Lemmings Plus Series

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

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

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.

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