(https://i.imgur.com/g6VAXj1.png)
Download Lemminas II V1.02 (https://www.lemmingsforums.net/index.php?action=dlattach;topic=5943.0;attach=19564)
Check out the Records Table (https://www.lemmingsforums.net/index.php?topic=5943.msg95767#msg95767)
The Lemminas are back for their second adventure! And this time, they have 5 different worlds to navigate!
Help them escape the gelato-splodged landscape of Purple Kingdom and enter the lush new lands that await them...
This pack includes several new styles as well as 5 brand new musical tracks created by yours truly :lemcat: As always, there are a mix of original tunes and some themes borrowed from classical music and nursery rhymes, in keeping with the Lemmings tradition.
Feast your eyes on these screenshots to whet your appetite:
(https://i.imgur.com/WvpRGM7.png)
Teal Kingdom Oh No, It's THE 5TH DIMENSION!!!!! - Easy peasy teal squeezie...
(https://i.imgur.com/09FWRrh.png)
Honey Land Honey And Lemminas - Sticky, gooey and marvellous...
(https://i.imgur.com/ZxyNerR.png)
Slush World Flow Control 3000 - Sparkly, icy and irresistable...
(https://i.imgur.com/r3JORlW.png)
Crystal Planet Lemminas: The Platform Game - Dark, dangerous and daring...
The final rank is a surprise! ;P
It's taken more than a year to fully develop this pack. From its inception as an intended expansion pack for the first Lemminas, it has now grown into completely its own project. The likelihood is that this pack itself will get some bonus levels in the future, so watch this space! 8-) ;)
A special thank you to Lady Insomnia for all of your support, encouragement, patience and love whilst I've been gathering all this stuff together. In the immortal words of the Beach Boys, "God only knows what I'd be without you..."
Massive thankyous to Apjjm and Mantha for playtesting the entire pack, providing a full set of replays, extensively detailed feedback and (in Apjjm's case) some very nice talisman suggestions! You guys helped me to identify the pack's weaker areas, correct a dozen or so errors, a dozen more backroutes, and generally contributed towards tightening those final screws :thumbsup:
Another big thank-you to Proxima for continued support and encouragement, I hope you enjoy this sequel as much as you enjoyed the first one :)
And of course, a thank-you to Namida for developing and maintaining NeoLemmix, without which this pack would have no home. I'm never gonna give you up, dude 8-)
But most of all, big thanks to YOU for saving the Lemminas again! (That is, after you've downloaded and completed the pack. ;P)
All tracks arranged and produced by me using Logic Pro X, composer credits as follows:
Lemminas II Track 1 - My own composition
Lemminas II Track 2 - The first part is my own composition (contains a sample from Nintendo Black Crisis outro theme by Espen Olsen), the second part is based on Maple Leaf Rag (https://youtu.be/bCxLAr_bwpA) by Scott Joplin
Lemminas II Track 3 - A medley with elements from Danse Macabre (https://youtu.be/YyknBTm_YyM) by Camille Saint-Saƫns, Pontins Crocodile Club Theme (https://www.youtube.com/watch?v=P4Ocs7zUgpA&ab_channel=JohnTube) by Captain Croc, Moon Chavs (https://youtu.be/xo2A_YXarUM) by Jay Foreman, plus a few of my own themes
Lemminas II Track 4 - The first part is based on Piano Concerto #3 (https://youtu.be/TLpufG9s0QY) by Sergei Rachmaninov, the second part is based on Dance of the Sugar Plum Fairy (https://youtu.be/0Wz4cG5phfA) by Pyotr Tchaikovsky
Lemminas II Track 5 - My own composition
Setting up Lemminas II:
I've put everything into one zip folder called Lemminas II which can be extracted directly to the root folder of your copy of NeoLemmix (the extractor will place everything where it should be). However, if you prefer to do these things manually, ensure that you do the following:
Place the contents of the "levels" folder into NeoLemmix>levels
Place the contents of the "music" folder into NeoLemmix>music
Place the contents of the "Replay" folder into NeoLemmix>Replay
Place the contents of the "sound" folder into NeoLemmix>sound
Place the contents of the "styles" folder into NeoLemmix>styles (all styles will soon be available via the NeoLemmix Manager, but here they are just in case!)
Recommended settings: NeoLemmix 12.12+ / High Resolution / No Smooth Resampling / Normal Quality Minimap
Please feel free to use any of the content (i.e. music, sounds, styles) for your own packs; just remember to credit me if you do.
Enjoy Lemminas II!
Congratulations on completing the pack @Swerdis! Thank you for taking the time to provide such detailed feedback. Some replies to your comments:
It was a much quicker solve than your first Lemminas pack as far as I remember. So either this pack is easier or I am a better Lemmings player nowadays. Maybe it's because the difficulty comes from the talismans here - and I don't go for them intentionally
The pack is shorter than Lemminas by 14 levels (although I do intend to release an expansion pack at some point!). It's also intentionally easier at base level - the talismans are indeed the bulk of the challenge in this pack. Players have the choice to ignore them, or go for collecting them all (there are 88, just like in the first pack)! Given your solving skill and the fact that you prefer more of a puzzle than an open-ended level though, I'd say you're missing out by choosing not to go for the talismans. They are basically like repeat levels, after all. But, of course, it's up to you how you enjoy the pack, and I'm ultimately glad that you enjoyed it.
Teal: I'd say the first level here sets the standard of difficulty in this rank. It's a challenging one for a first level, but it doesn't get much harder later.
You're not the only person to say this! I'm surprised that this level seems difficult, since it offers so many skills and is very open-ended. Maybe the map is a bit too complex for an opening level, perhaps; it had to be a somewhat decorative and extensive level since it's a "fond farewell" to the previous installment of Lemminas.
The trickiest level for me here was probably Teal 5 because I ran out of builders/platformers several times.
The level is possible to solve without either! ;P (although not in the same solution!)
Favourite one: Probably Teal 8.
Your solution provided the current Gold Talisman! I wondered whether it could be solved with 8 skills, but I couldn't find a way to do it myself, so thank you! :lemcat:
Crystal 8 ... introduced a new concept for me. I never played a level like this before.
This is my kinda compliment! I'm really grateful for this :lemcat:
I don't wanna hide the information that I got one copyright infringement complaint when I uploaded Level 3 of the final rank.
Hmm. I wonder why only this level caused a copyright infringement. Each tune appears twice in each rank, after all. Maybe it's not to do with the music; the level is heavily inspired by Nepster's The Game Of 1000 Balls (MOON 1 from NepsterLems) - but, I wouldn't have thought that this constitutes outright plagiarism, and I'd be amazed if YouTube were able to pick up on that anyway!
Classic: Though a familiar environment, this was my least favourite rank. There were hardly any puzzles here, the difficulty came from the execution in most cases.
The idea with the final rank was for it to seem easy and open-ended at first, but for the maps themselves to create the difficulty. It was far worse in its original draft, I ended up replacing 3 of the levels from this rank which I felt went too overboard with map complexity - 2 of the replacement levels happen to be the more puzzle-based levels in this rank!
The by far easiest one was Classic 7. Maybe because I saw this concept elsewhere ... It plays almost automatically, there are no real decisions which must be made.
It's a re-creation of a very similar level from FestiveLems (https://www.lemmingsforums.net/index.php?topic=5845.msg94648#msg94648), but with a few more elements added. I agree though, it is an almost automatic level - again, more of an exploration of a concept than a puzzle. Guilty, I guess! :lemcat:
My favourite level in the final rank and probably in the entire pack was Classic 4. A very good puzzle which uses up all the available skills (at least in my solution).
I love your solution! It's very similar to Apjjm's and in fact uses the Jumper in exactly the same way. Neither are in fact the intended solution, but use all of the available skills and are slower to execute, so unfortunately there's no way to include it as a Talisman, otherwise I would! (Maybe if NeoLemmix had a "use {this skill} last" Talisman...)
All in all, a very good and quite relaxing experience. Thank you for this pack and I am waiting for new material :-)
So glad you enjoyed it. As for new material, I do intend to release an expansion pack for Lemminas II at some point. At the moment, I imagine that such an expansion will bring each rank up to 15 levels. But, I wonder whether it would be better to simply add another rank, maybe a 6th world (although that would mean creating a new style, which I'm less inclined to do at this point). Not sure at this point, and I'd like the pack to get a few more plays before anything like this happens.
If you'd be happy to share your replays btw, this would be great! If you have set any records, I'll be sure to include them when I get around to building the records table for this pack.
Hi WillLem,
I have completed the first 3 ranks of the pack. Replays attached and some feedback ;) Also, link to my LP: https://www.youtube.com/playlist?list=PLbp2m4KlFpJsbEYMykehGC7HH0QWMwCIh (https://www.youtube.com/playlist?list=PLbp2m4KlFpJsbEYMykehGC7HH0QWMwCIh). Enjoy! :P
General Feedback
Lemminas II is the sequel to WillLem's flagship pack Lemminas. It contains 50 levels across 5 ranks of 10 levels each, as well as some tilesets that haven't been seen previously. He intentionally aimed for an easier difficulty with this pack than Lemminas, although from what I understand it is more of a challenge if going for the talisman challenge solutions. Just me personally, but having at least one for every level is overkill, but of course since this is his pack he simply does as he sees fits while taking onboard the constructive feedback he receives in order to improve it and ensure that it's an enjoyable pack for anyone who decides to play the pack. So far, I'm definitely liking what I'm seeing, but I've especially started enjoying the pack since I got into the third rank of Slush World. Sure, I'm one of those players who prefers hard levels with specific intended solutions, but I nevertheless enjoy easy, open-ended levels too. There's pretty much something for everyone with this pack, even if the difficulty is nowhere near the very high end of some of the other level packs known notoriously for their difficulty.
A lot of very good artsy looking levels with the new tilesets which is certainly a plus! :thumbsup:
Teal Kingdom Feedback
The first rank of the pack, these supposedly contain the easiest levels. However, don't take this for granted, as some of these will still provide enough of a challenge to work your way through. In particular, some users before me have stated that the first level of the pack already starts off with a higher than usual difficulty. I agree with this to an extent, and I'm guessing it's mostly due to the middle area, though at the same time it is a bit of an overstatement IMO. Other than the first level, the rest of the rank wasn't too much of a challenge. The only level I found a bit irritating is Teal Kingdom 7 due to the special gimmick of how it's quite easy to misjudge the splat distances due to the sprite sizes being modified and smaller than usual. At the same time, I like how it's a combination of "Lemmings in a Situation" and "Mutiny on the Bounty" into one level.
Teal 10 was a bit annoying (lots of buttons to press)
100% agree with you there, Swerdis. Teal Kingdom 10 is a bit too long for my liking, though Armani has an amazing solution that gets this done in a little under 2 mins. I haven't seen it yet, but wow, nice job Armani! :thumbsup:
@WillLem I'm wondering, did you get inspiration of this level from Mobilems? In mobius' level, it too pretty much uses all of the decoration of the ONML level, just without the buttons, like your level.
Favourite one: Probably Teal 8.
Same. I like how it's a 1-of-everything level and that it still has a surprising amount of different solutions. Nice job on saving two skills! :thumbsup:
Honey Land Feedback
The second rank of the pack, these levels are just a tad bit harder than the ones in the previous rank, but not a whole lot harder. A lot of these levels were nicely made. If just concerned about meeting the save requirement, then these levels aren't too bad. However, if you're like me where you try to go for a save all or go for a max save whenever possible, then some of these are significantly tougher. Some examples are Honey Land 3, Honey Land 7, and Honey Land 8. Again, they're easy if you're just concerned with meeting the absolute minimum target, but they're significantly harder if you go beyond that and go for a save all or maximum amount possible. Indeed, because I did the latter on these 3, they were the hardest levels of the rank for me.
Honey: This was my favourite rank. I like honey, I like yellow which is my favourite colour. But the levels have been pretty good, too though I think I backrouted some. My hardest one was Honey 6, but only because I wanted to solve it over the left side only. And it wasn't easy to climb up these honeycombs. The last one here is the one I like least since I think it plays a bit by itself, like if "on rails". It's always immediately clear what to do next.
Once again, I'm in agreement with you about Honey World 6, though where we differ is with the rank finisher. I still like Honey World 10, even if it's quite easy for one. I really like the concept of it being a 1 lemming level and how it's not as simple as really cheesing the level and that you still have to take the long way around to solve it.
@WillLem
I mention this in my LP, but there is something you need to know for future reference regarding eligibility of entering levels in a contest.
Basically, what is prohibited is when you have publicly released a level in a level pack, you cannot later take a level from your pack and submit that as a contest entry. This would be in violation of global rule 1c, quoted here:
Section 1 - Rules concerning entering levels
c. A level is not eligible if it has had a prior public release, even if that was on a different engine. Small-scale private releases (such as asking one or two people to test your level) will be tolerated. It is allowed to include the level in a public release after the contest's playing phase has started.
This happened to slip by because none of us were aware that Honey World 9 was already in your Lemminas II pack. Know that you're not the only user which has done this, though I'm guessing you were simply not aware of this rule. From a few LDCs ago, the other user's case was noticed early enough in the playing phase and found to be in violation of 1c, and after being notified, it was allowed to remain in the collection but would simply not be in the running for the voting rounds. However, by a personal request of the user, it was withdrawn from the contest pack.
However, from the same rule, the other way around is fine, where you're allowed to submit a level for the contest and then later release it in a pack, either during the playing phase or after the contest has ended (I think waiting for the latter is the most common)
Slush World Feedback
The third rank of the pack, even harder levels here, and pretty much where the rank starts getting challenging for me. Sure, there were still plenty of very fast solves, but solving times did slow down here in general. My favorites here were Slush World 2, Slush World 5 (hardest level of the rank IMO), and Slush World 10
Slush World 1 - Skill Shadows Are For Wimps Lol pretty much like Fun 11 just with a smaller OWW. At least one of the many solutions you can use on that level if you chose that. Luckily rewinding negates it somewhat if one should choose to play without the shadows, but it's only annoying when going for the challenge solution, which I presume to be to save one more than the requirement. That being said, this was still a bit repetitive for my liking. You didn't do anything wrong, I personally am not a fan of levels where you have to repeatedly do the same thing, though 4 times is a minor personal nitpick :P
Slush World 2 - Dangerzone II I would consider this one of my favorites, even if it's another remake of a Tame level. It was fun to figure out how to stop the climbers from getting into danger, and jumping away from the wall to make a turn around point when bombing was a nice touch :thumbsup:
Slush World 3 - Flow Control 3000 Seems a bit of a backroute here, especially as I don't use the builder skill. I really like the slushy machine trap appearance, though I fear that people can easily mistake it for solid rather than an object since it is big and in the way. Just something to consider if possibly redesigning it to make it less misleading and more clear that it's a trap ;)
Slush World 4 - BRIDE OF CHUCKY Nice any-way-you-want level. I of course didn't have to, but I made the miner go through those staircases and even through the stack :laugh:
Slush World 5 - PoPPaLiciOuS! The hardest level of the rank IMO but one of my favorites! :thumbsup: The start was the hardest to figure out, and the timing is a bit tight IMO, but the puzzle is excellent. In particular, keeping the crowd going once you release the crowd to avoid running out of time. Nicely done with this level.
Slush World 6 - Lemminas im Kraftwerk Ah, there's that R2 of yours from LDC #22, except this level is greatly improved thanks to the laserers! :thumbsup: The level's still a bit too long for my liking, but it's definitely much faster to do than the original contest entry. Thanks for giving lasers! :)
Slush World 7 - Get Down From There! Not sure if it's supposed to be that easy, though seems like the main challenge comes from the talisman solutions. I haven't seen what they are, though, let alone whether I got one or both. Still, thanks for the laugh :laugh:
Slush World 8 - The Shaft Nice puzzle with making splatforms on the way down, though nothing special outside of that.
Slush World 9 - What Are You Waiting For? Another nice any-way-you-want level, though I'm guessing depending on what challenge you're going for, it can be too repetitive for my liking. Even then, you can completely eliminate the multi-tasking by simply delaying the others with walkers at the start while sending either one or two on ahead to do the route.
Slush World 10 - Teenage Mutant Ninja Lemminas Nice rank finisher and one of my favorites, even if I was a bit of a dummy. I especially love the challenge of figuring out how to get the buttons, and I completely overlooked the shimmier to do so :forehead:
Slush: That's probably the rank I had the most problems with. Slush 5 was a hard level and a real time-cruncher. The following one was difficult too, especially since there were no downward terrain-removing skills. This made it hard to reach some of the buttons. Slush 8 was another demanding one.
Agree about Slush World 5 being hard. For Slush World 6, you should see the original level (LDC #22 R2). There were no lasers at the time since it wasn't yet added to stable NL (along with the slider), and as a result it was far longer to play and complete. Feel fortunate that you didn't have to play that one instead of this one that's in the pack :P
Looking forward to the remaining two ranks! :thumbsup:
Solved the remaining two ranks and hence finished the pack. Replays attached and of course more feedback ;)
Crystal Planet Feedback
The fourth and penultimate rank of the pack, I felt the pack went back to easy with this rank, after the hard previous rank. Even then, these levels were still enjoyable! ;)
Favorites of the rank: Crystal Planet 4 - 6 and Crystal Planet 8. Crystal Planet 10 was kind of a favorite too.
Hardest level of the rank for me: Crystal Planet 9. In general I tend to have a hard time solving zombie levels :laugh: Granted, I've seen some excellent zombie levels myself, but in general I tend to not be a fan of such levels. Just me personally ;)
Crystal Planet 1 - Lemminas: The Platform Game Nice level to start off the rank, although the problem I can see with this one is that it likely won't be obvious to players that the round things are buttons that must be collected in order to unlock the exit. If anything, I think players will mistaken them for decoration. I certainly didn't realize it until a few minutes in that we're supposed to go for them. It's still a nice level, especially since it's an anything goes level.
Crystal Planet 2 - Copycats Probably a bit hard for its position, this was nevertheless an ok level. I'm not sure if a save all is possible here, which you can clearly tell I was trying so hard to do but I didn't succeed.
Crystal Planet 3 - E = Lem C Squared Love the title here. Hmm, Lemmings/Lemminas can be converted to energy or vice versa lol. I would reduce the precision in this level, as I had to keep adjusting the position of the stoner in order to get the remaining Lemminas across the gap successfully. However, as it turns out I seem to have made the solution more complicated than it needed to be. For example, I checked Swerdis' solution where the jumping was done to get the stoner in place and the next one glides onto it, platform, and then close off the remainder of the gap with the stacker. D'oh, can't believe I missed that :forehead:
Crystal Planet 4 - The Builderfest Nice level! I really love the variation of the Dolly Dimple trick in which you set it up in some way that doesn't involve the final Lemmina coming out of the entrance. This is certainly the hardest to see but it should be clear it's the only way to get the level solved since you only have builders and also the very high RR.
Crystal Planet 5 - Lemmina Colada Another excellent level IMO! I especially love releasing both blockers with a miner. A bit precise and again the hardest part is the beginning, but once you figure it out successfully the rest should be smooth sailing from there.
Crystal Planet 6 - DiReCt PoP!!! Ah, you sure level your direct drop :P Third great level in a row! :thumbsup: The hardest part to see here was the use of the cloner. This definitely reminded me of that "tall pillar" level from Lemminas, as the cloner there was also very hard to see. Now that I think about it I believe I unnecessarily made that more precise than it needed to be :forehead: The jumper isn't needed before cloning at all. Even at the current RR, the lead lemming will have enough time to explode to make a hole for everyone to drop down safely to the exit ;)
Crystal Planet 7 - The Needle Very easy for its position and could certainly be in the first half of the rank. Nothing special here other than a real breather of a level, as the digger is the very first skill that's locked in as there's no escape otherwise and there isn't anything else to do until you do that.
Crystal Planet 8 - Stephanie's Problem I'm not sure who Stephanie is referring to here. Great level here, I especially love how the save all is nontrivial and containing the crowd in this case is not easy to figure out! Other than that, as long as you land over the anti-splat pads you should be fine here.
Crystal Planet 9 - THE UNEXPECTED SPIDER!!!!! Hardest level for me in the rank, though it seems to be that I made the solution unnecessarily frustrating and was only looking for trouble :forehead: Again, I checked Swerdis' solution and from what it appears his solution should still work on this version. I'm not sure if this was one that's updated, though. I must say the spider killing the worker completely took me by surprise as I accidentally stumbled on the trigger area without the help of CPM to check where it is. Great level, but if you want a hard time by tangling with the zombie, then by all means go for it :laugh:
Crystal Planet 10 - The Midnight Swimmers To contrast the very hard level 9 (if you decide to disturb the zombie, that is), this is quite easy for the rank finisher. The splat pad seems to suggest the intention is to go for the locked exit, but as long as you make sure that no one transitions to a faller where the unlocked exit is, you're golden. Another solution where I had some extra unnecessary stuff, but oh well :laugh:
Crystal: A surprisingly easy rank. There was no level here I really struggled with. If any, Crystal 8, is a candidate for it's not easy to trap the crowd here. And it introduced a new concept for me. I never played a level like this before.
Once again in agreement here. With the Crystal Planet rank, I felt the pack went back to easy after the previous hard Slush World rank. So, if anything, I agree with you that the third rank is the hardest of the pack.
I can also agree with Crystal Planet 8 being a hard level, though I actually found Crystal Planet 9 the hardest of the rank :laugh:
Classic Dimension Feedback
The final rank of the pack, as usual the difficulty resets with the start of each rank and therefore the levels here aren't necessarily the most difficult of the pack. In fact, except for Classic Dimension 4 which I struggled longer than I thought I would, I found these easy. There were some levels that are a bit too long for my liking, such as Classic Dimension 3 (unnecessarily long and wide level for its own good) and Classic Dimension 8 (too much buttons and the time limit is unnecessarily very tight, though I do like how it uses the unused parts on the sides of Havoc 1), and especially Classic Dimension 10 (all the tilesets that had made an appearance in the previous 9 levels all come together for a "final level" feel to the pack which I felt certainly achieved that, but yea, it's very long and once again the time limit is unnecessarily very tight here). Classic Dimension 5 also has an unnecessary tight time limit, though I brought this onto myself of not multi-tasking efficiently :XD:
The specialty of this rank is that the levels are all made in the L1 and ONML tilesets before they are all featured together in one level in the rank finisher. In earlier NL versions, this was known as the Epic tileset, but now it's not a thing anymore, as it is now just your classic tileset mixing that is natively supported in modern NL.
Classic Dimension 1 - The Great Escape Nice level to start off the rank! It might be a bit hard for its position though, especially for novices, as how to contain the crowd isn't obvious at all. Not for expert players, but those who aren't as familiar with the game will likely struggle here with the beginning.
Classic Dimension 2 - The Unnecessarily Short Pillar Ah, there's the counterpart to the Lemminas level of the "unnecessarily tall pillar" :laugh: NIce level. In contrast to that level, this level is easier, though it's still challenging in a way. I'm guessing both exits are possible, but I especially love how the save all is non-trivial :thumbsup:
Classic Dimension 3 - Amazeballs One of the levels that I mentioned that is a bit too long for my liking. It's an easy level, but it can certainly work as a smaller level. Even then, I like how you made a level out of just the ball terrain pieces of the Crystal tileset! :thumbsup:
Classic Dimension 4 - Deja Lemmings Nice level which I struggled with for some time before I stumbled upon the solution. I had trouble with the part of releasing the crowd and the blocker and making sure no climber gets into danger after, but that is because I had the wrong idea of thinking the worker mines a hole above the exit for others to drop down safely to it. This way would allow the clone Lemmina (the one that makes the splatform for the crowd) to catch up too soon. Instead, the laser to do so was very hard to see here but is quite good! I especially love how the solution involves a return of the Mayhem 21 tricks of mining the staircase away to allow the climbers to escape and also to mine the blocker free. Overall excellent level even if it stumped me for a time.
Classic Dimension 5 - Oh No! It's... THE GIANT MARBLE EXIT Already played this level from the Random Sharing Level Topic on the Forums, but it seems that the level was modified further before inclusion in this pack. Certainly more of a challenge now than it was before, though unnecessary tight time limit. However as explained I didn't really multitask too much here, so I brought trouble onto myself.
Classic Dimension 6 - Oops... Easy level and maybe for its position too, though I think it's fine here. Nothing too special.
Classic Dimension 7 - aLL fOr OnE! Nice mostly bombers level that pretty much guides you on rails here for the most part. This reminds me of another level that is also a bomber puzzle, though I can't remember which pack it's from. I think RotL?
Classic Dimension 8 - Tubular Lemminas Nice Havoc 1 remake, though again a bit too long for my liking. As long as a save all is possible it's fine, but if going for that then the time limit is quite tight here. I made a mistake of not speedjumping here. It is an easy level in all regards, with quite a nice challenge of going for a save all if you fancy that. Like some other levels previously, too much buttons, though this seems to mostly be true of the remakes of the official levels.
Classic Dimension 9 - Where Lemminas Dare! Havoc 17 remake, though nowhere near as hard as the original level (in ONML, it is the 4th to final level of the game and is one of the hardest). I was able to save a lot of skills by going over the top. It seems the intention was to take the bottom, as I found out from checking Swerdis' solution. However, this still seems to be an anything goes level, despite how I saved a lot of skills by taking the route I did.
Classic Dimension 10 - Lemminadelica Nice grand conclusion to the pack with a level that unifies all the L1 and ONML tilesets all seen once in the previous 9 levels of the rank into the same level. Way too big for my liking, but I understand this is supposed to be a special level for a "final level" feel to the pack. It might not be anywhere near the hardest level of the pack considering it's the final one, but it still fits the final feeling well. I feel WillLem achieved this successfully with this level. Again, a very unnecessary tight time limit. I don't think I've ever complained of time limits this much, considering that I don't mind them and am a math/numbers person. However, owing to how the levels which have them are quite big, I can see players raging about them as it's very hard to judge how long the solutions will take and hence one can't tell when to start releasing the crowd. Even moreso with them being quite chaotic in some ways.
Classic: Though a familiar environment, this was my least favourite rank. There were hardly any puzzles here, the difficulty came from the execution in most cases. The hardest level was Classic 5, it was a real challenge to solve it within the time-limit. The by far easiest one was Classic 7. Maybe because I saw this concept elsewhere, but I think it's a bit like Honey 10. It plays almost automatically, there are no real decisions which must be made. My favourite level in the final rank and probably in the entire pack was Classic 4. A very good puzzle which uses up all the available skills (at least in my solution).
I think this rank was fine considering the specialty of the levels here (spoiler tagged above just in case since in the OP WillLem said it's a secret ;)), though yea I can agree somewhat with the final rank being a disappointment. Even then, in general I find the remakes of the L1/ONML levels some of WillLem's best and hardest ones, even if I prefer to play new levels rather than just remakes from the official games. There were still a lot of unique levels anyway, so it's fine.
Overall, I enjoyed this pack very much, even if it's on the easy side! :thumbsup: Thanks again for Lemminas II WillLem, and I look forward to your comments on my solutions. I will get to some of your remix packs later down the line, though I can't exactly say when. Hopefully not too long from the time I last played a pack by you to this one ;)