Angry Lemmings (easy to medium)

Started by ericderkovits, June 19, 2020, 09:27:59 AM

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ericderkovits

Hey kaywhyn which rank should I put it in by your solutions. Tricky taxing or mayhem. I could make an easier Fun 22

kaywhyn

Hey eric, great to see you here too. Once again, thank you for all those Superlemmini packs! They all work perfectly fine and I don't encounter any crashes at all anymore thanks to your great work. :thumbsup:   

Besides Fun 22, I haven't looked at any of the other levels, so I can't say for sure if it should stay in the Fun rank by moving further towards the end of the rank or even move to the Tricky rank, which as I understand is what you have completed up to. Due to the somewhat restrictive skillset on the level, as well as how the solutions I found aren't exactly trivial, I say Tricky might be fine for it, as restricting the skillset is pretty much what the original lemmings did starting in the second half of Tricky. In the original game, except for the tutorial levels and Fun 18, all the levels in the Fun rank had very excessive skillsets. Besides Fun 22 in your pack, I don't know if this is true for the other Fun levels. If not Tricky, then maybe early Taxing at most, but as Taxing has not been completed by you yet, can't say for sure. As a matter of fact, the difficulty of Fun 22 in this pack is really close to Postcard from Lemmingland, which is Tricky 19 and was a real roadblock for many people when they first played the game all those years ago, so perhaps around there is a good new position for your Fun 22. Again, there might be a better position for it in the Tricky rank, I'm just not sure since I haven't looked at any of the other levels in the pack. Namida is the best person in this case to say for sure since he has looked at the other levels in the pack.

namida

Quote from: ericderkovits on June 29, 2020, 07:42:37 PM
really, I thought it was easy, I could make it feast of a levelII(mayhem) but it's too easy for that one. if You need a hint or replay let me know.

Not for now. I'm the type who would rather leave the level unsolved if I can't figure it out; but I'll likely take a second look next time I'm playing some Lemmings in general.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

ericderkovits

#33
as per namida and kaywhns request I will transfer fun 22 to one in beginning Taxing, since I've only done 1/3 of Taxing so far. I will make a new fun 22 but don't worry I'm not destoying the level just transfering to a different rank.

Ok here is a replacement level for Fun 22 which should be easier.

Just replace this one over the original(It will still list it as A feast of a level.nxlv but it's actually a new level-A Beach of a level;
for just this one level I didn't want to repack the whole fun and tricky levels)

And the Feast of a level I'm transfering it to Taxing 11 since I've made the first 10 of taxing-will be called the ascending shimmier scenario)

ericderkovits

ok i've finished Taxing and the 1st 13 levels of mayhem. once I finish Mayhem I will add it to the pack and rename it Angry lemmings, instead of just my fun and tricky levels.

Also for my contest level "This room is boiling I extended it. Since I think my v5 one in the contest was too easy."

Dullstar

I will second the suggestion by namida to update the download in the main topic; until I looked at other replies, I had no idea that I hadn't downloaded the most recent version.

ericderkovits

#36
Ok, I've finally finished my Angry Lemmings pack for new formats(Also had to fix 1 taxing level to work with 12.11 when released)

This pack is kind of a remix(but only sort of) of the original levels with new twists. This pack is considered easy to medium, with the more difficult ones in Taxing and Mayhem, but still considered
not too difficult, as I wanted it to be maybe slightly more difficult than the original lemmings.

It seems we need more easier packs as there just seems like there are so many difficult ones.

So just extract the file to your main Neolemmix folder (includes the levels, music(only used 16 tracks), and replays.)

Make sure you have downloaded some of the required styles as many levels used ones other than original, ohno, or xmas.

Enjoy!!!

EDIT 7/15/2021: Due to jumpers no longer being able to exit in NL 12.12.XX, in Mayhem 16 "Only a Minute", I had to add terrain under the exit so the lemming could exit after jumping. Also fixed replay for the level.

also here is just that level if you don't want to download the whole pack again. Just replace the level by putting it in the Mayhem rank of the Angry lemmings pack.

Edit 11/22/2021
Updated my mayhem 29 level to fix a backroute.
replace the level with the uploaded one.

also added WillLem's Lemminas track for Mayhem 29

Plodderuk

As no-one else appears to have given detailed feedback here on the full Neolemmix Angry Lemmings pack, I thought I'd offer a few comments on this entertaining pack. I played it a while back, but have only recently joined the forum.
Aspects I liked: a good range of difficulty; there's very little use of pixel-perfect or frame-perfect precision; and I liked that there is only occasional use of 'misdirection' features such as providing skills you don't need. Also there is a very good variety of types of challenge. Angry Lemmings makes more extensive use of pickup skills than most packs I've played – a good side of this is it can give clues on how to solve the level, though occasionally I found it tedious, especially the 2 levels where you have to wait for a Neutral to reach the pickups before you can assign skills.
Below, when I refer to the author's solutions, I mean those on YouTube at https://www.youtube.com/playlist?list=PLZZlEJhdyoANmPGFiwsWMV7xd9ntZzIR_
Fun, Tricky & Taxing ranks
Fun: early levels provide useful introduction/refresher for skills used later on. I found a couple of possible backroutes, for levels 10 'Laugh if you like lemmings' and 25 'Lemmings, lemmings not everywhere'.

Tricky: Backroutes for levels 6 'Lemming psychology' and 26 'She has a clever plan'; maybe also for a couple of other levels.

Taxing: I particularly liked the puzzle provided by level 11 'The ascending shimmier scenario,' where  my solution is a minor variant of the author's, which saves a lot of time; also 28 'Poor lemmings.'  The hardest level for me was 26 'Trouble times 3' where I found it very difficult to synchronise the timings. My solutions for quite a few levels may be backroutes – notably level 2 'Many traps about'; level 12 'On the Edge'; 15 'This is an AWESOME level;' 16 'Heights beware'; and 25 'Follow the boss.' For level 7 'Every lemming must think for himself,' my solution is faster but far less fun. Level 30 'We might all fall down' is another level where a slight tweak to the solution can save a lot of time.
The Mayhem rank has many long levels – though where there are Builder/Platformer-fests, these mostly have a purpose. More detailed feedback on each level in this rank (with few, if any, useful clues, but I'm putting it under a Spoiler tag just to be on the safe side):
Spoiler: Mayhem rank
1 Blue Works: a lengthy but relatively straightforward level, with what seems to be a major backroute available.
2 This room is boiling: the most difficult level in the pack, for me. There are so many possibilities as to where to deploy the Cloners, and it is tempting to use the first one too early. Also, I wasted a lot of time trying complicated ways of accessing a couple of the pick-ups, because I failed to spot the easier way. The Zombies on this level are a minor distraction that just delay the effective start.
3 Be a hero: I reckoned there was only one way to solve this within the deadline, but I was wrong – my solution differs from the author's.
4 The roads that cross: 3 sets of lemmings to be co-ordinated. There must be lots of different solutions here; mine is reasonably quick. Whichever one you go for, you have to be patient with those on the right – possibly even the advance party. 
5 Up and down!: again there must be quite a few solutions available, at least in relation to accessing the pickup skills and creating a path for the upper group. 
6 This way or that: a relatively easy level for this rank, as I could not see any alternative solutions, apart from minor tweaks. Timing is tight though. 
7 Separated poles: not too difficult a level; again I would think there are several alternative solutions possible.
8 Don't be a rotten egg: timings are tight again here, but there's still some scope for tweaking the start and exactly how the Cloners are used. 
9 The Pharoahs curse: this is a very long level, in space and time. 3 trapdoors, 3 exits, buttons and teleporters make it quite a saga.
10 Hercules'pillars: not quite as difficult as it looks at first sight, but still a considerable challenge. I looked for a route that did not use so many Stackers.
11 We mostly all fall down: a breather level. With a locked release rate, there's no chance of beating the time limit by much. 
12 The side too far: another long level, with the advance party doing all the work.
13 The lemming thief: a nice little puzzle – only 2 lemmings, but lots of buttons to be pressed.
14 The split pea soup: a range of paths available, but good co-ordination needed whichever one you choose.
15 The quicky food solution: a close study of the skills available allows you to work out what the solution must be – I doubt if there are any alternatives to the main part of the solution. I ended up with just a fraction of a second to spare.
16 Only a minute: another easy breather level.
17 Don't step on stones: a good variety of solutions possible here, and an interesting use of a cascade of splitters. I had to work hard to find a way of speeding up the final lemming, to stop it lagging a long way behind the others. It's possible to beat the time limit by nearly 2 minutes, though that solution is not very elegant.
18 Only 4 of them: a very difficult level. In the end I came up with a crude solution, which meets the 'Save' target with over 1 minute to spare, but feels like a bit of a cheat. However, one of the pleasures of the game is seeing how many different solutions there can often be to any particular challenge.
19 Up you go!: one of the less interesting levels – straightforward, lots of platforming and bridging.
20 Discolored lemmings: it took me a while to work out how to access the pickup skill embedded in the ceiling. The vast array of traps before the exit means that the group cannot be released early. It's obvious where the Cloner has to be used, but there is scope for varying exactly how the Shimmiers are used.
21 A lemming twist please: a frustrating start, as you have to wait ages for the Neutrals to collect pickup skills. After that, it's an interesting challenge to work out where to deploy the Cloners.
22 A Beast!!! of a level: a key part of the challenge here is reaching all the buttons required to open the exit – quite a bit of trial and error is needed, along with some tweaks to stop a couple of lemmings heading away from the exit.
23 Up we go!: a very cleverly designed layout. Some aspects of the puzzle are easy to figure out, but I really struggled to find a way of freeing the lower group without causing a problem elsewhere.
24 All in please: fairly easy to work out what has to be done, but the timing is very tight.
25 Have a nice night!: the location of the teleporters and pickup skills gives useful clues to deploying the Cloners, and other key aspects of a solution are relatively easy to work out. But there is still scope for finding a speedy solution.
26 Steel areas of K*****: a key aspect of the challenge here is working out how best to access all the buttons, and in what order. How you use the Jumpers is important. A lot of trial and error got me to a speedy solution.
27 Another minute: a very easy level – maybe more appropriate to the Tricky rank? 
28 Don't mind the step: another long level; a bit of time can be saved if you find a way to avoid the Platformers reversing each time they bridge a gap.
29 Save me once more: I love a well-designed Zombie level, where you have to figure out a way of containing and/or removing the Zombies. My first attempt involved holding them back at the 1-way tower, but I couldn't get the timings right. In the end I came up with a tighter containment, which looks like a backroute. 
30 Meet in the middle: a nice puzzle to finish on. I could have done without the long wait for the Neutral to collect vital pickup skills. The layout and skillsets allow you to work out exactly where the Cloners must be used. But you have to work out how to use the teleporters; and it took me a while to realise where the Stoner and Stackers have to be deployed.
Angry_Plukz.zip