[NeoLemmix] Lemmings United [Difficulty: Hard-Extreme]

Started by IchoTolot, February 18, 2019, 08:48:42 PM

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IchoTolot

Quote from: kaywhyn on July 04, 2022, 08:04:39 PM
Hello Icho,

I have attached another solution to Genocide 39. This doesn't seem like a backroute, but rather a challenge solution that saves a skill :P

I would agree here. :)

HerpDerp

I finished the Neutrality rank today! The last level that I solved from the set was 37 - Another One Bites The Dust.
Really liked the levels, here are a few that stood out for me (with a few spoilers).

My favourite levels:
Spoiler

2 - Let it Krachen
14 - 3791980 - Because it's a 1 of all skills level, I took it on pretty early and got stuck hard. Very clever one!
40 - To The Control Room - I've been trying to avoid "big difficult levels with lots of skills" and this was one of the first of that kind that I solved and really enjoyed throughout.
41 - Neutral No More

Absolute mind-benders:
Spoiler

10 - Racing Hearts - made me quit and come back overall the most. Taught me to try lots of different openings when in trouble!
29 - Tonight it's Showtime - taught valuable stacker-cloner combos, but pretty hard to figure out.
35 - Revenants - lots of puzzling/logic combined with trial and error!
39 - FREEDOM!!

Levels I didn't like:
Spoiler

3 - Arkon - very sneaky use of a platformer. Well I don't exactly dislike the level, but not noticing where to use the platformer made me mad!
6 - Cyclic Crowd Control - difficult for me to plan exact crowd movements for the "builder" part of the level.


IchoTolot

Quote from: HerpDerp on July 07, 2022, 11:49:16 AM
I finished the Neutrality rank today! The last level that I solved from the set was 37 - Another One Bites The Dust.
Really liked the levels, here are a few that stood out for me (with a few spoilers).

My favourite levels:
Spoiler

2 - Let it Krachen
14 - 3791980 - Because it's a 1 of all skills level, I took it on pretty early and got stuck hard. Very clever one!
40 - To The Control Room - I've been trying to avoid "big difficult levels with lots of skills" and this was one of the first of that kind that I solved and really enjoyed throughout.
41 - Neutral No More

Absolute mind-benders:
Spoiler

10 - Racing Hearts - made me quit and come back overall the most. Taught me to try lots of different openings when in trouble!
29 - Tonight it's Showtime - taught valuable stacker-cloner combos, but pretty hard to figure out.
35 - Revenants - lots of puzzling/logic combined with trial and error!
39 - FREEDOM!!

Levels I didn't like:
Spoiler

3 - Arkon - very sneaky use of a platformer. Well I don't exactly dislike the level, but not noticing where to use the platformer made me mad!
6 - Cyclic Crowd Control - difficult for me to plan exact crowd movements for the "builder" part of the level.



Thanks for the feedback and glad you liked the pack so far! :thumbsup:

IchoTolot

V 13.2 is out!

An older backroute by Gronkling has been fixed:

- 2 19 (a blocker is now a pick-up)

Swerdis

#334
Having played through several shorter (but nonetheless good!) packs in the recent days, I decided to dare something and dive into Lemmings United. This is gonna be a long-time project. I'm conscious about the difficulty of this pack, which is widely considered the peak of level-making within the community, but for me, I believe, the time is ripe for this. I expect to get stuck very often. In this case, I leave the door open to start and play other and most likely easier level-packs parallel. I did this only once before - while playing SEB Lebs. But it's reasonable, cause everyone needs a feeling of success at times.


Spoiler
Pacifism

1 - Biolab Bootup

There are two things I generally like about Icho's levels. They often tend to be long. And they make use of a large variety of tilesets. You never know what's next if you play it blind (I never preview forthcoming levels, even when I'm stuck). This level-pack begins with the Biolab-tileset which is one of my favourites. It's a one-of-everything level - no real puzzle, but more of a tutorial. It's easy to see where every skill has to go.

2 - Innocent Flowers

This one introduces some of the Neolemmix-skills, but is also a tutorial for collecting pickups. The player starts with almost nothing, but every pick-up leads to the next - so it plays a bit like on rails. I really like the winding paths the Lemmings often have to go in Icho's levels. And I like the music here as well.

3 - End Of An Empire

A ten-of-everything-level that is easier than it actually looks. It also proves how strong - and maybe a bit overpowered - walkers are. Some people don't like this kind of levels, but I'm not among them. For me, they are a nice change from time to time. I like the little "devil-heads" in this level.

4 - Water Maze 2

Huge one that fills out all of the available terrain. First builderless level of the pack. It's fun to curve around all the obstacles. The only danger-potential is naturally linked with the digger and its deep holes - but this is more of a theoretical problem.

5 - Fencing High Into The Sky

This level illustrates the small challenges of fencing upwards when the direction must be changed. Fortunately, enough platformers are provided.

6 - Island Of Dreams

Yeah, Surfin' USA. A typical old-school pioneer-level - one Lemmings does all the work, the crowd is held back by a blocker. Pretty easy and straightforward.

7 - Routine Keeps Me Alive

It doesn't help, the far side has to be travelled. Very long ten-of-almost-everything-level which is a bit trickier than those before. The building-skills can run out here, if the players acts stupid. The climber is good for isolating the pioneer.

8 - 10000 B.C.

This one is a bit trickier as the glider has to build to the right instead to the left after he has landed - hence the second walker. I did it wrong in the beginning and was surprised that I wasn't able to gain enough height to provide a safe landing-platform for the crowd.

9 - Two Lem's Worth of Reckoning

Nice construction-only-level with two Lems. Both Lemmings have to be coordinated well as there is no way to delay one of them with means other than building. Still not too hard, though.

10 - Source of Self Destruction

Not a hard, but an interesting level. Onle bombers and stoners are provided - so it's no wonder that most Lemmings will die. In fact, they all die, expect for one. It's quite a long and twisted route to the exit.

11 - Bright Colors And Funky Tunes

In fact, it's not a funky tune, but one from Lemmings Reunion - the one, I couldn't stand at all. For a circus-level, like here, it's more appropriate, though. Nice level again, with a pioneer saving the crowd from beneath. 

12 - Beside Still Waters

The times of 10-of-everything are over, I'm afraid. The only slight problem here was the end, when I thought I wasted too many builders before. But I could save the day with a blocker/bomber trick.

13 - Village Of Winds

First level with updrafts. A small puzzle with three Lemmings that have to work on the solution together.

14 - Vertical Voyage

When I had read the title, I thought it will be the opposite direction - from the bottom to the top. It's easier this way, I think. 

15 - Under Construction

First level with a locked exit. Looks pretty intimidating with all the buttons, but isn't actually that bad. The trickiest part is the start with the trap as no single Lemmings is allowed to die.

16 - Labyrinth Of Opportunities

As the title suggests, an open-ended level. My solution is a bit awkward. The trickiest hatch is the one just above the exit since there are no miners and diggers available.

17 - More Resistance!

Beautiful little level with an unique solution. First appearance of teleporters though they serve more like a trapdoor here.

18 - Exist To Exit

With only one fencer and miner, this one is not as easy as it looks. The miner must start at one of the upper hatches - this is key. First repeat of a tileset, I think.

19 - Silenced by Shining Lights

At first I thought, the left exit is a Red Herring as it's unreachable for the crowd, but it's not. The crowd is still moving while the two pioneers pave the way - this is a concept I definitely have an affinity for. Not overly complicated, but very good level.   

20 - Silent Partner

Here, I had to pause a little moment because I totally overlooked the grids at the left and the right side. The Lemmings can walk up there and they have to before they build the final two bridges. Another really neat level.

21 - Little Wilma

Cloners and disarmers arrive. And my daughter was frightened by the bogeyman-traps ;) The level itself wasn't that hard after I realized that the right exit is for one of the gliders only.

22 - We Need Another Timmy!

It's not the whale, hopefully. Took me surprisingly long because I wanted to build the upper platform from the wrong side which did not work because of the steel.

23 - Keep It Classy

Very...uh...classical level. Two of everything of the old skills except bombers. Was easier than I thought, without any sophisticated tricks. Kaywhyn told me it's the first level from the Lemmings 2 Classic tribe - which had 20 of each skill. I don't remember although I played this game back then.

24 - Cold Amends

Trickier than I thought. It's about how to not use the stacker in the beginning to hold the crowd back - as it's needed in the end to reach the platform with the exit on it. The building-part with the digger to delay the following Lemmings was quite obvious.

25 - A Scenario As Old As Time

One Lemmings has to save the crowd via the other side and by building over the exit. This is a pretty standard solution, stacking up to reach the wall being the hardest part.

26 - The Circular Lemming Reactor

Looks very complicated and maybe a bit intimidating, but isn't at all. The teleporters make the Lemmings walk in circles - and when one circle is "overloaded" they march on to the next. One Lemming has to platform underneath to interrupt the circles. The walkers prevent the pioneer from walking the entire way back and forth.

27 - Dr. Do-Ping's Hideout

This solution here turned out to be totally different from what I expected. Before, I tried several different things that all didn't work. The crowd must be held together as much as possible - otherwise the platform won't be finished in time. Pretty ingenious level. Also a nice title. 

28 - Lamentations of the Lemmings

Had some problems here in the beginning since I didn't know how to trap the crowd. But when I realized that I would have a walker left, I knew what I had to do. The method to bring the Lemmings up, is not easy to see as well in this level.

29 - Bring in the Siege Engineer!

Very clever puzzle here. When I looked at this level I had a feeling that a digger is supposed to go down between the steel plates - and I was on the right track. The bigger question was how to get there. In the end, everything fell into its place.

30 - Efficient Like A Machine

I love this one! It's great to see the glider and the floater work simultaneously while the tasks are clearly divided. So it's the floater who does the second half of the level because the glider can't land at the teleporter. When I thought I had solved it, I wasn't able to release the blocker anymore since I had already used the walker - but I found a more efficient way at the start - efficient, like in the level's name.

31 - Slipstream

The updrafts keep the gliders on their surface which is sometimes a blessing and a curse at the same time. This could potentially trap a glider here as the number of bashers is limited and there are no down-digging skills available. But fortunately, the path the crowd has to go is pretty foreseeable - I found this level a bit easier than the previous one.

32 - McLemming's Climber Course

Surprisingly easy level if they climb the right wall - the one which has to be made climbable at first.

33 - Sunny Side Down

Took me longer than I thought. I was playing around with miner-cancel-miner-tricks here which led to nothing. The solution is much more straightforard. I guess I simply overcomplicated this one.

34 - The Order Of U-Turns

A merely trick-based level. Normally, when a digger continues as a basher, he will bash into the direction he was aligned before. But there are means to make him bash into the opposite direction. For me, the part with the blocker was much easier to accomplish than the other one I decided to do first.

35 - I Ce You!

N-ICE pun in the title. I like the twist that one of the non-gliders from the left side is involved in the solution, too. So there are actually three pioneers that prepare the path. I left the biggest possible gap between the gliders to give the first one enough time to go for the pick-ups.

36 - Bloom And Doom!

One of my favourites so far. Fairly easy, but with a great and somewhat unexpected solution. When I thought I had solved it, I realized that I forgot the entrance in the upper left corner. Fortunately I had enough skills left - including the stacker - to save them as well. Nice tune, too!

37 - Sanctum Of Nippius

Dolly-Dimple-trick (which I never used in the old days) incoming. The obvious solution does not work due to a shortage of builders and terrain-removing skills. But at a second glance, the level wasn't that difficult anymore.

38 - At The Breaking Point

Large level that demonstrates the real power of walkers. I had some problems with the final part here as there is only one bridge left and it's clear where it has to go. So I had to pass the exit without using a bridge while leaving the exit still reachable for the crowd. At first I thought this would not be possible, but it is - due to the walkers.

39 - Symphony of the Night

This is a fun level. There is constant action everywhere. Maybe it's even a bit open-ended - I used up all the builders and bashers, but spared three miners and almost all blockers (the one I used could be avoided I think). The pause-button was my best friend here.

40 - Fall Like An Egyptian

Another great one. At first, I tried to trap the crowd with one miner and the Dolly-Dimple-trick. This even worked, but used up too many builders. All the Lemmings are supposed to roam freely with the two gliders preparing the path to the exit simultaneously.

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

IchoTolot

I will watch your progress with great interest!  :thumbsup:

One thing: The "devil-heads" should actually represent some meteors  ;P

Swerdis

Strange that I didn't come up with this by myself. But now that you say it, I see it as well :)