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#11
NeoLemmix Levels / Re: MASTER-88 (Amiga Classic) ...
Last post by MASTER-88 - April 18, 2026, 01:35:15 PM
Quote from: Guigui on April 18, 2026, 12:23:10 PMYes it was very nice to play it.
I'm wondering if you have a solution replay for level 18 gold talisman. I have no idea how to tame that zombie without swimmer and walker ?

Yes i have that replay i have to find it first. IIRC Armani did make all those 3 talisman in one video. I might have this replay too.

I´ll go search this replay. Its level 18 Amiga pack and same levels goes Custom +3. So yeah i´ll look out it. I´ll post it later. Thanks to ask it. I´ll goe search it.
#12
NeoLemmix Levels / Re: MASTER-88 (Amiga Classic) ...
Last post by Guigui - April 18, 2026, 12:23:10 PM
Yes it was very nice to play it.
I'm wondering if you have a solution replay for level 18 gold talisman. I have no idea how to tame that zombie without swimmer and walker ?
#13
NeoLemmix Levels / Re: NotaLems Level pack
Last post by JawaJuice - April 18, 2026, 11:26:56 AM
I also finished the Tough rank. As kaywhyn said, a few tough nuts in there for sure. I'm going to give you my feedback on certain levels (trying to be quite generalized, spoiler-free) then I'll compare notes!

Level 1 - Already a step up in difficulty and a sign of things to come for this rank. Resource management is the hardest thing here, with the limited skill set.
Level 4 - As previously mentioned, this one is a real tough nut! Probably ended up being in the top 5 hardest levels of the rank for me (#5 I'd say!). It's a repeat that's a lot more challenging than its first incarnation - the difficulty comes from needing to save both sides with again, a pretty limited skill set.
Level 9 - Requires precise placement but it will be a familiar puzzle to any experienced Lemmings player!
Level 10 - Slightly harder than 4 imo, mainly due to the extremely tight time limit where quite a lot has to be done to create a safe path for the crowd. The number of builders is its saving grace, but I needed every one of them!
Level 12 - Another repeat that's much harder than its first incarnation and actually does utilize the mechanic I expected the first one to - in this case, compression! Would be tricky for a beginner I think!
Level 13 - I really like the look of this level! Tropical Hot Dog Nights to quote Captain Beefheart ;-)
Level 19 - Made hard by the 99 RR, as so many levels are. Definitely needed more thinking time than the previous few levels.
Level 21 - Quite a difficult level/talisman, but your options are severely limited, which makes it easier in a way I suppose.
Level 22 - Looks simple... and is! I clocked the solution almost immediately; the hard thing was the execution and completing within the time limit. 4 minutes sounds like a lot, but there's much ground to cover and a fair bit to do.
Level 23 - Seemed uncharacteristically easy for its position in the rank, but I don't mind a breather!
Level 24 - Another problem of resource management. Tricky, but not so bad.
Level 25 - The most difficult thing here was the containment of the crowd at the start but I may well have over-complicated my solution in this instance.
Level 28 - The hardest level of the pack to this point imo. Extreme resource management and timing challenges. Longest solve time so far, eclipsing 4 and 10.
Level 29 - I can tell you, there's no backrouting this level, at least as far as I can see; I tried for a while to do the coward's solution, building over the left fire pit to the exit, lowering the terrain first, but you've clearly thought of that. In the end, I knuckled down to taking the long route! Maybe not quite as difficult as 28, but it's up there.
Level 30 - Wow, you weren't kidding about this being a hard level! The only level in the pack that took me a couple of hours to complete, I don't mind telling you! It's how a pack finale should be though: save the toughest for last! Really clever how you've incorporated four earlier levels into one, re-contextualizing them, by also adding the contained neutrals in each. For the longest time, I just kept ending up a skill short (usually a builder!) but somehow eventually managed to finish with a builder to spare and 2 lemmings more than the requirement saved!

Overall, I thoroughly enjoyed this pack :thumbsup: I would probably place its overall difficulty at Easy-Medium, though there are certainly a few levels in the last rank that would fall into the 'Hard' category. You also save the hardest three levels for the end of the rank in my book, so I think you've gauged the difficulty curve well. There are maybe a few things that could be improved in the Easy rank especially, but I would say it's a worthy pack! Probably a bit tough for beginners in its final rank, if that is the intention, but you could say the same thing about Icho's NeoLemmix Introduction Pack.

Replays attached, including talisman solutions. :thumbsup:

#14
NeoLemmix Levels / Re: NotaLems Level pack
Last post by kaywhyn - April 18, 2026, 08:47:47 AM
Tough rank finished and hence I have solved all of the pack! :thumbsup: Replays attached and of course more feedback

Tough Rank Feedback

The third and final rank of the pack, the Tough rank offers the hardest levels. Indeed, as I previously mentioned, the Tough rank is aptly named, though I managed to pick up significant speed with a large amount of levels in the middle. Even then, there's still plenty of difficult nuts to crack here! Of course, there's still some significant gems in the rank as well.

Spoiler
Tough 1 - The Flagpole and the Box Great level to start the rank. Not too hard of a level, though the hardest part here was getting a Lemming to turn around at the very end of the basher tunnel in order to dig so that he gets low enough to mine the bottom entrance out. Thankfully, the player can better get this via the RR.

Tough 2 - Rope Swing Looks daunting and difficult, but it's not too bad despite appearances. Once you realize the way to keep the second Lemming safe is to have him dig all the way down at the start and then you can release him from the pit with the climber skill, then the rest of the solution should come easily. It might still be difficult to find the best way through the ropes, though. You're pretty much given exactly the bare minimum of what you need to solve the level, so you can't waste any builders whatsoever.

Tough 3 - Catacombs Pretty much a breather level for the most part, especially as it's quite obvious that you can't go through the bottom entirely and that you must go over the top. This is pretty much the hard part, knowing where to build to get everyone up. I finish the level with a lot of miners to spare, so I don't know what those others are for. Even then, there doesn't seem to be any harm in keeping them in, especially as I don't see how the level can be cheesed with them ;)

Tough 4 - No Justice Quite possibly the hardest level in the entire rank TBH. For the most part, I kept wondering if the level is even solvable with the given skillset, as it always looks as if you're a digging destructive skill short. In the end, after a long struggle, the solution I found requires a lot of pixel precision, particularly the second climber to stop the first one who digs, as well as a very precise bomber to get the left entrance out and into the miner tunnel from the first climber. If this is intended, then I suggest heavily reducing the precision needed and/or eliminating it. Levels that require a lot of pixel precise skill assignments in the solution aren't good design IMO. It's one of those things that just because you can doesn't mean you should. At least when I test my levels, if too much precision is needed, then I like to help the player out by either reducing it or just outright eliminating it. I don't like players failing my levels because of pixels. I want them to fail because of the puzzle! :P

Tough 5 - Jenga Another hard level IMO. A lot of my attempts failed because I couldn't find a way to keep the neutrals safe while one of the regular Lemmings builds to get to the exit. Turns out I simply needed to realize to use a builder to make a splatform first before building to the exit. I don't think there's really a way to delay the neutrals further, at least without them climbing into danger later on as a result, such as into a bear trap or falling into the acid.

Tough 6 - Iron Gate Nice level even though this isn't the intended way that you need to do the final level for this particular mini-level! :thumbsup: Isolating the first two Lemmings from the rest of the crowd while one of the two pioneers bombs through the OWW and then builds across the gap and also over the ketchup wheel trap and then the crowd can release themselves by bashing. It's still a much faster solve than either of the two previous levels, so it's definitely much easier than them.

Tough 7 - Crystal Clear? Quite possibly the easiest level in the entire rank because this level literally took me no time at all to get solved, and so yes, I would agree that the level is indeed "crystal clear" :P

Tough 8 - One Minute, One Of Each Skill Nice level and a tad bit harder than the previous one, with probably the hardest and trickiest part being just a bit before the exit. I don't know if my solution is intended though. It's always nice to see a level made with Gronkling's Menacing tileset. I'll be honest, and that is I was amazed at this special graphics level of L1 as a kid, rather than freaked out by the blood and strains. Good music as well.

Tough 9 - Z Cave Another easy one, as it's obvious that the miner needs to bounce off two blockers. The only hard part here is preventing the other entrances from dying to the deadly sides.

Tough 10 - Pair of Aces I love the design of the level here which is meant to depict playing cards. In this case, Ace of Spades and Ace of Diamonds. Hard level here, as even with a lot of builders available it's not easy to determine the best route through the playing cards, especially the latter. I must say, that hidden steel in the middle is pretty evil. I think you may be aware as well, but deceiving players like that tends to be a big no-no in the NL community. Most players agree that all information to solve the level should be visible from the get-go and not hidden. Of course, if one wants to during play, CPM can be activated ahead of time to know that the middle part is steel and not destructible terrain like I thought it was. So, I brought that on myself, but in general I usually don't use CPM in my live LPs :P Overall, nice challenging level!

Tough 11 - Spectacular Pretty much the best level of the entire rank IMO! :thumbsup: The hardest to see in the solution is the user of the bomber, but that realization didn't take too long for me as I kept trying to fiddle around with not using too many builders to build across the gap at the bottom. Certainly the hardest part afterwards was releasing the top entrances while making sure to have enough builders to do so and to get up the miner tunnels, though that would leave you a builder short if you do the latter. The alternative, then, is to get the middle entrance down by having them mine out so that they will come back up the side of the level to reach the exit. I really enjoyed figuring out this level. Well done, though I have a builder to spare ;)

Tough 12 - Wind Tunnel Ah, so the level from the Easy rank does get repeated here, which we all thought you meant to have the player solve via compression through the traps. Nah, this is the level, the repeat, that players do it on, so I guess that renders what we said about the level in the Easy rank moot :P That's certainly not the hardest part but rather how to achieve the compression and then be able to release everyone to go towards the traps at the end, except for the worker who did the bridges.

Tough 13 - Desert Island Night Rescue Team Pretty much a breather as well, as it's the rare level where one can simply use the standard two blocker trap to hold back the crowd while one Lemming goes on ahead to make the route for them. Also, as long as you realize that you can only save 3 of the 2-neutral groups, then this level isn't a problem in any way. I did think that maybe the intention is to make bridges that span across so that you can free all the neutrals with one of the bashers, but thankfully that's not required, as you are allowed to lose both the blockers and two of the neturals which can't be freed.

Tough 14 - Multi-tasking Looks daunting and hard but it's not that bad at all. Pretty much the only hard part is making the splatform to save the right entrance, but you do have plenty of floaters to spare so luckily it's not too tight. Perhaps keeping the left entrance safe is the harder part of the level. I do have plenty of skills to spare, but maybe it's supposed to be an open-ended level. Decent and somewhat challenging level here.

Tough 15 - Crosses and Noughts Sorry, not a fan of this level at all! Way too many repeated bomber and builder assignments make this really boring and not fun to play. Sure, it's a breather, considering the lenient save requirement and all, but didn't find this fun in any way.

Tough 16 - The Sands of Time Also a breather IMO, with probably the only hard part is to have one Lemming turn around after going down a level so that he can prepare the rest of the way for the others before too many get into danger due to turning around. I used the final 3 builders to turn the 3 back towards the exit while the basher was still going. Not sure if this is intended.

Tough 17 - Derelict Staircase Looks difficult, and indeed it does seem to be the case, especially if the intended solution is enforced. This seems to be a backroute I found. I'm not sure if digging to avoid the trap is intended here. I expected them to get killed on the other side if doing that, but apparently there's a wall there that prevents them from reaching the other side.

Tough 18 - Cave Explorer Sorry, not a fan of this level either. It's quite obvious what you need to do here, but way too much bridge building for my liking. This does remind me of an L2 Outdoor level that has something very similar, though I can't remember if you're given anything else other than just builders and diggers. This level does seem to be inspired by that.

Tough 19 - The Chains That Bind Nice challenging level! Don't be fooled by what seems like a lot of builders and miners. At least in my solution, I ended up using all of them. Certainly not easy to find the correct route through the level while making your way to release the neutrals. The 99RR makes the start difficult, though because the start is all steel and you don't have bombers, then it's clear that to release the crowd later on you need to block on a built staircase to release both the blocker and crowd later on. I kind of enjoyed this level, though some parts were a bit fiddly to do, especially when building and then mining while not turning around and/or the staircase gets chipped off so that the Lemmings will slip through from the other side.

Tough 20 - The Arches Still seems to be a backroute here, so looks like it needs further fixing still :P I'm guessing the titular arches are used in the intended way as indicated by the level title.

Tough 21 - Oh Balls! Another excellent level and definitely far harder than the original in the Easy rank. I especially love the extending the basher part of the solution, though I would say it's probably also the hardest to see in the solution. Well done, and the time attack talisman is certainly not hard to obtain at all, especially as long as you bash at pretty much the first opportunity you get, before the builder gets put in place for it to keep going ;)

Tough 22 - Looks Simple..... This one also seems to be a bit inspired by an L2 level, this time in the Classic Pillar set. I think it was called "Mr. Lemmy Doesn't Live Here Anymore" or something like that. Kind of a breather, though probably the hardest part is figuring out how to get someone to come back to the crowd to mine the crowd free. Here, it seems climber bombing is the most logical choice to get through after building across the gap, but bashing it away instead occurred to me a bit later. It's a bit unfortunate that the climber who mines the crowd out isn't able to reach the exit on time, but oh well, sometimes that's the way it goes :P

Tough 23 - NuMaCaBaBaB I'm guessing that's a lyric to a song or possibly even the name of a song? Pretty much a remake of "Now use miners and climbers"/No added colours or lemmings," just with two steel walls instead. The solution is pretty much what you expect it to be, with probably the only hard part is building over the gap before anyone arrives and falls in and is trapped there. Nice level nevertheless.

Tough 24 - Crocodilopolis Wow, excellent level here! :thumbsup: I really enjoyed solving this one. One of the hardest levels of the rank for sure but one which feels to be the right difficulty. I think the solutions can easily swap sides here. Got the gist of the solution fairly quick, though took me a while to figure out to dig and then the next Lemming from one entrance builds to be delayed so that the other Lemmings who spawn from it can survive the fall into the pit. I really love how there's the mining through the bridge to release the ones trapped in the pit by climbing solution element of "no added colours or lemmings" level here. Well done! :thumbsup:

Tough 25 - Fort William Somewhat of a breather this late in the game. Not really hard in any way, especially with plenty of climbers to keep the bottom entrance safe. It can be a bit chaotic keeping track of everything. Probably the only hard part is getting the bottom entrance up, similar to Tough 3. Otherwise, nice level which I kind of enjoyed playing and solving ;)

Tough 26 - One Floater, One Climber, keep moving... Looks to be quite daunting and challenging, though my solution is probably a slight backroute. The solution does seem to get the three move involved in cooperating with one another so that one of them keeps the other two safe throughout the entire level. This level kind of reminds me of a level from Lemmings Reunion, which I believe is called "Den of evil" or something like that. Similar concept, where one is a floater, another a climber, and the other one is neither one and just a regular Lemming.

Tough 27 - Clam Dune Probably a bit harder than the previous level, especially with the 99RR and multiple entrances to deal with. A few skills I spared so maybe a backroute as well? ??? I love all the clams you put on the sandy dune! :D Very nice background which goes really well with the L2 graphic set.

Tough 28 - The Red Room This level doesn't too difficult at first glance but there's still some gotchas to watch out for. I think the hardest part for me here was figuring out how to get two Lemmings to go on ahead, one of which bashes the final wall while the other one turns around to build the splatform. I'm not sure if the spot where I built in the solution is required so that if you bash at the right spot then the crowd doesn't get released. If that is intended, then that's certainly the hardest thing to spot in the solution! Very nice! Probably about the same difficulty as the previous two levels.

Tough 29 - It Burns! Sorry, another one I wasn't a fan of. Way too much repeated building and blocking on the left side to reach the exit and is way too fiddly to execute. Granted, there might had been some things I could had done to make it a bit easier, but for the most part it's really annoying to do. Quite possibly the worst level of the pack IMO. Probably the biggest improvement might be to leave more wiggle room with the flamethrowers on the building up side. This level does seem to be inspired by I believe it's called "Blood Furnace" by Crane, only this one has a bit more than that.

Tough 30 - The Last Level: A trip down memory lane I like how this is 5 levels rolled in one where you essentially just repeat the solutions to them for the most part! :D :thumbsup: Now I definitely know I didn't do the Brick level the intended way. Pretty much the Bubble and L2 CaveLem levels both have a slight modification to the solution from the originals. My failures came about due to doing them incorrectly and sub-optimally at first. I think the rest of the solution came easily once I realized why the great number of losses you're allowed which will come in the Bubble level. It's not easy to see how to release the neutrals in it while not using too many builders. I think luckily needing to climb back up to the neutrals to release the blocker in the L2 CaveLem level came quickly as I got close to getting the level solved, as you really don't have any other options with the skills you have left for it, if you did the other mini-levels correctly. A great level to finish off the pack on for which the AWESOME music track plays! :thumbsup: I believe Lemmings Rundown by LemFan does this as well, with the AWESOME music track also playing on the final level.         

Overall, while there's room for improvement, especially in the Easy rank, as well as some levels which I wasn't a fan of, this is a quite decent first attempt at a level pack. I did enjoy the level pack from start to finish, though it's quite difficult in many places, with the difficulty jumping all over the place and hence it's very erratic. Still, I applaud you for your efforts and work over a period of several years. I look forward to future levels/level packs from you! ;)

Hope the replays and feedback is helpful and that the LP is enjoyable, if you've been watching it :)   
#15
NeoLemmix Levels / Re: MASTER-88 (Amiga Classic) ...
Last post by MASTER-88 - April 17, 2026, 07:08:50 PM
Nice Job Man.  :thumbsup:  This not was easy pack. Sorry about some frame perfections. Hope you like it overall. :thumbsup:
#16
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by MASTER-88 - April 17, 2026, 07:02:28 PM
Nice Job. Levels Hot & Loaf there is two very different solution to go it. My and Armani solution. But both was challenge, so im not patch anything about it.

Level Meeting point was actually Armani idea. I did it orginal easier but Armani make its better. So i wanted use Armani strategy here. Thanks Armani with this. Its great trick.

BTW Capital City WEB Ville will includes 3 news talisman 1.01 version. There will be under 1 minute talisman when i update my pack. Also Bronze talisman 76% is changed 78%. Yes i break this level myself later when i public my pack.
#17
In Development / Re: Revenge of the Lemmings - ...
Last post by mobius - April 17, 2026, 04:23:26 PM
This is also how I (sort of) made easier repeat levels; I looked at levels from the pack that had interesting layouts which would still be interesting and not trivial when adding X skills to them. [this was easier said than done, but still managed to find more than a few]

Some of the original levels (The Fearsome Foursome is a good example of this); was in my folder of levels I looked at to include in the pack in the first place; only because I misread the skillset. The original level was described by Yawg as literally "this is payback for all the awful levels I've played through"; suffice to say, I never actually considered adding the original.

Snowy Caves isn't a ghost repeat; that's a repeat of "That Freezing Feeling" (presently in the Pain rank, which I forget why, it initially was ranked much lower).
Proxima and I talked about one of Ellischant's levels in discord; the miner/hell level (Harder, Better, Miner, Stronger) and Aperture science; but this kind of went for all of his levels; In testing I found multiple solutions for many of them but still felt them fun and worth including. Some had minor fixes but most of them were difficult to make any changes to. That freezing feeling has ice blowers that aren't present in the easy version; this was supposed to removed a backroute.

Anyways; here's some more quick feedback on my personal favorites and least favorites in the first rank.

Keepers
Little Miner Puzzle(s),
Lemtris (maybe not first rank worthy; depending on how the rest of the pack goes)
Access Denied
Eeny Meeny Miny
Crossing the Chasm
Most of Dragon's Lover's levels in this rank (they all have a good early first rank placement I felt, except maybe a few like Through Fire and Flames, which some said isn't that easy.
Lem Dunk

I also think (if Proxima is okay with it) we should keep levels like Minesweeper Lemmings (or the more difficult repeat if not both) if possible. This genuinely was always one of my favorites and the difficult version took me a long time to solve.


for removal:
I agree Liquidizer is not a good one. This is one of those where I assumed I just suck at the game and other people would have an easier time with it.

Magnetic Area:
this level is pretty similar to that Genesis level of a similar style but less interesting.

other considerations:
I personally find 10 is a magic number a more difficult level than first rank. It's not complicated but requires more thought then the average easy first rank level and multitasking.

Crystal Caves (the more difficult version): I was always on the fence with this level as when getting near the end I found the difficulties more frustrating then fun to puzzle out but the easier version was fun.

Blood Furnace:
If decoration was added to spruce it up I think this level would be more appealing. Might work as a [late] first rank level even, it has a variety of solutions.
#18
In Development / Re: Revenge of the Lemmings - ...
Last post by Proxima - April 17, 2026, 02:03:01 PM
Quote from: WillLem on April 17, 2026, 01:03:36 AMOK, so Proxima mentioned on Discord that we can start suggesting levels for Pack 1 Rank 1, particurly those that might make good X-of-each repeats.

Thank you -- although I was more looking to see if you had any suggestions for later levels that could have an interesting 10-of-each repeat, before we move past that stage of pack development and the opportunity is lost.

I want to clarify one thing. The vote (which ends tomorrow!) is currently strongly in favour of allowing both N-of-each repeats and "ghost repeats" (N-of-each versions of levels, without using the original level). That, of course, means that some of the existing ghost repeats can stay -- and this includes some on WillLem's keep list above, such as "Snowy Caves", "Pipe Dream" and "Lemmington Spa". Even so, for these levels, before making a decision, I intend to look at the original levels to see whether including the original level instead of the N-of-each version seems worthwhile, and I'll make a separate decision for each level on that level's own merits.

After all, even if we decide to start the pack with some N-of-each repeats, I don't think we want a first rank consisting entirely of these, so it would be good to trim the number down a little, and some of the original versions may be interesting in their own right.

This week, WillLem and I have played through the first rank of version 4 as a "Skills you can't live without" challenge, which is always interesting for N-of-each levels, and I am mindful that some of the challenge solutions we discovered may be lost if we replace these levels with their harder originals. Even so, most players will just be trying to solve the level with any solution rather than approaching them as SYCLW challenges, so how interesting the level is for a normal solution has to be the main consideration.
#19
NeoLemmix Levels / Re: [NFNL] Insane Steve's Worl...
Last post by kaywhyn - April 17, 2026, 11:40:47 AM
Quote from: WillLem on April 17, 2026, 03:09:13 AM@kaywhyn Would you be happy to replace these levels in the OP attachment? Thanks.



Done, thanks! It would had helped if I indeed had checked that I had the issue with the levels of the pack that use the nin10_ta_lava style not loading as well (and I did). Turns out I had an older version of the pack which doesn't have the issue of them not loading and that I simply hadn't downloaded the latest pack version, as I tend to move on from a level pack once I'm done playing through all of it. So, my bad @Pierdo! :-[
#20
In Development / Re: Revenge of the Lemmings - ...
Last post by kaywhyn - April 17, 2026, 11:36:51 AM
Quote from: WillLem on April 16, 2026, 11:58:22 PM
Suggested approach, and discussion thereof
(1) Make a list of 30 x 4 levels which will form the "working playlist" (Draft 1) - they can be any levels at this point, and have no priority over anything not on the list. We do NOT decide at this point which levels should and shouldn't make the cut.

(2) Play through every level in the total pool (i.e. all levels on the list, and all levels off the list). During this step, we make notes, update any levels that need updating, and identify which levels should and shouldn't make the cut.

(3) Having completed step 2, we should now have a more firm idea of which levels will actually make it into the pack. We go through the process of swapping, moving, and replacing all levels in Draft 1 until we have Draft 2, which will be much closer to what the pack will actually end up looking like.

(4) Play through Draft 2 as if it's the completed pack, making note of how well the levels flow from one to another, etc. to get Draft 3, which would likely be a release candidate by that point.

All that's happened is, Proxima doesn't think step (1) is necessary and so we're starting from step (2). And that's fine, level selection was delegated to him for a reason and I'm happy to support the approach he wants to take - he has my full confidence.

The only difference it will actually make is to step (3). I imagine that it might it take a bit longer or be slightly more difficult if we don't already have a working list at that point. Then again, it might not. I could be wrong. It's natural for me to want to refer to a method has repeatedly worked for my own projects when suggesting how to go about this particular project - but, of course, I'm always happy to try new ways of doing things! :)

Anyway - by now, I'm explaining this only because I dislike misunderstandings. I haven't suggested rushing anything; on the contrary, my suggestion was that we add an extra step, which would actually slow the process down initially, but (maybe) make a later part of the process quicker and easier.

Think of it like this: when you take your washing out of the dryer, do you first sort everything into piles by clothing type (shirts, t-shirts, pants, socks, etc) or do you sort through the whole pile one item at a time? Is that first step necessary? I'd argue it is. It makes it much easier to see what you're dealing with, makes the total task feel less daunting, and increases the chances that the task will get completed by > 0% ;)

AH, thanks for the clarification! It makes more sense to me now where you're coming from with this explanation. A couple of remarks to some things of your reply:

Quote(1) Make a list of 30 x 4 levels which will form the "working playlist" (Draft 1) - they can be any levels at this point, and have no priority over anything not on the list. We do NOT decide at this point which levels should and shouldn't make the cut.

(2) Play through every level in the total pool (i.e. all levels on the list, and all levels off the list). During this step, we make notes, update any levels that need updating, and identify which levels should and shouldn't make the cut.

Yea, it still sounds like it's arbitrary bias as to what would go on the list for the first step and it's some kind of subset of the v4 RotL pack except for where the levels that didn't make it in the pack are concerned. If anything, I probably would had just said the first 120 levels of v4 for the first pack and then the remaining 120 levels of the v4 for the second pack :P There, done.

Joking of course, since it's definitely more complicated than that. As mentioned previously, the Excel spreadsheet is a great one and sure, it might take longer and make some things a bit harder later on than if there was a "working playlist" as you call it, but I think for the most part I would had done it the way Proxima is currently doing it as well. I think it's working fine for the time being ;)

QuoteAnyway - by now, I'm explaining this only because I dislike misunderstandings.

Right, understandable. I don't like being misunderstood either, and I'm sure there's plenty of others that don't as well, so we're far from being the only ones :P In fairness, I tend to be a slow learner and in understanding things in some areas, though definitely not as much of the former as when I was a youngster, but it's still there in me from time to time.

QuoteI haven't suggested rushing anything...

Well, you did suggest "a quick and dirty approach" for the first step on the list creation on Discord and that admittedly made me think you were suggesting rushing of some kind on the project, let alone possibly thrown in some confusion :P

In any case, at least we're in agreement with taking our time on all steps and processes of the community project.

QuoteAgain, bottom line: I'm no longer making the case for my suggested approach at this point. We've already decided to do it Proxima's way and that's absolutely fine by me. Happy to leave it there and move on :)



Agreed, it went on much longer than it should had due to my confusion and what was a misinterpretation on my part. I'm going to say no more of this and won't press for further clarification or anything on the matter. Let's shift the focus on doing what needs to be done and on our roles we been delegated to and helping each other out if needed.

Keep up the great work everyone :)