Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Akseli

#16
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
February 19, 2019, 10:16:30 PM
Congratulations, IchoTolot! :party::party::party:

Lemmings United certainly is one of the most expected releases in Lemmings custom level design scene, and it's soon 4 years since the groundbreaking Lemmings Reunion arised, huhhuh!

I like how the rating level previews and descriptions have changed since the development topic. :P

The prize idea is funny, though I doubt if anyone is going to solve the entire pack in a long time, given the assumed difficulty and enormous amount of levels, let alone that three people would achieve that! But now there's certainly loads of challenge in it, anyway. :D This might make people not to post their replay solutions in public, though.

Aaand again I have to think if I dare to tackle this pack immediately because of my schoolwork. I tend and like to get absorbed into games like this! :thumbsup:
#17
Contests / Re: Level of the Year: 2018!
February 14, 2019, 11:49:09 AM
Quote from: IchoTolot on February 13, 2019, 11:12:44 PM
I think for the next year I will go back a little bit to the middle ground:

8 nominations resulted in way too many, 4 nominations resulted in a bit too few. I will try out 6 next time. ;)

Last year we had 88 nominations in total and maximum 8 nominations per person (at least 11 people nominated levels) and this year 26 nominations in total and maximum 4 per person (at least 6,5 people nominated levels). The small amount of nominations isn't entirely because of restricting nominations to four, but actually very few people nominated levels at all this time, I'm not sure why. :-\
#18
NeoLemmix Levels / Re: Lemmings Plus Series
February 01, 2019, 07:45:29 AM
In eight days I managed to gather replay solutions for all 75 Lemmings Plus V levels, most of them I had saved in NXRP-format in my initial run. My solutions are attached to this post. I found this post of mine, but apparently I haven't beta tested LPV and haven't PM:d about it.

LPV was really satisfying to beat, I had left many many levels unsolved 2 years ago. Comments for some of the levels (contain spoilers):

Spoiler
Touchy 8: World is a LEMMING - This early rank level I had to re-solve due to backroute fix, and my new solution feels obscure, could be a backroute again.
Touchy 9: Dangerous Detour - Another re-solve, no idea if this is intended, feels hard.

Edgy 4: What Could It Bee... - I didn't solve this before. Yes, it's simple when you know how to do it, but the solution is somehow hard to spot, a nice level.
Edgy 7: Insert Bee Pun Here - Just like Edgy 4, I didn't solve this before, it's simple and genious!
Edgy 13: The "What The Lemming" Machine - I didn't solve this before. This is a rare level I dislike, fiddling around with the lower lemmings was painful trial and error stuff. There could be a simple way to do it, though.

Unruly 2: The Quick Skip (Part 2) - I had to re-solve this due to backroute fix apparently. Solved 4th last in the whole pack, not sure if my solution is intended, I dug a holding pit for the crowd.
Unruly 3: The Furnace - I didn't solve this before for whatever reason. :P New features surely easened this.
Unruly 15: Abstract Art Gallery - I didn't solve this before, solved 3rd last in the whole pack. What an excellent level, the key was to realize how to build the bridge over the acid.

Outrageous 1: Insert Coin, Receive Lemming - I didn't solve this before, the key was to time the mid-air builder.
Outrageous 4: Simplistic Nightmare - I didn't solve this before, solved the last in the whole pack. Found out the solutions pieces one by one, and even when I knew what to do, there was much going on in the details. Nice and original level, and it wasn't made unnecessarily precise.
Outrageous 7: Code GREEN - I didn't solve this before. It's good, and I might have learned the main trick from Integral Lemmings. :P Also, a different kind of every-rank-repeat with its isolated areas compared to LPI and LPIII-LPVI (LPII didn't have an every-rank-repeat!).
Outrageous 10: No Time To Die x 2 - I didn't solve this before, solved 2nd last in the whole pack. Probably the hardest No Time To Die level ever, the key was to save a miner/basher by releasing a digger with another digger making a step at the same time.
Outrageous 13: Lost in Blue - I didn't solve this before. It's ingenious, not too hard to spot because it becomes quickly clear that you have to contain the crowd. So very good!
Outrageous 14: Shift Over - Oh yeah, this shouldn't need a replay, yet a replay can be saved that doesn't do anything. :P
Outrageous 15: To Infinity, Beyond And Back! - I didn't solve this before. This was intensely fun, and the key to victory was to go around the whole level before pushing any button. :P

Now I have posted each month starting from September my solutions from re-playing for LPI-LPV and LP Omega (LPVI was also in September as a new release). Among the large namida NeoLemmix packs I have only LP Omega II left then! Not sure if I have time to delve into it so I'd have solutions already in March. :P
#19
Site Discussion / Re: Ability to delete your own posts?
January 30, 2019, 11:05:23 PM
From IRC:

[00:59] <Akseli> yes, geoo's opinion here is actually what I had in my mind right from the beginning, too, it feels too powerful to have a chance to delete entire topics impulsively
#20
NeoLemmix Levels / Re: Integral Lemmings
January 23, 2019, 09:54:24 PM
Heya, I played 11 levels from v2 last autumn, and now updated my solutions for 18 levels for Integral Lemmings v3, my solutions are attached. I didn't yet solve the demanding feeling levels Epsilon 3: "A different kind of problem" and Delta 10: "Curse of the Lemmings!".

Yes, this is a remarkable little level pack release with rather ingenious solution elements. Especially with the new NeoLemmix skills there were impressively original ideas, and I have to agree with Icho that my favourite is Delta 5: "12 Steps to Success". I'm not sure if all of my solutions are acceptable or backroutes.
#21
Solutions for 20 levels, some for the updated levels and some for new ones. The rest of the levels I need to think a bit more.
#22
What a surprise! :thumbsup: :thumbsup: :thumbsup:

My v04 solutions are attached, though I didn't yet re-solve Pillars of the Community (yep, whaat?) and The Firing Squad (oh, this might be really evil...). Loads of backroutes probably, but I think I've now found a decent solutions at least for How's it Hanging? and Increasing Productivity, and also for the new level Rescue Rodents. The Ultimate Quest levels feel more reasonable also, now!

Investing in Infrastructre level has a typo in its title.

Edit: Btw, I played these with NeoLemmix V 12.03.00 or so, I don't know if there's important changes.
#23
NeoLemmix Levels / Re: Lemmings Plus Series
January 17, 2019, 06:51:46 PM
In 11 days I played Lemmings Plus IV through, I have attached my solutions to this post. Before this, I hadn't solved Insane 17: "If They Only Could Jump..." and 19: "Overclocked Lemming". I wasn't a beta tester for this level pack back in 2015, and my initial comments for the levels are here.

LPIV introduces single-use traps, like mines in Wasteland, and splat-pads and anti-splat pads. The latter objects are quite rarely used in level design scene, I'm not sure how potential they are for good puzzles.

However, LPIV is in my opinion one of the strongest LP games. Namida knows how to make enjoyable easy and moderate difficulty levels, too, and X-of-everything levels are pretty much missing. "Over the Edge" level pair (Smooth 20 and Bumpy 18) is fantastic.

Just realized, the sound effects for single-use traps and teleporters are missing? I'm not sure if it's just for this pack or some others, too.


Comments:

Smooth 10: Having A Lem Of A Time - This level replaces "It's Opposite Day!", so it was a new one for me!
Smooth 14: Cogs of War - "Not Quite Missing the Point..." talisman is funny.
Smooth 20: Over The Edge - The epic Pokémon song isn't there anymore, and the same goes to other rating finales. :( At least the very last level, Insane 20, has the special tune!

Bumpy 2: Cosmic Ray Zone - Has a new good solution, because the radiation object doesn't exist anymore.
Bumpy 6: Chocoholics Anonymous - Brutal difficulty just as I remembered. :D Somehow always roadblocking before Insane rating, even though after knowing the solution it doesn't seem that bad.
Bumpy 9: Mechanical Split - A nice level, the climber is a red herring?
Bumpy 10: Zip-Zap Zone - Just like in my old comments, the tiny builder-platformer-puzzle is a delight !
Bumpy 18: Lem Your Lem Could Smell Like - The absence of the radiation object makes this easier, initially this was quite a challenging roadblock level.

Twisted 3: Crank It! - This level replaces "Minesweeper", so it was a new one for me!
Twisted 8: Oh No! More Ricks! - In 2015 I didn't know to appreciate Rick Sanchez, now I appreciated it, a lot. :P
Twisted 14: A Universal Production - This level is obviously easier without the radiation object.
Twisted 17: Climber's Edge - I love these levels that have simple layouts but there's lot going on in that terrain!

Insane 4: Toxic Tales - This level replaces radiation object level "Ooh, Shiny!", so it was a new one for me!
Insane 7: Dopefish Lives! - The special tune is absent. :/
Insane 17: If They Only Could Jump... - This one I hadn't solved before! Unfortunately I didn't go the long road yet with my first solving. :P
Insane 19: Overclocked Lemming - I hadn't solved this before, and looking from my old solution I was just plain dumb there. :P An excellent level!
Insane 20: Goodbye Galaxy - It's phenomenal. In my old solution I took advantage of solid level edges, new formats solution is a bit harder. Probably my favourite final level of LP packs, not just for the Pokémon tune and Commander Keen reference. :)


This was the last main LP pack that I had saved replays in old LRB-format, my solutions for LPV and LP Omega II are saved in NXRP-format.
#24
NeoLemmix Levels / Re: Lemmings Plus Series
December 30, 2018, 06:55:05 PM
I played Lemmings Plus Omega through holidays in 9 days, my solutions for all 120 levels are attached to this post. In my initial run in December 2014 I solved 115/120, not beating Mental levels 12: Cave of the Cactus (I somehow think this really works differently now), 17: Recycled Lemming Syndrome, 19: Splittin' Like Crazy (new features helped here), 21: Adventure Time!!! and 29: Through Thick And Thin...

Omega originally introduced the 8 new NeoLemmix skills and stoner and bomber 10-second-countdown objects, but those objects have been removed from this new formats version. Also, Playtime rating consisting of 15 gimmick levels is removed from new formats version. I seemingly never commented much on this pack derivering from my personal messages and topic posts, probably because doing lots of beta testing like for LPIII earlier, too.

Omega was harder than I remembered, and now I skipped Perplexing levels 15: Bouncing Back and 25: That's Quite A Lemming!, and Mental levels 5: (insert clever title here), 18: ...wait, what? and 29: Through Thick And Thin... and came back to those when solving everything else in order. The same thing that LPI and LPII had was present in Omega, too, having level pairs where the first version feels a redundant X-of-everything filler, and the second version is fine. The music track composition was interesting, there were these custom tunes and also L1 and ONML tunes, I don't remember if this is intended. A nice detail in the final level post level screen (in the old Omega, not anymore in new formats version) was a mention of Omega being the last LP pack there will be, but we know that this didn't hold true. :)

Some comments on the levels:

Breezy 6: Mechanical Approach - Why the 5 minute time limit, you can't spend even one in that level? :D
Puzzling 5: No Rush... - Stoner object missing makes this level different than intended. :P
Puzzling 23: Eco-Friendly Lemmings - A great moderate difficulty puzzle level!
Puzzling 24: I Swear Upon A Lemming - Stoner object missing makes a different kind of a level.
Perplexing 9: Stone System - Even without the stoner object, this was a solid level.
Perplexing 12: That's Just How It Is - A very good level, where the solution is easily overlooked!
Perplexing 17: An Urgent Search For Shelter - A fantastic level, might be my favourite of the pack. :)
Perplexing 22: Pick-a-Plan - Somehow this level always felt like having more potential, but the solution is easyish.
Perplexing 23: What a Treevil Level! - A backroute probably. I watched my old solution and indeed, it was more reasonable.
Mental 14: The Strange Construct - Replaces the bomber object level "Something For A Lemming To Do". It's a good level, like namida's replacement levels usually are!
Mental 25: Night Of The Lemming Dead - Replaces "Terrible Sky", heh.
#25
NeoLemmix Levels / Re: [NFNL] Insane Steve's World
December 09, 2018, 08:52:04 PM
Insane Steve's levels were some of the first ones I ever played from Lemmings Level Database in summer 2012, so early that I didn't even realize to save replays for them at first. In addition to Lemmix levels, I had played the notebook sets from Cheapo, and Lix Community Level Set, so most of the levels I remembered well. My replays for all the 150 levels are attached.

Here's Insane Steve's packs from Lemmings level database. Levels from ISteve01-10 Lemmix packs that are not on the NeoLemmix pack:

Spoiler

1-4: Turning around demo #172
1-5: BLEEEEEEEEEGGGGGGH!!! (cheap)
1-9: Having fun yet? Good.
1-10: Why can't they just run? (glitches)
2-6: Is So Easy! (steel glitches)
2-7: Rip your hair out Mr. Lemming ("The Obstacle" replaces this)
2-8: Multi-Task Lemmings
2-10: The Magician's Secret (glitches)
3-3: The Plight of Icarus (similar to "Vertically Challenged Lemmings")
3-6: The Unprofessional Looking Level (steel glitches)
3-10: 4 Pixels (or so) from Victory (glitches)
4-4: The Joke's on You! (steelified terrain)
4-7: Go Yaffa!
5-2: The decending pillar scenario
5-3: ... Now what?
5-5: The Lemming Mental Institution
5-10: Let's see what you've learned (glitches)
6-2: Hanukkah Lemmings
6-4: A BeastIII of a level
7-2: _-=~Up In The Stars~=-_
7-6: Surrealism
7-7: Annoyance (Part 2)
7-10: If only they could swim
8-3: 3/4
8-6: A Tribute to Masonry (Part 2)
8-10: I Traded Them for Climbers (glitches)
9-4: Undermined


Lix Community Level Pack levels that are not on the NeoLemmix pack:

Spoiler

Impetus (cubers)
Snowball Battle (with Proxima, jumper)
Snowjump (cubers)
Infrastructure Budget Cut ("The Springboard Level" replaces this)
Don't Look Back (jumper, runner)
Well OK Then (jumpers, cubers)
Railroad Plot (jumper, cuber)
Derailed Level (cuber)
This is Too Much Stepping Stones ("Irregularly Placed Pole Level" replaces this, I guess)
To Destroy is to Construct (jumper, runner)
Endeavor (jumper, gas object), same title has a different level in NeoLemmix pack
Lixster Quadrille (with Proxima, a repeat, jumpers)
Trapeze of the Weird Blue Blocks (jumpers, runner)
Merde, Merde, Merde! (jumpers, runners)
Wait Why is There a Tree ("The duct rise lemmings." replaces this)
Dream the Impossible Dream (with Proxima, a repeat, jumpers)
Chasm (runners, jumpers, cubers)
No More Heroes (jumper, runner)
Path of Wickedness (with Proxima, a repeat, jumpers, runners, cubers)
Love is Over (jumpers, runner, cubers)

Somehow level previews didn't work when I ran my Cheapo, and it takes loads of times to load a level there, so I didn't look at all 90 or so
Steve's notebook levels there which were included in NeoLemmix pack and which were not.

____________________

Comments:

Peaceful 1: Any Way You Want It - Basher solution doesn't work (they fall to death unlike in Lix version), see also repeat level (Just Stop the Bleeding).
Peaceful 2: Jus' A Warm Up - I was missing the good cheapo track here, no idea still what's that awesome tune, I even remember asking it from Steve himself and he didn't remember it either if I recall correctly.
Peaceful 4: The Binary Level - Same as Proxima, I haven't seen this level before, where does it and its repeat come from? Actually, where do the levels come if they aren't from ISteve01-10, Lix, Cheapo notebook sets, or forum contests?
Peaceful 10: Snow Really - Just realized, why wasn't the original Snow tileset used in Snow levels in this pack?
Peaceful 23: The Obstacle - This apparently replaces ISteve02-7: "Rip your hair out Mr. Lemming"
Difficult 8: Preventative Maintenance - Like Proxima mentioned already, the trigger area of the fire trap in the right edge of the starting area is so high that lemmings won't die there, I'd think this is not intended?
Difficult 26: Need a Boost? - Yeah this was pretty hard!
Difficult 29: Time is of the Essance - The title should be EssEnce, not EssAnce.
Menacing 1: They just won't climb that wall. - The Lemmix title is "They Just Won't Climb the Wall", is this a cheapo title?
Menacing 14: Fire Exit - This was also hard!
Menacing 25: The Runaround - Hahaha this must be the smallest level I've ever seen. :D Also, a backroute?
Chaotic 18: I Challenge You to a Dual! - Originally meant to be a glitch level, it seems it's possible in an honest manner. :P
Chaotic 25: Just Stop the Bleeding - The only level in this pack I skipped, played the rest through, and came back to solve it as the last level, see the comment in Any Way You Want It.
Hopeless 15: Crown Jewel Heist - This I remember not beating in Lix Community Set, it's quite ferocious!

Spoilery comments:

Spoiler
Chaotic 16: A Tribute to Masonry - Considerably easier than Lemmix version, the guys drop to the splatform when bashing left.
Hopeless 3: Bowser's Revenge - Maybe my favourite level from cheapo pack, but does the exit really have that possibility to build to turn around? Backrouted most probably.
Hopeless 13: The Walk-in Closet from Hell - This I remember not solving from cheapo version. I used stepover-turnaround trick twice here.
#26
NeoLemmix Levels / Re: [NFNL] Insane Steve's World
December 03, 2018, 11:10:41 PM
Ohhoh. Time to get hyped yet again. You people did so good job with Clammings so I expect A LOT. It's lovely to see the legendary content of these old level makers for the modern engines these days! I'm very much fearing how much time playing this would consume from my schoolwork...
#27
NeoLemmix Levels / Re: Lemmings Plus Series
November 13, 2018, 06:02:31 PM
In a bit over two weeks I finally managed to beat the entire LPIII. This actually is a pack that I've really wanted to re-visit for a long time, because I beta tested it in 2014 but never actually played it after the release, probably because of me getting stuck in some high rating levels already when testing. I tried to find my comments and feedback of this pack for namida, but they're missing, so it seems I actually never posted about this pack in the topic, but discussed with namida through PMs. And I didn't remember that forum PMs from January 2014 - December 2014 are missing (because of the forum migration?) [EDIT: inbox messages are all safe, the PMs I have sent during that time are missing], so I didn't find even the PMs. So, I'm probably giving my thoughts of this pack now for the first time.

So this is the pack that introduced pick-up skills, locked exits & buttons, those anti-splat air objects, and force fields I guess. In the latest version there's no gimmick and secret levels anymore, like they were cut from the new format NeoLemmix version from LPII, too. Compared to earlier packs LPIII has fewer levels, but I actually liked a lot more the quality of these levels, and no level felt "filler" level like a bunch of levels felt in LPI and LPII. The playing time was quite similar to earlier releases because of higher diffifulty overall!

I actually forgot to save a replay for Timid 5 when I went through the solutions after finishing the pack, but then realized that it was saved in Auto-save folder, NeoLemmix is pretty neat! As usual, my solutions are attached to this post.

My comments on some of the levels (contain spoilers):

Spoiler

Timid 5: The Rickroll Level - Hah, it's legendary, even Flopsy made a level in SEB Lems with this tileset. :P
Timid 6: The Rebound - An interesting talisman solution, I went for it.
Timid 16: Locked Out! - Boss level music I guess? Yeah, it was a hard one for Timid!

Dodgy 1: Boost Jumper - Yeah I fiddled around with this a while to get the talisman. :P
Dodgy 6: Seven-Way Security - I don't remember this from the beta testing, maybe a bit newer level? Anyway, it's a delightfully clever puzzle.
Dodgy 10: The Duck Level - It's hard, I think I didn't solve this in beta testing phase. The key to victory is to realize that those steep slopes with 7 pixel high walls are possible to ascend with putting one pixel of a building brick there. :P
Dodgy 12: Extra Skill Required - It's genious, wasn't that quickly solved from me!
Dodgy 13: Speak of the Lemming... - Another large-ish roadblock in Dodgy rating after The Duck Level, I tried quite a bunch of stuff before using this two-miners-trick at the beginning, pretty nifty, not sure if intended?
Dodgy 16: Critical Point - Okay, I would get the talisman using builder and basher-builder-midstroke for both of those walls at the left, and not using builder-blocker-builder at the lower level.

Rough 2: A Perfect Storm - This was a toughie, no spare skills remained at all, being optimal with the left hatch at the beginning proved to be challenging!
Rough 3: System Shock - I don't have a slightest idea how there could be enough builders, except for this very backroute-feeling solution.
Rough 6: The Lemming Redemption - I skipped this one and solved it as fourth last level in the pack. It's finding about the correct digger spot and release rate. In the end I found this simple solution.
Rough 8: They Say A Hero Will Save Us - A new level for me, wasn't around in beta testing phase, maybe? Or maybe it was in Fierce that I didn't really play that much back then. :P
Rough 11: The Nyancat Level - I remembered this to be too hard for me, but I solved this now very straightforwardly, I think it's easier than The Duck Level.
Rough 14: Shmooth Shailing - I didn't solve this intendedly in the beta testing phase. Now this level contains lots of steel and it lead me to this faller-bomber solution!
Rough 16: Plan 10 From Outer Space - I skipped this one and solved it as third last level in the pack. A good boss level, I didn't know what to do at first!

Fierce 3: The Soft Scale - These really hard Sky levels among System Shock and Shmooth Shailing that I didn't solve 4 years ago, this is phenomenal! I don't know if basher-cancelling-miner-trick is intended, but but woow what a level, I've now used to release basher-midstroke-blockers with bombers because in NeoLemmix it isn't anymore possible to release blocker with a digger turning around from him.
Fierce 4: Lost In Translation - I had this solution in the testing phase, but due to time limit it didn't work. My replay lasts for 11 minutes in this, because of the bunch of guys going to the teleporter. :P
Fierce 5: Unpredictable Reaction - This is awesome. The trick is GREAT. IT'S A GOOD LEVEL.
Fierce 6: Double-Crosser - Never solved this intendedly during testing phase, and I remember this level being even in the Rough rating at first. I skipped this and solved it second last in the pack. There's lots to try, my solution was a time-cruncher. It's HARD.
Fierce 8: No Time To Die Even Now - I feel backrouting this using only one hero lemming and saving over 30 seconds and, well, yeah.
Fierce 9: Curiosity Killed The Lemming - Yeah it's hard because of the timing issues. It's a timing level! Uh oh.

The rest of the Fierce I hadn't even seen before (except for Crossover Arena).

Fierce 11: Lem At Your Own Risk... - Was actually easy-ish feeling compared to levels around it, I wonder if my solution is intended.
Fierce 12: The "Lemming" Experiment - I didn't get one pick-up skill, this might be a backroute.
Fierce 13: We Lem In Peace - Lovely, just lovely bomber trick with the climbers, yet I saved extra lemmings and skills so I wonder if it's intended.
Fierce 14: Crossover Arena - Goddammit, finally solved this! And the solution even isn't even remotely unfair, I just didn't realize to dig the left side of the wall. :D The talisman text probably makes the level easier, because it tells that 3 of the skills aren't needed. :P
Fierce 15: You Knew It Was Coming... - The beginning is okay, but the real deal is that house-thing at the right that you need to ascend, woow!
Fierce 16: The Final Stand - I solved this last, it's tough and quite a good final level like all final levels seem to be in your packs. :)
#28
NeoLemmix Levels / Re: Lemmings Plus Series
October 29, 2018, 07:08:49 PM
I re-played Lemmings Plus II next. I had solved everything but Genius19: "Wrong Way, Mister Lemming" in two weeks, and after another two weeks beated that one, too. Solutions are attached.

My comments on the earlier playthrough in the initial topic for the pack.

Comments on some of the levels (contain spoilers):

Spoiler

- Cheeky 2: Double Dipping: I still went for 2 skill solution, but now I think I see a more intended one (block the crowd, hero bashes, builds, and again bashes to the exit, release the crowd with a bomber).
- Cheeky 8: Just Breathe - Haa, I remember this being in late Genius with a more strict skillset!
- Cheeky 9: OH SNAP! - The first level where I had to think some more, nice!
- Cheeky 15: To The Treehouse - Still a good level.

- Sneaky 13: When Only A Lemming Will Do, Cunning 5: Maximum Security and Genius 19: Wrong Way, Mister Lemming were the hardest ones in the entire pack somehow, not surprised about the last one, but oddly enough the first two were hard to find even one working solution.
- Sneaky 14: O RLY? - Backrouted probably, and I probably even don't know what's the intended solution.
- Sneaky 18: A Two-Pronged Approach - Backrouted, and for this level I actually remember the intended solution, which I consider pretty great!
- Sneaky 20: The Impssible Level - Super hard now when a digger turning from blocker can't release him, huhhuh! Late Genius worthy.

- Cunning 8: The Takeover - Pretty damn good idea! Somehow the execution was harder than anticipated with the basher.
- Cunning 10: Shotgun Run - Backroute works.
- Cunning 18: The Upwards Mission - Probably harder in NeoLemmix now than in Lemmix back then.
- Cunning 20: A Lemming's Worst Nightmare - A new level, and wow this was challenging!

- Genius 7: Another Fall Survival Puzzle - Backrouted most probably, this level belongs to those rare levels I'm pretty sure I don't how it should be solved intendedly.
- Genius 8: Panic Attack - Always great namida classic, always worth mentioning.
- Genius 11: Dungeon of Death - Somehow one of the most memorable LPII levels for me, it's quite unique in level design scene overall I'd say.
- Genius 15: If A Lemming Should Come By - Easy, but not that easy as earlier if I recall correctly.
- Genius 18: An Unexpected Journey - A simple layout and a simple skillset, yet I love the solution for this one, that's nicely hidden and not that ordinary.
- Genius 19: Wrong Way, Mister Lemming - Clearly the hardest level of the pack, but I somehow managed to make my earlier solution to work with slight timing adjustments.
- Genius 20: Cactus Central - Not sure if you're supposed to save the right group making them climbers, but even with that, a great level.
#29
NeoLemmix Levels / Re: Lemmings Plus VI - Release Topic
October 08, 2018, 09:59:27 PM
Ooh, this is another collection pack?

My favourites from LPVI:

Sane 17: Hold It!
Loopy 8: Call In The Specialist
Loopy 13: Let A Lemming In
Loopy 20: Espionage
Manic 2: Walking On Air
Manic 3: Dareful Drop
Manic 8: Let's Go On An Adventure
Manic 11: Tight Schedule
Manic 13: Worthy Edge
Manic 17: The Shed
Delirious 3: Not A Lemming Went By...
Delirious 4: Backwards Dance
Delirious 10: A Lemming Shall Come Forth
Delirious 12: Dareful Drop (Part II)
#30
NeoLemmix Levels / Re: [NewFormatNL] Clammings
September 25, 2018, 09:33:51 PM
Thanks mobius and Wafflem for this NeoLemmix pack of Clam's best stuff! :thumbsup:

I attached my solutions so far, solved 70/75, still remaining Insane 10, 20, 22, 24 and 25. I've played Clam's Lemmix packs 5 or so years ago, and now found some of the solutions I hadn't yet solved. :) I haven't touched ClamLix, those levels were new for me.

Here's Clam's packs in the Lemmings level database with level pictures. Levels from Lemmix packs that aren't in Clammings are:

- The Square Route of Lemmings (1-4)
- Singular Squish (1-9)
- Brick Replacement Therapy (2-7)
- Stay Out of the Pool!!! (2-10)
- RABBIX (3-2)
- Pillars of Hades (3-7)
- Rise Through the Ranks (4-2)
- Dropout (4-8)
- Singular Squish II (6-1)
- Digger convergence (6-4)
- 11 Xmas levels out of 13. Spiralling Snowstorm and Santa's Workshop are there, and they're real puzzles, others seem to be technical levels.
- Both CSTame packs. Ridiculous and technical solutions to already existing ONML levels.

Yeah, I pretty much agree with these levels that didn't make the cut, some of them have solutions that need original game mechanics, but most of them aren't that interesting. One okay level could have been ClamSpamXmas09 level 1: "Happy New Year: The Reversal!" but the three Christmas levels that are in Clammings already are perfect.

____________________

Then, ClamSpam05 and its repeats. Here's Clam's original post for challenge solutions in his pack. Did you mobius or Wafflem take these from here or where did you find them? Pretty nice. Advanced Altitude Training and OH NO! MORE WEE CREATURES, did you come up with these modified names yourselves?

The repeat for Lem Squared is named Square Squabble, that's in ClamLix and has the layout of Clammings Insane21: The Square Route of Lemming. The Square Route of Lemming was the title of ClamSpam01 level 4, that's not in the pack. These issues shouldn't matter too much, I'm just pointing them out if you weren't aware of them.
- Insane 14: Box of tricks - This level title is from a ClamLix level, that's somewhat similar to this (repeat for Circus lemmings in training), I guess.
- Arcane 13: A step two far? - Even 5 blockers are removed (from the original level) which makes this level even more hard and interesting, challenge solution was "just" save 100% with no builders.
- Guns Blazing challenge is seemingly "no bashers". There isn't this repeat in Clammings, but I have to say I don't have the slightest clue how that should be solvable.
- The other challenges aren't that interesting and they don't need to be in Clammings, yep.

More comments:

- Humane9: Web 3.0 - I can't find this from my laptop, but I'd recall it was 3-of-everything level, so it's been changed for Clammings?

- Humane18: Works on so many levels... - The decoration on the sides has been removed, even though all the other levels have most of the decoration.

- Humane22: Altitude Training - The one-way wall is missing, intended?

- Arcane10: About Face! - This level has changed somehow (in addition to welcome decoration), the steel blocks are attached to terrain and the lemmings are climbers by default, are these changes supposed to decrease multitasking?

- Insane7: Spiralling Snowstorm and 17: Santa's Workshop - Ooh, I love the song here and in addition, these two levels are absolutely fantastic! :thumbsup:

- Insane10: Urban-Ledge End - The song doesn't loop, it's all quiet after few minutes. :P

- Insane17: Santa's Work Shop - Why is the time limit 25 minutes, is there a funny story for this? :P

____________________

Finally some spoilery comments on the levels:

Spoiler

Humane23: Lem Squared (and its repeat, too) - The platform where the exit lies is a bit high, so you have to time the bomber in mid-hoist to make an ascendable slope for lemmings. In original Lemmix level, you didn't need this much precision, you could just bomb a standing lemming on it.

Arcane17: Coming Down Alive - Yeah, I don't know the intended solution and I have no idea how to prevent these solutions that save multiple diggers.

Arcane20: Who lives... and who dies - This is a rare Clam level I hadn't solved in Lemmix. Even with NeoLemmix features my solution barely makes it in time, huh! Feels hard for its place.

Arcane22: Turning The Screws - I think it's intended that all four blockers that turn the middle lemmings in midfall around are from the groups from the edges, now it's possible to use two of the blockers by lemmings in middle group. So the traps could be moved a bit closer to the middle.

Arcane24: Over and Under and Out - Yes, this was super hard, should be Insane, many solutions fail due to one pixel only, and the one I found in the end feel hackish, too.

Insane2: Dig this - After a bit fighting I actually found a decent solution. Then I watched my 5 years old Lemmix replay and I had backrouted the level like this, 2 solutions attached.

Insane19: FALL AND DIE - This is an easy level for its place, I wonder why Clam has put it in Insane in ClamLix, too.

Insane21: The Square Route of Lemming - I agree with Nessy, this level is a walk in the park compared to entire Insane rating.

Insane23: The Floodgates Open - Awesome, didn't solve this back in Lemmix! :thumbsup: It's seemingly possible with 3 diggers saved and under 4 minutes to do, like the time limit was originally, but I like the stats the way they are now, no need to change them.

Oh yeah, and one more question: Do you know Clam's intended solutions for sure?