The videos are done, took a while but it was great fun. It also uncovered a whole host of issues and improvements to be made, in fact over a third of the levels got changed in some way. Some got easier, some got harder, some got fixed, some got improved.
The changes are mainly to fix backroutes and improve the execution side, which is always going to be an issue with levels of this size and difficulty in a game with 51 skills and a finicky fan. That's why I recommend the use of savestates, just like how everyone uses player aids in NL etc. to negate it there:
DOSBox with savestatesDOSBox-X (savestates built-in by default)
This version is a release candidate - so if you have played the previous version, please let me know if you found anything that needs fixing or improving (especially on the last 3 tribes) so I can make it as good as possible.
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Version 13.12 has been released
====================Highland 6 (The Iron-Rich Mountain) - improved the water trap, so it looks slightly less ugly. (damn crawlers)
Highland 8 (Loch Lemmond Storage Tank) - restored the scenery to the cave ceiling, and +1 mortar to help get through it.
Highland 10 (Ten Brown Barrels) - reverted the +1 twister change from earlier, and replaced it with 3 mortars. (I did like the creativity involved with using the 2nd one, but it made it possible to bypass part of the puzzle)
Circus 1 (Base Camp) - a couple of cosmetic changes.
Circus 3 (Jack in t'Box) - swapped with L4, thinned out the roof of the inside (for easier ballooning), added/moved metal. (so it was possible to add 4 laser blasters without causing a backroute at the cannon)
Circus 4 (Don't Capture the Flag) - swapped with L3.
Circus 6 (The Weighting Room) - added 4 laser blasters. (it could get too close for comfort)
Circus 10 (Deca-Dance) - reverted the +1 twister change from earlier (it was causing puzzle bypasses), reworked terrain slightly (adding even more room for the remaining twister), -2 platformers (not needed), +3 superlems. (more room for error)
Classic 7 (Stepping Up & Down) - reworked some terrain (it was still possible to backroute) and all the scenery. Renamed to "Rising Column Scene" as a result. (an L1 reference to the new scenery)
Medieval 1 (Base Camp) - fixed the catapult to look right. (cosmetic)
Medieval 2 (Cave of Knaves) - swapped with L6 (too hard for it's current slot). Shortened 2 ledges and removed some bridges as a result. (now it's a bit harder like a concept level such as this should be, with some archery tricks from vanilla Sports 10 thrown in)
Medieval 3 (Hack & Slash) - swapped with L4.
Medieval 4 (Finishing the Arc) - swapped with L3.
Medieval 5 (Acrobatic Outlaw) - added wooden boards to each side of the water and slowed the release rate. (it was a little too hard to click the roller and get the first stack up in time)
Medieval 6 (White Cliffs of Dunder) - swapped with L2 (too easy for it's current slot, and moving it also works thematically and as an introduction to the tribe's heavy construction specialty). Also added some wall brackets to the top trapdoor. (so the rescuer can't escape)
Medieval 7 (Dungeon & Dragon) - added some markers into the ground by the tall tree. (to give a clearer indication of where to build from)
Medieval 8 (Siege Engine Graveyard) - carved a vertical wall into the rockface near the start (to remove the climber who was awkward to control) and altered the skillset a little.
Medieval 9 (Tower of Maidens) - raised the height of the side holes all the way up, reworked the exit area, reduced rollers to 5 and the timer to 5 mins. This kills off the backroute where 1 lemming could do all the work before the crowd got there, at the expense of changing it to a race against the clock. Renamed to "Tower of Madness" as a result.
Egyptian 2 (Stomp Like an Egyptian) - moved to L3.
Egyptian 3 (Night Boat to Duat) - moved to L4, added metal to the outside ledge, +1 carpet, -1 basher, -1 stomper. (backroute fixes)
Egyptian 4 (Wade in the Water) - moved to L2 (it's more novelty than puzzly), reworked the drop-down to the exit area.
Egyptian 8 (The Chambers of Cain) - removed some excess skills and added 1 filler.
Egyptian 10 (Mandatory Pyramid Level) - added a block under the central trapdoor on the right side (makes it easier to get the stomper in the right place), and -2 bashers. (to prevent their use on the pyramid itself)
Outdoor 2 (Race for Life) - reworked the bottom slightly, removed some excess skills.
Outdoor 3 (Under the Growth) - major rework of the area between the last 2 cave sections (including an extra flicker snail) and -1 platformer.
Outdoor 4 (In Order: Down, Along, Up) - added 1 planter, in case the worker needs to turn round at the top.
Outdoor 7 (The Irrigation Pond) - re-added the 4th trapdoor (top left) and replaced most scoopers with bombers. (it's more reliable in most areas)
Outdoor 9 (Swamp Thing) - added a thin grass layer under the left trapdoor. (makes it easier to get out with a planter)
Outdoor 10 (The Plantshaft) - reworked the ledge under the middle right trapdoor (top of vine ladder), making it easier/more reliable to tunnel into.
Beach 7 (Beach Hut BBQ) - complete rework of the middle section, and altered the skills as a result. (the glider puzzle is still there, but it wasn't really working in it's previous form)
Sports 8 (Switcheroo) - added 1 min. (way too tight)
Sports 10 (Mastered Doubles) - moved the red blocks closer to the steam vent, making it easier to find and execute the right mining spot. (that was my main concern in this level)
Shadow 3 (Filling Station) - moved a metal block into it's right place. (bug fix)
Shadow 9 (Mission: Impassable) - added 1 rock climber. (an extra lemming up top is helpful for speeding things up)
Shadow 10 (Pockets of Resistance) - added a wedge to the bottom right trapdoor, and removed some excess bombers.
Cavelem 2 (Land vs. Sea vs. Air) - altered the mid-level terrain (for easier management of the walkers), removed an excess stacker.
Space 3 (Orbital Bombardment) - swapped with L4, removed the metal in the cave walls, added some skills. This alters the solution so it's completely different on the right side of the level. (as a result it's more complex, but no longer a boring symmetrical novelty level)
Space 4 (Alien Hideout) - swapped with L3. (because of the above changes)
Space 5 (Defying Gravity) - lowered the exit (so it's not possible to fail at the end now) and improved the scenery.
Space 6 (JMC Mining Complex) - improved the pit area next to the left trapdoor (less likely to break into it now), removed 2 builders (not needed) and +3 mortars. (to give you a choice of explosions)
Space 8 (Beam Me Somewhere Shotty) - slowed the release rate (easier to set up the attractor now) and a slight change to the skillset.
Polar 5 (Eskimo Beat) - slight rework of the floor in the bottom-right corner. (it was still possible to backroute there)
Polar 6 (Ice Box Challenge) - slight rework of the cave ceiling (easier to scoop down into now), raised the top left trapdoor up a little. (so the stacker is required now)
Polar 7 (Research Outpost) - added a flamethrower, in case it's needed for error correction.
Polar 9 (Avalanche Rescue Team) - removed the scooper and moved the bottom-left trapdoor into the next cave up. (backroute fix)
https://u.pcloud.link/publink/show?code=XZAHhOVZqUmQzmyvPnRJqtcULY4T5L8sNvkX
I just updated my portable version of Lemmings 2 to include this level pack as well as Kieran's
Just unzip to a folder and choose one of the three optional packs to play.
Sorry to bring the bad news, but can you update it again with this version?