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

#31
NeoLemmix Main / Re: Which pack is the next step to play?
September 24, 2018, 01:21:12 PM
Yes, this is an interesting question, and difficulty issues tend to be somewhat subjective. I've myself going through lots of main releases this autumn again to get a better perception of the current custom level design scene.

Many of the packs start of with easy levels and at the end there stand waaaay harder levels than any official Lemmings game had. Would you like to play a level pack that is easy to solve entirely, meaning that even the hardest levels aren't highly difficult? Or a pack that's moderate in difficulty most of it, even if it would have super hard levels at the end?

I actually haven't still played SubLems (I tried a bit of it), Snack Pack, Yung Gotenk's pack, CasuaLemmings or A Master Degree of Lemmings (oh my, I still have lots to check out). Lemmings Migration has a medium difficulty in my opinion, but the last half of it is moderately hard. From Lemmings Plus series, the easiest packs should be LPI, LPII and just released LPVI, of course all of these have also quite tricky individual levels there.

GigaLems I remember being from the easy side entirely. MazuLems, GeoffLems, MobiLems and DoveLems are also gentle by modern day standards (and highly recommended quality packs), and the hardest single levels in them shouldn't be overly overwhelming (this is again really hard to estimate).

After aforementioned packs, in my opinion going from easier to harder come packs like Lemmings Reunion, PimoLems, Seb Lems and NepsterLems, for example.

#32
NeoLemmix Levels / Re: Lemmings Plus Series
September 22, 2018, 10:25:52 PM
Okay, after almost 5 years I'm re-tackling the classic debut pack of Lemmings Plus series. Here's how I initially reacted to LPI (then LP Dos Project). There's more comments of mine in the following pages in that thread. I didn't bother to hassle with my old replay solutions and played this pack now completely fresh in NeoLemmix saving replays (attached to this post), so I didn't have to care about physics updates, for example. I remembered well most of the levels, but V7 was the latest version I had played and there was also something new for me after the updates to date. So, I'm most probably trying to refresh my whole LP series repertoire in the near-ish future, playing the updated versions of every pack.

General comments:

- The three first ratings have lots of X-of-everything levels that have repeats later on, this is something I didn't like because the first parts of these level pairs feel redundant. They're meant to be fun action for less experienced players, though by today's standards they tend to be considered as filler levels. Unique levels in those ratings were the most interesting (and memorable) probably just because of that you didn't need to revisit them later. For example, I'd recall that Mild 30: You Just Lost the Game!!! was even voted for the best level in Mild rating in LP pack voteoffs. LPI is the most prominent level pack with this kind of level structure, having levels that are mostly created at first and after that those levels have got their Fun/Tame counterparts.

- That being said, there were level pairs that I liked much, because they really had different and interesting solutions, not just more restricted skill sets compared to the easier counterparts. Examples are Medi 28: Way Up High and Psycho 22: Twins; Danger 27: The Deadly Climb and Psycho 12: Not gonna work.; Danger 28: Coalburner and Psycho 9: Coalburner (Part II). Even tutorial levels Mild 10: Take Your Time... and Mild 22: Blow Down! made great level pairs with their repeats Danger 3: Backdraft and Wimpy 27: Ready, Aim, Fire!!!

- In general, NeoLemmix mechanics have cut a great amount of backroute solutions. Anymore I couldn't steel dig, neutralize trap trigger areas, or climb through terrain. I found lots of new solutions (for me) for the later levels in the pack.

- And, if the first half of the pack isn't that fun for experienced players, I can completely honestly say that there's lots of levels in the second half of the pack that are really good even by today's standards, there's quite a few timeless classics there! I could add Psycho 24: Gone In A Flash to the list I had in my first forum post for this pack.


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

Spoiler
Medi 11: Long Road to Lemming High - Is actually harder now when the broad empty spaces around the level are gone and the edges are deadly.
Medi 20: The Diving Board - I found this backroute-feeling solution. I looked at this level again and I think the correct solution is to turn a digger around with a blocker at the lower platform and immediately build with the digger to the left. Has this always been the intended solution for this level? Would've been Danger-Psycho-worthy probably.
Medi 26: So that's the plan - Steel digging isn't possible in NeoLemmix, can't take the shortcut anymore. :P

Danger 8: Cavern of Chills - I played this level in V7 but climber physics (can't climb the top left corner of the hill) in NeoLemmix forced me to find even harder solution.
Danger 12: When Life Gives You Lemmings - In NeoLemmix mechanics, the climbers won't climb through the builder from the alcove to the right, a completely new and harder solution needed to be found!
Danger 13: Breakthrough - Still a beast LPI level, Psycho-worthy, only 1 miner now when there were 5 earlier.
Danger 17: Perfectionism - The lower right hatch doesn't drop the lemming facing right anymore - makes the level again harder!
Danger 21: It's the Latest Craze! - If I recall correctly, this replaced the somewhat clever but overly repetetive Phase Rotation Syndrome. This level is easy-feeling for Danger, and the normal solution saves well over the requirement.
Danger 22: Die the Death of the Damned - Still one of the most legendary LPI levels for me, and this is the one I asked you help for ages ago because I couldn't solve it.
Danger 25: Use The Pen!!! - Ooh, this has changed so the climber needs to be turned around from the steel with bashers so he doesn't splat!
Danger 26: With Love, From Trogdor - A completely new level for me! I like this more than Overheat, and it took surprisingly long from me to find the working route.
Danger 28: Coalburner - This version of the level was new for me, and it's great!

Psycho 2: The Parking Lot - Lol, my solution takes like 1:00.06 minutes but I still saved enough? :D I remember using the leftover builder and basher in Lemmix version to reduce ascender and faller frames in the bottom right corner, didn't need them now for whatever reason.
Psycho 3: Express Lane - A cramped level with a tight solution, resembles The Shed from LPVI.
Psycho 4: Think Outside The Square! - In Lemmix you could use one builder to build on to the topmost red horizontal layer because of the ceiling check mechanics. In NeoLemmix this level is harder.
Psycho 5: Lightspeed Lemming - One roadblock level in this pack if one really doesn't realize to put the blocker on to the builder, like I didn't when I first played this...
Psycho 6: The Bulldozer - This was my solution also in Lemmix, before I heard that it's intended to do via direct drop. Updrafts kind of break the basic pattern of the whole pack, but they belong to the nature of this level. :P
Psycho 9: Coalburner (Part II) - It was possible to build between the flamethrowers in Lemmix. Not anymore. This is a masterful level!
Psycho 13: Go High Go Low - A rare level in LPI I never have solved intendedly, the top route works still even though steel glitches aren't present anymore.
Psycho 15: Where Anything Goes - This is a level that's really Psycho-worthy now, it's pain to mine to a basher tunnel a crevasse big enough to build up in NeoLemmix mechanics.
Psycho 16: Crosswork - This is somehow a bit painful in NeoLemmix with vertically wonky basher mechanics, huh!
Psycho 19: A Perfect Nightmare - Steel digging isn't helping anymore, the key for solving this level is the digger-builder setup in the middle section of the level when you realize that it's doable with 5 builders.
Psycho 23: Death Row - Never really worked in Lemmix version, the trap trigger areas were avoided easily. This version of the level was completely new for me, and I liked the level a lot!
Psycho 24: Gone In A Flash - Wow, what a great level now in NeoLemmix! I had solved this via steel digging and guiding the whole crowd to the left and over the level to the exit on the right.
Psycho 26: Oblivion - It's good, even though it still has the backroute turning the last guy around with a builder and making him a blocker, so the crowd can go back and forth when the hero lemming does the path.
Psycho 29: No Salvation V - I think I abused the blocker field neutralizing the trap trigger area in Lemmix, and now in NeoLemmix, there's no shortcuts, this level is harder!
#33
Forum Games / Re: Family Feud 2018
September 17, 2018, 11:31:07 AM
Quote from: ccexplore on September 17, 2018, 10:14:25 AM
The answers do get me curious as to how many are over 30 at this point?  I most definitely am (in fact in a few years I'd hit 40).  On the other hand, I'm not even 100% sure if Simon is over 30 yet or not (though I'm pretty sure very close to it even if not over)?

Forum users' birth years topic
#34
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Migration
September 13, 2018, 10:06:35 PM
I played the new format version of this hit level pack, my solutions for all the 40 levels are attached. :)

My initial go at this pack here, my second go at V2.1 here.

Comments (contain spoilers):

Spoiler
Irritation 5: An Incident In The Mine – I found this complex solution instead of the intended solution. O_o

Irritation 6: Path to the Underground – Actually I had almost the intended solution, just used bomber-basher at the beginning and one basher against steel for crowd control.

This is the point I stopped watching making of Migration YouTube videos, so I don't know the intended solutions for the rest of Irritation.

Headache 4: Pseudoscience – Wow, this level is a lot harder now with 5 builders instead of 6 that was earlier. No idea if this is the intended solution, there's 80 lemmings so the merging trick takes over 3 minutes in the beginning. :D I actually skipped this level and solved it last, after Migraine rating!

Headache 8: Kings Of The Castle – This was troubling for me before I realized that you need to send only one climber up from the left, he can dig a way for the other climbers!

Migraine 3: Momentum Deferred – Okay, I did this thing now with both climbers at the end.

Migraine 4: Six Days Without An Accident – Finally solved this awesome level, I don't know how I didn't get this earlier because I had all the puzzle pieces in my hands and I rolled with them over and over again.

Migraine 5: We're Coming Home and Migraine 7: The Last Day Of Our Lives – I saved a skill in both of these, possibly backroutes?

Migraine 9: Firework Chamber – It's great, the beginning is nifty. Had to adjust a bit my earlier replay to get this to work in the middle part of the level.

Migraine 10: Excavation Site – Woow, a new level for me! It's brilliant looking, no idea if my solution is intended.
#35
So, I just extemporaneously decided to try this demo this evening, usually I can wait for the full releases but in this case I guess I craved too much for some more of your levels as soon as possible. :XD: My solutions for 8 demo levels are attached to this post.

Are the levels in some kind of an order, like by difficulty, for example? Anyway, I'm glad to say that quality in Lemmings custom level designing is absolutely stellar these days thanks to people like you! :thumbsup: So many outstanding releases in the last few years, and in your case, Lemmings Destination is one of the most anticipated ones for me ever, given your already glorious debut with Migration and those eye-popping previews in the first post of this topic. Truly a wet dream for a custom level enthusiast like me!

Comments on the levels (contain spoilers):

Spoiler
Rock Is Mine – I love when easy levels get this much love from a design perspective, also! :thumbsup: It's more complex and more decorated equivalent for a NepsterLems Dirt styled miner tutorial level.

Don't Steal Our Honey! – Great, isn't that trivial, I already did lots of other stuff before finding the solution.

The Slippery Slope – This level I skipped and solved the last after the other levels. Again, I tried pretty much everything before I realized that I can only "half-release" the crowd with the miner and climb back again and do the rest of the stuff with the hero lemming. :P The song is a classic, BulletRide used this also in one of his Snow levels! :thumbsup:

Type B Personalities – It's a flawless level, like this demo seems to be from start to the end. This tileset I've seen earlier in SEB Lems, but I still really don't know what it is or who has done it. :D

Flaming Hallway – Seems to have leeway in its solution in a delightful manner, the builder I used to delay that guy can be used elsewhere, and the bomber can be a guy going to the left etc.

Cute Little Traps – Okay, I used this precise but efficient trick here now that makes me save all lemmings and two skills. Now you people can watch my solution and use the trick in your levels... :b

Loving The Chaos – One could think that turning a hero lemming around with a builder isn't enough elegant, but it's again the greatness of this game, that sometimes you actually need to think all the possibilities, not just the most shiny looking stuff!

Crossover – Pure beauty both the solution and the looks, this level reminds me lots of NepsterLems level Jump in the Ring, that was one of my favourites as well in that pack, but both levels are enough different and excellent! :thumbsup:
#36
General Discussion / Re: Simon blogs
September 10, 2018, 04:51:30 PM
#neolemmix IRC channel logs Monday the 30th of July 2018:

[02:27:17]    <SimonN> Han nan nan nan, Akseli, I still have to defend to get the degree, and the degree is in maths, not in busting quacks
[02:27:31]    <SimonN> busting quacks, one learns that on the internet better than at any uni
[02:29:18]    <Akseli> are you saying your field is more hardcore than other fields? : P
[02:30:04]    <Akseli> just kidding, good luck for the defending : D I've been in three different defending events, they're fun at least here in Finland
[02:30:07]    <SimonN> no, merely that my field is unrelated, anybody can compute acceleration : )
[02:30:23]    <SimonN> heh yeah, it should go well
[02:30:39]    <Akseli> people are just laughing and telling jokes
[02:30:47]    <Akseli> the audience goes wild
[02:30:56]    <Akseli> everyone has a festive feeling
[02:31:00]    <SimonN> hoh, nah, we take it slightly more seriously
[02:31:06]    <Akseli> : D : D : D : D
[02:31:13]    <SimonN> it's mostly about the math still
[02:31:31]    <SimonN> the audience that is not well-versed in the field has a hard time following
[02:32:36]    <Nessy> : D
[02:34:45]    <Nessy> Yeah good luck Simon!
[02:36:23]    <SimonN> thanks!
[02:41:24]    <Akseli> yeah Simon, overwhelm the counter argument guy !
[02:42:23]    <SimonN> "why did you spend years on this trivial stuff?" -- "if it's trivial, why has nobody else done it yet?"
[02:42:42]    <Nessy> > ; P
[02:45:59]    <Akseli> yes, and the audience enjoys their life
[02:46:15]    <Akseli> "ha ha ha" echoes in the room
[02:46:23]    <Akseli> the counter argument guy blushes
[02:46:34]    <Akseli> Simon flashes his overly charismatic smile
[02:46:41]    <Akseli> people go wild yet again
[02:47:28]    <Akseli> after 2 hours and 7 minutes the event is over, and people gather outside the room to chat in joyful manner


____________________

Congratulations, Simon! :thumbsup: :thumbsup: :thumbsup:
#37
NeoLemmix Levels / Re: Lemmings Plus VI - Release Topic
September 09, 2018, 07:09:54 PM
Some comments on the levels (contain spoilers):

Spoiler
Sane13: Centrism – Yeah, 2 extra bashers can easily lead to astray, nice!
Sane17: Hold it! – Underfencing a blocker, that's something that's rarely been done in custom levels I'd think? :P A good level!

Loopy3: Basement of Terror – I decided to wait until the zombie crowd has gone away. :P
Loopy16: The Side Quest – This seems a level that's done many times before.

Manic3: Dareful Drop and Delirious12: Dareful Drop (Part II) – Awesome, maybe my favourite levels of the entire pack! :thumbsup:
Manic4: Deathly Hollow – Saved 2 platformers, a backroute probably.
Manic13: Worthy Edge – Beautiful, a new take on this trick, I remembered this from PimoLems level Stormy9: A Matter of Pragmatism. :)
Manic17: The Shed – A delightfully compact, not too easy a level!
Manic20: Bridge To Terabithia – Yea I agree that this is now Manic20 instead of Loopy20, I commented on the difficulty of this in the first test batch already saying that it was harder than early Manic levels but you tend to have difficulty curves inside the ranks so that latest levels from an earlier rank can be harder than earlier levels from a later rank. But Terabithia suits in Manic rating, yes.

Delirious2: Tell Me, Little Lemming – Ooh, my digger-blocker placement is pixel precise and I use few terrain removal skills in crowd delaying, not sure if this is intended, but it's a fantastic solution nevertheless.
Delirious3: Not A Lemming Went By... - I didn't say this during the test phase but turning the same builder twice with 2 blockers is nifty, well done!
Delirious18: Caveflower – Plays mind games with the player, it's possible to send a glider right from the hatch to a different area, but in the end it doesn't have anything to do with the solution!
Delirious19: The Highbridge (Part II) – After backroute fixes the approach was easier to spot, and in the end the levels had surprisingly similar routes, part two had of course more twists in it. Great!
Delirious20: Rocky Road (Part IV) - Simplistic layout yet this many different solutions with different skillsets, you nailed it. Chicken butt!
#38
NeoLemmix Levels / Re: Lemmings Plus VI - Release Topic
September 08, 2018, 04:16:58 PM
My solutions are attached. Comments will come a bit later, I'll now just say for a starter that this is how levels are designed in moderate difficulty, and this pack should be really accessible for lots of players! :thumbsup:
#39
Forum Games / Re: Family Feud 2018
September 05, 2018, 07:47:40 PM
Quote from: Raymanni on September 05, 2018, 03:08:06 PM
Would you like to host the next round, Axseli?

Okay, I could try. I'm dry from ideas but let's see if I can come up with something. :XD:
#40
Forum Games / Re: Family Feud 2018
September 05, 2018, 09:44:54 AM
August 24 round:

#3: Average number of skills per level - 10-20 it's probably most often, 15 seems good but for Feud purposes I answered an even number there, 20.
#9: Tautology - A really hard one.
#10: Pick-up line - The first thing that came to my mind immediately was "Let's go!" and that seemed surprisingly fitting that I didn't even bother to try to come up with anything else. :P

Previous round:

#3: Ground type Pokémon - I'm familiar with Pokémon series and Sandshrew was my initial thought, I recalled it's the first in the numbering order and I confirmed this with Google.

#4: Web browser - I've always used Firefox but still somehow think that Chrome is more popular? A good question because of the even spread answers. :P

#5: Mortal enemy of Lemmings - This is a question that's asked years ago before, but I didn't care for searching the exact Feud to look at the answers. I remember "water" winning that round back then and me answering "chameleon", but I still remained here with my previous answer again, and water end up winning yet again as well. :P Oh well.

#6: Bone - Same here, I thought skull briefly but went for thigh bone because it's really just a single bone.

#7: English palindrome - A really hard question! Nessy's "level" is pretty creative here.

#9: Perfect breakfast - I thought of answering porridge here but changed it to more "generic" answer eggs and bacon just before sending my answers. Btw, I wasn't the Feud host this time like ccx supposed in his message, but Raymanni was, that many players guessed right from the Quizmaster avatar (no Captain Viridian there, but hovering Rayman's hands there). (I still think porridge is the perfect breakfast ;) )

#10: Quizmaster avatar name - No IRC discussion here (except mobius has sometimes mentioned watching the Family Feud show once in a while), I knew that Steve Harvey is the current host of Family Feud TV show and based my answer solely on that fact, even though he wouldn't resemble Quizmaster avatar by his appearance. I was pretty surprised that there were other "Steve" answers.
#41
NeoLemmix Levels / Re: [NeoLemmix] Deceit's Lemmings
August 30, 2018, 07:24:55 PM
My take on this pack, solutions attached except for the notorious Mayhem21: "Enter at your own risk...".

I've played original pack in Lemmix in Spring 2017 making LRB-replay files, and didn't solve Mayhem14: "Lemmings Fever" back then, now I managed to beat it in NeoLemmix. I apparently never posted my solutions on the forums, because the pack designer doesn't seem to be around.

Excluding Mayhem21, the hardest level besides Mayhem14 was probably Mayhem12: "Shorty Deep Inside". My most backroute-feeling solutions are Mayhem9: "The Law of the Jungle" and Taxing12: "It Lems On". Tricky12: "Hold the Line" I remember having troubles in finding a solution back then, and Tricky2: "Monkey Magic" is quite cunning considering its early place in the pack.
#42
Exactly one year later, here's 7 more of my solutions (pack version V1-10), now 48/50 solved (Havoc 8: Precision and 9: Acid Washed Lemmings remain unsolved).

Comments (contain spoilers):

Spoiler
Wicked 1: Magma Chamber - This was somehow the last level I've solved, only just today I realized that you can actually build and bash over the whole thing at the right with 3 builders.
Wicked 6: Santa's Little Helpers - So much to try, and this was the real solution in the end, maybe?
Wicked 9: Shaky Foundations - This route proved to be victorious, but it seems it's possible to save an extra lemming.

Havoc levels: Beautiful, beautiful! :thumbsup:

And if there's custom level fans out there who haven't played this level pack yet, what are you waiting for? It's fantastic.
#43
Finally revisited this level pack, attached working replays for all the levels in the second version of the pack, QFK_v02. So most of the replays are same that I posted last time, but I also solved now the updated levels as well and three levels that I didn't solve the first time.

Comments on the levels that aren't in the "broken level list" (contain spoilers):

Spoiler
Fun 4: Humiliated by Burgundy, 7: Grasping at Straws and 9: Just Dropping In - These were updated from the first rating, and they're really solid easy-ish difficulty levels now.

Also Fun 4: Slow Motion - I didn't solve this last time. A tremendously fantastic level, simple layout but there's somehow quite a lot happening there. In my opinion this should be at least in the next rating, this is way too challenging for this place.
Also Fun 6: The Burrowers - Now a bit more reasonable solution in the updated version, this solution came to my mind at first but I think that the intended solutions works in a way that you dig few times with the hero climber lemming going that cycle from down to up again, so a shaft is created for builders to zig zag up it.
Also Fun 7: Health And Safety Gone Mad - This is an excellent level now! :thumbsup:
Also Fun 8: Humble Bundle and 9: The Firing Squad - Really nice. The latter might be a backroute, though.

Hard But Still Fun 1: Uphill Struggle, 2: Lemming BBQ, 4: Pillars of the Community and 9: Increasing Productivity - Really enjoyable and superb levels now! :thumbsup:
Hard But Still Fun 3: My First Crush - I didn't solve this the first time, got this now. :)
Hard But Still Fun 5: Master Exploder - A good level, could be a backroute though?
Hard But Still Fun 7: How's It Hanging? - This one I suspect backrouting almost in the same way as last time.
Hard But Still Fun 8: Tough Mudder - This level wasn't updated, and my solution feels ok even though it saves a skill. But you told me earlier that the only level I solved intendedly in this ranking was Spiral Staircase, so how it is?

Not Fun 3: Brickin' 'eck - Super awesome level, I'm really hyped about this pack! :thumbsup:
Not Fun 5: Joint Construction - Few diggers saved, I'm suspecting a backroute here.
Not Fun 7: Offshore Rig - I used now my spare builder from my last solution to most probably backroute this again.
Not Fun 9: Rock Climbers - I didn't solve this last time, now I got it! Updating the top left area with a steel floor helped me to find this solution, and fortunately I saved my attempt replay earlier that helped me to set that difficult miner-builder thing up with that quick 55-75-55 RR adjustment. A hard and great level!

I'm really loving this pack, and it's a bit shame that you don't have motivation to work on it anymore, but even if at least some not-that-broken levels will still get possible easy fixes, I'd appreciate it a lot! And if we don't count the recurring The Ultimate Quest level and most of the last rating because of the backroutes, I'd highly recommend this pack for everyone to play. Really people, there's no excuse not to play this pack, have a go at this level pack gem! :thumbsup:
#44
NeoLemmix Levels / Re: [NeoLemmix] SEB Lems
August 25, 2018, 11:34:48 AM
So, my more thorough second playthrough of this pack after the first try last Winter. After solving 152/175 now, progress from this point onwards is remarkably slow that I find it best to attach my solutions so far.

I didn't get feedback for my solutions last time, though I see some of my solutions being adapted through the changelog. I'd like to hear about my solutions, which are backroutes and if there's something special in them anyway.

Comments on some of the levels (contain spoilers here and there):

Spoiler
Paradise17: Crystallise – My solution is ridiculously precise, I'd think there's a more reasonable way to do this level.

Bittersweet2: Pretty Woman – My previous solution didn't work, because there's no ceiling at the top left corner. :P So, I adjusted my solution just a bit.
Bittersweet3: Just Get Rid of Him! – An original idea, good good!
Bittersweet4: Sweet Memories – I backrouted this earlier, now the solution is shiny!
Bittersweet12: Tell me the way to DMA... - If recurring Tricks of the Trade levels and Deep Cuts Homewrecker aren't counted, this is the only repeat level in the whole pack. :O
Bittersweet14: From a Designer's Perspective – Suddenly original tileset with that nostalgic song! :thumbsup: A refreshing surprise.
Bittersweet15: Candy Floss Bonkers – I backrouted this earlier. Now found this solution with that tricky top left area, nice!
Bittersweet18-19: The Ocean World and The Friday Feel Good Lounge – Still some of the best stuff of the entire pack, love them and these levels are the ones I'll root from SEB Lems in LOTY. : )

Revolution3: Don't Play With Fire – One of the most builder heaviest levels in the pack, but there's these kind of levels so few so that's just variety and doesn't get that irritating.
Revolution8: Harvey Haddon Sports Pyramid – I backrouted this earlier, but now I used the basher before the one-way wall area.
Revolution9: A Tribute to Bob Holness – Didn't realize in my earlier playthrough that you can find words from there. ;)
Revolution13: Sadistic Lemming Factory – This one I mentioned already, there's a talisman for solving the level (save 39). Also, this feels daunting for its placement this early in the pack.
Revolution 16: Pac Attack – Another quite exhausting level this early in the pack.

Stormy2: A Starlight Rollercoaster – I didn't solve this earlier, just in this playthrough found the correct path! Earlier I tried to send the workers up the first wall.
Stormy11: 30-MegSEByte Hard Drive – Not yet solved, I managed to realize what to do in the top right corner (digger and platformer only), but no idea how to do the bottom left, would need one climber more (crowd is not safe from water).
Stormy12: Futuristic Climber Zone – Didn't solve this last Winter, now I got it and this is an amazingly original level, wondering why the eerie space song isn't there anymore but "aah real monsters" song is used. :P
Stormy16: Wild Forever – Didn't solve this last Winter, now I got it when I realized that miner set-up is possible with first lemming not using a floater and the miner turns around from the steel. It's really precise, maybe too much so?
Stormy19: Rick-afinity – Didn't solve this last Winter, now I got it immediately when I realized to dig horizontally through that thin one-way wall. :P

Murder1: The Five Arches – Not yet solved.
Murder2: Will You Start The Fans Please! - A good level, I was stumped for a while, the key was to find out the correct digger placement, after that all came together.
Murder5: Up and Down and All Around – Not yet solved, I see you've fixed backroutes from basically everyone who has played this level. :P
Murder6: The Story of the Eggs – I saved 2 skills, one of the most backroute-feeling solutions of mine.
Murder7: The Call of Lucia – A good, difficult and compact level!
Murder9: Let's Go Sonic! – Maybe the easiest level in Murder rating, a good for being a breather level here if intended. The difficulty could come from spotting the indentations from the tower, but if one uses lots of clear physics mode like I do, it's easy to spot.
Murder10: Birth of an Empire – A good level, deriving from comments, this didn't have save 100% requirement earlier and wouldn't been Murder-worthy imo, now it is.
Murder11: Aztec Dune Zone – Not yet solved. Another level that's difficulty has considerably risen, deriving from comments that Arty's solution has been adapted. I can save everyone but the last hero lemming bashing the big one way wall from left to right and he walks to the abyss.
Murder12: Like A Lem In A Candy Shop – Another good, cramped, difficult level! :thumbsup:
Murder13: No Time To Die (Flopsy style!) – Maybe backrouted, my solution is not Murder-worthy.
Murder14: We Build Castles Made of Slime – Didn't solve this last Winter, now got it when spotting that basher placement.
Murder15: Golden Round - A good and fitting song! A bit easy-ish if one examines the honey circle terrain carefully, where to put basher etc.
Murder18: Darkside Lightside – A good and difficult level.
Murder20: Here Comes the Rapture! – Not yet solved. The biggest issue is saving the climbers at the bottom middle from climbing to the flamethrower.

Rapture7: The Call of Kyusu – Awesome level, three different delightful timing tricks (blocker-builder, digger-faller, bomber-basher)! :thumbsup: At first I thought this to be more horrible before realizing that only 3 climbers need to be send to the left, because the hero that digs lets climbers to the right, avoiding timing with the trap.
Rapture8: Leave the Others Alone – Nice, though a bit hasty with the builder before the crowd comes.
Rapture12: Shoot From The Hip – An interesting looking level compared to exhausting looking Rapture levels with dozens of skills, thus I tried this for a while, and I'm not sure if the trick at the bottom left is intended. Awesome layout!

MegSEBytes8: Mummies Alive! – The level where this rating gets good.
MegSEBytes12: SEBpphires – A potential backroute saving 2 platformers.
MegSEBytes15: Lights, Camera, Action! – Brilliant, looks pretty impossible at first sight, but the solution is efficient.
MegSEBytes16: Lemsels in Distress – Three good things: the tileset, the level, the song.
MegSEBytes19: Circuit Breakers – Genious, genious!
MegSEBytes20: Spaced Out – Took a while to solve this, a deserving rating final.

Unrequited2: Just 1 Word I Want You To Know and 10: How's the Island Punch? – Great, great, great!
Unrequited11: Mapperley at the Tree Tops – This is somehow one of the most uninteresting levels in the pack (excluding X-of-everything levels). Not discarding-worthy maybe, but I just thought of bringing this point out.
Unrequited14: The Lemming Disaster Suite – One of the hardest solvings of mine, timing to get a bomber hero at the end out from the crowd was pain.
Unrequited15: 30 – Not yet solved. Hard to tell if I'm doing wrong the left part or the right part.
Unrequited17: Machinery – A good level, but seemed easy compared to levels around it.
Unrequited18: I'd Give You Anything – Not yet solved, and this is super weird how to do the second "room" with 3 builders, 2 blockers and 2 diggers. There's 4 vertical trees, 3 bashers and 1 fencer for them. Pretty sure that first room is builder and digger, the second last room is builder and the last room is digger – all skills used.
Unrequited19: Hot for High Times – Like I said earlier, I didn't take the pickup skills, so I backrouted this.
Unrequited20: How Does it Feel? – Marble is by far the most used tileset in this pack. :P A good level.

Deep Cuts 8: Maybe the best level of this rating even though it's a multitask pain. 14: I am A Typical is also good, but yea maybe not that original for the main ratings.
Deep Cuts 15: Woow, my name is there! Can't remember what my contribution was in relation to you before SEB Lems was created, but I'm honored. : )

Thanks Flopsy, this is quite an ambitious and colossal level pack with diverse and imaginative level design! :thumbsup: Duration for playing is dozens and dozens of hours. :)
#45
Quote from: Nepster on August 13, 2018, 03:52:33 PM
That's a very interesting question. There might be a good solution to this by checking for water before checking for solid terrain, but I would have to look at the precise implementation to determine what can actually be done without negative side-effects. Please make a forum thread regarding this issue.

- Assign a lemming swimmer and climber skills.
- Dig a hole that ends in water and will be fatal fall distance from top to bottom, digger turns into a swimmer and climbs up the wall.
- When swimmer falls in this hole, the water should save him, but depending on the exact height of the fall he might splat.