Author Topic: Pimolems for Superlemmini (In Developement)  (Read 8256 times)

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Online ericderkovits

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Pimolems for Superlemmini (In Developement)
« on: August 11, 2020, 10:46:16 PM »
Hi Kaywhyn, if you see this post, tell me what you think of these 6 glitch Pimolems level recreations.

The level 20 One was the trickiest but I think this might be the best I can think of.

I've included a rar which has the 6 .ini's for those 6 levels. I've included replays also for them.

just add each level as an external level in Superlemmini and see the corresponding replay.

of course I had to add in some levels more time and skills

« Last Edit: August 11, 2020, 11:01:18 PM by ericderkovits »

Online kaywhyn

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Re: Pimolems for Superlemmini (In Developement)
« Reply #1 on: August 11, 2020, 11:05:28 PM »
Hi eric,

I see your starting post in this new topic. I will try them right now and report back by editing this post. Just doing some tidying up and moving the Pimolems posts from the Reunion topic to here where they belong.

AFAIK, Superlemmini does not support preplaced lemmings. However, since you managed to find a way to recreate Stormy 20, that's not a problem anymore. If you decide to proceed with the conversion project, you can make a new topic for its development in progress and then we can move these posts over there.

In regards to the 6 glitch levels:

Stormy 17 (very easy to fix, just add a wall which you did) and Stormy 20 have already been taken care of

Pickaxe 12 - I don't think it works in Superlemmini, but I could be wrong. If it doesn't, can probably just use NL version
edit: Just tested. Blocker trick doesn't work

Pickaxe 17 - Does not work in Superlemmini. Can probably either put steel or just add additional builders or just use NL version.

Pickaxe 19 - Does not work in Superlemmini. Can probably put steel and add another miner, or use NL version, but imo it's way too far off.

One 20 - I don't think it works in Superlemmini. Not sure how or if this can be fixed. NL version provides 2 walkers, which Superlemmini doesn't have.
edit: just tested. Doesn't work at all. Hmm, probably the easiest fix, although I'm not sure if Superlemmini allows it, is to have 4 entrances, 3 of which have lemmings coming out to the left. If it doesn't, then maybe provide another builder and a blocker so it can be released with a basher.

These are all just suggestions. Ultimately, your call, since it is your project if you decide to get this rolling.

Quote
    and yes I see the solutions on youtube (for lemmini). that's not really the issue.

Ok. I'm just letting you know that there are solutions to the Pimolems levels on Youtube. In particular, the ones by Pieuw should be of the most interest, since he's the pack author and the videos appear to be the solutions he intended to his levels.
 

edit: There's a problem in that you mixed up the replays for Stormy 17 and Stormy 20. What's happening here is that when I load the replay for Stormy 17 the Stormy 20 level opens up, and vice versa. Easy fix, though. Simply rename the replay for Stormy 17 with the level name of Stormy 20, and similarly rename the replay for Stormy 20 with the level name of Stormy 17. So besides those two which I can't watch, the rest of the ones I've seen look good. Yea, nice fix for One 20. I thought Superlemmini didn't support left-facing entrances. An extra builder and blocker could work too and then take away all except 1 basher. However, this I feel is ok, albeit not as clean with the mining into steel to turn around, but it does work. 

edit 2: I fixed Stormy 17 by solving the level myself. This looks good, except the thin wall should be at the very edge of the screen so that one has to use the builder to build to up with the second lemming so it climbs up it. Indeed, Icho did just that so that there's a gap. In my replay, I have a builder left. I have attached both replays, one for Superlemmini, the other for Lemmini.

edit 3: So I made some attempts at solving Stormy 20, but I wasn't able to successfully do it. Perhaps the best way is to simply remove that tiny piece of terrain that blocks the lemmings in so that one lemming can just go on ahead and then one needs to use a blocker to hold the rest back. In other words, no bomber is needed to destroy the small piece of terrain that holds the crowd back, just the blocker that's holding them in. Unfortunately, there isn't really a way to enforce that a climber needs to go up that pillar, because if the worker lemming doesn't turn around, you can simply build with him to turn him around on the slope so that he goes to the left at the top of the level, just like in my Lemmini replay (see attached). At the same time, my solution cuts very close on time, so it might overall be faster to have the worker climb the pillar. There is currently a problem, and that is there's a tiny hole at the top so that the climber doesn't climb up. If the pillar is used, one needs to build to the pillar with the worker in such a way that he doesn't turn around.

Just took a look at the NL version, and indeed there's no need to climb up the gap to the top of the level with the preplaced lemming. Still, that can be an option in Superlemmini, so let's go ahead and make that an option. Then there's two solutions, either build into the slope with the worker lemming so that he turns around to the left and walks up to the top (just like in my replay), or have him build at the bottom so that he turns around and then build up to the pillar so that he doesn't turn around. Either way, the level's doable with just 6 builders just like the NL version, so let's reduce the number of builders to 6.

edit 4: On further thought, though it'll make the level very different from the Lemmini version, you could simply put a second entrance right on top of the pillar. Just put a wall on the right so that the crowd turns around to the left and walks to the bottom of the level. Then one needs to use a builder like it is in the current version so that a climber can climb up to the top of the level. Just checked and it's not splat height, however the crowd won't land on the the thin vertical strip because when I sent a lemming up there there's a tiny hole and it is splat height, so the strip just needs to be moved over to the right one pixel. Solving time will probably be way faster, but that's ok. Then again, it might be necessary to pump up the RR almost right away so that one can use the last lemming out of the top entrance to build ASAP.

edit 5: Just saw your Stormy replays, and this time they worked. They both look good, but see my replays for them. In Stormy 17, there should be a gap between the platform and the thin wall you added in at the right edge so that one needs to use the builder so that the second lemming climbs it. In my replay, I have a builder leftover thanks to how there's no gap. For Stormy 20, however, because there's now more builders, it doesn't really enforce using the pillar to get to the top of the level. As shown in both my Lemmini and Superlemmini replays, one could simply build into the slope so that the worker turns to the left and walks up to the level. In addition, in the Superlemmini version, a builder is leftover. In any case, I think leaving both solutions in is ok, as the spare builder doesn't really break the level too badly. The NL version has the preplaced lemming going to the right and building into the slope anyway. 


In any case, once Stormy 17 gets more tidying up by moving the thin wall further to the right, I think you can go ahead and proceed with the conversion. Stormy 20 is a bit of an icky one to properly decide, but I'll be fine going with whatever you decide for it, since this is also your conversion project. The above are only suggestions, after all.
« Last Edit: August 12, 2020, 03:32:22 AM by kaywhyn »
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Online ericderkovits

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Re: Pimolems for Superlemmini (In Developement)
« Reply #2 on: August 12, 2020, 12:58:44 AM »
Sorry about that. I corrected the replays. for some reason It worked while in was in Superlemmii. buT when I close it and restart Superlemmini level 20 played 17 (strange)
and it should work now as I closed Superlemmii and restarted and the replays all are good now.

here is the new set (both replays and .ini in .rar)

Online ericderkovits

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Re: Pimolems for Superlemmini (In Developement)
« Reply #3 on: August 12, 2020, 01:27:08 AM »
yes I know about the gap but I closed it, because the climber/floater lemming always caught up to basher before he was finished. by just making the climber/floater lemming build while i did in my replay, it allows the basher more time because the climber/floater floats from a higher distance thus stalling for time.

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Re: Pimolems for Superlemmini (In Developement)
« Reply #4 on: August 12, 2020, 01:37:52 AM »
Yea, you're right. See replay. This even comes from stalling the second lemming as much as possible. This means, assign the 2nd lemming a floater the instant he appears. The replay isn't a solving one, but as you can see the lead lemming is really close to finishing his work before the 2nd lemming catches up. So, it should now work by moving the thin wall to the very edge. Just got to make sure to assign the floater to the 2nd lemming the instant he appears. I'm wondering if floaters are just slightly faster in Superlemmini than they are in Lemmini. How are floaters in the Amiga? Are they a bit faster?

edit: I saw your reply below. Sounds good. Once that's taken care of, I think you're good to go to proceed with converting the rest of the pack. Again, for Stormy 20 you have the final say for how it comes out. The edits in the second post are simply suggestions that I threw out there, but the current version you presented is fine. Let's just leave the two possible solutions of the level in there.
« Last Edit: August 12, 2020, 01:58:45 AM by kaywhyn »
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Online ericderkovits

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Re: Pimolems for Superlemmini (In Developement)
« Reply #5 on: August 12, 2020, 01:54:09 AM »
yeah and your right i'll move it more to the right and open the gap and fiddle with it until it works because really that is how the level is supposed to be.

and yes I saw your replay. but I already tried that. and it still failed, but anyways let me edit the level some more.

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Re: Pimolems for Superlemmini (In Developement)
« Reply #6 on: August 12, 2020, 02:46:55 AM »
ok here is the new .ini for livin' on the Edge. Gap is now open. also included my new replay. and yes it should be the right one, as i closed superlemmini and reopened.

Online ericderkovits

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Re: Pimolems for Superlemmini (In Developement)
« Reply #7 on: August 12, 2020, 03:21:15 AM »
also this pack outside of the glitchy ones shouldn't have any editing issues (except maybe the ,1) because the styles used are from the normal set(except maybe the castle one Pieuw has). So I think more time will just be needed on solving using Pieuws replays on Youtube. and hopefully no where near as difficult as reunions. but I guess i'll find out in the later ranks.

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Re: Pimolems for Superlemmini (In Developement)
« Reply #8 on: August 12, 2020, 03:23:40 AM »
Perfect. Just saw the replay and now it's exactly the way it is in the other versions. All rightie, I have confirmed that all 6 glitch levels have been fixed to the best of your ability, so with this you have the green light from me to proceed with the rest of the conversion. I don't think you'll encounter any problems since only the styles from the original games are used. As usual, I think the only problem will be lemmings exiting, so adjusting the position of the exits will be necessary. I'll be checking your edited post for notes from time to time about the levels.

Regarding difficulty, definitely nowhere near as difficult as Reunion. Well, only when you get about halfway in Windy does the difficulty pick up significantly. From that point on it stays difficult throughout the rest of the pack until you get to the Bonus rank. Otherwise, for the first two ranks not very difficult at all.
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Re: Pimolems for Superlemmini (In Developement)
« Reply #9 on: August 12, 2020, 04:04:54 AM »
ok this post will be for notes about the levels.

Calm

Calm 01 The Bad Beginning
             ok I can see this is getting hard already. Solution: I'm Confused what to do. no Skills listed. actually there was 99 of everything, and 99mins. Wow I almost ran out of
             time, even with the RR preset to 99
             Issues:None

Calm 02 Training Day
             Ok this level was simple, unlike the previous one. That one I had to do 10 times just to get it right. HaHa.
             This one had 1 of everything except no blockers and bombers. 6 hatches 1 lemming each basically for each hatch the lemming does 1 different skill.
             Issues: None

Calm 03 We are Lem-Bob-Omb
             ok this level I feel sorry for the bombing lems. Solution: Not sure!
             Issues: None

Calm 04 Emerald Cave
             Ok this level just block with 1st lemming on right. then block 2nd lemming heading left and use 1st one to build till is he's high enough then block him
             bomb the left bomber and build to exit. actually one can save 1 more lemming by building to left then to right. but I just did it with losing 3 lemmings
             Issues: None

Calm 05 Better run for shelter
             ok this levels solution is just block first lemming on right edge then bash thru 2 left poles. then block 1st lemming on lower level and bash thru snow(to the right) at
             appropriate height then bomb blockers or nuke
             Issues: had to move hatch left some because lemmings fell straight down to lower level,

Calm 06 Lemming Falls
             ok just dig down with 1st lemming at dirt area between 2 steel barriers(and if you want to save 100% float any lemmings that go past digger, not required since save % 
             is only 50%)
             Issues: None

Calm 07 Lemstones
             ok just float 2 first lemming block with the 3rd and block left side one with 1st lemming there.
             on bottom just build right at base of steel area to get the most height(build 2 times) then block and build left till hitting barrier(this will keep lemmings at top from
             splattingl then bomb right bomber(RR 99) and bomb left blocker no lemmings are going left. and bash left on lower level.
             Issues: None

Calm 08 Cloud-Covered Stalactic
             ok i just bashed back and forth through the snow in middle area until got to bottom. actually this one was a little tricky because I had to build to setup a splat area
             for the lemmings on top because I blocked them in there. to release I just built over right blocker.
             Issues: None

Calm 09 The Strange Relics of Lemnos
             ok basically bash with 1st lemming and build with 2nd to close gap of bashed area until lead lemmings mines toward exit then bash thru builders steps
             Issues: None
           
Calm 10 It's a Kind Lembourhood
             ok this level gives you 20 of everything basically the lead lemming makes a path to exit using different skills (bashing and building) until almost home then bash thru
             the builder steps the the 2nd lemming made to block off lemmings following lead lemming.
             Issues: None

NOTE: No issues with exits or traps so far, no editing needed. I think it's because normal styles are used unllike reunions. There 95% traps and exits had to be adjusted making
          editing levels more cumbersome. So here I think I can just concentrate on the solutions. also this pack won't be as difficult as reunion thus probably finish faster.
          Also the solutions here are ones I follow from Pieuws Youtube. so I know these are not the only way to solve these levels at least so far. Plus I want my
          replays to be Pieuws as he is the author of the pack. also 1st ranks of many packs tend to have many solutions as there more open even Icho's reunion.

Calm 11 Minimal Design
           ok just build with 1st lemming to exit, block with 2nd and block 1st lemming going left. then when builder is about 2/3 to exit can build right over right blocker.
           then bomb 2 blockers or nuke.
           Issues: None

Calm 12 There Ain't no Jedi Swords
             ok just climb 1st 4 lemmings and 1st one will mine to exit the other 3 will dig away green skinny poles. block with 1st lemming on left side before hatch.
             Increase RR to 99. Then Nuke last bomber.
             I think this music is from STAR WARS-RETURN OF THE JEDI. KINDA COOL.
             Issues: None

Calm 13 Lems, Stock, and Barrels
            Ok dig with 1st lemming till almost done but before that build the digger to stop him. bash left with a lemming in the pit and mine the basher to small 1st diagonal
            stairs. Then mine right thru pole left of exit. and increase RR to 99.
            Issues: None

Calm 14 Pagoda St
            ok build with 1st lemming and block with 2nd and block left lemming left of hatch. then Increase RR to 99. then bash builder lemming thru pole and climb him.
            bash lead lemming thru middle block with right facing OWW then bash right pole and build to base near exit. He will turn around and bash him thru 2 blocks with
            left facing blocks with OWW's and can bomb right blocker and after lead lemming who was a climber hits left blocker turns around can bomb him.
            Issues: None

Calm 15 Find Your Way Up!
            Ok with 1st lemming going left build up to wall then when finished, climb 2 lemmings up on wall and explode 1st climber at point where the 2nd lemming can bash
            all the way left. then build him and after he's done building block him then send another climber left and when he hits blocker build him right to wall. then climb the
            remaining lemmings when facing left. finally bomb blocker.
            Issues: None

Calm 16 Don't Look Down
             ok, block 1st lemming near right edge of block and block 1st lemming coming left, left of hatch. then build a lemming right far enough left so he'll get up high
             to block ahead. and mine away steps with another lemming so remaining lemmings won't follow and die. Then mine lead lemming right at edge of that block so he'll get
             low enough so he can build last part to exit. then can release the remaining lemmings by building broken steps. Increase RR to 99. and bomb 2 blockers.
             Issues: None

Calm 17 YOU SHALL NOT PASS
             ok increase RR to 99 when 3rd lemming hatches. dig with 1st lemming in left slotted spot below and dig 1 of the last lemmings in right slotted spot below.
             main group will be contained in left slotted area. then dig lead lemming again when he faces right. when he low enough to bash right under steel block to the right,
             bash. Then build lead lemming right till he hits terrain and turns around left. build him to exit. bash one of the contained lemmings but facing right to free crowd.
             Issues: None

Calm 18 Clumps
            ok block 1st lemming right of hatch. then when lead lemming falls down left cliff float him, but wait till he is just above bottom level to float him as this will save 1 or 2
            more lemmings. then build him left 2 times and block him. then again float another lemming and after hitting blocker build right to provide a splat avoiding bridge.
            Increase RR to 99 then nuke 2 bombers.
            Issues: None

Calm 19 Iron Industry
             ok this level looks at first glance to be impossible because it looks to be all steel. But in the solution, some are fake. Kinda hard to explain this solution, so just
             used Pieuw's one. Also in neolemmix's the fake spots were replaced with snow as neolemmix's philosphy is NOT to hide objects or terrain, but it does make
             neolemmix's solution clearer. In Dovelems there was a similiar level to this. also in neolemmix's one of Dovelems the fake steel one's were replaced with snow.
             Issues: None

Calm 20 Spring break !
             ok, with 1st lemming as he turns left from right wall build him left to get most height. build till he reaches left wall then bash him. also dig builder steps at beginning
             with a lemming so none follow right away. then when lead lemming is done bashing build him again at end of bash to get most height so lemmings can get on top of
             block near exits. also can rebuild dug steps at beginning to send crowd. lead lemming will hit left barrier and turn around. just build him to right to close gap at right
             wall where he bashed thru. then on top of left block area near exits mine down left to exit.
             Issues: None
 

           
           

             
« Last Edit: August 12, 2020, 10:24:50 PM by ericderkovits »

Online kaywhyn

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Re: Pimolems for Superlemmini (In Developement)
« Reply #10 on: August 12, 2020, 04:05:54 AM »
Simple. Just max the RR and you're done. Really just a throwaway level in which you don't have to do anything at all. Heck you can even just leave it on FF and not do anything else.
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Re: Pimolems for Superlemmini (In Developement)
« Reply #11 on: August 12, 2020, 09:55:15 PM »
1st rank done already :thumbsup: Not surprising, since all the Calm levels are very easy, and even you can handle them, with or without a replay. Yes, they're pretty much all open-ended levels due to the huge skillset and also very lenient save requirements, and so they're pretty much solve in any way you like. The only one that isn't really that good is Calm 19 Iron Industry. It's just frustrating and seems like pure guesswork, but according to Pieuw the path is through "inverted blocks." Finally, for the Calm rank finisher, builders are surprisingly tight on that level, but as long as you're efficient with them it's still not that hard of a level.

Onward to the Windy rank. This is where the difficulty starts picking up quite a bit, especially near around the halfway point. As a suggestion, to make it a bit easier to read the notes and reduce the amount of scrolling just to get to the right place to read the notes about a particular level, perhaps you can do a separate post for each difficulty. The post above you did for Calm, so perhaps you can do a new post for the Windy levels. Just as a way to reduce clutter in a post. Still, I love reading your notes/thoughts on each level. They can be amusing at times ;)
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Re: Pimolems for Superlemmini (In Developement)
« Reply #12 on: August 12, 2020, 09:59:07 PM »
ok this new post will be for rank 2 Windy


Windy

level 1 Have A Lem Soda
          Ok this level is a little tricky only in 1 spot. after lemming mines right and is turned around with a builder and falls to lower spot. one must build right when he lands so
          he'll be in middle of horizontal barrier in above and below green water. (had to use framestepping).
          solution is just build 1st lemming to umbrella in soda pop. and dig 2nd one go make a digger pit to hold crowd. when digger is just deep enough stop digger with a
          builder. That will contain crowd while lead lemming makes path to exit. after lead lemming builds to umbella. again build him to reach right horizontal block. Then mine
          him right deep enough so crowd won't go past. Then build lemming to stop mine. he'll turn around left. Then when he fall off that block, immediatly build him 3 times
          to horizontal block in soda pop. then can release crowd with a lemming in digger pit at left edge so he'll build right and go above to block to head toward cleared path
          toward exit.
          Issues: had to lower bottom green water as it was too high. lead lemming kept drowning.

Level 2 Return to the Fold
           ok just climb 1st lemming then build him left after he turns left at top. Then when he reaches left side of map build him there. He'll hit his head at above block and turn
           around. then dig him there. then build him 2 times over gap then mine him at right spot so remaining lemmings will go to exit as well as him.
           Issues: None

Level 3 You Lempty-Headed Creatures
          ok this one was quick. just bomb the 2nd and 3rd lemmings and mine with the 1st. only thing is to make sure 3rd lemming who bombs is in leftmost spot of hole so
          other lemmings won't walk left only right in the hole. Then increase RR to 99.
          Issues: None

Level 4 Sandcastles in the Sand
          ok this one was a map that had castles. basically bash right at wall with 1st lemming and 2nd lemming build to close gap so no lemmings will follow while lead lemming
          clears path to exit. then after lead lemming bashes 1st castle he builds over water gap and then at next castle digs and bashes right through next few castles and
          continues a little past next area near exit so he can mine and meet the bashed area. after he does that he turns around with a builder and then builds to left wall and right
          to right wall
          and then climb him when he is facing right until he gets to space near exit. also mine builder steps with the group lemming to break steps. There build him toward exit. he
          will hit block and turn around. Then mine him left down to meet
          bashed area. it should come to where it can be the other lemmings can go up mined slope. but if not placed exactly not a big deal as there are still builders left to help
          them get up mined slope. also must build into left wall with climber otherwise he'll climb up to left castle by exit.
          Issues: had to readjust entire map as this pillar map had slits everywhere. took a bit of time to do but is fixed.

level 5 How do I turn back?
          ok it's our favorite level. the 3 builder wall to stop lemmings from going left. Thank god no climbers in this one otherwise would have had to add a 4th builder.
          anyways just build the 3 builder wall with first 3 lemmings and 4th one bash through wall.
          Issues: None(no climber in this one)

level 6 Diggers Mania
           ok this one is alternating diggers and blockers between 2 lemmings. just go back and forth with the diggers and blockers until you break through. then build with 1st
           lemming 2 times and the other one 2 times.
           Issues: None
           Edit: added music from neolemmix's Pimolem_04.it but I had to convert it online to ogg using online converter
                   This level according to youtube is supposed to play "How much is that doggie in the window", and it was playing a different tune. strange since this music file came
                   from lemmini.   
           Edit2: ok level 11 uses "How much is that doggie in the window" so in levelpack.ini for this level I changed number from 7 to 3(uses p4.mod)


level 7 Take on the World!
           ok this one was a little tricky with the terrain had to use many builders to get them up near right and left blockers so they can make it to top where diggers dig down to
           exit.
           Issues:ok this was the 1st level where I had to lower exit just a tad because exit is buried but needed to go a pixel lower, so lemmings would exit.

level 8 Step by Step
           ok this one was tricky. It took me several tries because I kept digging too deep so lemmings wouldn't make steps. But I got it finally. also had to use small circle pit to
           help out with this.
           Issues: None

level 9 The hiking tour
          ok in this level there's only 2 lemmings.
          right hatch one is a floater, left hatch one is a climber basically each one does a few skills to lead themselves to 2 different hatchs. left exit is the floater. right exit for the
          climber.
          Issues: None
         
level 10 me sorry, me lost
            WHAT THE ?????? SUPERLEMMINI SPEED MODE. I WASN'T EXPECTING THAT. Neolemmix one when I saw replay doesn't have. So this was a shocker.
            Anyways had to use pause quite a bit,lemming too fast for me. climb him when he goes right. then dig him in a spot where he digs by the little indentation so he'll
            turn back left and climb. then bash him left home.
            Issues: only issue is the speedmode, totally shocked me. Please comment.

level 11 From Pillar to Post
            ok basically as soon as you see 5th lemming enter from hatch pause and put up RR to 99. with 1st lemming bomb him right at right edge before steel so the others
            turn left and not go over edge then when they get to left edge again bomb 1st lemming so again the turn around without going over ledge. Then when the return to right
            edge with a bomber hole there the will turn back left, but when 2nd to last lemming in bombers hole dig him (pieuw used last one) this way I saved 1 past
            requirement. now bomb 1st lemming on 2nd floor at right edge where lemming dug. again this will keep lemmings from going over edge on 2nd level.
            Now the lead lemming who is far away from group build over gap and dig him as soon as possible past steel block to the right of exit. by doing so all the other lemmings
            will stay left and exit instead of losing 1.
            Issues: None

level 12 Break the Ice
            Ok this level again only 2 lemmings. just float 1st lemming right above ground and float 2nd one when he appears and make both climbers. build 1st lemming on small
            pole then build lemming who passes builder on other side of 1st tall one and the 2nd dig on 1st pole. continue with builder 2 more builds then he will hit middle pole and 
            turn around. Then when digger reaches near bottom near beggining of steps but dug a little below so there's a lip on right build him so he turns around fast, then with
            lemming who takes the lead build him on other side 2nd group of poles into 3rd set, he'll turn around head back to beginning. This will give the lemming who passes
            him time to build 2 times to exit. then when the lemming who went back to beginning bash him when he gets to middle set. and the level is done.
            Issues: had to move 2nd tall pole down a tad because lemmings climb the pole but fall back down instead of continuing over it.

level 13 Up the abacus
            wow this one gave you 10 minutes. after i saw a couple things on youtube to solve, then I figured what to do on my own after that.
            just send climbers at appropriate times to bash, build and block at outer edges to work the way up to exit. then can bash the crowd home.
            Issues: None

level 14 The Landing strip
            ok this level is easy.just bomb 1st lemming at tip of slope so other lemmings will land on bottom level. (i saw on youtube lemming where the bomber was set but he had
            to start to build at edge. that's because Lemmini has timed bombers. but in superlemmini don't have to do that although I did it in my replay just to copy Lemmini's
            version). then after about 10 lemmings are hatched set RR to 99. then when lead lemming hits left dirt area and turns around build him low enough so it connects with
            right dirt area to block any lemming heading back to beginning and dying on traps. with 2nd lemming climb him then about maybe the 5th or 6th lemming climb him
            too. This gives time for the lead lemming who is mining toward exit for climber to go into mining hole and turn around to mine remaining lemmings home.
            Issues: None

level 15 For the Greater Good
        ok climb with the 1st 2 lemmings then set RR to 99. with 2nd lemming dig on 1st pole toward right side of pole. and build with 1st lemming from 2nd to 3rd pole.
        then when the 2nd lemmings digs low enough build him so builders steps will reach 2nd pole without being too low. He'll turn around at pole and then dig him on what's
        remaining of 1st pole but don't get too close to builder steps otherwise you will leave a gap. then lemmings will continue to exit once that lemming digs to a point crowd
        can get by. poor digger though ends up dying. I nuked him instead of waiting for him to dig out to bottom and die.
        Issues: Had to slightly move 2nd pole left because digger turning into builder to 2nd pole wouldn't turn around.

level 16 Try to Compromise before you Cue
            ok with 1st lemming going left on left side dig and 1st lemming going right block after dropping down to next level. And bash right with a lemming in digger's pit just
            slightly above steel leaving just a hair to walk on. then just bash left with a lemming on right side near blocker. The right lemmings will fall first. and with a lemming
            left of where lemmings from left side fall block him. increase RR to 99 then all lemmings will exit. nuke 2 bombers afterwards. note there is a hidden electrical trap where
            lemmings fall that's why there needs to be blocker on bottom floor before that trap.
            Issues: None

level 17 X marks nothing
             climb and float 1st lemming and block 1st lemming going left left of hatch. then with the athlete lemming build right on other side of 1st tall block right when he lands,
             he'll turn around then build left to hit left side of block, again he'll turn around, repeat on other side of 2nd block. then bash right with a lemming near hatch. he'll bash
             through all 3 blocks. then stop him by building after he breaks through but before he dies. all lemmings will now go to exit. nuke bomber.
             Issues: None

level 18 underground water storage.
            ok there's 2 hatchs on top of each other RR is preset to 99. but 1st lemming is a little bit distant from others. so when 1st lemming get near top mine him right near
            2nd slight slope, and build him a little ways in to stop him. Then with last lemming out of hatch dig. by the time other lemmings reach digger pit it will be deep enough
            so no lemmings walk past left. the bash the digger right toward exit. Note digger can't dig too deep because there's hidden water.
            Issues: None

level 19 Mizmaze
            At first glance this level seems impossible with the little amount of skills there are. but it turns out the level is easy if you know the solution.
            climb the 1st lemming going left, then after climbing barrier he will drop thru small gap then bash him at 1st spot that has a barrier. he will travel thru maze to near exit.
            build over exit. again he will travel small distance in maze to where hatched lemmings are, just one strip below them. bomb him there. all remaining lemmings will drop to
            floor and exit.
            Issues:None

level 20 Nick of Time.
            now I see why this level is called this. the last builder step toward exit is layed right before a lemming gets there.
            ok with 2nd lemming bash thru snow. then build left with the 1st lemming who turned around at snow on 1 level below. then set RR to 99 when the 7th lemming hatches
            2 lemming will make it thru bashed snow with a small distance between them. just enough so that lead lemming can build onto platform below with just 1 brick needed.
            all the other hatch lemmings will go thru bashed snow and follow. Meanwhile 2 will have turned around.and drop left one level. with 2nd lemming there bash left thru
            barrier while 1st one turns around. make the basher an athlethe.and lemming that is now going right on 2nd floor will bash thru snow there. now build athlete left after
            dropping one floor as soon as he lands otherwise he falls over ledge and dies. he will build to exit. the lemming who bashed thru snow on 2nd level will drop down one
            floor and build him right as soon as he lands or he will die. build 2 times he will hit a small barrier and turn around. those steps will be a platform for the other hatched
            lemmings. now with that lemming who just turned around, when he gets to gap build then bash him thru barrier. other lemmings will be following a short distance
            behind. now that lemming who just built and bashed just makes it after builder building towards exit finishes. (smallest of margins-that's why this level is called that)
            also I finished level with just 9 seconds.
            Issues: None

On to Stormy



       

         
         
« Last Edit: August 13, 2020, 10:34:13 AM by ericderkovits »

Online kaywhyn

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Re: Pimolems for Superlemmini (In Developement)
« Reply #13 on: August 13, 2020, 04:09:15 AM »
Halfway through Windy already. Way to go! :thumbsup:

Quote
         
level 10 me sorry, me lost
            WHAT THE ?????? SUPERLEMMINI SPEED MODE. I WASN'T EXPECTING THAT. Neolemmix one when I saw replay doesn't have. So this was a shocker.
            Anyways had to use pause quite a bit,lemming too fast for me. climb him when he goes right. then dig him in a spot where he digs by the little indentation so he'll
            turn back left and climb. then bash him left home.
            Issues: only issue is the speedmode, totally shocked me. Please comment.         

I totally forgot there was a Superlemming level in Pimolems. It's been so long since I played the pack, and yet it completely escaped me there was one such level in the pack. At least it's short and easy, though. AFAIK, Superlemming is supported in both Lemmini and Superlemmini. As for why NL doesn't have it, that's because Superlemming is considered a gimmick, and when the switch was made to Old (i.e, v10.13 or any v10) and New Formats (i.e 12.9.3 or any v12), all gimmicks were culled. Thus, there are no Superlemming levels in NL, and hence why the level doesn't have the lemming sped up in NL. You'll only see the Superlemming gimmick in NL v1.43 or older, eg, Lemmicks level pack. This was a huge reason why I was hesitant in playing any NL level packs for at least 4-5 years: Too many features and the fact that I'm more of a classical lemming playstyle kind of person (time limits, timed bombers, etc). Needless to say, Lemmini/Superlemmini are still my preferred engine of choice over NL any day despite the fact that I'm currently playing through United.
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

Online ericderkovits

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Re: Pimolems for Superlemmini (In Developement)
« Reply #14 on: August 13, 2020, 10:04:51 AM »
finished windy this post will be for stormy
 
stormy

level 1 Pop 'n top
        ok climb 1st 2 lemmings and bomb 2 lemming left of hatch. must be placed so no lemmings go left only right. also must make it so climber can't climb left part of hole.
        ok with first climber who climbs block with left-facing OWW's explode him at very top of block. bash right with the 2nd. then build onto small ledge to the right.
        he'll make it there, turn around and drop down to floor where OWW's are. bash him left there. and he'll climb next block. mine him on top of block a little way left. hell release
        the crowd there. all will exit. and since the miner is a climber that is why the 2 bombers at beginning must be placed in a certain way to leave a lip so climber will turn around.
        Issues: None

level 2 Bibbledi-Bobbledi-Boo
        ok this level is to make sure to mine at a spot where it will stop the basher and also not have the miner keep mining(a little tricky-but not too difficult. just had to find
        right spot). solution is just with 2nd lemming bomb him at left edge of pipe on lower level the with next lemming bash right. also the 1st lemming build so he hits
        terrain above and to the right and turns around. Then this is where to mine him at a spot to stop basher and miner from continuing.
        Issues: None

level 3 Diamond Ribs
          ok this level must assigns first 3 lemmings out of both left and right hatchs as athletes(climbers,floaters), then basically for each level 1 lemming builds into barrier
          to turn around so he can bash thru middle part. there will be 4 bashes on each side until they get bashed so they can get to exit.
         Issues: had to lower each pole 8 pixels because athletes would fall back down instead of climbing over. also had to raise exit a tad as lemmings wouldn't exit.

level 4 Rule of Three
         ok this level only 3 lemmings. to solve just build over 1st gap with 1st lemming, 2nd gap with 2nd lemming who passes 1st lemming who's building. Then 3rd lemming
         turns around at right barrier then he will build left to connect with 2nd lemmings builds. Then the next lemming who gets to right barrier bomb him.
         then after that lemming who finishes building left when he falls turn him into a floater right before dying. now 2 lemmings will be on bottom floor. leftmost one builds 3
         times to hit barrier to turn around(also builds over left water gap). rightmost lemming builds 2 times over water gap. Then left lemming finally builds right to exit.
         Issues: None

level 5 Timing & Space
         ok this as soon as the 2nd lemming hatches pause and set RR to 99. build with 1st lemming into right block. he'll turn around, then 2nd lemming bash thru block. and
         the crowd will be right behind(which is what you want), because the crowd need to turn around before basher finishes. Now with the 1st lemming who turned around after
         building into that right block will be far enough ahead to build into left block. then when the right basher is just about to finish bashing all the crowd manages to turn
         around just in time. anyways pause and build over right gap with him. then as soon as last lemming heading right is over small build that 1st lemming did bomb there.
         This allows all the lemmings to exit on lower level.
         Issues: had to lower again exit as lemmings wouldn't exit.

Note: the good thing about replays you can save a failed one with failed exits. so then one can fix the level and come back and replay the fixed level with the same replay and it
         will work. This way no need to do level again yourself. This was extremely helpful in Reunion, especially hard levels that you don't want to have to attempt over.

level 6 A Breezy Breeze!
          ok with 1st lemming build him at top of slope right there at beginning he'll turn around. Then bomb him about 2 steps further down (this will keep other lemmings
          continuing right). then with 1st lemming who gets to next barrier left of hatch, bash him just so he's just above small circle holes and build the next lemming up on slope
          that is about to be destroyed but lemming is there on time. he will be lead lemming. others can't follow due to bashed gap. also set RR to 99 soon after this. Then build
          lead lemming over water gap and over gap toward exit. Then with a lemming rebuild bashed area onto lead lemmings bridge that was broken and that's it.
          Issues: None

level 7 Diving Area
           ok with 1st lemming at left hatch dig him at edge right before steel. Then with 2nd one who manages to make it past digger pit, bash him thru right barrier.
           Then with 2nd lemming on bottom right hatch bash him to free bottom crowd to right exit. (1st lemming on bottom turned around). set RR to 99. build that lemming who 
           turned around at right hatch over water gap. must be placed at a spot so he makes it over gap without turning around. meanwhile that basher on top left will now fall.
           right before he dies float him. then dig him on small slope to open a gap. (he'll hit steel and turn around. now when the lemming who is building over water gap gets to t
           that slope bomb him right against edge of slope. now whole slope will be gone. now bash the floater who turned around left thru left facing OWW's. and he'll beat the
           digger who was the first skill placed allowing those lemmings to go right toward right exit. and of course that basher will go to left exit. He's a floater which is important
           because there's a big fall there before left exit.
           Issues: None

level 8 Broad Pit
          ok with 1st lemming, let him fall and bomb him midway between 2 bottom steel blocks. with 3rd lemming build over gap. with 2nd lemming who falls float and block at
          leftmost edge on bottom floor. 1 more lemming will fall and float him. now the gap will be closed at top. now the 2nd lemming who floated hits blocker, turns around,
          make him a climber (now an athlete). when he is in center of bomber hole bash him right (he'll bash between 2 steel blocks). Then build him 2 times to next block.
          it will be placed right where he can bash that block just below spikes and inbetween upcoming 2 steel blocks. Then when he's done bashing that block, build him again
          over that gap. hit hit block which turns him around then build to wall. then he will turn right and then come back and climb up toward exit. Here build over exit. Then
          mine him down left just after falling off his builder steps. Now build him to upper left block where crowd is. He'll turn around and exit. Now finally climb a lemming facing
          facing right. when he on top of small barrier, bomb him to free the crowd so they will exit. Then nuke blocker.
          Issues: None

level 9 A Matter of Pragmatism
          ok In this level the RR is preset to 99. ok block the rightmost hatched lemming when he goes down a level and climb the 2nd. now block the 1st lemming on the left
          hatched ones again when down floor. now when the climber get to center of steel block above dig him onto skinny barrier. now wait till he gets close to bottom and bash
          right barrier from left lemmings and bash left from right lemmings. now the digger will just be about even with the floor where he can be blocked. then all the lemmings
          who aren't blockers will exit. left lemmings will exit left, and right lemmings will exit right. Then nuke the 3 blockers.
          Issue: had to lower 2 center bars where climber climbs and digs because climber wouldn't make it over. kept falling down.

level 10 Erbalunga
            ok dig 1st lemming from left hatch a little to the right of entrance. Then when 3 lemmings hatch, pause and set RR to 99. now dig 1st lemming from right hatch just at
            edge of steel blocks. also dig last lemming from left hatch but before the other one who is digging. then a little ways down bash right the right digger from left hatch.
            then with leftmost digger dug the farthest down bash him right. now the rightmost digger bash him left inbetween the top basher and the bottom one. now wait until
            bottom most basher gets to the right edge where he builds 2 times over ontop of tree. And that's it.
            Issues: None

level 11 Two Stragglers. ok this one was very close to failing due to basher falling right onto builders last placed step.
            Anyways just build 1st lemming but not so he'll connect to right. he builds just short where you block him after landing immediately. meanwhile the 2nd lemming dug
            right left of 1st lemmings steps. Now when he digs even with top of horizontal beam build him(he builds right). he meets blocker just below that where he bashes.
            Now the blocker will be freed. Now the basher just keeps bashing for a while. the other lemming will continue right build him over gap. The he will go one level down
            where you build him left over that gap, but meanwhile basher just finishes bashing and falls on last step of builders step. barely making it. and that's it.
            Issues: None

level 12 High Jump
            ok the thing you have to do just right again in the level is to make sure two bombers on right side of barrier are placed so no climbers get over bombers explosion holes.
            took a few tries, but got it. anyways, climb 1st 4 from right hatch and make last 3 of those athletes. the 1st climber when near top will just bomb the barrier so other
            3 can get over. then again then next 2 will be bombers. these 2 must be placed so no climber climber over the hole to the right(must turn around). Now the only athlete
            will go into hole and turn around and climb barrier again. now at top build. but make sure to leave a tiny gap so others can climb over barrier. and then build him over
            next gap towards exit. now build over exit. now make the remaining right hatched lemmings athletes. now bomb tiny left side area so left lemmings can climb to exit.
            Finally just climb the left lemmings and everyone will eventually exit. And that's it.
            Issues: None
            Edit: again music didn't match Youtubes' so I changed it to number 7 to match.

level 13 Hexakosioihexakontahexaphobiacs(must mean the fear of 6 6 6) also what a coincidence the level is number 13 too.
            anyways bomb 1st lemming after falling right before he dies down below. build with 2nd lemming over gap. 3 more lemming won't make it and die in fire below then
            with 1st lemming who makes it on strip bomb, so lemmings will go down one level to next strip. build with 1st lemming there at edge. 2 lemmings are supposed to
            die in fire below but I got it where only 1 does. then when the 1st lemming gets there bomb so lemmings can go down another level. then with 1st lemming down 3
            levels build at edge, increase RR to 99. And that's it. Note: save % is 19 but I got 20. also pieuw only saved 19. but I'll take it.
            Issues:none

level 14 Lemesis
            ok with 1st lemming from left hatch bash right above steel block. 3 lemmings will turn around before basher finishes. just make those 3 floaters. Then climb a lemming
            facing right at right hatch. He will make a short trip right and come back to climb where slope is. bash him there(left). and at top 2 lemmings got thru top left bash.
            just make 2nd one a climber. The first one on top will dig left side of pole below, so when he stops digging at bottom by hitting steel there will be an opening on the left.
            Now the basher who bashed thru slope and small Oww is a climber already so when he comes back mine him about 1/2 way on block to reach near where digger
            stopped digging by steel. also those 3 floater that you did at begining will be there too. now bomb tiny brick just above and to the right of left exit with last lemming
            going right. Now just make the 3 lemmings near left exit climbers. they will climb diggers shaft and exit using the right one. and the 3 floaters will float to left exit.
            also make one more lemming a floater. And that's it.
            Issues: None

level 15 So logical
            First off miners in Superlemmini after hitting steel turn around where in Lemmini they don't (as per this level). So I decided to add 30sec to this level due to this.
            although it's still possible to do without the added time but must do everything quicker, but since Pieuw I don't think did that in his youtube replay(he finished level not
            counting nuke with 13sec left).  So By following his solution, time ran out due to miner turning around to release the blocker. So I fiddled with the time to get it so level
            was finished with aprox same amount of time. and 30sec is what it looks like it needed.
            Anyways to solve: block 1st lemming right of hatch. as soon as you see 2nd lemming hatch, pause and set RR to 99. then with lead lemming who has a little bit of
            distance dig him at end of steel to the left. other lemmings will make it past digger before it's too late due to RR being at 99. Now when digger is done he face left.
            after he hits left barrier, make him a climber, the wait to float him to very last second when he falls left of exit that has a barrier. he will climb there. Then build him from
            edge of steel near exit onto ball. then down low on ball build him again. now send a climber right. then wait maybe 3 second and climb the rest when facing right(used
            pause and forward framestepping). now when the builder finishes 1 build from ball block him. now the final step is to mine the blocker with the 1st climber. the blocker
            will be released and continue to exit as well as the crowd. but here the miner turns around when hitting steel (so this is where I added the 30 seconds) otherwise If he
            didn't turn around like in regular Lemmini I wouldn't have had to add time.) also Nuke last blocker.
            Issues: issue with miner turning around after hitting steel in Superlemmini unlike Lemmini

level 16 Be Lem-minded
            ok with the 1st lemming mine right about where 2 small poles are buried in bricks. then when miners hits 3rd mine turn him into basher, this also prevents a lemming
            from going past(did using pause and forward frame stepping). basher will hit steel and stop. also basher is deep enough so no lemmings go past. then let 1 lemming
            fall off left edge to float him down to lower level. but next lemming block on top of steel(had to lower steel there so a little bit of terrain shows.)
            then dig left lemming who now is on bottom floor by himself, dig the bash left(must be deep enough so when he hits steel he turns around) then build him 3 times
            to make a splat platform for upper lemmings. finally mine the lemming on block away(must be close enough too him so he will be released). all the upper lemmings
            will land on bridge without splatting and head to exit.
            Issues: had to lower left vertical steel block so small terrain shows, because putting a blocker near there wasn't working. the only way was to release him would be far
                        in front of him then blocker would be released which is good but then miner would mine too deep before steel so no other lemming could continue to lower
                        level).
           
level 17 Leavin' on the Edge
            ok here is our recreation of the 1st glitchy level that I made. I think we know the solution. but I will repeat it.
            With the 2nd lemming make him an athlete. make sure he is a floater 1st especially. This will stall for time as the basher needs to finish. Then build lead lemming on
            edge of 1st block till he reaches upper left platform. also build the athlete toward skilly barrier at far right so his last builder step touch barrier(he can't turn around there
            he must climb there and float back down stalling for time to give basher time to finish bashing.) By the time the athlete gets near basher, basher will finish a little
            before. Then mine down the athlete in a good spot so he mines for a longer time giving the 1st lemming time to build 2 times to exit. athlete will just make it in time to
            get onto block where exit is. And that's it.
            Issues: this is a reacreation of the 1st glitchy level that is in regular lemmini so had to fix to recreate for Superlemmini.

level 18 Merchant Ship
            ok with the 1st 2 lemmings dig but makes sure there is a barrier between them. Then dig with 4th one again no barrier. 2 lemmings will be in rightmost digger pit
            and 2 in middle one and lone one in left pit. Then bash rightmost digger when he's halfway down toward steel block to the right(basher will hit steel and stop), do the
            same  with  the middle digger but steel block to the right is lower. and left digger will just hit steel on bottom. the bash leftmost lone lemming to left until he reaches end
            of  bash  then he will build 4 times and turn into a blocker. then bomb lemming in middle pit against left barrier releasing 1 lemming. with that lemming build 3 times to
            the  right after hitting blocker then block him. then bomb 1 of the final 2 lemmings in right pit against left barrier releasing that lemming.  he will build left at higher
            blocker  to ledge on left. He is the only one to be saved as only 1 is needed. nuke the blockers.
            Issues: None

level 19 Tree-Athlon
             ok with 1st lemming float him down edge then the next 6 will bomb at terrain spot between steel then bash right with a lemming until he gets to next spot with
             terrain opening. meanwhile climb floater(now an athelete) so he climbs rocks and mine him kinda high(down right). he will die. now when that basher get to spot
             where terrain below is bomb him but kinda near left edge. repeat 5 more time near left side of each hole (total 6 times there). this will make it easier to mine down
             left to land on other miners platform. (out of the 15 bombers given, one can only use 12, because in level one can only lose 13 total, 12 bombers + 1 miner lost)
             Then set RR to 99. finally bash the 1st lemming who gets to barrier right of exit.and that's it.
             Issues: None

level 20 Let Them Eat Cake
            Ok here is the 2nd of 6 glitchy ones I recreated. ok with 3rd lemming make him the climber. block 1st lemming inside of pillar. 2nd lemming will build a step into pillar,
            allowing 3rd lemming who is the climber to climb pillar. then he will be the lead lemming. when he falls on other side of pillar float him right before landing.
            then build him into ledge to the right, he'll turn around and climb right side of pillar. Now build a step into block(facing left). Then immediatey build another to turn
            him around so he will climb in small slit and head left. then build him at left edge of block, pause and bomb blocker below. then build lead lemming again over next
            gap. he will fall in small slit (also other lemming will too there). Now when he fall on vertical steel blocks build him left where he will bang into terrain and turn around.
            Finally build over small gap toward exit. make sure he's not at edge or he'll turn around. And that's it.
            Issues: had to recreate solution as Superlemmini doesn't have the climber glitch.

Onto Hurricane

           
           
           
             
           
         
           
         
         
« Last Edit: August 14, 2020, 07:36:34 AM by ericderkovits »