Fiat Lem! (Let there be Lemmings!)

Started by Pieuw, April 28, 2024, 09:18:16 PM

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IchoTolot

Found some time today and here are my replays for the first rank! :)

The visuals on those levels are amazing. :thumbsup:

"Ethereal Refinery" was my favorite so far together with "Something Wicked This Way Comes" and "Bridges in the Sky"!

Pieuw

Hey Icho, thanks a lot! Glad to know you enjoyed the first rank. :D
I'll take a look at your replays later when I got some time. We still need to update the pack. I think we fixed all of Armani's backroute but I need to get in touch with Dodochacalo to get his edits. Hopefully we can do this quickly enough so you'll be able to play the updated levels. :)

Mobiethian

Updated levels sounds great! 8-) I really like the ideas and hard work that went into this level pack. It's a beautiful pack that is "packed" with amazing fun! I'm enjoying it now, but shall wait for the updated levels to play more of it. You guys are great with this! Excellent teamwork involved here. ;)
Level packs developed:

Lemmings Heritage
Lemmings New Worlds
Holiday Lemmings 2024 (Collab. with Armani)

Pieuw

Update is out! Here is a list of the levels we fixed following Armani's replays:

Proficio 03 - The Wall
Proficio 05 - Fire & Blood
Proficio 08 - Snowpiercer
Proficio 09 - From A to B and Back Again
Proficio 10 - Ancient Astronauts
Proficio 12 - Paved With Good Intentions
Proficio 17 - Bad Reflection
Proficio 20 - Eclectic Power

Scando 02 - A Tome to Kill and a Time to Save
Scando 04 - Newton's Cradle
Scando 07 - Rooftop Run
Scando 09 - Save Our Souls
Scando 14 - 20,000 Lems JUnder the Sea
Scando 16 - Take Five
Scando 19 - Return to the Shire

Impero 02 - Satanorium
Impero 05 - Perfectenschlag
Impero 10 - The Lemmings Survey Corps
Impero 12 - Emeraldpunk_5047
Impero 13 - Honey, I Shrunk the Lems
Impero 14 - A tad mad, a tad rad!
Impero 17 - To Protect and to Serve
Impero 18 - False Happiness

QuoteUpdated levels sounds great! 8-) I really like the ideas and hard work that went into this level pack. It's a beautiful pack that is "packed" with amazing fun! I'm enjoying it now, but shall wait for the updated levels to play more of it. You guys are great with this! Excellent teamwork involved here. ;)
Thank you so much Mobiethan! Hopefully you'll enjoy the rest of it :D

IchoTolot

I played the updated version and I have attached the replays for rank 1, 2 and 4.
So only rank 3 to go + the resolving of backrouted stuff. ;)

I noticed Incipio_15 and  Incipio_04 having the same level-ID as the mass replays checker tries to solve one version of the level with the replay of the other.
Consider giving those 2 levels different level-IDs in the editor.


IchoTolot

And that's the final rank down. 8-)

I attached the complete replay collection.

Pieuw

Thanks Icho! :thumbsup:

I'm not sure when I'll take some time to watch your replays, but I sure will at some point. :D Hope you enjoyed the pack!

QuoteI noticed Incipio_15 and  Incipio_04 having the same level-ID as the mass replays checker tries to solve one version of the level with the replay of the other.
Consider giving those 2 levels different level-IDs in the editor.
Hum, could this be because of a copy and paste of the level when the repeat was created? If so, there may be similar issues with Blood and Fire / Fire and Blood and Low Tide / High Tide. I'll take a look at this when I get back into Lemmings. :)

IchoTolot

Quote from: Pieuw on July 10, 2024, 12:14:03 PM
Hum, could this be because of a copy and paste of the level when the repeat was created? If so, there may be similar issues with Blood and Fire / Fire and Blood and Low Tide / High Tide. I'll take a look at this when I get back into Lemmings. :)

Blood and Fire should be fine - the mass checker did not complain there. But yes that is exactly the reason.
The editor has ID field to change the level ID (or you can just edit it in the file itself as well).
Be reminded though that your replay of it also needs to specify the new ID then or it won't get matched automatically.

kaywhyn

#23
Hi @Pieuw and @Dodochacalo

I have solved the first two ranks of the most recent version of the pack. Here are my replays and of course some feedback ;) I also have an LP of the pack, forgot to provide the link to it :forehead:

Kaywhyn LP's Fiat Lem! by Pieuw and Dodochacalo

General Feedback

Fiat Lem! (translates to Let "there be Lemmings!") is a collaboration pack between Pieuw and Dodochacalo, who both hail from France. Back in the Lemmini days, they each released a highly acclaimed level pack, PimoLems and DoveLems by Pieuw and Dodochacalo, respectively. These were my next custom level packs I played after MazuLems for Dos, though I played this last one while I was still in high school, while I played both DoveLems and PimoLems sometime after I graduated from college/university. I have learned so many great tricks from their packs which have come in very handy for many other custom level packs I've played over the last several years. As a result, both DoveLems and PimoLems were ported over to NL so that they can continue to be available to players who have moved on from Lemmini and play them on an engine that has quality of life features, such as framestepping, the ability to rewind, and time skipping long waits.

Due to their legendary status as very notable level designers with high quality Lemmini packs, this collaboration pack between Pieuw and Dodochacalo was very much looked forward to. At some point, Pieuw returned to the Forums after a very long absence and continued work on an upcoming level pack. During this time, Dodochacalo was MIA for years and Pieuw tried in vain to get a hold of him in order to keep working on their collab pack. So, rather than wait, Pieuw went ahead and made more levels of his own for a pack and then released what he made a few years later, as he felt it wasn't right to release Dodochacalo's content of their pack without getting the green light from him. This resulted in Pieuw releasing PiPoPack at the start of this year. So, while it wasn't the collab pack that it was hyped up to be, the nice thing was that Pieuw released his levels that were made for their pack instead of letting them go unreleased.

A few months later, the pack became obsolete, as Dodochacalo finally responded back to Pieuw's messages and so work could resume on their collab pack. A month later, Fiat Lem! was released, and as expected the people who have played this pack before me all have said this is a great pack, which only furthers my excitement to play through the pack, which I finally am to wrap up 2024 :thumbsup:

Fiat Lem! is an 80-level pack, with 4 ranks of 20 levels each, with the breakdown being 50 levels by Pieuw and 30 levels by Dodochacalo. From what I've solved thus far, it appears to be a classic 8 skills pack, though some levels do make use of NL features. In particular, I've seen one level that uses teleporters and another that has pre-assigned swimmers, though I guess the pack is still technically classic 8 skills since the player doesn't assign swimmers manually on that level due to the skill not being provided in the skill panel :P

edit: I forgot that level provides walker skills, and so this is the only level that isn't a true classic 8 skills one :-[

There are also some levels with French level titles, but most of it is in English ;)

Incipio Rank Feedback

The first rank of the pack, currently IMO the difficulty is very wonky, as it has the tendency to jump all over the place. It's definitely reminding me of QFK (Quest From Kieran) in a way, which is another pretty difficult classic 8 skills pack released by Kieran Millar last year. Even then, there's a lot of great levels in this rank, and it's quite clear both Pieuw and Dodochacalo put a lot of attention in the visuals while also making the puzzles very high quality! :thumbsup:

To add to Icho's list, Incipio 19 was a favorite of mine too! :thumbsup:

Spoiler
Incipio 1 - Haute Voltige (Pieuw) Nice level to start off the pack, though a bit on the difficult side, not unlike the first level in QFK. Even the terrain on the sides are pretty good red herrings :P

Incipio 2 - VDNKh (Pieuw) Not sure what the title is referring to ??? This level on the other hand is much easier than the previous one, so these two can easily swap positions. Even then, skills can potentially be a problem if one isn't careful with making good use of them.

Incipio 3 - What the Frick Frack Patty Wack? (Pieuw) Back to being hard again with a level that might be way too hard for its position, especially as it's not really intuitive that bashers can move upwards even though I do know about that mechanic. Hence it can be a bit too advanced and hard for players, made worse that it comes really early in the pack. It's especially isn't clear just from looking at the wall whether one can bash all the way through without the basher getting stopped by the steel coming from the left. There is some precision needed with the builder, but luckily there's some leeway in order to get through the wall. I thought one might need to come from the right instead, though I guess the biggest clue that it's not the case is just from how there's no way to get rid of the blocker or be able to get over it if used on the right side of the level where the exit is.

Incipio 4 - Sandstones May Break my Bones (Dodochacalo) Much easier than the previous level, especially if one isn't concerned about the talisman. It's a bit more challenging if going for it, but it's just a matter of maxing out the RR early enough and then one should be fine for it.

Incipio 5 - Formal Semantics of Modal Logics (Pieuw) Back to somewhat difficult despite providing only climbers and bashers, but it's just a matter of observing where the Lemmings go through the maze in the level, which isn't too difficult to see and bashing at the right spots so that the one that is a climber doesn't get into danger. There's also a nice puzzle element of making sure not to assign the climber to the other Lemming before everything has been prepared, as well as realizing that the one that uses the bottom exit can simply climb the obstacles. Very nice level here! :thumbsup:

Incipio 6 - Quid Pro Quo (Pieuw) Great level! :thumbsup: My only criticism is that the timing is pretty tight for the climber to mine in order to stop the digger. It might just be a simple matter of the digger placement determining how much leg room remains to stop him, though.

Incipio 7 - Smells Like Team Spirit (Pieuw) Another great level that's primarily a bashers puzzle :thumbsup: Several tricks needed here: Releasing the blocker on the bottom left, non-climber needs to bash to the right in the middle area in order to be able to stop the basher going to the right beside the exit, and timing climbers, with the second one to bash to the left so that the climber ahead can fall facing to the right right by the exit. Nicely done, and a very enjoyable puzzle on top of it :thumbsup:

Incipio 8 - As not easy as it doesn't look (Pieuw) Very hard level and the hardest level up to that point in the pack for me. A lot of my attempts left me a skill short until I finally found the solution in the attached replay. Nice challenging level nevertheless! Probably an anything goes type level here despite the very restricted skillset.

Incipio 9 - Brace Yourself, Fall is Coming (Dodochacalo) I pretty much had the idea almost right away, it was just a simple matter of being quick enough before you lose too many Lemmings. Even the talisman isn't too difficult :P Nice level with two splat hatches and going in a zig-zag fashion upwards and switching on which entrance to catch Lemmings from each time.

Incipio 10 - RELEASE THE KRAKEN (Pieuw) Very nice depiction of the mythological sea creature! :thumbsup: Easier than it looks thanks to the very lenient save requirement, though losses do add up quickly thanks to the somewhat high RR.

Incipio 11 - Bridges in the Sky (Pieuw) Very nice level, especially with seeing that you must block on the staircase when you build at the very edge of the starting platform! :thumbsup: Not sure if this is intended due to the leftover climber though.

Incipio 12 - Mountains (Pieuw) CPM is likely your best friend here in revealing what's what, particularly since it's really difficult to tell just by looking at the map alone without it. A good example is there appears to be empty air when in fact it's invisible or hidden terrain. I still managed to solve the level without it, though :P I did think that the Lemmings would drown just because it looks like it from what appears to be no visible terrain where the water is. Nice visuals as usual, especially the mountains on either side of the level and 1-of-everything level in 4 skill types. Hard to tell whether the digger would stop, though.

Incipio 13 - Something Wicked This Way Comes (Pieuw) I would have to agree with Icho here, this level's great! :thumbsup: I especially love that turnaround on the right side with circling back into the first circle of the weight after building from the right to catch the others coming from the top and then coming back to the right to bash before going back onto the slanted steel of the weight to get everyone down safely and towards the exit. Well done Pieuw! :thumbsup:

Incipio 14 - Architects of Fortune (Pieuw) Hard one for me and one in which I struggled far longer than I should. I solved this by building twice from the ground. I checked with Armani's solution later on and it turns out all I really needed to do was simply build outward for a bit before blocking to turn the builder so that you get onto the next higher part of the chain in order to be high enough to reach an exit :forehead: It's still a deceptively difficult nevertheless, especially as it's not clear as to the best way to get up to an exit. For example, even the sides look like they should be possible but aren't at all.

Incipio 15 - Been There, Done That (Dodochacalo) Another hard one for me, but that's because I kept thinking that one needs to take the normal route through the level. However, doing it this way will always leave you a skill short. So, this repeat requires outside-the-box thinking, which is to mine underneath the first pillar to release the crowd onto the next platform below and catching them with builders. Took me a very long time to spot that as the way to go. Nicely done here, Dodochacalo!

Incipio 16 - Novelty Act (Pieuw) Nice trick with building a step in order to be able to bash all the way through to release both of the top entrances from below with a basher! :thumbsup: I have a pretty similar level requiring use of the high destruction mask ;) Also nice use of the climbers for everyone to take a delay in order to give the worker enough time to build to the exit.

Incipio 17 - Paucity (Piewu) Not a hard level if you aren't concerned with the talisman, but it's a much greater challenge if going for it. Turns out I completely overlook the simple fact that you can use a builder to turn rather than a blocker :forehead: I don't normally go for talismans, but the talisman is definitely worthy here! :thumbsup:

Incipio 18 - Ethereal Refinery (Pieuw) Excellent level though at least for me a bit too excessive and repetitive with digging to release the blockers. I really love how one needs to release the bottom two blockers first because you actually don't have enough floaters for all blockers. It was very satisfying to figure out how to overcome that shortcoming! :thumbsup: This kind of reminds me of my Bubble Trouble level just from how it too has one builder :laugh:

Incipio 19 - Convoi Prioritaire (Pieuw) Probably my all-time favorite of the entire rank! :thumbsup: I really love how the solution all comes together and how the timing all works out because no one turns around too soon and therefore gets into trouble when you find the solution.

Incipio 20 - Graph Theory (Dodochacalo) Not sure how the title relates to the level, though I loved learning graph theory when I took Discrete Math for my math major both for my undergrad and Master's program. Way too many teleporters for my liking, even though I managed to beat the level without ever activating CPM, which would help tremendously and be a complete time saver :P All the teleporters, along with a really tall level, essentially nullify the FF speed. It took me by complete surprise that the level can be done with only 4 walkers :laugh:         

Proficio Rank Feedback

The difficulty flattens out for a while at the start before throwing some more difficult levels at you. Once more, some really great levels, and of course the visuals continue to impress! :thumbsup:

Spoiler
Proficio 1 - A Good Lem is a Dead One (Dodochacalo) Nice level to start off the rank, even if it's bit too excessive on the bombing for my liking :P I checked against your solution on Youtube and it is different only where I bombed at the top to get another worker Lemming in middle.

Proficio 2 - Maintenance Staff on the Loose (Pieuw) Nice level, and I like how all the timing naturally works out. The only thing I'm not certain about being intended is building with the non-climber repeatedly until he can connect with the other bridges to get to the exit.

Proficio 3 - The Wall (Dodochacalo) Nice level, though it was annoying on the precision. Of course, after I checked my solution against yours I did indeed overcomplicate things! :laugh: No wonder I found it annoying, mine needs a lot of precision.

Proficio 4 - Swim Swam Swoop (Pieuw) Another level that makes use of a NL feature, which is having a pre-assigned swimmer hatch, though I guess this is still a classic 8 skills pack since the player doesn't need to manually assign the swimmer skill, which isn't provided anyway. Nice level, though I fell for the trap of thinking the Lemmings get to the exit at the top left, when in fact they just need to swim back the way they came from.

edit: I forgot the level provides walker skills and therefore this is the only level in the pack that isn't just a classic 8 skills one :-[

Proficio 5 - Fire & Blood (Dodochacalo) Nice level, though I found the start the hardest. I simply resorted to using the RR to make the right timing and space in order to have enough time to build over the small gap so that after bombing to release everyone from the digger pit no one gets into trouble. Seems you can indeed just make the first two dig as in your solution. Not sure why I didn't think it would work :forehead:

Proficio 6 - Low Tide (Pieuw) Great level, with the hardest part being how to compress the crowd so that only one Lemming dies to the retractable boulder trap. I'm not sure if there's an easier way to do so than how I did it, though. Also, more deception of water looking like the Lemmings would drown where the exit is but they don't :P

Proficio 7 - Second-Hand Wonderland (Pieuw) Ah, builderless level, one of my favorite types of levels in the game! :thumbsup: A very good level here, with the only hard part being to time the climbers so that one of them climbs back into the digger pit in order to bash to the left while not hitting steel so that he's high enough in order to mine through the wall. I thought I could get away with having a climber left, but nope, all 3 are necessary so that one of them stops the digger by bashing and not the digger himself bashes.

Proficio 8 - Snowpiercer (Dodochacalo) Already seen this trick in QFK, so sorry Dodochacalo :P To be fair, it's unique in the sense that the miners are used to widen the tunnel to provide builders as the ceiling check to extend the basher is not seen at all in DoveLems.

Proficio 9 - From A to B and Back Again (Pieuw) Back to hard again, where the level is all timing. I pretty much had the right idea where everyone going over the top except for the final 3 from the left entrance, who will do some work while going up the wall. Anything else you try won't work, and maybe that's where Pieuw succeeded in blocking off all other alternatives. It's quite a nice solution once you find out how it's all supposed to come together. Regarding the terrain where the exit is, I wonder if you managed to get some inspiration from one of Lacktardo's levels, which is considered quite infamous in how very unfair it is due to hidden terrain :P

Proficio 10 - Ancient Astronauts (Dodochacalo) Very nice level, especially with making sure to mine with a Lemming in such a way that he can get out of the digger pit without needing to be a climber, as the climbers will make their way to the bottom before coming back up from the work the non-climber does for them. It's a good thing I noticed the non-save all requirement before I had wasted way too much time trying to save everyone when in fact it's not possible at all. I've been known to not pay careful attention to the save requirement on numerous occasions which has gotten me into trouble :-[

Proficio 11 - Attack of the Big Root Thingies (Pieuw) Another level that's a good example that isn't hard when not concerned with the talisman but is a far greater challenge if so. However, I believe this is a rare example where both solutions are the same, but you simply need to do a lot of multi-tasking to meet the talisman requirement. Being able to pull it off was pretty satisfying IMO, though it was hard to get the timing right with building from both sides of the vine swamp and making sure no one slips by the builders and drowns. I especially love how the building and bashing needs to be done from the left side of the upside down branches right beside the exit in order for everyone to get up to the exit later on :thumbsup: Overall the level is a very nice decent challenge that was very satisfying to figure out :)

Proficio 12 - Paved With Good Intentions (Dodochacalo) Wow, what an excellent level! :thumbsup: The puzzle is really good, especially with figuring out how to place one of the blockers in order to free him with a basher. I indeed got the solution fairly quick, I simply had the blocker on the left side placed in the wrong spot and therefore need to adjust the basher position in the bottom left. Well done here Dodochacalo, I was very impressed! :thumbsup:

Proficio 13 - Land of Confusion (Pieuw) Indeed it's a land of confusion but the visuals are great here! :thumbsup: I did wonder where the exit was but when I saw the animated stuff on the right side I figured it had to be the exit. Indeed, using all builders to get over the gap confirmed my guess. I struggled here longer than I needed only because I was stuck wondering how you're supposed to delay the second Lemming long enough to give the first one enough time to build over the big gap before the exit. Turns out I simply found the wrong spot to bash, and I don't know why it took me a while to notice the area where the basher will go for some time before stopping. Before I realized this, I kept wondering if there was maybe another exit somewhere in the level :laugh: I checked the far left, and nope, nothing fishy or anything of interest there. Nice complete red herring with the climber.

Proficio 14 - Latecomvers (Dodochacalo) Much easier than the previous level, though this level can easily be done with just 3 diggers due to how you can cancel a digger with another and create steps inside the pits to make safe falls for the others :P

Proficio 15 - Blood & Fire (Dodochacalo) Repeat of Proficio 5, except the exit and the entrance swap places and the words in the title switch places as well. This one is just as challenging as the original, with probably the hardest part figuring out how to get everyone down safely where the fire blowtorch trap is. The other hard part is realizing a digger gets past the exit in order to mine the crowd out to reach the exit. Still a nice level just like the original.

Proficio 16 - High Tide (Pieuw) Another repeat of a level earlier in the rank, this time of Proficio 6, which is appropriately called "Low Tide" because there's no water anywhere except for where the exit was. This time, there's water everywhere in the level, hence the "high tide." I like this one better than the original, especially with getting a group of 3 Lemmings close to one another so that two get past the boulder trap and then the first one bashes to turn the other one around who will mine the others contained in the pit there and will be released by making them climbers. In the meantime, the worker has enough time to build to the exit. The hardest part was achieving the 3-Lemming group, as well as how to get someone far enough ahead in order to dig through the slanted pole to get everyone contained.

Proficio 17 - Bad Reflection (Dodochacalo) Nice level, though probably a slight backroute due to leftover digger :P

Proficio 18 - Dual Flavored Swirls (Pieuw) Somewhat easy and the second level in a row that I steamrolled through quickly ;) The only hard part is dealing with the 99RR, but I like how one needs to figure out how to make everyone falls down facing the correct way to reach the exit. Same thing with how you intertwine the snow pieces with the brown rock pieces :thumbsup:

Proficio 19 - Convergence Disorder (Pieuw) This was the hardest level for me in the entire rank, but that's probably due to how I made a mess of the solution with all the timing needed. I suppose this level was my punishment for beating the previous two levels very quickly :laugh: I spent well over an hour on camera with this one :laugh: I see that you said on Armani's video that you think it's easy for its position. I disagree completely, though that being said, unless it's the same as Armani's just with a skill swap or so, I'm curious about your solution. Maybe that would shed some light as to why you think this level of yours is easy :P

Proficio 20 - Eclectic Power (Dodochacalo) The first no-solve level of the pack for me on camera, it didn't help that I was mentally exhausted from the previous level. In hindsight, I should had made a cut after solving Proficio 19, as I had already been recording for a little over an hour at that point. I really wanted to see if I could finish up the rank, but that wasn't to be the case. This morning, I went to try something that I thought would work and fortunately it does but barely. I honestly don't know why I didn't see it earlier, though this is very different from yours. Even then, I really like the idea I came up with of building to touch the OWW and then building close to the ground on top of the initial staircase in the opposite direction so that the first one keeps the basher going but also cutting off the staircase at the top in order to provide a way to the exit again. From seeing yours, I'm not sure why I didn't think it would work with the builder getting interrupted from the other side but still building far enough to avoid the exit. I'm sure I know and have done it your way before on other levels. Ugh, it's the sleep deprivation. I definitely don't do as well as I should in my LPs when I'm still quite tired. Oh well, I managed to get it solved and hence finish the first two ranks of the pack! :thumbsup:


Armani and Icho weren't kidding when they said this pack is excellent quality. I can also say that I've been very impressed with this pack, both the puzzles and the designs! :thumbsup: I really liked both DoveLems and PimoLems from back in the days on Lemmini, so my expectations that yours and Dodochacalo's work would be great stuff in Fiat Lem! hold up! :thumbsup: So far, I've solved the first 3 levels of the Scando rank and they were pretty impressive, so I look forward to playing more and the rest of the pack later on! :thumbsup:

Excellent work again, @Pieuw and @Dodochacalo!     
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

IchoTolot

Thanks to kaywhyn's post, I've noticed that there was indeed an update to the pack in September!

I've updated my replays so that they solve the newest version of the pack.  :)

I hope the number of backroutes has decreased now!


kaywhyn

Hello @Pieuw and @Dodochacalo,

Finished the Scando rank today. Replays attached and of course more feedback ;)

Scando Rank Feedback

Even harder levels here, the entire rank was pretty much slow going the entire time, with Scando 18 a real stumper and therefore its position as the third-to-final level is quite appropriate. This pack definitely gives off a lot of Lemmings Stampede and NepsterLems vibes! :laugh: Probably on par with the former on difficulty but still easier than the latter, though probably not too far off.

Spoiler
Scando 1 - Cabinet of Curiosities (Pieuw) Excellent level to start off the rank! :thumbsup: I love how the player needs to be careful not to sacrifice the climber until the very end. Even more, the level wouldn't be possible if bombers were timed. Nice use of the digger and then bombing a Lemming who gets into it to destroy the rest of the wall and also to release the digger. Well done, Pieuw! :thumbsup:

Scando 2 - A Time to Kill and a Time to Save (Dodochacalo) Somewhat difficult, though the biggest problem was having enough time to finish the bridge to the exit before the other climber arrives. Seems the critical thing here was assigning the floater at the right time, as well as building the bridge at the bottom so the log piece isn't a problem for the survivors later. Looks like to be a backroute though, if Dodochacalo's new video upload of the level is any indication :P

Scando 3 - Structure of Matter (Pieuw) One of the best levels in the entire rank! :thumbsup: I especially love how the player needs to figure out how to get into the platform below the starting one in order to bomb the tops of the poles away to allow climbers through the maze at the bottom in order to bash under the quicksand to prepare the bridges to help the others across to the exit. It's an especially nice touch that you need to build one bridge to the right while the other two come from the right side. My only criticism here is that the repeated bombing is a little too excessive for my liking, but that's just a personal dislike of how I don't like repeatedly assigning the same skill plenty of times :P Overall, this was very satisfying to figure out the solution to! :thumbsup: 

Scando 4 - Newton's Cradle (Dodochacalo) Looks like another level of Dodochacalo's I backrouted since I don't use the blocker pickup :P This is deceivingly difficult, and I'm not sure why I thought the block at the end needs to be destroyed in order to be able to build to the exit when in fact it's partly right. I simply resorted to timing the climbers so that I could dig away the rest of the wall and also cancel out the miner. I see the change that was made, though I wonder if it can still be backrouted just by scooting the miner at the top over a little ??? Still a nice level that's not easy to see how to do.

Scando 5 - Rickety Business (Pieuw) Probably a little easier than the previous level, with the hardest part being to see to use a basher in the middle area to not only release the middle entrance but also to delay him long enough in order to give the climber enough time to build the long bridge to the exit. It's really the basher trick from Land of Confusion from the previous rank returning here but much easier and clearer to see. Great level! :thumbsup: Definitely reminds me of some Lemmings Reunion levels with a similar concept of giving the worker enough time to build long staircases ;)

Scando 6 - Silos & Stitches (Pieuw) Hard one, but that's because for a long time I kept trying to fiddle around to see if I could beat everyone and build the final bridge before the others got into danger or before the basher cuts off the first staircase on the starting platform on the left side. Turns out I had the completely wrong idea of holding everyone in with blockers on the starting platform, when in fact it needs to be done on the platform below and to the left. Thank goodness the fiddly basher/blocker is not required, just like Pieuw said when this was part of PiPoPack. I just hate that trick and if I have to resort to using it to solve a level, I try to find a solution that doesn't use it :P

Scando 7 - Rooftop Run (Dodochacalo) Finally a level of Dodochacalo's that seems solid, though one that Armani backrouted. Excellent level :thumbsup: I really love how the climber needs to prepare the route for the others and then you need to make him return to the crowd at the start in order to release them by bombing while he's falling. There's no way to save the climber because there isn't a way to spare a builder to make him turn at the climbable walls where the exit is. I tried in vain to see if I could for a time before realizing there's no way to. Well done, Dodochacalo! :thumbsup:

Scando 8 - The Diving Board (Pieuw) Well, looks like another case of Pieuw being inspired by the previous level, which is Dodochacalo's due to the solution requiring a similar concept of a climber sacrificing himself to help the crowd because there's no way to save the climber again. This time, it's building to get high enough in order to bomb and destroy the diving board from below, as well as to release the blocker and the crowd. Once again, my only criticism here is the precision needed to get everyone down and land on the staircase. I don't think it would hurt to ease the precision :P

Scando 9 - Save Our Souls (Dodochacalo) Hard but great level, especially with figuring out how to get into position to free the crowds. I especially like how you bash through the OWW with a climber from the left hatch so that he can get into the digger tunnel to climb and then release the upper entrance. My solution is the same as Dodochacalo's except for how I build twice at the bottom instead of twice at the top like in his.

Scando 10 - A Dream of Earth (Pieuw) Another hard but excellent level! :thumbsup: Very nice solution, especially with blocking to turn the builder but also one needs to bash him free and then he becomes a blocker again at the bottom in order to turn the other climbers back to the exit again. As usual, that just splat fall where the exit is is very annoying, though I guess it's fine because one needs to realize that you have to bash to lower the fall to make it survivable while also being able to collect the miner pickup. It hiding the terrain so that you can't see if the staircase will block off the route to the exit or not is pretty annoying IMO, but it's just a matter of doing the solution correctly and then you won't have problems with it, along with the just splat fall to the exit issue already mentioned.

Scando 11 - Pareidolia (Dodochacalo) Another deceptively difficult level but a great one as well. I had the wrong idea of holding back the others at the bottom when in fact this time you hold them back on the starting platform, a reverse of Scando 6's idea. I still ended up fiddling around with trying to see if I could make it work for a while before later realizing it won't work whatsoever and therefore abandoning that approach. Nice touch of using the holes in the terrain to stop the miner at the start.

Scando 12 - Viaduc Caduc (Pieuw) Somewhat challenging but another excellent level. This time, you need to make use of making a digger build after he destroys all of the terrain before he transitions into a faller. It needs to be done in such a way so that after he builds the bridges to the exit, he is able to climb back up in order to come back and bash through the OWW to release the crowd. I already know this floating digger behavior from Dos, so it was just a matter of seeing it required in the solution.

Scando 13 - They came at night (Pieuw) Easier than it looks, with the only hard part in my solution being to time the climbers so that one can block and turn the miner. The rest of the solution was easy from there. This level does make me think that there are a few ways of doing it and that my solution isn't the only one.

Scando 14 - 20,000 Lems Under the Sea (Dodochacalo) Haven't read the novel by Jules Verne or seen the movie, and I believe it might be a Disney film. If it is, it's one of many by Disney I haven't seen even though I grew up with a lot of Disney films. Challenging level, though it was all simply due to doing the final obstacle before the exit wrong. I built from the right to left instead of the other way so that it's not a problem for climbers to get to the exit. Before this, I used a basher to stop the climber from getting into danger on the bottom right, which caused me to be a skill short or so. I later revised my approach to use a builder to turn instead, because it seems that all bashers need to be used for the walls.

Scando 15 - Dos and dents (Pieuw) Quite possibly the quickest solve in the entire pack thus far. Due to the holes, it's clear you need to build for climbers to get over the wall and then it's just a simple matter of knowing that a blocker can turn a digger in order to release the crowd.

Scando 16 - Take Five (Pieuw) Hard but once again an excellent level! :thumbsup: I had some right ideas but the incorrect thought that the OWW needs to be bashed through, when in fact you don't and instead have to catch everyone from below. That was very hard to see. Before realizing this, I kept running into problems of how to make sure I'm able to release those contained in the pit at the top left since you don't have enough climbers for everyone. The solution is so clever here! :thumbsup: I especially like the bombing to bash through to tunnel underneath the exit and reach it from the right side.

Scando 17 - Razing the Foundations (Pieuw) Easier than the previous level, which is also Pieuw's, but it's still challenging. The hardest thing to see here is to bomb and bash to get under the exit instead of build over the exit. Other than that, the rest of the solution can easily be figured out, with care need to be taken to bash through the OWW at the bottom first before building to reach and bash the other OWWs later.

Scando 18 - Hanging Gardens (Dodochacalo) Quite possbily the hardest level of the entire rank (at least for me it was, given that I had two attempt videos but couldn't solve the level in either one). The solution is quite ingenious, and I don't know why I didn't see it earlier and a lot sooner, given that I have played some custom levels that require bombing a climber to release both the crowd and blocker from below. In the second attempt video, I did indeed have the right idea to build to turn and bombing the staircase with the other climber to come back to the left to mine and make a path for the others, just one earlier part was wrong. Instead of bombing the green emerald to climb into to make a splatform, the splatform is actually done at the bottom of the pit. The former way is impossible due to the somewhat high RR and also not enough bombers, as I found out too prematurely from just staring a the level on my screen and not making sure that I had all of the solution before getting excited of finding a completely new approach that I didn't try before :-[ Well done to Dodochacalo for stumping me twice with a level of his and having me stuck for a while with this great and extremely deceptively difficult level that doesn't look like it is but is :crylaugh:

Scando 19 - Return to the Shire (Pieuw) Easier than the previous level, with the only catch that the normal solution of bashing through the wall at the bottom not working because you don't collect the bomber pickup in time before the Lemming at the top makes it past the spot where you can bomb the crowd free from above. Instead, it requires clever uses of the builders to isolate a worker and so that the crowd can follow later. Great level and especially the windows are a nice decorative touch in the design!

Scando 20 - Precarious Guidance System (Pieuw) Ah, this reminds me of a Brick level that I made earlier this year that requires the exact same thing with blockers to keep a basher going (in turn, I was inspired by a level of Leviathan's), only this level of Pieuw's is far cleverer because builder steps are needed to keep it going too :thumbsup: It was especially fun to see the basher moving downwards with the help of builders at the bottom :laugh: :thumbsup: Great level to finish off this rank where levels are a big step up in difficulty. Kind of reminds me of the final Hurricane level from PimoLems, except you're not working with two bashers and working out where to place them, in which it's far more frustrating on Lemmini while not as much on NL but it can still take some trial and error. There is some timing needed on this level, but it's not to any ridiculous amount or for it to factor into the solution in any way.                 

I've said it plenty of times and the pack has amazed me since the beginning and has held true up through the end of the Scando rank despite solving times have slowed considerably in this rank :thumbsup: I look forward to playing the rest of the pack. I've solved just the first level of the Impero rank and had an attempt at Impero 2 so far, but I'll come back later and hopefully will have success then. 19 more levels to go! :thumbsup:   
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

kaywhyn

#26
Impero rank and hence I have solved all of the pack! :thumbsup: My entire replay collection is attached, as well as feedback for the Impero rank ;)

Impero Rank Feedback

The final rank of Fiat Lem!, these are the hardest levels of the pack. Indeed, just like the Scando rank, this rank overall was slow going since the beginning, and, with the exception of a few breathers, these levels definitely belong in the rank. However, I might have found some backroutes here and hence some of these weren't as difficult as they should be :P

Spoiler
Impero 1 - Pizza Party (Dodochacalo) Nice level to start off the rank. It reminds me of Maso 1 from DoveLems as it has a similar idea with builder/miner, except here you must realize that you need to stretch the bridges in order to make a hole to be able to fall out to the left and build to the exit. Timing the crowd for them to past before making the hole in the staircase is no problem, that's why the Lemming count is low.

Impero 2 - Satanorium (Pieuw) One of the hardest levels of the pack IMO, though my unintended solution is a complete mess. I checked Armani's solution of what he thinks is intended and yea, that makes sense that the area in the bottom left is used which I thought it does. That being said, this might be a little too difficult for its position this early in the rank, given there's plenty of things that look like they could work but don't. Not sure how you can block off my solution though :P

Impero 3 - Lemgram (Dodochacalo) Easier than the previous level but still challenging. The hardest part wasn't the checkboard mechanic so the miner keeps going but makes a hole for the others who turn back to the right to get contained at the bottom of the level, I thought it was figuring out how to get the crowd back up to the exit later on. Timing the climber to block and turn the builder can be hard to pull off, but by maxing out the RR to get everyone in the pit on time that shouldn't be a problem. One other approach would had worked if it wasn't for the climber making his way back to the top and the fall being splat height, but luckily it was just a small tweak by simply building the crowd out to get up the miner tunnel instead of getting the tunnel low enough for them to get up without a builder. Indeed, my solution is the same as Dodochacalo's, so looks like I got the intended on here! ;)

Impero 4 - Shelf-Control (Pieuw) Another contender for one of the hardest of the pack. It's a daunting level given the huge size of the level, and IMO it's not clear at any point how to go about solving the level. For a while, I made really good progress but would be a basher short. Later on, I felt as if I didn't do anything different to be able to save a basher, so I'm not sure why it worked. I think it was just from building from left to right so that the timing to for the climber to sync up with the right entrance crowd to get through the slow rope trap works out. Even then, this was a very nice challenging level to work out! Well done Pieuw! :thumbsup: That being said, this might be too hard for being this early in the rank as well.

Impero 5 - Perfectenscholag (Dodochacalo) Another backroute it appears :P I still didn't find this level easy, especially as there's some things that look like they could work but don't. It's still easier than the previous level, though ;)

Impero 6 - Hypostyle Freestyle (Pieuw) Not very hard of a level, but I spent far longer than I should had because I couldn't figure out how to get through the obstacles if it might not be possible to get climbers back over the top later on. Indeed, it was just from missing that critical digger spot to allow them back up :-[ Once I saw that, then I could do the solution as I did before when I kept being a miner or digger short. It also has the nice added touch that you must have the climbers tank on the steel if mining and digging when facing right. Otherwise, they will go back to the far left, climb up, and fall and splat.

Impero 7 - Crisis Management (Dodochacalo) Harder than it looks despite having a time limit of 1 minute, especially with figuring out the best way to go about the level. Not sure why I thought about going underneath the steel where the rope trap is, when that would likely require some additional losses with bombers to get low enough to build but also making a ramp they can get up on the right side. Seems that all solutions are similar, as long as you use compression with the left entrance to get through the rope trap with just one loss. Time limit isn't super tight at all so it's likely not too much of a problem.

Impero 8 - Forbidden Friendship (Pieuw) One of the best levels of the pack! :thumbsup: It's not hard but it's not easy either. My favorite part is bombing the non-climber from below to free the climber who blocks on the staircase. I love how the solution all comes together as it's figured out bit by bit. Well done Pieuw! :thumbsup:

Impero 9 - Itineraire Touristique (Pieuw) Another favorite of mine! :thumbsup: Observing the paths the Lemmings go is quite nice here which helps in figuring out the solution. I especially like how a non-climber needs to face to the right and block, and the climbers being stuck in an infinite loop in the far left side until they bash is a nice touch. Before I figured out the solution, I kept wondering how to solve the problem of at least one Lemming turning around before bashing through the OWW at the start. Great solution and level, my main critique being that it takes a while for climbers to get to the bottom left exit due to the locked RR combined with the high Lemming count. Consider reducing the Lemming count or at least shortening the way to the bottom exit for the climbers.

Impero 10 - The Lemmings Survey Corps (Dodochacalo) One of the hardest levels of the pack, this level doesn't need to be a mess like my solution! :XD: I eventually came to realize that only the miners need to go on ahead at different places to bomb the OWWs away from above, but I went further and really overcomplicated the solution by timing the miners in such a way that one Lemming goes on ahead with a few of the miners, which isn't guaranteed to work everytime anyway. As Dodochacalo's solution shows, there's a completely clean way of doing the level despite the 99RR. It still requires good timing, but nothing like the madness I pulled off :P Quite honestly, I was very relieved to finally get past this level once I found something that worked :laugh: It isn't exactly one of my favorites despite the clever miner usages. I checked Armani's solution as well and am surprised to see him pull off a lot of madness like mine :8():

Impero 11 - Funhouse Shmunhouse (Pieuw) A bit easier than the previous level but still challenging despite being a heavy builders level with no destructive skills of any kind (including bomber). I don't know if the long splatform I made near the exit is intended. I tried other ways such as the building in the middle in a zig-zag fashion but I couldn't find a way to do it with the builders provided. Also with being able to get the others over the gap in the top middle area without spending more than 2 builders, especially as I had a hard time figuring out how to get someone to come back to the left without either building to hit his head or using a blocker, but the latter would require at least 1 or two builders to get over, therefore you need 3 or 4 builders total in that area.

Impero 12 - Emeraldpunk 5047 (Pieuw) Excellent level and one of my favorites! :thumbsup: Like plenty of other levels before this, I love how the solution all comes together nicely bit by bit. This is a level where you need to climb into the bomber hole in the emerald to build to get over the gap so everyone can go over the top by going to the far right side. Also with bashing to delay the crowd and nice use of building on top of the steel to raise the wall and hence turn everyone back to the right in order to give the builder on the right side enough time to build over the gap. The timing is a bit tight, but luckily you can bomb through the wall at the bottom left in time before anyone turns around after you bash through the wall. My only critique here is that it's not clear if the vine swamp also extends into the two left-most emeralds and therefore would prevent you from digging to get through without either checking with CPM or sending a Lemming over to dig. Other than that, nicely done Pieuw! :thumbsup:

Impero 13 - Honey, I Shrunk the Lems (Dodochacalo) Somewhat challenging with another level of Dodochacalo's I've managed to backroute after checking his solution, which is far more impressive then mine :P I found the start the hardest, as it's not clear as to the best way to do it with the tools given. Still a nice level, and I do see the change with putting steel in the floor where I got underneath the final wall before the exit. That definitely looks like the way to enforce his intended solution ;)

Impero 14 - A tad mad, a tad rad! (Pieuw) Indeed, this is one of the hardest levels of the pack IMO. It's a builderless level, which as you know I love this type of level a lot in the game of Lemmings :thumbsup: However, it's not easy to figure out at all. In the end, it seems that I might have backrouted it, especially as I take advantage of containing the crowd in the chain in order to give a climber enough time to get a head start before having the compressed crowd follow in order to bomb the climber and everyone making it past the hole that would result that get them trapped. This bomber placement is super precise with releasing the blocker while also not making a hole that would cause everyone to take the bottom part of the right side of the level. I checked Armani's video of this level where he uses the wall on the far right with what he thinks is intended, and honestly I didn't even notice that it can be used to get the crowd back up to be able to reach the exit again :-[ Pieuw even has confirmed with Armani that it's intended but "not perfect." Another level where I decided to hash it out off-camera instead of record a second video where I might possibly take a while with fiddling with something until it works.

Impero 15 - Against the Stream (Dodochacalo) Just as challenging as the previous level, though still somewhat easier. I had problems figuring out how to get a floater to go on ahead after making a step so the others don't have far to fall but this will block it from doing so. Also I kept thinking to sending everyone to go through the bear trap, as well as to cancel the digger after 7 strokes at the start, when in fact you need to keep going much farther down than that. In the end, I got the same solution as Dodochacalo, and it's definitely not an easy one to figure out! Still, this was a great challenging level to solve! ;)

Impero 16 - Deus Ex Machine (Pieuw) Oh my gosh, this is such a great level! :thumbsup: It's not easy to figure out, but I still ended up being fairly quick with this one. It kind of helps that I know what this literary device is in pieces of literature in that it refers to an unexpected solution to an otherwise seemingly hopeless situation that has absolutely no reason to happen. Thus, I think of it as "divine intervention" and therefore the solution likely has something about coming from above involved. I especially like bombing a faller to release blockers from either side, though I found the placements of them correctly annoying, since a lot of the time I could release one blocker but not the other because the destruction mask doesn't reach both. Don't get me wrong, I like this part of the solution very much, it's just annoying to do because of the overlapping of blocker fields not allowed. I don't think this can be solved by making one of the platforms lower to build from because again of the overlapping blocker fields. Even then, this is one of my all-time favorites of the pack, and it certainly wouldn't surprised if I or someone else nominates this level for LOTY2025! :thumbsup: Only critique here is that it's not clear if any terrain remains when bashing at the bottom because it blends in well with the rope part of the trap, but I think it's just a simple matter of moving the traps upward. I'm just not sure if it's still possible for the traps to kill the Lemmings if so. I'll have to check and if it isn't then it's all right as is, I guess :P

Impero 17 - To Protect and to Serve (Dodochacalo) Just like Impero 7, still not easy despite the 1 minute time limit, so its position as the fourth-to-last still works. I pretty much had the solution all figured out, just had a hard time figuring out whether it was possible to have all Lemmings going out to the right instead of some also falling out going to the left once the digger was done. Turns out it just need a precise bomber placement at the top to create the checkerboard mechanic so that those coming from the right can come to the left, turn, and then fall down the digger shaft. Turns out my solution is a backroute, and I'm not sure at present how to enforce Dodochacalo's solution, which once again is more impressive than mine in many ways :P

Impero 18 - False Happiness (Pieuw) Quite possibly the hardest level of the pack. It's clear the general outline of the solution, but the hardest part was figuring out the compression of the crowd so only one dies per masher trap. I fiddled around with this for well over an hour on camera and probably about half an hour off-camera but with no success. Then I had an idea while I was lying awake in bed this morning. Once I got up, I went to try it and luckily what I had in mind does work with the compression. Not sure why I didn't see that earlier, especially as I saw it is possible to get over the top without needing the blocker to turn a builder. I had a builder to spare so that I can save the left digger and hence explains why I saved one over the requirement. I'm not sure if my solution overall is intended or acceptable, though. If it is intended to use the blocker to turn a builder, then I have no clue as to the solution, because I can't get the crowd compressed enough to go through the masher traps with minimal losses.

Impero 19 - Agemo's Trials (Dodochacalo) Got through this one a lot quicker than I thought I would, but that's because I backrouted the level as I suspected :P It's still not easy and losses will add up quickly despite the somewhat low RR. The part I couldn't get to work is the area where there appears to a jumble mess of "solid" terrain so that it's impossible to walk up, but upon closer inspection of Dodochacalo's video of the intended solution, the green is just the head of the chameleon trap. This means there's just 3 traps total I believe, with one visible and the other two not so visible. Instead, I used some timing to bomb away the ceiling to allow the builder to keep on going who luckily doesn't hit his head and turn around. That part is easily fixable by putting steel. That should be enough to force Dodochacalo's intended solution and therefore this being one of the hardest levels of the pack and hence its placement as the penultimate level is more justified. The chameleon trap in particular is I believe the fastest trap in either L1 or ONML and therefore very hard to get past.

Impero 20 - Horus's Reaching Hand (Pieuw) To finish off the pack, this isn't anywhere near the hardest level of the pack but it's still very worthy as the final level. If you're aware of blockers being able to turn fallers in mid-air, then this level should be fairly quick to figure out. Indeed, the fact the gap right by the exit is off by a pixel even with a full staircase was kind of the biggest clue hinting to the blocker turning fallers in midair. However, even if you aren't familiar with it, the solution still shouldn't take long to figure out because of the skillset provided, with blockers doing most of the work. Excellent level pack finisher! :thumbsup: I especially love how the floaters are in various places to get the route done, such as one floater out to the right to bash through the wall at the bottom, and two floaters out to the left while the builder is going.                   

As I've mentioned plenty of times throughout the LP, I was very impressed from start to finish with this high quality pack, in both the puzzles/solutions and of course the great visuals! :thumbsup: This was definitely a pack I looked forward to playing, given that I played DoveLems and PimoLems on Lemmini from back in the days and was very impressed with both packs! Even moreso as I read that Armani and Icho both enjoyed it very much :) I must say, the timing was just right releasing PiPoPack and then Dodochacalo returning to collaborate with Pieuw with releasing Fiat Lem! and hence the level luckily got to see the light of day and be publicly released :thumbsup:

Merci so much for Fiat Lem! @Pieuw and Dodochacalo :thumbsup: Gosh, it's going to be difficult to decide what levels from this pack to nominate for LOTY2024, which likely should open up in a few weeks knowing Icho by now :laugh: See you gentlemen around and happy to hear you two are doing well! :thumbsup: Thanks again to @Dodochacalo for all the comments on my LP videos saying what's intended and what isn't. Glad you enjoy it! :laugh: :thumbsup: Along with that, I went ahead and attached the link to my first feedback post. I can't believe I forgot to do that, of all things, especially as I've been doing that for every level pack I LP :-[ I've fixed that now! :laugh:       
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

Pieuw

Hello! :)

I didn't see your messages earlier. I subscribed to this topic to receive email alerts but I guess the last forums updates canceled it. ???

Anyway, I'm pumped about your feedback @kaywhyn! :thumbsup: I only read half of it for now and will continue later.

It was kind of a nightmare to order the levels as a few things had to be taken into account: difficulty of course, but we also wanted to space Dodo's levels equally inside the ranks because he had fewer levels and we didn't want them to be all crammed together. We also had feedback from a few players that tested the levels and took this into account.

I will watch your LP for sure and will probably answer some of your questions as I go!
Thank you so much for taking time to play, record and write such detailed feedback on our levels. :thumbsup:

I also noticed your message @IchoTolot and will download your replays. :)


Much love, and see you around!