Lemmings Plus Series

Started by namida, December 15, 2014, 11:57:16 AM

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Favorite super-large final level?

Lemmings Plus IV, Insane 20 "Goodbye Galaxy"
0 (0%)
Lemmings Plus V, Outrageous 15 "To Infinity, Beyond And Back!"
1 (50%)
Lemmings Plus Omega II, Sharp 20 "The Lem Goldberg Contraption"
1 (50%)

Total Members Voted: 2

kaywhyn

Hi @Ghia, welcome back after a long absence then! :laugh: :thumbsup: I registered to be a member in 2017, so about 2 years after you took your leave, though I didn't post anything to the Lemmings Forums site until 2020, almost 3 years after I registered.

In addition to the link in Proxima's post which is a topic in the NL Styles board, other places where you can download NL and the NL styles:

The NL V12.14 topic in the NeoLemmix Main board: https://www.lemmingsforums.net/index.php?topic=6985.0 (this one is stickied as well)

and

The NL Website: https://www.neolemmix.com/?page=neolemmix

Swerdis

#331
My journey through the world of NeoLemmix brings me back to the Lemmings Plus series from time to time. I already finished LP1, LP2, LP 4, LP 6 and LP Omega. So the next pack in terms of ascending difficulty is supposedly LP 3 - so this is the pack I will start right now and hopefully bring to an end.

Spoiler
Timid

1 - Here We Go Again!

Easy, but not trivial start. I did it counterclockwise. Clockwise would also be possible, I think.

2 - Welcome To LemLab

I read that the levels will become tricky very early in this pack. So this one is not a typical 2nd level - still not a big problem with mining down to help the crowd out. Nice tune!

3 - Strike It Down!

If bashers don't work, diggers and miners will do. Easy level. I won't go for the talismans in this pack.

4 - Roundabout Run

First level with teleporters. Another easy one, except there is a danger that too many Lemmings pass the teleporter entrance at the same time. Plus one Lem has to prepare a safe landing.

5 - The Rickroll Level

We know these type of levels from different LP-Parts. Very easy one, despite being void of blockers.

6 - The Rebound 

First level with pick-ups. Two float down, one becomes a blocker. The other one turns around and builds a landing platform for the crowd. Still pretty easy.

7 - Oh No! More Oddstacks!

The title is a reminisicence to this hard and initially pretty misplaced level in LP I. Which is a great one. This one here is much easier, though, as there are more than enough skills to bring the crowd up to the exit.

8 - Heads In The Sky

First level with a trap, but this one can be bypassed easily. Most likely the easiest level in the pack so far.

9 - Scatterlem

First level with preplaced Lemmings. I saved all ten here by mining underneath the steel-block. Easier than it looks.

10 - The Acid Vat

It's easy to see that building over the acid is impossible, so underneath is the way to go. Down, Along, Up. In that order.

11 - What Does This Button Do?

First level with a locked exit and thus an introduction-level for the unlock-buttons. Very easy.

12 - Symmetrical Warfare

Working simultaneously on both sides is not required, but advisable. Quick solve.

13 - No Floaters, Guaranteed 

Definitively a step up in terms of difficulty due to the absence of floaters, the trap and the 99-Release-rate. Nice tune from Super Mario II.

14 - Excavation Expedition

Hidden exit, but a bigger challenge is the limited amount of bridges here which run out quickly. Still, not a hard level.

15 - Some Say It Was A Lemming

The beginning is the trickiest part in this level. The Lemmings die instantly and must be caught with a bridge, but due to the high Release-Rate, not everyone can be saved. Also, the concept of Updrafts is introduced here.

16 - Locked Out!

Nice level to finish off the rank. Nothing too challenging here as well. As everyone has to saved, the blocker must be released in the end.

Swerdis

#332
Having completed the first rank of Lemmings Plus III, I must say that this rank was way easier than I had expected. Let's see what the next will bring.

Spoiler
Dodgy

1 - Boost Jumper

Maybe that's where the pack will pick up speed. Tricky level which took me a while to solve. It's not clear from the beginning how the seven bridges have to be used. The climber which runs the risk of climbing to death was a problem, too.

2 - If The River Runs Red...

With no bombers usable, the skillset doesn't give many options anymore. The use of the climber in the end is really nice.

3 - Flea Market

The players starts with no skills - they are all scattered in pick-ups. Nice concept which I have already seen elsewhere. Fortunately, this level is not overly difficult. I missed the miner, though.

4 - Excavation Expedition II

The second iteration of this level with a reduced skillset  - each skill by one. I took the far side, this time.

5 - A Lemming For Your Thoughts

Two-of-everything level of the easy kind. Just building up and bashing above the trap.

6 - Seven-Way Security

Tricky level. For reaching all the buttons and not runing out of bridges, both teleporters have to be used here.

7 - Experimental Materials

First level with a time-limit. Solution is pretty obvious here - it was a bit harder than I thought since both blockers had to be saved as well.

8 - Flying On Broken Wings

Next one with a time-limit which is much tighter this time. Nice level that makes one think of having to use the teleporter, which it's just a facade instead. Also, the pioneer must turn around before the basher has finished his work.

9 - Synergistic Effect

Fairly easy one. One Lemming each has to reach the middle and the ground floor - they must build bridges to catch the others from above.

10 - The Duck Level

Bit of a roadblock for me. The lack of terrain-removing skills here made the whole thing hard - took me a while to see that the bottom-route is the way to go. Bridges have to be used wisely as well, there's not an excessive number of them. Pretty annoying music here.

11 - Dreamy Drift

Easy level despite the time-limit. Don't know what the climbers are good for, I solved it without them.

12 - Extra Skill Required

Not quite as easy as the previous one, but not a big problem as well. Tried the talisman, but couldn't make it work.

13 - Speak of the Lemming...

I surprisingly struggled with this one. I couldn't decide to assign a climber at first or to refrain from that. With the climber, I would need an additional builder to prevent him from climbing to the exit. Without the climber, I couldn't imagine how to reach the pick-up later. It turned out the latter was the right way - I just did the miner-part wrong. Good level, though.

14 - Flag Games

This is a great, but a little mean level. The key part is the small gap between the second and the third obstacle. It must not be sealed with a bridge. Instead a basher has to be used to create a small hole in the pillar at the opposite side. This Lemmings now falls down, climbs up and will be able to move on as a miner. A neat, but rarely used trick.

15 - Party In The Skies

Nice level with two preplaced Lemmings. Easier than the previous two levels though certainly no cakewalk. I like the way the blocker is used here.

16 - Critical Point

Very challenging level. The basher-digger-staircase was a pretty obvious thing, but where to use it - not so much. Also, the climber has to survive which is not so easy to achieve - especially if the level is attempted from the wrong side by accident. 

All my solutions can be found here: https://www.youtube.com/@Swerdis

Swerdis

#333
Being through the second rank now, I must admit that the difficulty curve is a bit smoother tha I had thought before. Despite that, there were some hard nuts to crack in the Bumpy-rank. The first and the last level come into mind - especially that Duck-level. But everything was doable - I expect things to become much harder now.

Spoiler
Rough

1 - Viva Las Lemmine

Nice demonstration of blocker-versatility and a really good level to start the rank off. The time-limit doesn't add much to it though.

2 - The Perfect Storm

Another challenging one. All builders are needed. The trickiest part was the beginning on the left side - avoiding any losses and saving bridges at the same time.

3 - System Shock

Had some problems with this one - until I saw that it's possible to bring down a good share of the right crowd as well, not just one or two climbers. From this point onwards, I knew what I had to do.

4 - I'm Going To Try Science!

Maybe a bit easy for its position, but a very sweet little puzzle. I like this level a lot!

5 - Dense Packing

Interesting level which forces the player to keep the Lemmings as tight as possible. The bashings sections tend to drive the Lemmings apart - so it's trickier than it looks, even though only one of the five Lems has to reach the exit. Attention has to be paid to the number of skills as well as they run out quickly.

All my solutions can be found here: https://www.youtube.com/@Swerdis