Hi,
in the past days I made my way through the peak of PimoLems. Knowing that I still have a long way to go to complete this pack, I want to give some feedback now, as I completed the hurricane rank.
There was a discussion here how PimoLems compares with DoveLems - maybe because both are older packs and both were adapted to NeoLemmix by Icho. For me, at this point, it's hard to say which one is better. To be honest, they are quite akin compared to other packs. Both often use remarkably small skillsets even in large levels, both contain almost no 20-of-everything-levels. And just like DoveLems, PimoLems ist not extraordinarily difficult to beat. It gave me some hard nuts to crack, though - maybe it's slightly harder than DoveLems, but that's nuances only. I read that PimoLems was far less backroute-prone than DoveLems. I cannot confirm that. I found several in the lower ranks, and the number decreased drastically in the middle of the pack. But to my surprise, in the hurricane rank the amount of backroutes rose again. Having said this, I'm with kaywhyn in this point. For me, lots of backroutes don't devaluate a pack. As a pack-creator, I would try to eliminate them, as a player I like to find them.
What also attracted my intention: It's clear that Pieuw like miners - otherwise he wouldn't create a whole rank dedicated to this skill. But he seems to have relatively little use for blockers. There are hardly any blocker-puzzles in this pack. In the hurricane rank, only 5 out of the 20 levels use this skill at all, the first 9 levels are totally blocker-free. Pieuw seems to prefer free-roaming Lemmings - forcing the player to find other ways how to stop these creatures.
A big advantage in favor of PimoLems, at least for me, is the presence of custom music. With the exception of the tune with the dogs in the background (which is terrible) I like all of the tracks. My favourite is the one which occurs first in Calm 3 and then later in Windy 16 or Hurricane 13 for example. The tunes in Windy 1 and Hurricane 18 are also great - unfortunately the only appear once. Can anyone tell me where these are from?
To go further into detail:
Calm: This is actually what can be expected from a good first rank. Tutorials levels without being too childish (except for the very first level). Calm 2 (Training Day) serves its purpose very well for example. My personal favourite at this early stage is probably Calm 7 (Lemstones) - not too easy combined with an attractive visual design. Things accelerate a bit after Calm 14. Calm 20 is even quite hard for this rank - then you know that the distribution of gifts is over.
Windy: To be honest, this rank is not where the pack really shines. It starts strong with a good, nice-designed first level, then you get your standard "let one Lemmings work from the other side and mine them out" level, followed by six relatively weak efforts. Windy 3 is much too easy. The tricks used in Windy 5,6 and 8 are very obvious for any experienced player. Windy 7 is too builder-extensive in a not-good way. But after that, it gets better. Windy 9 (The Hiking Tour) which I heavily backrouted, is a great level. Windy 11, though too hard for its position, Windy 12, 15 and especially 16 are very good too. The final level of Windy (Nick of Time!) almost played itself.
Stormy: To say it straight: This is the best rank of the regular pack. Most of my level-favourites are congregated here - and it's certainly not by accident that the stormy-levels seem to be the least backroute-prone. Pieuw did a great job here! Stormy 1 to 3 is already good, but the levels from 4 to 7 are really absolute gems. The next great sequence is from Stormy 10 to 12. The 13th level doesn't quite match up, but Stormy 14 and 15 are hot contenders even for the best levels in the entire pack. In "So logical", I'm sure many players are on the completely wrong track in the beginning - that's high art of level design. A late highlight of this rank, at least in my opinion, is Stormy 20.
Hurricane: As it should be, the levels in Hurricane are really harder than in Stormy - but not necessarily better (though still great). I admit that I had an easy time with some levels: Hurricane 2,4,12,13,14. The direct approach in "Barbarous Bars" proved successful though I immediately knew that this is a backroute. The trick used in Droll Drill and Cuba Libra I already knew from a Sublems-Level. I also was familiar with the major trick used in Hurricane 10. But this one was more demanding to figure out, because the trick had to be used twice and not "completely" - if you watch the specific video you know what I mean :-) As I already mentioned I found lots of backroutes in this rank. The heaviest, apart from Level 13, are Hurricane 9 (Blue Monday) and Hurricane 17 (Prisoners of the Pun) - though I must say I like especially this backroute a lot
The by far biggest problems I had with Hurricane 5 and Hurricane 19. In Candelabrum, I was quite sure from the beginning that I had to let the basher and digger cross. Mainly to make the basher work one pixel lower to save the Lemmings down right. But how to save to digger and the Lemmings falling into the pit then, this really caused me problems since you can't bomb at the ground....well, I finally found the solution. In "Balance your Strategy" I did what I normally never do. I looked into the internet for some inspiration. But this was not very successful, since Pieuw himself and Ichotolot in their videos had three miners at their disposal. Fortunately, I was able to solve this level with two miners only. Not a very elegant solution though, but the only one I can imagine.
So now, I will see what the additional ranks will bring. I'm especially excited for "One". Levels with time-limits are normally not something, I am particularly good at.
My solutions are here:
https://www.youtube.com/user/Vidusaka