[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

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.   

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 :)