. Breaking The Fourth Wall - A reference to the solution of the level, and is intentionally made to model "Down and Out Lemmings" from Oh No! More Lemmings!
15. In Case Of Emergency... - It's a spiritual successor to "Six Days Without An Accident" from Lemmings Migration where both levels involved climbers heading for danger and needing some type of containment or control.
17. Dove In An Elevator - On the surface the level seems to just be a silly play on the song "Love In An Elevator", but the fact that I choose "Dove" is meant to be a reference to DoveLems and only the intended solution to this level will reveal why ;)
19. Eulogy Of Surrealism - This one's a tribute level to one of my favorite art styles and artist of that art style, and it's also a reference to the surreal and unorthodox solution of the level. It was originally the final level of the entire pack and was originally made in the Crystal tileset until I changed it to Abstract because it seemed to fit the theme of the level better.
20. Final Destination - GigaLem suggested the name for this one, and I think it fits nicely. It's not meant to be the hardest level in the pack but mostly just to be an epic finish that also made sense to the "story" of the pack.
Synthetic
1. Excavation Site - This level will always have a special place in my heart because it was the first level I ever made for a Lemmings Design Contest. I wasn't even trying to win and the thought never crossed my mind (it didn't even have custom music), but it was the level that really made me want to push myself even more in the future.
7. Butterfly Cult - Originally playing around with the red letters in the Fire tileset only to accidentally make a butterfly, and the entire idea and theme of this level came soon after.
8. A Quiet Place - Named exactly like a movie of the same name, but I felt like it was very appropriate given the creepy vibe of the tileset used.
Eulogy of Surrealism Two of the three exits are used in the intended solution.
You need five different skill types to complete this level.
V1.1 is FINALLY out :thumbsup:
Helium 10: Tiny House Living - Added some steel to block some mining tricks on the far left and right of the centeral structure
Helium 17: Saving Tide - Added a steel roof on top of the middle traps in order to block solutions that go over them
Neon 5: The True Beauty Of... - Replaced the two builders with two more platformers. Not a huge fan of some of the solutions this level has been seeing and I would rather enforce the cleaner intended solution
Neon 10: Stack Of Packaged Sand - Moved a piece of terrain a little bit to the right in order to enforce the use of both climbers
Argon 2: Restricted Area - Removed some steel on the right side
Argon 3: Harbor No Hard Feelings - Also removed some steel on the right side
Argon 15: This One-Way Path - Added some steel on the bottom right side
Argon 19: Like A True Gentleman - Added a trap in the middle. Also added some more slight decorative terrain in the middle
Xenon 1: Hikers - Moved the large dirt wall before the exit on right a few pixels to the right to avoid taking advantage of it by falling onto a one-pixel ledge it has on its left
Xenon 2: Snow Patrol - Added some steel and one-ways mostly to the left and center "island"
Xenon 8: Life With Mystery - Added more steel under the right-most trap to avoid using a bomber to block off the crowd at that trap
Xenon 9: NessyTV Presents... - Removed some steel and terrain towards center to prevent unintended crowd control
Xenon 11: Instant Ninjas - Added a trap on top
Xenon 12: Lem Me Go Next - Added a trap on top of the center crystal to prevent Lemmings from going over the top
Xenon 13: Freeze Frame - Added some steel on some of the snowy platforms
Xenon 14: Tether Circus Level - Added some thin terrain below left entrance to prevent unintended crowd control
Xenon 16: I Am The Doorway - Added a blocker pick-up skill. Makes it fairly obvious where the blocker goes now but that's far from what the main puzzle is
Xenon 18: Night Surf - Added a trap next to the left entrance
Xenon 19: It Bee Like That Sometimes - Removed the left half of the bottom floor
Radon 1: Brave Explorers Wanted - Added a trap all the way to the left
Radon 5: Mystic Crossing Ahead - Raised RR to 75
Radon 8: Suspension Bridge - Added an overhang to the right wall near the left entrance to prevent climbers from escaping
Radon 12: Pit And Wit - Added a laser trap over the top of the steel wall at the bottom left
Radon 16: City Escape - Added a trap and some steel towards the top of the loop on the right
Radon 17: Dove In An Elevator - Raised RR to 75 to prevent unintended skill placement ONLY on the left side
Radon 18: Unbreakable - Moved the snow blower traps under the left hatch more to the right
Radon 19: Eulogy Of Surrealism - Added a trap to the left of the entrance
About 30,000 years ago my ancestors announced on a nearby cave wall an update to Lemmings Destination. It never came and it became a myth, but after all these years it's finally here!
Please see original post for the updated pack.
Backroute fixes and other small changes:
Helium 11: Ride The Nessy! - Turned talisman from silver to bronze and renamed it to "Without Safety Precautions"
Helium 8: Don't Steal Our Honey! - The letter terrain pieces now point to "flopsy_honeycomb_ex"
Neon 6: Moonstroke - Added a talisman ("Stroke-Proof") thanks to Armani's solution
Neon 10: Stack Of Packaged Sand - Altered more terrain a little bit in order to enforce the use of both climbers
Argon 2: Restricted Area - Hollowed out the large platform under the right hatch
Argon 3: Harbor No Hard Feelings - Added more steel over the exit
Argon 12: Jurassic Park - Added a talisman ("Life Finds A Way") thanks to Armani's solution
Argon 17: Periphery Influence - Added a digger pickup skill, removed one blocker, and altered some terrain towards the middle section
Argon 19: Like A True Gentleman - Added some steel on the starting platform
Xenon 2: Snow Patrol - Added a piece of steel on the left hand side
Xenon 3: Security Weak Spot - Shorten platform on the left hand side to prevent a lemming from bashing from it in order to fall on top of the one-way wall
Xenon 6: They Complain About Blockades - Changed the save requirement to 38
Xenon 8: Life With Mystery - Drastic changes to the terrain in the middle. Hopefully the intended solution is worth these fixes
Xenon 9: NessyTV Presents... - Added steel on the tiny light blue platform
Xenon 11: Instant Ninjas - Like a ninja, sliced a big chunk of the starting terrain
Xenon 12: Lem Me Go Next - Made a platform at the center thicker and added another trap in the center near the lizard trap
Xenon 13: Freeze Frame - Added more steel to the left of the exit :P (Armani's solution was spot on though!)
Xenon 14: Tether Circus Level - Add a vertical pole at the bottom to prevent building
Xenon 19: It Bee Like That Sometimes - Added one more tile of steel under the bottom of the entrance on the right
Radon 3: The Hanger - Removed some of the decorative terrain on the top right to prevent a climber from hitting their head and turning around at that exact spot
Radon 4: Nightcrawler - Increased the height of one of the center towers a little bit
Radon 6: A Mind Of My Own - Added steel all around the level
Radon 8: Suspension Bridge - Pool at the bottom is bigger
Radon 10: The Weirder Side Of Things - Added some water in the gaps that are in the large tower in the center
Radon 12: Pit And Wit - Sliced off one pixel from the bottom of the starting platform
Radon 15: In Case Of Emergency - Not sure how to fix this level so added a trap towards the bottom part of the level and we shall see what happens...
Radon 16: City Escape - Massive terrain change to the platform on the left and swapped a platformer with one more stacker
Radon 17: Dove In An Elevator - Thanks to Armani's solutions was able to raise the save requirement to 58 and remove a bomber which also fixes another backroute
Radon 18: Unbreakable - Raised the ice traps under the left entrance up and outwards and also added some icicles to prevent an unintended splatform at the bottom
Radon 20: Final Destination - QUICK NOTE: This level was not meant to be the hardest level in the pack, but was meant to be a final send-off, so any solution that solves it is perfect okay :)
There were not that many broken replays from my side and here're my new replays.
The levels I had to resolved were
Neon 10
Argon 2,17,19
Xenon 2,8,9,11,12,14,19
Radon 4,6,8,10,15,16,18
Hello Nessy,
First two ranks completely solved. Here are my replays, as well as some feedback. Also, here's the link to my LP: https://www.youtube.com/playlist?list=PLbp2m4KlFpJs4ikfZAB08_H7Xc1HcDnJO (https://www.youtube.com/playlist?list=PLbp2m4KlFpJs4ikfZAB08_H7Xc1HcDnJO). Enjoy! :P
General Feedback
Just as I thought, I'm enjoying this pack like I did with your Migration pack, but I'm really enjoying Destination a lot. Lots of great levels both visually and puzzle-wise with what I've seen so far. I find it very amusing that I'm smashing through Destination much faster than Migration, which I struggled a lot with. I don't know if it's because I'm used to your style of small levels with very minimal skillsets resulting in deceptively difficult levels by now, or if it's something else. It's probably not the former, since it's almost been a year since I completed Migration. However, there have been plenty of these types of levels in the pack so far, and it's bound to be true for the rest of the pack.
So far, the hardest level for me was Neon 17, but I think that's because I kept overthinking on that one.
Helium Rank Feedback
This was overall a really good first rank. I enjoyed a lot of these levels.
Helium 1 - Adventure Is Out There! Ah, a fan of the Pixar movie Up, I see! :thumbsup: I love that movie, as I do all Pixar/Disney movies. Great 2-of-everything level to start off the rank, as well as the pack.
Helium 2 - Attic Storage Available Another great level. The bubble tileset is one of my favorite tilesets of ONML to work with. My very first Lemmings level I ever made was in this tileset, which you saw in LDC #22 with "Bubble Trouble." I'm not sure if you ever got to play it, btw, as I haven't received any replays from you on my levels. I really wished more people had spoken up about my levels if they have played them.
I wasn't having problems with this level, I was simply going for a "save all" solution, and one part of it was fiddly with trying to use a digger to cancel the miner.
Helium 3 - Looking Down On The Edge Big fan of these X-of-everything levels, I see. A bit more challenging than the previous two levels, but still nothing too hard.
Helium 4 - Lemming Rig This one was a favorite of mine! :thumbsup:
Helium 5 - In A Tidal Wave Of Mystery Another favorite of mine both puzzle-wise and visually! :thumbsup: I like the way one needs to isolate two lemmings here to do the work, as well as mining into the hole to cut the basher short so that he doesn't have as much to go through and therefore giving him more time to build to the exit on time before the crowd arrives.
Helium 6 - Coffee Break In The Ballroom Reminded me of the first level of Migraine from Migration in a way. Nice 1-of-everything level here.
Helium 7 - Type B Personalities Another favorite of mine both visually and puzzle-wise! :) I like the way the basher has to come from the right side to get the left crowd out, as well bombing to get the right crowd out.
Helium 8 - Don't Steal Our Honey! Another level that's great on the visuals, and I especially love the way to isolate a worker lemming here with digging and then bashing in such a way so that the crowd is contained but a climber can go out to the right to forge the path.
Helium 9 - Rock Is Mine Wow, you managed to make a really good miners only level! :thumbsup: Also I like how it's the same music that you used on your LDC #22 Rule 1 level. I was really rooting for your level to win the voteoff, as it was my favorite out of all the R1's in that contest, and I voted for it every single round.
Helium 10 - Tiny House Living Bit difficult, but then again I was kind of overthinking here. Once again, nice job on the visuals with one of my favorite ONML tilesets ;)
Helium 11 - Ride The Nessy! Wow, yet another wonderfully designed level. Very nice job with the Nessy in here. Bit difficult as well, although maybe just slightly easier than the previous.
Helium 12 - Lemmings Join The Circus Yet another great visual level. Been a while since I played a level in this tileset. That was a really nice way of isolating a worker lemming.
Helium 13 - Internal Head Trauma Ah, another level where I recognize the soundtrack, as this was the same one that Armani used for his Secretly, Greatly level for LOTY2020. I was a dummy here and didn't realize that the wall on the left is lower than the wall on the right, therefore resulting in me doing the digging/bashing from the wrong side. Still, this level's a good one, with the climbers being able to use either exit, while the non-climber hatch can only use the left exit.
Helium 14 - Dreaming Of Cyberspace Another favorite of mine! Easy for its position late in the rank, but I don't mind the level being at the 14th position of the rank.
Helium 15 - Mandatory Safety Meeting Another great visual level. Only slightly harder than the previous one, but it's still not too hard.
Helium 16 - The Allocation Strategy Once again, another favorite level of mine! Amazing that this level can still trip one up, but I really love the solution here. Getting into the alcove on the right side to make a splatform for the crowd is especially clever, as well as building at the top on the left side so that only the builder can get over the wall that contains the crowd.
Helium 18 - Schism In The Ancient Society This level surprisingly gave me problems and took longer than I thought it would, although I was annoyed at how the miner kept chipping off the base of the staircase, leaving a one pixel gap to the water. Me overthinking stuff once more :XD:
Helium 19 - White Rabbits In The Snow Huge favorite level of mine here! :thumbsup: The hardest part was definitely figuring out how to contain the crowd and get them out later. That was especially clever with having a worker lemming go on ahead to forge the path, make a splatform for the crowd, and then climb back up to mine the crowd out later. Also with how the bomber must be the climber so that you don't lose too many.
Helium 20 - We Love Wafflems! I'm sure he was a very valued member of the site. It's too bad I missed him long after he seemingly vanished. He sounds like someone I would had liked to meet. I really liked his Wafflembytes pack. It got quite difficult near the end, but I still enjoyed it a lot. Very nice homage to Wafflem here with his preference for buttons and locked exit levels. As for this level, this one wasn't as hard as I thought it would be for the final level of the rank. In the end, the only skills I used up were the builders and the miners.
Neon Rank Feedback
More wonderful levels in this rank that I enjoyed immensely as well!
Neon 1 - Slide And Hide Another favorite of mine and a really great level to start off the rank! :thumbsup: I really like that trick of isolating a lemming to get to the top to dig and then drop from the other side to bomb away the pillar so that a platformer can get to the wall unhindered.
Neon 2 - My Island, My Paradise Easy one. This was another good one, especially with using a digger and a basher to delay the others long enough for the worker to bridge the gap before anyone got into danger
Neon 3 - Maximum Of Power Maybe a slight backroute? Once again, doing the skills at the wrong places got me in trouble here.
Neon 4 - Crossover Another easy one
Neon 5 - The True Beauty Of... Another slight backroute? The loss to the water seems unintended. Also have a blocker and basher leftover.
Neon 6 - Moonstroke Another favorite of mine! :thumbsup: I also thought this one was an easy one. That's quite clever to dig and then bash to free the blocker.
Neon 7 - Duo Destinies Maybe yet another slight backroute? That loss near the end to get to the exit seemed unintended. This one was a difficult one for me, although I likely kept overthinking here as well.
Neon 9 - Rodent Enclosure Deceptively difficult level but another favorite of mine. Very nice solution. I overlooked the platforming up a miner tunnel so that no one else can follow. I recently played a level from LemRunner which requires this, but even though that was about 3 weeks ago, I apparently have quickly forgotten about it. Still, I like the deceptions you put in this level which can still trip people up ;)
Neon 10 - Stack Of Packaged Sand Another easy one. I like how this is the same track that was used on the very first level of Migration.
Neon 11 - Anything You Can Do... "I can do better"? Lol. Another favorite of mine here! The way to isolate two lemmings here is clever
Neon 12 - The Slippery Slope Difficult one. I don't know if mining and then quickly building so that he hits his head to turn around to the right is intended.
Neon 13 - You Belong With Me Another huge favorite of mine! Very nice puzzle and very satisfying to hash out and figure out. This reminds me of that one level from Migration in the second rank, where it was also a 2-lemmings level. I was surprised to hear that people found that level hard, as I thought it was an easy one.
Neon 14 - Three Steps To Heaven x 2 I immediately recognized this as a level from the PSP version, particularly since I recently finished a conversion of a Lemmini pack to Superlemmini. Definitely much harder than the original version, as I believe it gave far more skills than you needed. Here, you pretty much are given exactly what you need, no more, no less. I found this one difficult. Probably a slight backroute since I have a digger leftover?
Neon 15 - Kindly Deeds Done For Free Yet another favorite of mine. This one reminds me of Painless 5 from Migration, as the trick to do work behind the basher to isolate them from the worker is pretty much the same idea used in the Migration level, but I surprisingly struggled with the latter. This one nowhere near as long as the Migration level with a similar concept.
Neon 16 - Cute Little Traps Second level in a row that was a favorite of mine. I was a dummy here with where to put the blocker to turn a worker lemming around to get the crowd out via mining. Once again, incorrect placement of skills got me in trouble. The blocker doesn't go in front of the exit, but on top where he's not in the way so that everyone can still walk to the exit later.
Neon 17 - Mother And Child Pond Hardest level that I played so far. In the end, I still have no idea why it gave me a lot of trouble. Seems like I kept incorrectly thinking the basher needs to come from the left instead of from the right. Mine is probably even a minor backroute, as I have a spare builder. Maybe it was to help the basher keep going?
Neon 18 - The Launch Prep Team Another level that I surprisingly struggled with and hence took longer than expected. I failed to realize that the lemming who slips past the platformer to the exit can be saved by climbing but bombing to clear the way to the exit for a long time :forehead: The splatform to save the top crowd seems very precise, though that's dependent on bombing the pillar so that the wall is at the maximum height possible where the left crowd can still step up from the left. Possibly the digger to release the top crowd as well, since sometimes some lemmings coming from the other side might not fall onto steel before falling the rest of the way. It certainly doesn't have to be, though. Maybe if I had dug earlier then I would had avoided that problem.
Neon 19 - Flaming Hallway Another really good level. The only hard part is a precise bomber assignment, but since we have framestepping it's not a huge problem at all.
Neon 20 - Room Service, Please Good level to finish off the rank. Once again, another level that isn't the hardest of the rank despite being the final level of Neon. This is yet another level where incorrect sequencing of skills got me in trouble. That was nice using a builder to fall just before the third pipe wall to bomb so that you don't blow a hole in the floor.
So far, I have the first three levels of the Argon rank solved, so I'm really looking forward to the rest of the pack. Very well done with the levels that I've seen thus far. Hope you're doing well, and it was great playing Jackbox with you and some of the others this past weekend :)
Argon rank finished. More replays and more feedback
Argon Rank Feedback
Even more great levels in this rank. Levels are slowly getting more difficult, and solving times are slowing considerably, but still nothing I wasn't able to handle.
Argon 1 - Little Lemming Hideout To start off the rank, this is another favorite level of mine :thumbsup: It wasn't hard, but at the same time it's not trivial at all.
Argon 2 - Restricted Area This was a hard one for me. The biggest problem I had was trying to stop the floaters from going into the water once the staircases were over land. Unless my solution is intended, somehow I feel it isn't despite having a climber/floater leftover.
Argon 3 - Harbor No Hard Feelings Another great level, although I don't think my solution is intended, since I do have two climbers and a digger leftover.
Argon 4 - The Miserable Mill This was a bit challenging. Probably a slight backroute, since I have a builder leftover.
Argon 5 - Worlds Apart Amazing that this one was still a difficult level despite just having a climber/floater and plenty of builders. I thought it was going to use the same trick as that Helium level where you need to build in a location so that only the athlete can use the staircase while no one else can. Turns out that it doesn't quite reach the staircase over the exit. I would say that building twice over the exit can be difficult to see, and even something simple like that can be overlooked.
Argon 6 - Keep It Interesting! Another favorite of mine! Very nice puzzle with one each of the classic destructive digging skills and the rest are builders. That's neat with using the last lemming from the right entrance to dig and then patch up the gap from the right.
Argon 7 - Chip Off The Old Prison Pretty sure this is a slight backroute, since I do have a few skills leftover. My entire solution was pretty much all down to timing.
Argon 8 - Honeypot Storage Room Yet another favorite of mine! That was an extremely clever variation of the Dolly Dimple trick by using a platformer and a builder instead of using two builders. The funny thing was that I was trying to make a contest level that uses this trick, but I unfortunately couldn't come up with anything. Perhaps in a future contest or in a future level I make. The reason was because I realized that no one has made a level using this variation of the trick yet. Now I know someone who has, and that happens to be Nessy. Nice job here!
Argon 9 - Traveler In The Crypt This one wasn't as bad as I thought. I would say somewhat easy. Probably a slight backroute as well, since I do have a builder leftover.
Argon 10 - Loving The Chaos This was a hard one for me. I kept thinking to contain the crowd at the bottom, but I was a dummy, as there's no one to get the crowd up a miner tunnel from that far down. My solution is probably a slight backroute as well, especially since I have a climber and a bomber leftover. Also, I think the climber dying to the deadly ceiling is unintended as well.
Argon 11 - The CORE Great level here. That's really clever with using a lemming behind the basher to mine the crowd out, as well as using a blocker to stop the digger so that he and the crowd can be mined free later. I managed a "save all" solution here.
Argon 12 - Jurassic Park Another nice level. That's really cool with using a stack to compress the crowd and then freeing them with a digger so that losses to the 10-tons trap is minimized. Here, I had everyone turn around on the blocker before I bombed him so to give the climber enough of a head start to bash through before the crowd arrived.
Argon 13 - Where My Demons Hide Is the title a reference to lyrics of the Imagine Dragons song "Demons"? This was a huge favorite of mine. Very deceptive and difficult level despite the extremely minimal skillset. That was really clever with using the digger to build to make a splatform for the other climber, as well as using it for the other climber to build so that he gets high enough to bash the crowd out. Very nice job with this one, Nessy! :thumbsup:
Argon 14 - Emotional High At Fatal Height Second favorite level of mine in a row! That was really clever with using a digger so that the second worker lemming survives and then bombing the blocker near the digger pit so that the crowd survives the drop later.
Argon 15 - This One-Way Path Difficult but very satisfying to figure out. Building and then bashing to free the blocker was hard to see. I also overlooked using a walker to free a blocker :forehead:
Argon 16 - Balance Beam Act Another really good level. Once again, it was hard to see the building and then bashing to free the blockers. So really, mostly the same thing used like in the previous level. Here it was quite obvious that all the climbers must be given to the left hatch. Now I would say this is almost a good example of a level where you don't need to make the left hatch a preassigned climber one. I think it can still work if it was one, as long as you bash with one of the last lemmings, giving the lead enough time to climb and turn around to mine the exit platform.
Argon 17 - Periphery Influence This one wasn't as hard as I thought, but it was still challenging. I think the hardest part here was how to release the left crowd. In earlier attempts, I kept trying to time the climbers so that hopefully when the crowd arrives the digger was already low enough to bomb in such a way that no one walks into the grass vine trap. I couldn't get this to work. Instead, absolutely no timing is needed, especially since there's a blocker and then we can bomb the blocker when the digger has already been bombed to prevent that.
Argon 18 - Statics This also wasn't as hard as I thought, although unless there's an easier solution than the one I found, it seems that you need to do all the timing with the bashing and building correctly so that the lead lemming has enough time to build over the final water gap to the exit before anyone arrives.
Argon 19 - Like A True Gentleman Yet another one that wasn't as hard as I thought. My solution was pretty much all timing so that only one lemming turns around to mine, while everyone else goes on and is contained in the pit.
Argon 20 - Gemini Once again, this level was nowhere near the hardest of the rank despite being the final one of the Argon rank. Somehow my solution doesn't feel intended, but it must be since I used all the skills.
So far, I've only played and solved the first two levels of the Xenon rank. Even though I still have 49 more levels to go, for the time being I have to say that Xenon 2 is my absolute favorite of all the pack. Of course, this might change as I solve more levels, but so far Xenon 2 is my all time favorite of the pack.
I'll return with more replays and feedback once I finish the Xenon rank! ;)
Xenon rank completed, so I'm back with more replays and feedback.
Xenon Rank Feedback
While I kind of breezed through the first 3 ranks of the pack, the Xenon rank was where solving times finally slowed considerably for me, as there were a lot of difficult levels for me. I think what happened was that I did ok for the first 5 levels or so, and then it came to the point where I could only get 1 or 2 levels solved per video, as well as multiple levels needing more than one video to solve. Luckily, I haven't had to switch to off-camera time yet (I start doing this if I'm not able to get the same level solved after two recorded videos), but this might start becoming true for some Radon levels.
Xenon 1 - Hikers Probably a slight backroute, since I do have some skills leftover and it was also completely timing based.
Xenon 2 - Snow Patrol I already said this before in the LP video description, and I believe this still remains true even after seeing all of the Xenon rank, this is my biggest favorite of the entire rank. This was the extremely good kind of challenging that was very satisfying to figure out and solve. Tihs level does a very good job of making you think certain skills "must" go at a particular location. For example, for a long time I kept thinking a digger needed to be used on the first one-way pillar. There were a lot of things that caught me off guard, most notably how to get around the problem of the climber going out to the right and dying, since we need to save everyone. Once again, incorrect sequencing of skills got me into trouble. The key was realizing that everyone must be collected right above the basher tunnel before bashing to the left. Just a very well done level here, Nessy! :thumbsup:
Xenon 3 - Security Weak Spot Easier than the previous level, but still can be a bit difficult. I would say I was kind of a dummy here and kept thinking all the builders needed to be used on the left side of the level.
Xenon 4 - Transcendence Nice builderless level that isn't hard level, but it can still be challenging. I kept thinking that the worker needs to be turned back to the left before dropping down on the right side of the structure at the bottom when all it took was just simply digging and dropping on the left side of it.
Xenon 5 - Ghosts In A Machine This one also wasn't as bad as I thought. Compression for the win on the right side, while turning the other lemmings around to the left by blocking after letting a certain number of them go out to the right with the left entrance.
Xenon 6 - They Complain About Blockades The first level of the rank to surprisingly stump me badly. It was very difficult to know whether you can hold back the crowd or if you need to keep it moving. The closest I came to solving the level was using a builder staircase to keep a basher going, but unfortunately the climber gets lost this way, along with another lemming that drowns in the water, therefore leaving you one short of the requirement. It was also hard to see building at the top of the OWW to turn the climber around. Before this, I kept digging it in such a way so that some pixel of wall to the right was left, therefore forcing me to use either a basher or a builder to turn him around. That definitely took me a while. Also, it took me a while to see how to stop the climber from going to the left and drowning in the water. Took a while to see where to finally start containing the crowd. I must say that's clever with bombing the left side so that no one can go out to the left and then blocking on the right to contain everyone.
Xenon 7 - Super Lemming 2D World Easier than the previous one, but still challenging. I don't think my solution is exactly intended, but it's probably still acceptable. I used a miner to stall one of the lemmings to give the lead enough time to build over the gap to the exit before anyone arrives and falls to the bottomless pit.
Xenon 8 - Life With Mystery This one should be a backroute, since I'm sure I cheesed this level completely. Perhaps building to raise the wall high enough so that everyone is contained between the large wall and the slanted terrain is unintended?
Xenon 9 - NessyTV Presents... Easier than the previous level. This one seems open-ended, so there's probably no one intended solution? Shame that the second billboard needed to be destroyed a bit :laugh:
Xenon 10 - Time For A Factory Reset Second level of the rank to stump me, surprisingly. I used the extremely timing heavy and fiddly method of blocking at the end of the fencer tunnel so that he turns around while in the middle of his swinging animation in order to break the ceiling for the left crowd to get into it. I feel this is just too cool to break :laugh: I'm actually surprised that it works, although at the same time the miner also has to be placed very precisely. I watched Icho's solution after I solved this level, and I seriously can't believe I never saw to platform for a bit after the fencer breaks through so that only a digger is needed to merge the left entrance with the right one :forehead: I feel really dumb for not seeing that.
Xenon 11 - Instant Ninjas Yet another level of the rank that stumped me. My solution seemed somewhat messy and fiddly. Just like the previous one, I watched Icho's solution after I solved this level, and my reaction was, "Wait, I had the solution correct the entire time, I just didn't go far enough with it???????" :forehead: I think it was mostly due to how before I used a miner to delay the second lemming that goes to the bottom with the worker and hence I confused myself, especially since after making the miner tunnel for the crowd there's the tiny gap to the right where the floating steel blocks are and that I needed either another platformer or a blocker to turn them back towards the exit. Not to mention other stuff I kept trying so that I would always be a skill short.
Xenon 12 - Lem Me Go Next Easier than the previous level. Parts of my solution "feel" unintended here?
Xenon 13 - Freeze Frame This seems to be a big backroute. I don't think it's supposed to be this easy! :P Also, I have a lot of skills leftover.
Xenon 14 - Tether Circus Level Another favorite of mine even if my solution appears to be a slight backroute, since I have a builder and a digger leftover, or if acceptable, seems more efficient than the intended one. Still a challenging one even after having most of the level figured out fairly quickly.
Xenon 15 - When Push Comes To Shove I thought this one was easy. Seems easy for its position late in the rank. Only technicality I forgot about was needing to save the blocker and that's when I realized the digger is needed :laugh:
Xenon 16 - I Am The Doorway Probably a little easier than the previous one. I think the only hard part here is seeing that a lemming inside the digger pit needs to climb out to the left. Maybe a slight backroute here? I went 1 over the requirement too. Even if it is, the intended solution probably still makes the level easy.
Xenon 17 - The Capital Of Science Definitely harder than the previous two levels. However, this is another favorite of mine. Leaving a builder step past a thin wall so that the climbers will survive to the bottom was clever. Here, it took me a while to see where the miner needs to be used. I kept thinking it was on the thin platform to the left of the huge bridge-like structure instead of at the top. Also using a builder staircase to keep a miner going and bombing a climber to make the wall low enough for everyone to walk into the exit. Very good level that uses these three tricks! :thumbsup:
Xenon 18 - Night Surf This one wasn't as hard as the previous one, but this one took me a while only because I kept trying something that just kept failing but I still had the belief that it would work despite me rejecting it as not working for good a few times in the video. I simply kept losing two to the stomper trap, but I still believed that it can be made to work so that only one gets killed. Indeed, the key was the maxing out the RR for the last few lemmings. Even then, this one doesn't seem intended, particularly since I have plenty of skills leftover. Something tells me that the intended solution involves falling through to the bottom right before the stomper trap on the right side?
Xenon 19 - It Bee Like That Sometimes Another really good level. That's really clever with building at the edge in such a way so that the worker turns around after leaving just a single brick (how I managed to save a builder in Xenon 14), as well as a builder step past the thin wall so to break the fall for the climber so he will survive the fall to the bottom. I can still see how this can be challenging, but I didn't think the level was hard.
Xenon 20 - Blue Wedding Nice 2-of-everything level to close off the Xenon rank. Once more, it's nowhere near the hardest level of the rank. There were much harder levels earlier in the rank that I struggled with. This one seems open-ended, so there's probably not an intended solution here.
So far, I've only played and solved the first 4 levels of Radon, and I got to say so far save for Radon 3 all of them were favorites with me. Nothing too difficult in the rank yet, but I'm sure that will change shortly. Yup, this pack is definitely many times better than Migration :thumbsup: I'm just surprised at how fast I'm breezing through the pack.
I'll be back with more replays and feedback once I finish the Radon rank! :)
Radon rank completed! More replays and feedback, as usual.
Truthfully, I actually found the Radon rank somewhat easier than the Xenon rank. I honestly thought I was going to be stuck even harder here in the rank than I was in the Xenon rank. Then again, to be fair, I likely still found a lot of backroutes in the Radon rank :P
Radon 1 - Brave Explorers Wanted To start off the rank, this was one of my favorites! :thumbsup: That's really clever using a passthrough blocker underneath the left entrance and then releasing with a digger with a lemming that drops on top of him. This I say is the hardest to see in the level.
Radon 2 - Magic To Make A Sane Lem Go Mad Another favorite of mine. Maybe a slight backroute, since I do have some skills leftover. Or, if it is acceptable, probably more efficient than the intended solution. It was still really challenging, though!
Radon 3 - The Hanger Definitely harder than the previous two levels. Getting the crowd down safely is certainly the hardest part. It also took me a while to see to dig first near the exit before mining to the right so that another digger right where the first shaft is will prevent climbers from going out to the left and hence can exit.
Radon 4 - Nightcrawler Yet another favorite level of mine! :thumbsup: I especially love the trick of using a miner to crave a hole in the wall twice so that a climber can get in there to start bashing. Also with using the pit in the bottom left to climb into and making a splatform for the crowd. The hardest part in the level is timing the climbers so that the second one can turn around while the basher tunnel is in progress to mine the crowd out twice. This requires that the basher is sufficiently far out first. Very nicely done with this level, Nessy! :)
Radon 5 - Mystic Crossing Ahead Looks simple, but is deceivingly difficult. I ended up struggling longer than I thought. A lot of my earlier attempts kept failing by at least a pixel or I would be a skill short. Then I came back to trying to stall the third lemming long enough for the builder to get his job done before he can slip by, but unfortunately he is too slow by a brick. I passed due to using the trick of bombing high enough on the first pole so that lemmings coming from the left can step up but is too high on the right side so that no lemmings can go out to the left. I totally forgot about this property of straight edge terrain in regards to climber bombing. I watched Icho's solution after I solved this, and I seriously can't believe I completely overlooked the very simple use two bombers to get the right crowd out.
I will say that I loved the visuals in this level though, considering that green is my favorite color! ;)
Radon 6 - A Mind Of My Own This solution might be a backroute, as I'm guessing the level should be harder than that. Or, if the solution is acceptable, then it seems more efficient than the intended one, especially since I saved a blocker too.
Radon 7 - Sanctum Deceivingly difficult one. I don't know if raising the wall with a builder on the right side of the digger pit is intended, though. I also used a basher as a stalling tactic so that neither of the two clumped lemmings slip out.
Radon 8 - Suspension Bridge This is likely a huge backroute, considering I don't use any of the climbers but one
Radon 9 - What's It Like Up There? One of my favorites. I pretty much had all of the solution except for how to use the blocker so that no one from the right entrance goes out to the left. It took me a while to see that the basher will be faster than the rate at which lemmings come out of the entrances, so therefore at some point everyone will be going to the right
Radon 10 - The Weirder Side Of Things Another deceivingly hard one. My solution uses some precision with the basher so that he still punches through some of the slanted terrain to free the crowd trapped where the bottom half of the OWW is. I also used a miner to hit steel to turn the climber around so that he can quickly get the button before the crowd can slip past the locked exit. I'm guessing these two skill usages are unintended?
Radon 11 - Wanderlust Not as hard as I thought. Pretty much had the solution at one point, only to realize that I wouldn't meet the save requirement. Then I realized I could salvage the solution by digging a blocker free and then cancelling the digger with a blocker.
Radon 12 - Pit And Wit The level totally screamed out "nuke solution" to me. After a few attempts I realized that it wasn't going to work no matter what, as the lemmings just get the timer too soon and hence don't have enough time to get to the exit. Seems like my solution is pretty much similar to Icho, only I like his better, as my bomber assignment is super precise.
Radon 13 - Cannibal Festival Yet another huge favorite of mine. I thought that's really clever of freeing the blocker with a miner on a builder staircase that doesn't quite reach the wall. My only gripe here is how the buckets of water can easily be mistaken for solid terrain when they're actually background. I certainly remember being taken surprised by this when I first played levels in this tileset on Old Formats NL (I think it was Raylem's pack?), so I likely simply have forgotten about it since.
Radon 14 - Breaking The Fourth Wall Yet another favorite of mine! That's really clever with building in such a way so that the lemming turns around after finishing bashing so that the crowd at the top breaks their fall by first falling onto that, and then being able to land on the second builder staircase further below the builder step. The only hard part is timing the climbers so that they slip by the first builder in progress and he finishes so that the climbers hit their nose/head and fall back down.
Radon 15 - In Case Of Emergency... Somewhat difficult. I nearly had the solution at one point, it was just figuring out how to stop the other climbers from dying and going up at the top with the worker. I used some RR manipulation to get the timings right. Knowing myself, there's likely a much easier solution.
Radon 16 - City Escape Besides Radon 19, this was the hardest level for me in the entire rank, in large part because I tend to be very bad with stackers. I don't know if stacking on a builder staircase in progress so that the stacker turns around is intended, though. Also the part near the end on how to free the crowd with a miner is very hard to see, along with bombing a faller and then digging to get low enough and still be able to build to the exit to turn around and then climb up the digger shaft to mine them free.
Radon 17 - Dove In An Elevator I believe I know the Dovelems level you're referring to in the title here. I believe it was a Snow level? This was yet another favorite of mine. I really like the tricks of leaving a builder step past a thin wall to send out a climber to the right and survive the fall to the bottom to get to the gap before the others, as well as using builder staircases to keep a mining going and also bouncing him off the blocker. The latter was the hardest to see in this level.
Radon 18 - Unbreakable Yet another favorite of mine. The methods to leave a builder step past a wall twice here are quite clever. The first involve bombing the snow pillar and then climbing into the bomber hole to leave the builder step, while the second one involves bashing in such a way so that near the other end of the wall a thin sliver of the pillar is left so that the basher can leave a builder step past it to serve as a splatform for the left entrance.
Radon 19 - Eulogy Of Surrealism Very deceptively difficult level despite the very minimal skillset. Here, I used the extremely timing heavy and very fiddly method of bashing and then blocking on the raised terrain so that the blocker can be released later with a basher. I watched Icho's solution after solving, and as I suspected, my very fiddly method is not required at all. I'm not even sure if I be able to eventually stumble upon this solution on my own, actually. As for my solution, I can imagine it will be extremely difficult or just downright impossible to block and therefore will unfortunately will have to be acceptable.
Radon 20 - Final Destination Definitely nowhere near the hardest level of the rank, but it's still very challenging. Near the end, I kept running into either skill shortages or I would be short of the save requirement. I eventually found this solution which pretty much uses all skills except for several diggers.
All that remains is the Synthetic rank. I can't imagine this one taking a very long time, so I might be able to finish it later tonight and hence the LP of the pack. Or, if not, then sometime tomorrow.
Hi Nessy,
And, Synthetic rank completed and hence I have solved all of Lemmings Destination v1.2. I have attached my entire replay collection for the pack. As I have already given feedback on all the other ranks, this post will be feedback for the Synthetic rank.
Synthetic Rank Feedback
Wow, these contest levels were really good. Before I played this rank, the only contest levels of yours I have played from a while ago were "Excavation Site" (currently the final level of Lemmings Migration, which I LPed almost a year ago) and "Abandoned Memory" (LDC #21). I've also played your LDC #22 contest level from a few months ago, but it's not in this rank, and I believe the reason for that is simply due to the pack being released long before you made your R1 for LDC #22.
In contrast to the 5 main ranks of the pack, the rank already starts off with a high difficulty. As a matter of fact, I consider Synthetic 9 as the only easy level of the rank. The rest of them were quite challenging. Also, it seems that the levels here were simply ordered from oldest contest to most recent contest.
Synthetic 1 - Excavation Site I originally found a much messier solution for the level when I LPed your Migration pack, but I decided to find another solution as I don't like my own solution I found from almost a year ago. This one is a much cleaner solution, where it doesn't rely on using builder staircases to keep the first basher going, and the basher beating the crowd to the second gap before anyone falls through to the bottomless pit. When I first played the level, the save requirement was what got me into trouble, as I kept thinking everyone needs to be saved, when you're allowed to lose 1. I guess it's due to me internalizing that everyone needs to be saved, so anytime I play a level where you don't need a "save all" solution I will occasionally forget that it's necessary to do so.
Synthetic 2 - Guardians Of The Hero's Shrine This is surprisingly a difficult level despite being a 1-of-everything! Not a bad thing, as I tend to like these types of levels. They can be difficult if done correctly. I watched Icho's solution to this level after I solved it, and as I suspected my very timing heavy solution is not necessary at all. Here, I simply had two right-most lemmings timed in such a way so that one of them turns back to the right just as the builder finishes sealing off the gap to the left and quickly digging through the staircase so that everyone can fall and walk to the exit. I honestly can't believe I didn't see a much easier solution here.
Synthetic 3 - Journey One of my favorites of the pack! :thumbsup: This was a difficult level but very satisfying to figure out. Before I found the solution, I kept running into problems thinking about how to get a worker out to the right side to forge the path, as well as getting around skill shortages. It was very hard to see to send two lemmings through the ghostbuster trap so that you get your worker lemming. Also seeing to use a walker to free a blocker, as even the simplest application of a walker skill can easily be overlooked or not even thought of doing. Once again, the trick of leaving a builder step to make a splatform for the top crowd returns here.
Synthetic 4 - Turbulent Turnpike Act 1 I also surprisingly struggled with this one. Seems like I came up with quite a messy solution that doesn't even use the second miner pickup. Once again, I can't believe I didn't see the solution that Icho used.
Synthetic 5 - Turbulent Turnpike Act 2 Had I known that I hadn't ran long yet on the previous level, I would had taken on this sequel in the same video as Synthetic 4. This one didn't take me as long as the former, but this one was still a hard one. Getting the lemmings up is certainly the hardest part. I thought I was going to be here a while, as this brought back bad memories of playing Icho's Laboratory D-E-S-C-E-N-T and Laboratory A-S-C-E-N-T from his United pack. Actually, that sounded worse than it does. Here I am referring to how I used extremely messy and timing heavy solutions to both of his levels. Now those were a nightmare to find and execute :laugh:
Synthetic 6 - How To Self-Destruct A Factory Nice level, and a well-designed one at that with the tileset. That's really neat with bombing a wrong OWW and still being able to bash through a little at a time to get through. As weird as it is, that seems to be intended? I think you would run out of time otherwise.
Synthetic 7 - Butterfly Cult Now this should be the biggest backroute of the rank :P I solved the level by ignoring the left-most entrance completely. There were a couple of times in the LP that I stated that ignoring the left-most entrance doesn't work after seeing how my attempts to do kept failing by at least a pixel or come up some skills short, but I ultimately got it to work. That's some persistence on my end!
Synthetic 8 - A Quiet Place This was a really hard one but ultimately another huge favorite of mine of the rank! :) That was a very good complete red herring with the very thick wall at the top. At some point, I fortunately realized that you'll always be a destructive skill short if you attempt to go through it. The hardest part was figuring out how to get through the dragon statue with the swirling fire trap on its lower arm, as well as how to get through plenty of the other obstacles. I really like the Dolly Dimple variation here once more, and using a stacker to keep a basher going through both the block and lighthouse was very clever! It was also hard seeing that using a platformer and then climber bombing the final wall is enough to bash through and still be able to get to the exit.
This is also one of my favorite tilesets visually!
Synthetic 9 - Climb Every Green Hill As mentioned before, this was quite an easy level, as well as being the easiest level of the Synthetic rank. Once again, must get a climber to turn around while a basher tunnel is in progress in order to mine the crowd out. I was a dummy here and kept thinking to dig right on top of the palm tree, rather than just before it so that no one goes splat.
Synthetic 10 - Built to Rule The World Another hard one but once more a favorite of mine! For a while, I had most of the solution all figured out, but I still needed to work out how to get through the final pole the crowd gets to before they can keep walking out to the right. It was very hard to see leaving a builder step and blocking on it and to bomb with another climber so that it releases the blocker while having the other climber go out to the left to mine the crowd out. Timing the two climbers to achieve this is the hardest part. Otherwise, very nice solution, especially with platforming at the top, blocking to turn the other climber around, digging through it, and then climbing into the pit between the two poles very close to each other which can both be destroyed with a single bomber. Very clever level! :thumbsup:
Synthetic 11 - Abandoned Memory To round off the entire Destination pack is a contest level of yours that I have already played, as LDC #21 is the very first one I participated in as a level solver. Still, the huge passage of time means that I have definitely forgotten the solution I found since, as well as other solutions that I have seen for the level. In any case, I still ended up using the solution I originally found, although by manually attempting to recreate it instead of just loading a replay. I find it very interesting that the first and final levels of the Synthetic rank are bookends in that these two are the only ones of the rank I have played before playing Lemmings Destination.
Overall, excellent job on a very well-done pack! :thumbsup: Lemmings Destination is just many times better than Migration, and now that I have solved the entire pack, I declare Destination a big favorite pack of mine! :) This definitely earns a spot on my list of all-time favorite level packs. I am surprised that I didn't struggle with Destination as I thought I would, considering that I really struggled with Migration. Then again, it's almost been a year since I LPed Migration, and I have LPed many level packs between doing Migration and now just finishing Destination. So, perhaps it's all the experience I've gained from LPing all those level packs? Or, perhaps more likely, it's due to how I'm very used to your style of small to medium size levels with very minimal skillsets to create a deceivingly difficult level even though it's almost been a year since I played Migration. Besides Migration, there were only 3 other contest levels of yours I have played. Now that I've played through all of the Synthetic rank, I have now officially played all of your contest levels at least once. If playing your most recent contest entries is any indication, I know they're hard, but I didn't think your really early ones would be very difficult as well! So, it seems that you were always really good with making very hard levels from the get-go. Not a bad thing at all, at least with me, as I love difficult levels, especially the good kind of difficult, where they're very satisfying to sit through and figure out.
I hope you're doing well and that you have been enjoying the LP of your pack if you been watching. I look forward to comments on my solutions if you're planning on doing so, and I hope that follows through with Migration as well. I'm always more than happy to give level designers feedback as well. With this LP, we now officially have one full complete playthrough of Lemmings Destination online! :thumbsup:
Hope to see you at future Jackbox sessions as well. It was great fun having you with us in the previous session :)