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Messages - Swerdis

#1
Being through the second rank, I can say that these levels have not been significantly harder than those of the first rank. With two exceptions: "Crystal Cavern" was a very hard level which I probably backrouted. But the real challenge for me was "Pillar Pairs" that took a long time to solve. Again, many great levels here, my favourite was "Rescue Rodents". Let's go for the next rank now!

Spoiler
Hard But Still Fun

1 - Lemming BBQ

If that's the intended solution, this is a marvelous level. I love the way the climber is used as well as how the digger is stopped with the miner. No blocker needed here.

2 - Master Exploder

By no means an easy level. After approaching the solution, I finally was one Lemming down and had a blocker left. So I changed my strategy right beneath the entrance with blocking the crowd and later bashing this blocker  free. This saved the digger who was precious later on and contributed to solve the level.

3 - Once You Pop You Can't Stop

Yeah, my favourite tune for the third time in the pack, that's double fun solving. After rock and snow, it's a bubble level this time - and it's a good one. 7 available bombers seem generous, but I needed them all. I liked the separate cells for the crowd and the pioneers.

4 - Rock-A-Bye Lemmy

For me, a hard one. It's obvious that the Lemmings from above have to be bashed out by one Lemming from the bottom. But one Lemmings must bomb a hole into the crystal -and this can't be the climber as there is only one. The alternative is hidden very well - which makes this one a very decent level.

5 - Uphill Struggle

Tricky. At first, I tried to build in a zigzag-style to reach the top-platform with the three traps, but I wasn't able to make it work. So I solved it through the right side. Not a very elegant solution, I must admit.

6 - Recession-Proof

Breather-level, at least the way I did it. I saw Kaywhyns solution - and wow, there's really a lot of preparation to make that work.

7 - Star Trek

Very hard level and certainly a roadblock for me. The main challenge was to get two Lemmings up to the platform between the big crystal and the exit, because two are necessary to mine the crowd free. So two separate packs of Lemmings have to be created to walk through the traps while they have to be in a sufficient distance from each other. This was hard to achieve as it was totally timing-based. It's by no means a bad level, but probably one which is well-suited for a rage-quit ;)

8 - My First Crush

Far easier than the previous one. I was a bit stupid, though since I tried to rescue those from the right side with a climber from the left side. But in this case, the Lemmings at the bottom will not be together close enough. Ideally, only the two diggers that create the hole for the others should make it to the metal.

9 - Pillars of the Community

When I looked at it, I thought this could be a quick solve, but I was...wrong. The devil is in the details here - so for example the sole climber is needed at different spots at the same time.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#2
Solved the first rank during one day. Good levels there, my favourite was Fun 14. There was no real hard nut to crack, but I think this will change soon.

Spoiler
Also Fun

1 - Ancient Ruins

I had slight problems with the first level of the rank. While the right side was easy to figure out, the left side was not so much. Finally, I changed my approach a bit, which worked.

2 - The Tree of Death

Repeat of Fun 2. Things are ramping up a bit now. There's a nice twist here. I was a basher short in the end, before it dawned on me that the crowd has to follow the path of the pioneer, leaving the one-way-block untouched. After this, the level still wasn't done - actually, two pioneers are needed to catch the crowd at the right side. Great level. 

3 - Frozen Arches

"Arches", not "Archers" as I read first - as there are none :) Anyway, this level feels a bit hackish or at least open-ended. I especially don't know what the six diggers are good for. One for digging out the exit is certainly enough.

4 - Pillar Pairs

Very hard level for me. The main obstacle was the placement of the first blocker. He should hold back the crowd without being blown up later - as the second bomber had to be saved. This took a lot of attempts. The final part of the level was easier. I had it in my head what to do, but just couldn't get there for a long time.

5 - Blockers Go To Heaven

Lots of blockers in this level. Easier than the previous one, but still a decent challenge. For my taste, there is way too much precision involved here - the puzzle would not be any worse with more leeway.

6 - Most Valuable Lemming

While I actually appreciate builderless levels, this was one was way too easy for its position. But having both blockers and the digger left, I probably backrouted it.

7 - The Burrowers

Pretty easy one. It's just about creating enough space to let the builders do their work. I like this one, especially since the solution is not too obvious.

8 - Snow Plows

Another one of moderate difficulty and a first-attempt solve. A typical "How to delay the crowd to let the pioneer do his work"-level.

9 - Health and Safety Gone Mad

Losing only two instead of three was not as easy as I thought, I had to think a while about it. But it's a very clean solution. I dig this level.

10 - Rescue Rodents

Favourite of mine. It's amazing to see how everything falls in line in the end - and it's not even a timing-based solution if done correctly. Especially the bashers are scarce here, they have to be used wisely.

11 - Crystal Cavern 

Hard level though not quite as hard as "Pillar Pairs" in my opinion. At first I had the problem to hold the crowd back as bashing through the pile of crystals near the entrance does not save enough time for the pioneer to build and then dig deep enough. So a single builder was the better option to trap them. I wanted to squeeze the entire crowd through the digger's hole, but couldn't find a way to stop half of them from walking to the left at the bottom without wasting the precious miner. So I finally went for a ceiling-solution which is most likely not intended.

12 - Humble Bundle 

Tricky level. Took me a while to see that the basher at the left has to die and therefore the crowd can turn around in this tunnel only once. So in the end it was just a matter of the right timing, but it was not easy at all to get it right. 

13 - Iron Awe

Breather level. Obviously, the blocker goes to the right, so in the beginning two bombers will do. The rest is pretty simple. The pioneer must build a bridge to catch the crowd and then seal the gap to the left. A basher will bring the crowd back into play.

14 - Jacob's Ladder

I played a level with this name in Mobilems (Brouhaha 26)  - which was pretty different from this one. Biggest problem here was that I had only one blocker - took me some time to see that the bomber has to go INSIDE (I've seen other solutions in the meantime). A lot of precision is demanded as well - but in this case it's just the nature of the level.

15 - The Ultimate Quest, Take 2

It's clear that the Lemmings can't be squeezed through the passage with the traps as three would die at least and only two are allowed. I was a bit stupid here since I thought I had either to bash through the snowman or build a bridge over it - both led to material shortage in the end. When I finally saw, that a miner could do the job as well this meant level solved.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#3
During my long journey through the level packs I stumbled over this pack by recommendation. I was told it's a difficult pack, resembling Lemmings Reunion which I already solved. Let's see if I can make it through this one as well.

Spoiler
Fun

1 - Investing in Infrastructure

Already requires some Around-the-corner-thinking. Not bad for a first level, there seems to be no triviality here.

2 - Trail Trial

One-of-everything-level. Not the hardest one, but every skill is needed. Great music here, this tune reminds me of the one track in PimoLems which is one of my favourites in general. 

3 - The Tree of Life

This level here reminds me a bit of Medi 18 ("Going Under") from Lemmings Plus I. So it wasn't difficult to figure out, but I still like this idea.

4 - Suds Law

Certainly a step up in terms of difficulty. The main problem is that two workers have to be isolated instead of one.

5 - Oven-Ready Lemmings

Another detour is necessary since the direct approach would require too many bridges. Nice one!

6 - That's One Group Solved...

Looks easier than it actually is. This level is built around the idea that bridges, as helpful as they may be, can become obstacles as well. But fortunately, there are blockers.

7 - So Close...And Yet

A level of average difficulty, I think. I made things a bit more difficult here than I thought since I forgot that they are all climbers in the meantime. And finally, I was curious if the Lemmings would step up at the right of the entrance. Interrupting a basher mid-stroke is not a novice trick, though.

8 - Brolly Jolly

I breezed through this one. Much, much easier than the levels beforce, but with a nice Dolly-Dimple-trick to isolate the pioneer.

9 - Have A Bash at This

Direct approach underneath the traps is not possible since nothing can stop the basher. So two climbers have to help...Very nice level though a bit on the easier side.

10 - Wrong Tool for the Job

Which means: no Bashers. It's not easy to find a way to turn a Lemming around - but once done, this level is not hard at all. The blocker should not be placed too far away from the first pillar, otherwise too many Lemmings fall into the water and die. Good level despite the very minimalistic design.

11 - Holes and Coals

This can't be that easy, actually - so I think I backrouted this level. Don't know what Kieran had in mind here.

12 - On the Skew

Only six builders, but a very nice (and not too hard) level. I feel some "Alternative logic" vibes (from Lemmings Plus I). Good tune as well.

13 - Just Dropping In

Nice 2-of-everything level, but a pretty easy one. It's actually quite clear from the start where the skills have to go, and some losses are allowed, too.

14 - Two's Company, Thirty's A Crowd

Favourite! Everything is great about this level. Preparing detours for the crowd to let the workers do their jobs and thus minimizing losses, is real fun - and in the end it all falls into its place. And beyond that, the music is a real ear-catcher. 

15 - The Ultimate Quest

First snow-level of the pack and at this point, all tilesets from the L1 and ONML have appeared at least once. Compressing the crowd is key here which is done best directly in the starting area. Apart from that, not a difficult level that concludes the rank.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#4
NeoLemmix Levels / Re: All Hallows Eve (2019)
November 25, 2024, 09:18:05 PM
After having finished Lemmings Plus IV, Kaywhyn recommended two Halloween-themed level-packs to me to play next since it was that time of the year. I decided to play Raymanni's pack first and solved it recently. So this one is the next in line and I think I will enjoy it as much as the other - even though Halloween is long gone by now.

Spoiler
Child's Play

1 - Danse macabre

Not an easy level to start off a pack. Took me a while to see the necessity of the second basher - but otherwise the crowd reaches the one-way-pillar too early.

2 - Pumpkin Patch

Now that's what I call a real breather despite the locked exit. I like the atmosphere here with the nice looking pumpkins and the falling leaves.

3 - Feast of the Dead

Again, very simple. The construction skills are just enough to seal all the gaps. Nice artistry!

4 - Knight Time

Very hard level at first, especially since all of the pick-ups have to be collected. But then I turned on my brain and I was able to minimize the losses. Intelligent use of the Release Rate is key here.

5 - The Heebie Jeebies

Since there are no bashers available, the upper road is unanvoidable. Therefore, it's an easy and completely pioneercentric level. Attention should be paid to the fencers as they run out quickly. The music reminds me of Lotus III on the Amiga ;)

6 - The Witching Hour

Pretty chaotic level which is all about resource-managing. At first I thought these uprising ghosts were traps, but they turned to be just background. I didn't realize the existence of the splitters until the very end ;)

7 - Grave Danger

Easy level. Hardest part was to to turn a Lemming around to catch those from above. But there are enough floaters available and I didn't even touch the gliders. The rest was a cakewalk. By the way, the firework-trap is just great.

8 - Across the Abyss

Tricky one. First problem was to trap the Lemmings - I wasted a digger there as I didn't realize the purpose of the walkers. I can say that I discovered the solution step by step here. Assigning the shimmiers was a bit fiddly - otherwise, great level.

9 - Poltergeist

My lowlight of the pack so far. This level seems to be put together quickly, there's no real puzzle in it and it's ridiculously easy. Also, no music for me here.

Hellraiser

1 - The Lurking Horror

This one looked hard at first, but actually wasn't. It was quite clear that the stacks must serve as landing platforms, so with a bit precision everything went smooth.

2 - The Ol' Switcharoo

Surprisingly tricky. Took me a while to make my way thorugh this splitter maze. I wonder if it's possible to solve this one without any shimmier.

3 - The Floating Forest

Hard level for me. I'm not particularly good at pick-up-puzzles and so I did not have an easy time finding a path through this level. In the end I missed two of the skills and spared a basher, so this wasn't quite intended most certainly.

4 - We all float down here

Incredibly easy since only one Lemming has to be saved. I didn't even bother with the neutral Lemming here and don't even know what he is good for.

5 - It is a mystery

Another easy level, but one I really like! Again, I didn't collect all the pick ups here.

6 - I want to get off Mr. Bones' Wild Ride

There were several times I thought I had this level solved, but I narrowly failed. I like this one a lot - it's full of mean details. It already starts in the beginning: One is tempted to use either a stack or a bridge or a platform to stop the crowd - and it seems to work. But it won't and the low save requirement should be a warning. Also, the fencer-extension is not easy to see. But the hardest part, at least for me, was to bring one Lemming over the top. Which is trickier than it looks, considering the skills that are needed for the rest of the level. Great work here! And did I mention the music? It's just the best of the pack.

7 - It Crawls

A nightmare of a level. The basic solution is not difficult to grasp, but the execution is really painful. There's a ton of adjustments to make the shimmier go to the other side. He stops at the slighest unevenness and, what was even more annoying, when there is too little space beneath his feet. At least, the provided skills and the save requirement was quite lenient. Still, I'm not too fond of this one.

8 - Mirror Mirror

Great level which wasn't easy to solve as well. Had to play with the Release-rate here as the preset 20 is too slow to do the level in time. Also, it has to be avoided that the Lemmings reappear on the upper platform once they reached the bottom. Saved the blocker in the end.

9 - The Lemityville Horror

The final level of the pack is certainly no the hardest one. I overlooked the bottom part in the beginning. Later, I thought that both halves of the level should interact with each other somehow, but this is not the case, at least not in my solution. So the level actually plays pretty straightforward, trickiest thing to see are probably the dropping bombers.


All my solutions can be found here: https://www.youtube.com/@Swerdis
#5
When I played Lemmings Plus IV recently, Kaywyhn made some proposals which pack to play next. He proposed two Halloween packs, one by Raymanni and one by ∫tan x dx since this event was arriving soon at that point of time. I didn't quite manage to finish the Lemmings Plus pack right on time, but I still decided to play the two Halloween-packs in a row. I'll start with Raymanni's. 

Spoiler
Trick or Treat

1 - Night Shift

For a first level of a pack this one was quite demanding, as the disarmer has to keep the lead. I like the tileset here.

2 - Let's fire it up!

Tricky and fiddly level. The solution was a result of some try and error.

3 - Enter The Mansion

Very easy level. The blocker is unnecessary here. 

4 - Road of the pumpkins

Nice one. Took me a moment to see that the upper road is the way to go.

5 - Taking the wrong turn

Took me while. At first, I couldn't decide which exit to try, but then I saw that only one is possible and the solution lay on the table. The only problem was that it required spot-on precision. A bit too much, for my taste.

6 - Level under construction

Hard one. Increasing the Release Rate to the max seems to be key here. By placing the blocker at the edge there is enough time to build the bridge over the water later on.

7 - The Great Old One

Look much easier than it actually is. Builders and especially fencers are scarce and run out quickly. I used the Dolly Dimple trick in the end to isolate a final builder (which wasn't necessary as they're all swimmers).  The "Old one" looks pretty creepy, so, combined with the music, that's a very atmospheric level.

8- Wizard's tower

No problem here since it's actually clear what to. Floaters may not be sufficient, but some Lemmings are allowed to die - so this level is no real time-cruncher.

9- Attack of the Pumpkin Men 

Easy one as long as the right side is treated first. The pioneer from the left side must not appear on the scene too early which is no problem as the crowd there is perfectly safe in the beginning.

10- The Box of Pain 

Look intimidating, but when I had solved the level, I must say that this one is even a favourite of mine. This is finally a level which requires logical and to some extent combinatorial thinking. Which potential bridges/platforms are compulsory, which can be omitted. And which pick-ups are probably Red Herrings? Great level!

11- The Catacombs 

Hard level. Took some time to find my way around here since this level looks so confusing. It's no easy decision to tell the good from the bad pick ups which lead to dead ends only. I was able to save nine for a long time, with the tenth Lemming being caught in an infinity loop. I solved this by saving an extra builder elsewhere.

12- Pocket Hell 

Great one. Very small, but very challenging. Only one Lemming may die, so only one of the three stoners can be used. This eliminates the bottom round although it's possible to platform through the base of the flame thrower - since two stoners would be needed. So the direct approach is the way to go - even without terrain-removing skills.

13- Zombie zoup 

This one is just a matter of timing. Building to the exit through the falling zombies. Things must be regulated with the blockers and the walkers as the bridges are just enough for all the gaps. Generally, a bit of a breather.

14- The Devil's Mark 

Very challenging level. That's because of the big distance between solid ground and the scarcity of terrain-removing skills. Also, the builders run out quickly. I had the biggest problem with the "claw" at the bottom, but I finally saved this crowd together with the crowd from the left hatch.

15- Night of the living Lemmings

This one was equally hard if not harder than the previous. The problem was not so much to get rid of the zombies, but I was always one skill short with the rest of the level. So I decided to let the zombies walk parallel with the Lemmings as with the initial Release Rate they always fell in the gaps between. This was pretty hard to adjust, but maybe it's even the intended solution. I think so because of the traps to the right of the exit which prevent the zombies from turning around.

16- Only one way to hell

Considered a breather and it's one, indeed. Don't know what about the basher and the remaining platformers - maybe the solution is not quite intended.

17- Roadkill

Interesting and quite exceptional level. With only five stoners this was harder than it looked. I merged the left and the right with the middle crowd which found its way alone - this saved one stoner and one Lemming over the requirement.

18- They came from outer space!

A very iconic level with the Zombie-Aliens landing from above. The peaceful beginning and knowing that this will change soon - this provides for a creepy atmosphere. The level ist kind of hard as well.  I tried to get rid of the zombies by digging on both sides, but this didn't work. I had to adjust it a bit. Also, a pretty sophisticated trick ist needed to help the crowd out of the tunnel at the right side.

19- Trick or Treat?

An obstacle course which looks diffcult, but actually isn't. The ladder at the right side gives a hint that the crowd has to pass it which means the bottom is the way to go. To make this work, the cloners are very helpful as two Lemmings have to be bombed. Saved some stackers in the end.

20- The Belly of The Beast

The final level plays a bit with the expectations of the player as no one would assume that the intended solution requires squeezing through the little gap between the steel blocks. But it seems to be as it's completely impossible to go through the bottom with four bridges only. Once having seen this, the hardest part is isolating the worker. Precision is needed with the miner as well.

Overall, a very good pack which is not easy by any means almost from the beginning. My favourite level is probably "The Box of Pain", but there are several more that would be worth mentioning. I also really like the Spooky-tileset (the Menace-tileset less so) and the music!

All my solutions can be found here: https://www.youtube.com/@Swerdis
#6
NeoLemmix Levels / Re: Lemmings Plus Series
October 11, 2024, 07:51:40 PM
Due to limited time during the past week, the progress was pretty slow, but at least, I could finish the Twisted-rank. Nothing too hard here, maybe except for Twisted 15 and 18. But the real challenge will start now.

Spoiler
Insane

1 - Loose Links

Certainly a step up in terms of difficulty. For sure, the biggest challenge here is the harsh time-limit. I figured out what could be a solution quite quick, but this was so far off the available time that I discarded it outright. I approached the solution when I had found a way to trap the crowd efficiently.

2 - Space Capsule

Probably not the mother of invention, this solution, but hey...it works. Didn't use most the climbers and floaters.

3 - A Waste Of A Level

Finally, the long series of clockwork and space-levels, that began with Twisted 10 is over. A first-attempt-solve here. I mean it's just too obvious that a pioneer has to go through this maze of steel-blocks on the left side and then bash through parts of the ceiling to save the crowd from the opposite direction. Still a good level, though.

4 - Toxic Tales

Even easier than the previous one and an instant-solve, again. Attention has to be paid to the correct order of the steps, though. That's because two climbers are needed and there is only one umbrella available.

5 - Star Watch

Most likely the shortest level of the pack and the final iteration of the Star Watch series. It's pretty clear what to do here, though it's quite fiddly to make it work since  no Lemming may cross the stack to the right.

6 - The Mystery Machine

Harder than the previous two, but not as hard as it looked. The trickiest part actually was to avoid the three pioneers to climb out to the left in the end and die as there are no floaters.

7 - Dopefish Lives!

The only tricky part here is the beginning and the question how to isolate a pioneer there. Apart from that an easy level.

8 - Platform Panic

Hard level. I came up with the right idea about where to build the platform pretty early, but discarded it later - until I found out that the platform could be stretched with a stacker. Which when cloned also turns the gliders around. A pretty genious thing. What I didn't like about is that it took me forever to select the right one of the two cloned stackers to interrupt him with a walker. I had to educate myself a bit about Neolemmix mechanics until I found out that I had to press the control-button. Didn't know that. But otherwise, it would have been impossible to solve the level.

9 - Lollypalooza

This was a strange level. First, I had no clue what to do here and suddenly, everything fell into its place. This was when I realized that the first drop is splat height by only one brick, thus it was possible to build a bridge as soon as the floater landed.

10 - Comradical!

Great level. It's a race against time, even without a time-limit. The Lemming at the bottom can't be saved, but he has to reach the four buttons before his comrade reaches the trap. Which is not THAT difficult, fortunately.

11 - Tower of Confection

Very hard level, probably the hardest so far. While the basic concept seems to be quite clear, it is very difficult to make it work. That's because there is almost no leeway in terms of splat-height between the different levels of the tower. It's crucial to see that the pioneers at the higher levels have to be delayed by making them bash at different spots. And the first drop must be reduced by bashing the remaining Lemming out - so only three have to go down in the beginning instead of four what I originally thought. 

12 - No Time To Die... IN SPACE!!

I love these levels. The time-limit forces many Lemmings to work on the solution simultaneously. This one wasn't that hard, though.  I could have squeezed out additional seconds if I had released the blocker earlier.

13 - Squish Squash

Easy one. Saved a ton of skills here, so it's not quite intended, I presume.

14 - Artificially Sweetened

Not a big fan of this one. It's difficult, for sure, but this is mainly because of the required precision. Also, it's pure try and error in terms of the Release Rate. It obviously not possible with the preset 50, but it doesn't work with 99 as well. It worked with 85, though, but I stumbled over this by accident. But maybe I overlooked something.

15 - Heat Dispersal

Nice and not overly difficult one. I quickly saw that the ceiling is supposed to be used which was accurate. So the only tricky point left was how to turn the pioneer around, but after some adjustments I got it to work.

16 - World War III

Basically not a hard level as the nuke-solution is quite obvious and the title gives a hint as well. I still had more problems here than I thought as I just didn't save enough. The placement of the blocker was the solution.

17 - If Only They Could Jump...

The typical no-builder-maze, in the tradition of "To the end!" or "No construction zone". By nature, these are difficult levels and this one is no exception. Hardest part was the beginning with using a blocker as a one-way-field and the end which was pretty messy. Great level!

18 - Bomb Shelter

Wow, this was a hard one - as it should be at this stage of the pack. I tested a lot things here which all didn't work, so I laid the game aside. When I came back later, I found a solution which was, to my surprise, less timing-dependent as I thought. Saved a basher and two diggers.

19 - Overclocked Lemming

Easier than the previous, but still no cakewalk. Since there are only three gliders it was clear that one of them must switch the sides. I the beginning I used the stoner wrong, later I overlooked the purpose of the diggers - all of these have been small obstacles on the way to the goal. Due to bad timing, it took me twice as much time as the gold medal requires, but a solve is a solve.

20 - Goodbye Galaxy

For me, one of the hardest levels in the rank and thus the pack. The available skills seem to be abundant, but they use up quickly, especially the terrain-removing ones. The part with the teleporters and bashing backwards from the exit to the crowd at the bottom was the easiest to figure out. But bringing the other two bunches safely down as well, was the real challenge. A worthy ending of a very good pack!

All my solutions can be found here: https://www.youtube.com/@Swerdis
#7
NeoLemmix Levels / Re: Lemmings Plus Series
September 17, 2024, 02:41:11 PM
Next bunch of levels completed. Though the Bumpy-levels certainly were a step up in difficulty, everything was still moderate. I had slight problems with Bumpy 6,15 and 18, but that's just about it. The Twisted rank is awaiting.

Spoiler
Twisted

1 - Proceed With Caution

Very nice three-pioneer-level. I used the miner-cancel-miner-technique here which I hate, but I learned that it's not really necessary to solve this one.

2 - Lands of Despair

This one is all about delaying so that the two gaps can be sealed before the crowd arrives. So it's naturally a bit tricky in the beginning, but it wasn't too bad.

3 - Crank It!

Good idea, but the execution is precision work. Not hard to figure the solution out here.

4 - I Candy-ven...

Strange level, not just the title. Seems pretty open-ended I assume. The one-way-block is a mystery to me for it's not part of my solution at all.

5 - Cooling Vat

After some initial trial and error, actually quite an easy level. The miner-turn is the key to success here.

6 - The Brilliant Contraption

Not as easy as it appeared. Trapping in the beginning was a problem since I overlooked the 20 climbers for some time. Saved one over the requirement, though.

7 - Corrupt Shelter

It's pretty clear how to penetrate the one-way-mountain. However, avoiding losses in the beginning is not so easy - it must be done with only one skill.

8 - Oh No! More Ricks!

Builder-fest here. The biggest challenge here is to endure this terrible Rick-Astley-tune. Wonder what the five miners are good for as I didn't use a single one.

9 - In Lem We Trust 

Tricky, but very good level. Going through the middle part is not possible which became obvious pretty quickly. So the only way was to make a wall climbable by a digger shaft.

10 - Clocking In 

Nice little level, not overly difficult. The gliders are a bit tricky to handle here, but I guess that is just part of the concept.

11 - A Lemming Once Told Me... 

99-release-rate-level, still an easy one. It's clear that the crowd must be trapped in the pit left from the hatch and that one builder has to be spared to release it.

12 - Invasion Plan 

A level with a time-limit, but it didn't play any role here. Avoided to give the pioneer the glider-ability early, so he didn't exit but blocked instead. Since a platformer can't be turned into a miner without creating a small gap (at least that's true when left-bound), a third climber had to help.

13 - Star Watch

The third level with this title. Despite the one-minute-limit, this is a very easy one.

14 - A Universal Production

Brilliant level. It makes one think that the crowd has to pass somehow through the teleporter, but this is absolutely not the case. Due to the few skills, it doesn't take forever, but it's really activating some brain cells.

15 - Central Heating

Hard, but very good level. Always one construction-skill short until I saw that I had to leave the exit closed to make a Lemming pass it and spare a platformer this way. There were lots of subtle things as well to adjust, but finally I made it work.

16 - Don't Hold Me Back

The name party reveals the solution here. Still not sure if I did it the intended way, cause it has some brute-force-vibes ;).

17 - Climber's Edge

Not so hard. We've already seen a bunch of levels like this in previous packs. One could be tempted to seal the gap at the left side with a platformer, though. Which is not recommended.

18 - Clockwork Maze

Chaotic-looking and certainly a difficult level which I solved surprisingly quick. From the beginning I was sure that I could't afford using a blocker to trap the crowd because I didn't want to lose one of the precious blockers. And indeed, the scarcity of this skill was the biggest problem. I solved the level when I found a way to interrupt a basher with a platformer. Which killed two birds with one stone and saved a walker.

19 - Damned If You Do...

Bit confusing solution which I probably could net reproduce. The gliders helped a lot as well as playing with the Release Rate. Took me a while even to find out which path to go. A decent challenge, this one.

20 - Synchronised Lemming IN SPACE!!

Probably the hardest of the space-remakes so far, especially because of the harsh time-limit. The upper left quadrant was the most challenging to figure out.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#8
NeoLemmix Levels / Re: Lemmings Plus Series
September 09, 2024, 05:49:41 PM
Nice levels in the "Smooth"-rank which I finished today. Things will get harder in the "Bumpy"-rank I assume.

Spoiler
Bumpy

1 - Chocblocked!

Took me a bit until I saw that the bottom is the way to go. Nice level to start the rank off.

2 - Cosmic Ray Zone

Easy solve. Already played a level like this in another pack, don't know which anymore.

3 - Chocolate Drops

A bit tricky in the beginning. Finally saved two over the top, but it could have been three if I had made use of the second glider.

4 - Star Watch

That level again, but with a modified layout and significantly less time. However, I found this version easier.

5 - Space Race

No problems here as well. The 99-Release-Rate can make things tricky in the beginning, but the general solution is quite self-explanatory.

6 - Chocoholics Anonymous

My first roadblock in the pack. After some time I was convined that the blocker must go to the bottom as well as the walker to turn around the pioneer in the end. So I had to use a miner cancelling a digger at the top. Later I'vs seen that this isn't the only way to go.

7 - Sweet As!

Despite the limited skillset, a tricky level. Timing is key here, also the pioneer has to turn around. The position of the platform isn't easy to see as well.

8 - Lemmania

Third Candy-level in a row. I overlooked here for some time that the Lemmings from the left hatch can be left alone due to the generous save requirement.

9 - Mechanical Split

Easy level since I spotted the main trick almost immediately. Still a nice one.

10 - Zip-Zap Zone

No huge challenge as well. The timing for the bomber is a bit tricky, though. Also, the arrangement of the bridges and the platform in the end assumes some considerations.

11 - Candy Mountain

This one reminds me of Mark Zuckerberg which means "sugar mountain" in German. Finding out where to mine is a bit of trial and error, but overall, this level is not too difficult.

12 - Luck Of The Draw

Breather level. The falling distance is huge so it's easy to see that a glider has to save the crowd from the other side. Didn't play many levels in this tileset so far.

13 - The Hovercraft

Another easy one. However, I was never a big fan of upward-bombing and adding stacker-spamming to this, I must say that i'm not too keen on this level. 

14 - Unhealthy Diet

Great level, especially the left side. While the general plan is quite clear, it's not so easy to see how the pioneer can return as he has to sacrifice himself in the end to save the crowd.

15 - Munitions Deposit

Very nice and deceiving level. Spent a lot of energy to solve it the obvious way, but no, it failed due to the scarcity of walkers. But fortunately, there is a ceiling.

16 - Busted Bunker

All a question of timing here. A first-attempt-solve.

17 - Lem Your Lem Could Smell Like

The solution is a bit different from expected since I went over the top and didn't deal with the splad-pads at all. Easy one.

18 - Over the Edge (Part II)

The first part was a hard level and contrary to othes, I think the successor is pretty hard as well. I too long followed the wrong approach here, then came up with the real solution, but didn't think through it thourougly and went back to the wrong approach again.

19 - Diet Lemmingaid...IN SPACE!! (Part II)

Just as simple as the original level and for sure a breather at this point of the pack.

20 - Ten-Lem Mission

Beautiful level. I love how things fall into place here and the fact that two pioneers have to work on the solution at the same time.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#9
NeoLemmix Levels / Re: Lemmings Plus Series
September 07, 2024, 06:45:23 AM
After finishing Lemmings Open Air yesterday I feel it's time to start another part of the Lemmings Plus series now. I already solved LP I, II, Omega and VI in this order, so I think the next logical choice would be IV to play them in ascending order, considering difficulty. Here we go. As always, I ignore all of the talismans.

Spoiler
Smooth

1 - Candy Crossing

Easy level to start off the pack. Used a blocker to trap the crowd the first time in ages. This felt strange ;)

2 - The Minefield

Didn't really know what to do here until I realized that these traps were One-kill-traps.

3 - Splatwire

Easy one. One of the Lemmings had to make a detour unfortunately, the level can be done faster.

4 - Just Dig...IN SPACE!!

It's actually more a blend of "Just dig" and "We all fall down."

5 - Star Watch

Certainly a step up in difficulty. Of course, the bottom route is the way to go. The time-limit is there to set the player on the wrong track, going the big round.

6 - Lollipops Playland

Just a builder-festival without any challenge.

7 - The Lonely Island

A bit trickier since all of the skills have to be used (at least I think so). As the digger can be stopped before bashing, this level in this early stage of the pack is not based on timing.

8 - Post-2012

Lots of Wasteland-levels in the beginning of the pack. Since the basher-cancelling-trick doesn't work here, the Lemmings have to reach the exit from the other side. Still an easy one.

9 - Central Boiler

Nice effect with the steam on the water here. The level itself is not too challenging, again. It's all about making a stack accessible for the entire crowd.

10 - Having A Lem Of A Time

The first level with a pioneer that saves the crowd fro the opposite direction. Still easy, though it can be a bit tricky to see how to trap the Lemmings from both sides and release them later.

11 - Wow! Such level!

Hard to believe, but I had some slight problems with this level. Took me a bit longer than I thought, mainly since I tried to make the upper route accessible. Didn't work. Nice layout for people who like dogs (I don't).

12- Just A Snack

Nice one! A really creative and timing- based solution without any terrain-removing skills.

13- Trophy Cabinet

The first level with buttons. Easy one, it's pretty clear where the two builders and the two diggers have to go.

14- Cogs of War

Another easy level though I asked myself if this is the only possible solution with so many skills left.

15- The Goop Pit

Solution can be a bit hard to see since the platformer has to be interrupted by a walker to make him land safely on the steel block. Rest is easy.

16- I'll Be Back...

Only one Lemming and no hatch here. Order of skill-assignment is key here though that should't be much of a problem.

17- Never Touching Down

The title says it all. The gliders must not land on the yellow and black striped platforms, not even a for a split second. I found this a bit tricky with the final obstacle, but after some attempts, it worked.

18- Treat Time

A bit tricky due to glider-mechanics. Finally, only one one-way-wall of the central obstacle has to be destroyed which helped a lot. Saved two miners.

19- Warp Zone

Brute-force-method by me here. I'm sure that's not quite intended, but it was the easiest way to go.

20- Over The Edge

Maybe the hardest one of the first rank. The platforms must be placed well so that the pioneer does not turn around. Also the release of the crowd requires a bit of timing because of the splat height. Good level.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#10
Having started on March 17th, I brought Lemmings Open Air to the end today. The final four levels have alle been quite tricky - and I would crown Hardcore 29, along with Hardcore 26 as my level of the pack. The hardest one - and I'm in good company with this - was definitely Hardcore 20. I'm happy having played this pack. I already liked Lemmings World Tour, mainly for the visuals, but this one was a big step forward in terms of level design. So many great puzzles here. And I don't mind the old tilesets at all as they provide for clear und clean visuals.

I compared most of my solutions with other players like Kaywhyn or Eric and so I'm quite sure I backrouted some levels. Don't know if these will be fixed since it's not a new pack anymore, though. Some levels were probably intended to be open-ended as well. Thanks again, Strato, for having created this pack. It's still a big joy to play this game. I don' feel bored at all and there are still many packs out there that have to be played.
#11
General Discussion / Re: General Comings and Goings
July 25, 2024, 09:42:15 AM
I'm off for a three week holiday in Denmark with my family. Will be back August 18th.
#12
Now that the Heavy-rank has been fallen, it's time to go Hardcore. I still enjoy the pack very much, there are many clever puzzles here.

Spoiler

Hardcore

1 - Beneath a dying sun

What's this? A super-breather to start off. I would say this is one of the easiest levels in the entire pack.

2 - God hates us all

I was warned about this level of being one of the hardest of the rank and thus the pack. But it wasn't that bad I must say. It seems to be pretty open-ended as well as I have seen.

3 - The descent of Lem

Another easy level. Didn't use the two platformers, so my solution most likely isn't intended. Thought I had to mine somewhat in a zigzag-style between the blockers, but this wasn't the case.

4 - The Nexus

This one looked impossible at first since I thought the force fields are traps and therefore cannot be passed. But after I've seen where the three jumpers have to go, I worked out the solution piece for piece. Nice level.

5 - Blood God rising

The buttons make this one pretty tough. It seems to be a bit open-ended though as I've seen a variety of solutions here. Personally, I used the cloner just to fill up the crowd.

6 - Under a serpent sun

Easy level once the player is aware of the trick. Also, not trying to save anyone here is key.

7 - Viszlat Nyar

Repeat of Loud 4 and signifcantly harder than that one. I had huge problems here. First, I followed a totally wrong approach, and later there was so much optimization here that I finally saved one over the requirement. But it was a long road to the solution.

8 - Evisceration plague

Looks intimidating, but isn't at all. It's actually a fairly straightforward level as I saved the three crowds one by one, not simultaneously. I don't know if the swimmer is a red herring, but I didn't find a use for this skill.

9 - Forlorn skies

Quite obvious solution for a final-rank-level, but this is still a very nice one. The key skill here is the glider which must be assigned at the right point of time.

10 - Mass obliteration

A fun level to play! I was on the wrong track here since I thought I had to make the first Lemming from the left hatch a glider (because he's quicker than the swimmer). But it turned out that it had to be the opposite way (left: swimmer, right: glider) However, I waited with the assigning of the glider until the cloner-pickup had been collected. In the end, I saved way Lemmings more than needed.

11 - Charred remains

Well, this one probably wasn't quite intended since I simply delayed one of the Lemmings by letting him climb. Therefore, I spared some skills, especially the swimmer which should have come into play somehow.

12 - Crystal mountain

Nice level though a bit of a breather. I used two pioneers here, but other ways seem to be possible as well. Good visuals, too, the different tilesets blend well each other.

13 - Hordes of chaos

Another fairly easy level as well. Again, multiple ways are possible. I trapped the crowd with the stacker and let one Lemming do all the work.

14 - Mayhem with mercy

Favourite of mine. I like falling bombers. I solved this a little by accident as I thought the shimmier would shimmy to death along the arc. But when I saw at which spot he would land, I immediately knew what to do here.

15 - Open the gates

This is a pretty difficult level, mainly due to the beginning part which is quite complex. It seems logical to start the platform at the final pixel of the chain segment, but for some reason this doesn't work. The penultimate pixel has to be used to make the first Lemming who can't get an umbrella anymore safely land on the platform. And - as it turned out later - this was even important as otherwise the glider won't climb up the chain. And it must be the glider because only he can do the rest of the level and reach all the buttons.

16 - The pursuit of vikings

The art design of this level reminds me of GeoffLems, one of the first level-pack I played in NeoLemmix. Here, this is a quite straightforward level, almost a breather, as long as it's clear that it's possible to swim underneath the ship.

17 - Mourning palace

Heavy 20 rears it's ugly head, again. Thankfully, the successor is much easier, due to the miner which is a big help here. Still think, I cheesed it a bit.

18 - Chopped in half

Yeah, finally one of my favorite tricks finds the way in this pack. So this level has my sympathy anyway. I think this level can be something of a roadblock because two of the tricks here - this  and the other one (canceling the digger with a blocker) are not THAT well-known.

19 - Clockworks

Easy level. The start can be a bit tricky however, especially finding the sweet spot where to mine as the falling distance is just about splat height. Very nice-looking mix of two tilesets here.

20 - Symphony of destruction

Plain and simple: One of the hardest levels I ever played and certainly the hardest of the pack. However, the high degree of difficulty evokes from absolute precision and high traffic within small areas, not so much from the puzzle itself. Therefore I wouldn't count it to my favourite levels though it's still a pretty good (builderless) one.

21 - Circle of the tyrants

Trickier than I thought, especially the beginning part. I like how two Lemmings work together and prepare the path.

22 - The True Beast

A bit of a standard recipe here. Bringing a worker on the other side by a lot of jumping around and free the crowd from there. Not a bad level, though, and what makes it challenging are these tiny gaps in the tree trunks and especially the foliage.

23 - Nemesis

At first I thought that his level could become really hard. It looks kind of intimidating and I'm not particularly good at levels with a lot of stoners. But soon it dawned on me what to do, fortunately there are plenty of skills here.

24 - Fall from grace

Very hard level. Many way seem to be possible, but in fact, almost nothing works. As an example, it was difficult to decide what to do with the second Lemming. Make him jump? Make him stack? Finally, I made him block on the bridge which seemed to be the least likely possibility to work - but it did somehow.

25 - Wipe your ass with sandpaper

Not as complicated as it looks. It's actually quite clear what to do here. Used the cloner to contain the crowd with platformers. In the end I gave one Lemming a head start with a jumper to make him start the platform over the abyss before the others arrive.

26 - Make total destroy

I was told this level being hard and I was not disappointed. However it's a very nice one and there are even several ways to bring the crowd to the top. Good work here, Strato!

27 - The divine land

Actually, not an excessively hard lone. But I was a dummy here. Didn't see for a long time that I could free the crowd at an earlier point of time and then trap it again left of the one-way-block. This made a second pioneer necessary and that's how I solved the level. [/b]

28 - The puzzle

Ambitious title. It's not just a puzzle, it's THE puzzle ;) However, I feel my solution is not the mother of invention as most likely both sides of the level have to be used. After some trial and error, I restricted myself on the right side only.

29 - When all is said and done

Ingenious level, one of my absolute favourite. Doesn't look so difficult, but it's really a tricky one. Main question is how to bring a Lemming to the side and it seems obvious to use a stoner/jumper/shimmier-combination there - which works. But then, the stoner is needed in the end - so something different must be done. Great level and probably backroute-proof.

30 - Hammer-smashed face

The final level of the pack was by no means an easy level. I was warned that the amount of skills is deceiving as they would run out quickly - and so it was. Lots of midstroke-interruptions of bashers by shimmiers to gain height - this is really a signature trick by Strato.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#13
QuoteJust wait until the (Baseball) Batter is introduced into SuperLemmix. :P Then I'll make a level called "Ich haue meinen Lemming mit dem Schläger auf ein Holzbrett"...

Oh my God. I know the allusion...that's one level higher, indeed :-)
#14
Loud-rank solved after quite some time. Generally spoken i found this rank harder than the previous one as it should be. Halfway through the pack right now, I expect a steep increase in terms of difficulty right now for the Heavy-rank cause that's what I heard about it. Let's see...I'm not always the quickest, but I'm tenacious.

Spoiler

Heavy

1 - Let me entertain you

Very easy level to start things off. Maximizing the Release-rate was key here for me.

2 - High tide

The rank begins quite gentle it seems. No problem here again. First level with a jumper if I'm not wrong, but the solution is easy to spot.

3 - What I've done

What a cruel end for the pioneer......Nice level, I like this one. But once again, not that hard.

4 - Needled 24/7

Fantastic level, it goes back and forth. First I thought I had to platform over the water pool, leading the crowd this way. But I couldn't gain height in the end, so I found the - what I think - intended solution.

5 - A change of seasons

Nice idea with the season, but as a level, I'm not too fond of this one. It's a typical example for a single-worker-level, but luckily it was pretty easy to solve.

6 - I believe in a thing called Lems

Next Jumper-level here. This is a very well-crafted level, I really like the solution and how everything falls into place. I could have saved a builder though by directly jumping onto the ceiling.

7 - I was made for loving you, Lemming

Hard level, full of mean things. The miner's treatment of the one-way-block was especially hard to see, but I already knew this tricky, fortunately.

8 - Hero

Of average difficulty I would say though I was a bit stupid here. Didn't see that I could easily bash through the left obstacle for quite some time and also tried to shimmy beneath the one-way cloud. Finally, I didn't use any shimmier.

9 - The evil that Lems do

A one-attempt-solve, the first in a very long time. Despite a bit easy, I really like this level. The jumper is a skill that suits me, in contrast to the stacker for example.

10 - Enter Sandman

Although I normally don't like spamming the same skill over and over again, I must admit that this is a very creative level. Like the song as well. ;)

11 - Eight Of Swords

Not too difficult here, the trick to release the blocker is really neat. Immediately after solving I realized how to spare the second swimmer for the talisman. The crystal and rock tilesets blend well, this wasn't the first level I played with this combination.

12 - Burning the witches

I had my problems here, especially since there is no real way to trap the crowd. It's just a matter of timing plus the creative use of the shimmier we know from former levels. Since all skills are used I guess it's the intended solution.

13 - Let the bodies hit the floor

Zombie-level and a fun one. The title makes absolutely sense here.

14 - Still loving Lemmings

Easy, but nice one. I shortened the solution a bit by not going the long way around.

15 - Poison

The biggest problem here was to trap the crowd efficiently. Once done, this level wasn't that much of a problem, especially since it was quite obvious to see where the shimmiers have to go.

16 - Eruption

Very easy level which plays a bit like on rails. Almost a first-attempt solve. I like the released blocker becoming the new pioneer by turning him around in the fencer's tunnel.

17 - The bee

I read about this level being hard and, with this expectation in my mind, it wasn't as bad as I thought. Which does not mean that it's an easy one. There's a lot of precision required here and, at least in my solution, all of the provided skills have to be used. Also, this level look really good - the rock, the crystal and the honeycomb tileset blend together well.

18 - Chop Suey

Breather level. But maybe just because I did my best to severely backroute this one as I spared a ton of skills.

19 - Lems burst into fire

Weird solution here. A lot of improvisation, but at least I used all the given skills here. Basically a tricky level, but with some Strato signature moves, so nothing too hard, finally.

20 - The other side

Hard level, one of the hardest in the rank so far, no doubt about it. Especially stopping the fencer while still making it possible for the crowd to reach the exit was really really precise. Also, it took me long time to find a way through the one way all because of the little gap and the absence of construction skills.

21 - Tear down the walls

I had my problems here as well. Totally overlooked for a while that the ceiling can be shimmied. After realizing, the rest wasn't that bad anymore.

22 - Valkea joulu

Tricky one. Finally, a direct approach worked - going from the entrance to the exit with the crowd instead of doing the level backwards like so many times. The updrafts seemed to be purely cosmetic.

23 - Prayer of the refugee

I dig this one. Very nice cloner-trick in the beginning. Forcing the crowd into the pit while isolating a pioneer is the hardest part of the level - the rest is quite easy in my opinion.

24 - Paid in full

Hard, but fun one. It's actually a blueprint of how a level should be: always something to do, no downtimes and no solution which is visible from the first sight. I especially like the way the climber comes into play. Great work here!

25 - Come as you are

Much easier than the previous. The biggest question was where to start the long bridge to the exit as I originally didn't think that five bridges would be sufficient. But they are - as long as they are extended by one stacker.

26 - To Hell and back

Super-easy, but this is certainly not the way it should be done. I smell a major-backroute here.

27 - Wooden pints

Now this was a real challenge. With only one climber and one basher and miner each, every step had to be carefully considered. Finally, I used up every skill.

28 - Davidian

Nice and not overly difficult level. I think there are several solutions in detail that all share the same way to place the one and only bridge. Took me a while to figure this out.

29 - Les fleurs du mal

When I saw Kaywhyn's solution I asked myself why I didn't use compression method here. This would have made life much easier. So no wonder that my solution was very finicky, but at least I made it work.

30 - Hard Rock Hallelujah

Harder than it looked. I used up every skill here and I had severe builder-shortage for most of the time. Thought that I would need four to get the left crowd out of the pit - but when I had made it with three this meant level solved.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#15
Yeah, I agree the LWT-theme suits really well to the Eurovision contest. I must admit I know hardly a song from there - that's not quite my kind of music, I'm a punk-rock-guy. That's why I liked the inclusion of the Dropkick Murphys ("Shipping up to Boston"). On the other side I was a bit irritated by "Ich und mein Holz", especially since I am German. This song is so terrible ;). But the level was a good one as far as I remember.