1.) Download Link:
NeoLemmix player: https://www.neolemmix.com/
Lemmings Reunion (V 5.2 ~ 308 KB): Lemmings Reunion V 5.2 (https://www.dropbox.com/s/87eqrbsp2zprjdm/Lemmings_Reunion.zip?dl=1)
Contains the level pack in the newest version!
Lemmings Reunion Music (~ 80,6 MB) : Lemmings Reunion Music (https://www.dropbox.com/s/1hlonzypdbzvfoa/Reunion%20music.zip?dl=1)
Contains the music tracks! Extract all the tracks into the "music" folder of your NeoLemmix player. If the player does not have a "music" folder yet, create one in the same folder where the player is located.
Outdated Old formats version (before NeoLemmix 12.0.1):
Lemmings Reunion (V 3.3 ~ 293 KB): Lemmings Reunion V 3.3 (https://www.dropbox.com/s/3cfyczcikiepkr0/Lemmings%20Reunion.nxp?dl=1)
Contains the level pack in the newest old formats version! Uses the same music pack.
To update you only need to redownload + replace the files of the previous version. The music only needs to be downloaded + configurated on your first download!
2.) Installation:
1. Get a NeoLemmix player from: https://www.neolemmix.com/ and extract it into a folder of your choice (if you already have an up-to-date player you can skip this step)
Also make sure you got all the styles that are linked in the player section there as well and extract them into your player's "styles" folder. The pack uses some non-standard tilesets and
therefore needs the collection.
2. Unzip "Lemmings_Reunion.zip" into the main folder of your Neolemmix player. ../levels/Lemmings_Reunion should exist now.
3. Extract all the music files from "Reunion music.zip" into the "music" folder of your NeoLemmix player. If the player does not have a "music" folder yet, create one in the same folder where the player is located.
4. Run "NeoLemmix.exe" and press F2 in the main menu so you can access the pack through the level browser.
5. Inform yourself about the basics, new NeoLemmix features and hotkeys with the manual: https://www.lemmingsforums.net/index.php?topic=4081.0
6. Enjoy!
3.) Ratings:
I'm too young to die
No Knight Shall Die!:
(http://i.imgur.com/Zew6jJy.png)
In the first rating you will encounter tutorial levels, a few go to the exit ones, levels teaching you basic tricks and your first real puzzles. Don't expect it to go as slowly as the original game! (The final level of the rank will prob be a spike as it counts on you using a bunch of tricks you learned so far)
(Fun-Tricky)
Hey, not too rough
Rock and Metal:
(http://i.imgur.com/c2WLZXK.png)
Puzzles are getting harder, the tricks you learn will be advanced ones and even some pixel-precision will be needed.
(Tricky-Taxing)
Hurt me plenty
Whispers and Lights:
(http://i.imgur.com/XxEn1pS.png)
It gets a lot harder here. Levels getting way more difficult and longer and you have to frequently use all the tricks you learned so far. Sometimes think outside the box!
(Taxing-Mayhem)
Ultra-Violence
A.M.:
(http://i.imgur.com/pKeIu6B.png)
Now it's on! It is getting frustraiting sometimes and you have to use everything you got.
(Mayhem-Beyond)
Nightmare!
Justice for Heroes !:
(http://i.imgur.com/jGsQBKR.png)
Are you serious? Let's find out! The first ~ 15-18 levels will be just plain hard, but then :devil:. I am no longer your friend here! I am your worst nightmare! Levels are mostly long, complex, require perfect precision and everything out of your trickbox. They will be frustraiting, but consider: THIS IS THE NIGHTMARE! RATING and not the cuddle one!
(:devil::devil::devil::devil:)
4.) Thanks to:
namida for helping me along the way and with all the programs it took to convert the pack onto NeoLemmix
Plom and GigaLem for making the mainmenu logo and the rank signs for me
Nepster for testing the Lemmini version
Akseli also for testing the Lemmini version
Vurez for three of the music tracks (Medival Arrengement, Tetris and Memories of the Green-Haired folk)
Youtube: https://www.youtube.com/channel/UCy6yLi_53JfvJxSwNtdalWA
DJ Alundra for one of the music tracks (Medival remix)
Youtube: https://www.youtube.com/user/pussi24/videos
Arachnosoft for one of the music tracks (Lemmings medley)
Youtube: https://www.youtube.com/user/arachnosoft/videos
Numac for the rank finisher tracks
Youtube: https://www.youtube.com/user/NUMaCmusic
5.) CONTACT INFO:
Via email you can reach me at: ScavengerW@gmx.de
Youtube: https://www.youtube.com/channel/UC4Elfo3E1jTl-SHlOy97kwA
Now have some fun with Lemmings Reunion and send me a few replays to get the last pesky backroutes!
It appears that one must be logged into DropBox to download from your link. I don't know if that's a recent DropBox change or part of your settings, but you may want to look into that.
Anyway, gonna look at it now! :)
No. Just x the pop up and there you go. Marked it in the description for everyone now to avoid further confusion ;)
I've started a playthrough of this, and just like with GigaLems, I'm recording videos as I go.
https://www.youtube.com/playlist?list=PLVWvcY0oGEFwuPbo0EkolrRUn-OLNfHUQ
Quote from: namida on June 28, 2015, 09:05:40 PM
I've started a playthrough of this, and just like with GigaLems, I'm recording videos as I go.
https://www.youtube.com/playlist?list=PLVWvcY0oGEFwuPbo0EkolrRUn-OLNfHUQ
Already noticed and watched it ;)
Progress so far (ratings i've touched)
Im to young to Die 100%
Hey, not to rough 7%
These are really challenging levels! :lem-shocked: This pack is definitely not for beginners; it really gets hard and the last level of the first rank, like many have said, already feels like a Mayhem difficulty.
Good thing this was ported to NeoLemmix, otherwise I would have really struggled in precision-required levels like the 20th level of the second rank (the Pillar level).
I'll get replays of levels I can complete to you at some point.
So, I've just finished the first rank. And wow, that went up in difficulty quickly - the first half of it was incredibly easy, but there were quite a few levels in the second half I found very challenging. The last level in particular - I don't even know if I'd agree with Mayhem; it's the kind of level I'd think would be at least ONML. That's not to say it isn't a great level, of course - because it really was!
Warning I am not messing around here (not an easy beginner pack) ;) (as you already saw) . I don't make 2 ranks full of "get to the exit" levels. The first rank shall teach you the basics in the first half and some standard tricks in the second, with the last few levels require you to use the tricks again without the title saying it into your face.
But I saw how namida did the last level of rank one and I must say :lem-mindblown: This wins currently the overthinking prize of all the replays I've seen so far!
I might need to block this madness in the first NeoLemmix patch to stop the frustraition. I had a rather simple solution with the stuff you already know at that point in mind......, but well if you see your solution might work most people including me try to bruteforce it at all cost (and often lose a little bit of sanity with it :laugh:)
and thanks for the feedback btw :thumbsup:
so far i've been stuck on The cage and drunk lemmings on their way home
but i did enjoy "We are but Lems! Rock!" and "Please! Stop!"
Good to see a lot more people telling me the levels where they were stuck on. Until now most of the "too hard" "too easy" feedback was solely from Nepster and this is one thing which the feedback base should be as widespread as possible.
"The Cage" I moved actually quite a few levels back to it's current position, because Nepster told me that it was way too easy at it's original place compared to the others in the 2nd rank.
Completed up to 0212 now (haven't even looked at 0213 yet; not stuck on it or anything). Videos are going up as we speak.
I feel these levels are a bit easier than those towards the end of the previous rank (especially that final one, even if my solution was OTT), but they're still great levels nonetheless. And that could very well be intentional.
Well I tried to make the final few levels of a rank a bit harder than the start of the next one.
My goal was to make the rank ends (and more important the final level) not a letdown, as it was kind of in some packs I have played.
The most hyped release of 2015 ! ! ! ! ! ! :lem4ever:
I'm really looking forward to this, I should start the playthrough in 1-3 days.
HYPE.
Completed the second rank now! Although there's a few levels in there I wasn't too fond of, as a whole I'm very much liking this level pack! :D Your rank-finisher levels in particular are very strong. :)
Getting to the point where the levels are giving me a lot of difficulty now - compared to my usual approach with any pack of going for about 10 levels per video, my most recent LR video - despite being of a comparable length - covered only 3 levels, with 0313 taking up the majority of that time.
03 13 "Tha Galcier Station": I really didn't thought that this level would be any problem at all. I am curios to see your thought process! :8():
The intended way is not that complex though, so I guess it's overthinking time again :laugh:
I thought that level was also not that hard, to the point that it may work as a "Hey Not Too Rough" level instead; I was able to beat that level compared to some "Hey Not Too Rough" levels.
I really like the music in this pack! Thanks for providing the info about it.
Quote from: möbius on July 05, 2015, 12:36:14 AM
I really like the music in this pack! Thanks for providing the info about it.
Apart from the artists I linked, the list of the other free to use OGG tracks are:
The Green Orbs - At The Fair
Media Rights Productions - Jazz In Paris
Jingle Punks - Arriba Mami
and the long known remixes of NUMAC which one of which was used in the Lix release vid
and a secret track which you will encounter in the second half of "Nighmare" ;)
So, completed the third rank now! Definitely getting very challenging indeed, although only one level so far that needed an entire video to itself, plus one more level that spanned two videos (but neither video focused on the one level alone).
I really especially like your final levels of each rank - they seem to be among the best levels so far! :)
I've played up to 4-21 now (110/150 solved) and just thought of dropping here a comment now. I'm pretty much being posivitely surprised all the time when proceeding with the pack, this has by far exceeded my already-high expectations and I can easily tell that this levelset is one of the very best ones there has ever existed.
You master puzzle creating, you master tricks and details of the gameplay, you master making levels look beautiful, you master using equally all the tilesets with their own strengths. No level has felt unfair or cheap so far (though that can change in the last rating? ;P), yet I have to agree DynaLem's and others' comments about the high difficulty of this pack.
I actually strongly recommend NeoLemmix version over the Lemmini version because of the high difficulty level. I wonder how Nepster got it close to the end without save states, those have been super important for me so far. :lem-mindblown:
IchoTolot, haven't you really created levels before starting this levelset last November? Either way, incredible work. If you want something to improve in level designing, quickly thought on my mind arises such a petite issue as level titles. "Trick And Trap Time!" and "Learning the Dark Mining Tricks" don't impress me that much. :P
Ty for the praise, Akseli!:)
These titles in particular shall also hint right at the solution (throw it into the players face), because in these levels a "new" trick is introduced to the player and to the ones that have no idea that these tricks even exist the title shall also help them to "discover" the tricks for themselves (but you're right that costs a bit of level name quality in this case).
Until November I had not really started creating levels. BUT years before this, I played and watched tons of Pieuw's and co's stuff. So I was quite influenced by them and gained a ton of experience, tricks and general Lemmings knowlege.
Version 1.1 is out! To update, replace the old files with the new ones. Your old save file will still work!
Following levels fixed (thanks to namida, Akseli and Simon):
1 30 intended solution more obvious
2 19 backroute fixed
2 26 backroute fixed
3 10 backroute fixed
3 11 backroute fixed
3 16 backroute fixed
3 19 backroute fixed
3 21 backroute fixed
3 22 level name fixed
3 25 backroute fixed
3 28 backroute fixed
4 01 backroute fixed
4 03 backroute fixed
4 04 +15 sec timelimit
4 06 backroute fixed
4 07 backroute fixed
4 08 backroute fixed
4 09 backroute fixed
4 10 backroute fixed
4 11 backroute fixed
4 13 backroute fixed
4 14 direct drop backroute fixed
4 18 backroute fixed
4 27 backroute fixed
4 28 backroute fixed
5 30 Level name changed due to an E was cut off
Lovely support! Thanks.
Since Neolemmix loves to clump everything together in one file, we have to download 80 MB of stuff again, most of which we already have. Because it's "clean". Ah yeah. Having multiple versions is extremely clean if I have 10 copies of the same music clumped in the opaque file.
-- Simon
You don't need to redownload the music pack (unless its contents have been changed).
Quote from: namida on July 12, 2015, 05:14:15 AM
You don't need to redownload the music pack (unless its contents have been changed).
5.9M Lemmings Reunion.exe
81M Lemmings Reunion_Music.dat
128K Lemmings Reunion.sav
8.0K Read Me.txtSmart. So, Icho, maybe you should offer the lone less-fat, slightly-more-clean 6 MB file for separate download, too. :-] You gotta market it as if it's only of use as an update. >_>
-- Simon
Seperate download is out! I will make a complete and update version from now on. With explanation for new players, so they will choose the complete edition first with readme and music.
So, as anyone who's following my videos would know, I've been stuck on 0424 for a while now... >_> Great pack so far, but maybe we've finally reached the point where it's gotten too hard for me. Of course I don't intend to give up, but I might start playing Revenge Of The Lemmings alongside this so my videos aren't just endless attempts without any breakthroughs on the same level...
EDIT: FINALLY SOLVED IT! :) It seems the solution was...
Spoiler
to post on Lemmings Forums saying that I can't solve it, thus causing the solution to magically become apparent the next time I play it.
No, but seriously, what I was missing was...
Spoiler
The trick at the end involving building outwards three times from the chain.
Completed the 4th rank now! (as well as the first two levels of the 5th)
Definitely very glad you decided to port this to NeoLemmix. I would likely have never had the patience to play a pack of this difficulty on Lemmini, and the pack is of an excellent standard!
Nearly half way through the 5th rank, and I must say, so far the 5th seems easier than the 4th... although a lot of that is probably due to me finding backroutes.
Quote from: namida on July 26, 2015, 12:03:39 PM
Nearly half way through the 5th rank, and I must say, so far the 5th seems easier than the 4th... although a lot of that is probably due to me finding backroutes.
This is the exact point where I need your help. There a quite a few levels likely to be backrouted (especially in the first half) and I can't find the errors by myself, because I don't play them blindly. Also the NeoLemmix mechanics could have created even more backroutes that I am unaware of, so there will be a few patches needed!
Maybe I should come over one evening? :lix-evil:
-- Simon
Quote from: Simon on July 26, 2015, 01:25:58 PM
Maybe I should come over one evening? :lix-evil:
-- Simon
Just tell me the date!;)
But the levels will be quite a bit harder than the ones you tested the last time and it will make more sense after the next patch where I will
try to fix them, so I can be sure if they are working properly then.
Btw tell me if there is any news about when geoo is comming to Göttingen!
Added pickup skills, updrafts and pre-placed lemmings for the custom tilesets!
Exept for the City one, due to the custom background (needed to paint the background on the new objects manually due to the resize)
And no custom background for the Shadow tileset, because the colour of Every other tile must be adjusted for this to work and simply no :8():
They should be available on the NeoLemmix website as an addon soon!
I've PM'ed you with details on how to avoid that issue with the background.
What do you mean by "the color of every other tile must be adjusted"? Why does it not work if you simply create a 320x160 (or larger; but that's the size of one screen) object - well, 640x320 due to double resolution - of a plain color to use as a background? (I really do need to properly support backgrounds in NeoLemmix; it's not a feature I'm overly fond of but there seems to be enough interest in having it...)
Well with your PM tipp everything has changed:
- Transparent colors now added (no background issues for City so Preplaced stuff also here avialable)
- Custom background for Shadow added (as I missunderstood the mechanics a little :-[)
Sent you the updated tilesets for NeoLemmix page upload.
Furthermore:
I will update all Shadow levels for Lemmings Reunion with custom background in the next patch to make them look more clear!
Speaking of the castle tileset
the black space is still in the piece even in the game
I know how you ment it. I already said it in IRC that the black space is part of the tile here and it was already this way in Lemmini.
Ok one last little fix for the castle tileset to make the tile nr.44 working better now. Should be active on the website when namida comes online again.
This should be the last update for the custom tilesets:
- NeoLemmix features added check
- Annoying tiles fixed check
and now:
- autosteel function that works check
It sould be avialable soon.
And for the pack itself:
I will prepare the next update when either namida and/or Akseli have finished the pack or are stucked really hard, so that I can fix a huge chunk rather than a few levels.
The patch will include:
- backroute fixes (of course) mostly focused on rank 4 second half and rank 5 (serious work needed here :P)
- custom background for Shadow levels to make the levels look a lot clearer
Shouldn't be much longer until I'm through it - only 11 levels to go!
Quote from: namida on July 29, 2015, 02:40:30 PM
Shouldn't be much longer until I'm through it - only 11 levels to go!
We will see :8():
I know what's still comming and
some of the levels will have a great "getting stucked" potential (if backroutes won't break them of course).
So, I'm up to the final 5 now (Nightmare 26 to 30). Haven't looked at 26 yet though. So far, only two levels have managed to keep me stuck for a very long time - Ultra-Violence 24 and Nightmare 24. (What is it with level 24's getting me? :P) But nonetheless, still excellent levels!
EDIT: Up to Nightmare 28 now (again, haven't looked at it yet). 26 and 27 were quite on the easy side IMO, though it's possible I backrouted them (especially the latter, where I had one climber left over).
EDIT: 29 now. My solution to Nightmare 28 can only be described as "probably one of the most major backroutes in Lemmings history". :P It wouldn't work as-is in Lemmini, but could probably be easily adapted to work there. 29 has me stumped, at least for now though; although it's not that I've run out of ideas, but more that there's so many to try that it'll take forever to work out which is the correct one.
EDIT: And level 29 is solved! Just one level to go now... haven't looked at it yet.
EDIT: Okay, I've seen, and played around with a bit, the final level (haven't solved it yet). Very final-level-feeling! And I sure as hell am glad this one doesn't have a time limit, because it doesn't look like the kind of level you'd want to be under pressure on.
So, at last, I've completed the pack! (Video of successful attempt at Nightmare 30 is currently uploading)
This is definitely a great pack. While I wouldn't recommend it to beginners for obvious reasons, I'd definitely highly recommend it to experienced players. Well done on a great pack, IchoTolot! :D
Quote from: namida on August 08, 2015, 03:13:47 PM
So, at last, I've completed the pack! (Video of successful attempt at Nightmare 30 is currently uploading)
This is definitely a great pack. While I wouldn't recommend it to beginners for obvious reasons, I'd definitely highly recommend it to experienced players. Well done on a great pack, IchoTolot! :D
Congratulation and ty!
You also helped to find a lot of backroutes!
I will prepare the patch probably after Akseli has it also finished and I've done some other Lemmings related stuf ~ in the next week
V 1.2 is out with the following changes:
Custom background added to all Shadow levels!
Backroute fixes:
3 03
4 18
4 20
4 26
4 29 (- 30 sec)
5 01
5 02 (fire pit fixed)
5 03
5 04 (reworked and - 33 sec)
5 05
5 08
5 09
5 12
5 13 (intended solution changed to namida's solution)
5 14
5 16 (save req up 1 Lem)
5 18
5 19
5 21
5 22
5 23
5 24 (Akseli's solution was backrouted little steel block added)
5 25
5 26 (Akseli's backroute)
5 28
5 30
If sth doesn't work anymore tell me!
Just started working my way through this and I've only done the first 19 levels so far so SLOW progress.
After watching namida's videos on this pack and getting the hang of the hotkeys in NeoLemmix, I thought I'd give this beast of a pack a try.
I'm not confident enough to video it though because some levels in this pack looked brutal.
I enjoyed watching namida's videos but since most of his backrouting has been fixed in the updated version (1.2), the final few ranks will be more challenging. Chances are I'm not going to remember most of the solutions anyway!
Anyway, I'm liking the vast amount of music and graphic sets included in this pack, especially the music tracks from Lemmings Chronicles (they are great tracks)
I'm currently recording an LP of 3D Lemmings for my Youtube channel but when that's done, I may be moving on to doing custom level packs in NeoLemmix as my next video project. I think I'll be a long way off recording this pack though!
Quote from: Flopsy86 on August 16, 2015, 06:16:36 PM
Just started working my way through this and I've only done the first 19 levels so far so SLOW progress.
After watching namida's videos on this pack and getting the hang of the hotkeys in NeoLemmix, I thought I'd give this beast of a pack a try.
I'm not confident enough to video it though because some levels in this pack looked brutal.
I enjoyed watching namida's videos but since most of his backrouting has been fixed in the updated version (1.2), the final few ranks will be more challenging. Chances are I'm not going to remember most of the solutions anyway!
Anyway, I'm liking the vast amount of music and graphic sets included in this pack, especially the music tracks from Lemmings Chronicles (they are great tracks)
I'm currently recording an LP of 3D Lemmings for my Youtube channel but when that's done, I may be moving on to doing custom level packs in NeoLemmix as my next video project. I think I'll be a long way off recording this pack though!
Hope you enjoy it! (and I will stay tuned if vids of it will appeared on your YT channel ;))
The Lemmings 3 tracks are indeed great, esspecially the Classic/Biolab ones. Will definitly continue to use them with my NeoLemmix conversion of this tileset (and the L2 ones).
1.3 update is out!
Using the newest NeoLemmix player version (V1.36n) with custom hotkeys!
General fixes:
- Unnessesary 0's removed in the skill panel!
- NUMAC was added to the credits!
Level fixes:
- 2 03 backroute fixed!
- 2 14 timer removed!
- 3 18 visual error fixed!
- 4 05 timer removed!
- 4 06 timer removed!
- 5 01 timer removed!
- 5 09 visual error fixed!
- 5 12 visual error fixed!
- 5 13 timer removed + trap is more visable!
Little hotfix (still the same version number) :):
- 2 03 backroutes fixed (hopefully) thx to DynaLem for this one!
Dyna has found one more, but now it should finally be alright :XD:
- 2 03 backroute fixed
1.4 update is out with the switch from exe to nxp.
Your save file will be carried over if it's in the same folder as the nxp+music!
Look at the installation guide to see how to update. :)
Here as well:
Added a link in the description (2.) Installation) to Nepsters manual :)
Version 1.5 is out!
- Update to new custom png format
- Implementing of the LP IV custom skillbar
- "Unlock all" enabled
Little update to 1.5:
The mask of the skill panel and skills have been removed as I noticed right now that this does look a bit weird :P
So download-links have been updated!
The Lemmings Plus IV skill bar doesn't use a mask image, so I'm wondering now which one you used... However - do be sure to include the whiteout and unwhite images (they come with the LPIV skillbar in general), due to LPIV's digit area being a different shape from the default one. Whether or not you use LPIV's digits is completely up to you; the LPIV skillbar does work fine with the default digits.
Well I made the mistake and unzipped the LP III file first, then noticed my mistake --> overwrote them with LP IV, but didn't noticed that there were now 8 and not 6 files ;P
+ used the 2 game font png's
Hotfix uploaded!
Fixes broken (so "impossible") levels due to recent NeoLemmix player update:
- 3 26
- 5 16
- 5 23
Lemmings Reunion confirmed possible with the new update!
But ~ 60 replays broke and had to be replayed. :(
Now only PimoLems (~ 40 replays) and my single stuff to go.
V 1.6 is out! Here aswell: Independency from solid edges!
- 2 18 A trap has been made more visible
- 4 17 independency from the solid edge
- 5 30 independency from the solid edge
I am planning another update (V 1.7) which will include:
- Independence from another edgy behavior (miner assignment possible on wrong facing oneways to turn a Lemming around used in ~ 2 levels [inconsistancy with steel])
- A few further minor visual errors I noticed
- Quite a bunch of new backroute fixes based on further feedback from Nepster and Gronkling
I will start creating the patch ~ when Gronkling has sent me his replays (might still be a little while ;))
QuoteIndependence from another edgy behavior (miner assignment possible on wrong facing oneways to turn a Lemming around used in ~ 2 levels [inconsistancy with steel])
Although this is probably something we
should discuss - I don't think there really has been much discussion about it yet. I wouldn't worry too much about updates for it at this stage. However, I'll bring this up in the Skill Assignments topic.
Quote from: namida on March 15, 2016, 11:08:35 AM
Although this is probably something we should discuss - I don't think there really has been much discussion about it yet. I wouldn't worry too much about updates for it at this stage. However, I'll bring this up in the Skill Assignments topic.
It must be discussed of course.
But regardless of this I don't want to rely on it anymore, so I simply make myself independent. :8():
Quote from: IchoTolot on March 15, 2016, 10:02:04 AM
I will start creating the patch ~ when Gronkling has sent me his replays (might still be a little while ;))
I've just got one more level to go before I send them! (I'm completely stuck on Rank 4 level 10 for some reason) I also skipped a few levels that weren't enjoyable for me personally (3-29, 4-20, 4-26, 5-20) and I'm not planning on beating the final 10 levels of the last rank for a while because I'm starting to get burnt out on custom lemmings and they tend to be too big for me to enjoy as much. (I did do 05-24 though which I found a lot easier to wrap my head around than the others)
This is definitely one of the best packs I've played though!
Edit: Uuuugggh a load of my old replays are slightly desynced for some reason (maybe the climber changes or something) so I won't be able to give you a full set
Lost to desyncs:
a chunk from rank 1,
02-02, 02-18, 02-19, 02-20, 02-29, 02-30,
03-01, 03-04, 03-13, 03-21, 03-25, 03-26, 03-28
EDIT2: OK sent
Update 1.7 is out with following changes:
- 1 11 Typo corrected
- 1 16 Visual error ixed
- 2 09 Backroute fixed
- 2 15 Visual error fixed
- 3 03 Backroute fixed
- 3 11 Backroute fixed
- 4 08 Backroute fixed
- 4 09 Backroute fixed
- 4 14 Idenpendency from one-way/miner behavior
- 4 15 Some misleading objects removed
- 4 16 Backroute fixed
- 4 18 Typo corrected
- 4 25 Backroute fixed
- 4 28 Backroute fixed
- 4 29 Backroute fixed
- 4 30 Idenpendency from one-way/miner behavior --- as Gronklings solution was very similar to the intended one except it doesn't use the one-way/miner behavior.....I made this solution the intended one + removed a climber
- 5 04 Idenpendency from one-way/miner behavior + Backroute fixed + -20 secs on the timer
- 5 05 Backroute fixed
- 5 09 Backroute fixed
- 5 10 Some misleading objects removed
- 5 12 Backroute fixed
- 5 13 Backroute fixed
- 5 14 Backroute fixed
- 5 18 Backroute fixed
- 5 19 Backroute fixed
- 5 27 Backroute fixed (Added bunch of mashers do not activate on the current ground level, only if you try to build there ;))
Version 1.8 is out!
Contains the updated Lemmini tilesets + Gronklings animatons aswell as the following changes:
- 1 11 snow blower slightly moved
- 2 02 snow blower slightly moved
- 3 22 snow blower slightly moved
- 5 17 snow blower slightly moved
- 5 19 little fix for the new sport trap trigger area
Version 1.9 is out!
Includes some more updated tilesets + changing to the new FlexiToolkit format.
As well as the following changes:
- 1 17 Some objects were set to "no Overwrite"
- 1 21 A pixel of space was filled with terrain
- 5 12 backroute fixed
- 5 18 backroute fixed
QuoteIncludes some more updated tilesets + changing to the new FlexiToolkit format.
This latter part has no effect on the output NXP itself. Just on how Flexi stores the files in your project folder.
Update 2.0 is out!
Compatible with the new version now!
I don't bother testing it on older versions from right now on and don't guarantee 100% compability for this anymore!
Following levels have been fixed:
- 1 07 bg image removed
- 1 16 bg image removed
- 1 29 bg image removed
- 2 09 bg image removed
- 2 13 bg image removed + compability stuff terrain related
- 2 16 bg image removed
- 2 27 bg image removed
- 3 07 bg image removed
- 3 25 bg image removed
- 3 27 bg image removed
- 4 09 backroute fixed
- 4 10 bg image removed
- 4 15 bg image removed
- 4 17 - 1 builder
- 4 27 bg image removed
- 5 01 bg image removed
- 5 03 bg image removed
- 5 10 bg image removed
- 5 18 bg image removed
- 5 22 - 1 basher - 1 floater
Version 2.1 is out!
Compatible to 1.48 now!
- new castle + city tilesets included
- skill panel icons updated
- 5 14 due to the temporarly bug of the 1 pixel less fallheight I found a - 1 floater way to beat this level :devil: so - 1 floater for you as well :devil:
- all city levels have an adjusted bg image
Version 2.2 is out!
Replaced all levels with an equivalent version, but without steel areas and autosteel usage instead!
- 5 22 has now it's correct music track again.
PimoLems will have a similar update very soon!
Needed to reupload a quick hotfix as 5 29's music was incorrect as well. Fixed it now. If you updated before this post make sure to update again.
Update 2.3 is out!
Replaces the music pack with the single music files, which have to be put into the NL music folder! So update recommended!
Also removes the debug mode.
Little Update 2.4!
- Included the standard music rotation again for people who prefer playing without the custom music pack.
Version 2.5 is out!
Updates the skill panels to be compatible with the newest NL version again.
V 2.6 is out!
Nxp size greatly reduced!
Epic tileset removed from the internal pack data improving loading time ---- all rank finsisher levels that were using the tileset are confirmed loadable + solvable. Trigger areas were also rechecked ;)
Your replays of them need to be rechecked as well though. (3 of 5 broke for me)
V 2.7 already out! :)
- L2 tilesets removed from pack data to further decrease pack size.
- 5 09 backroute fixed Thanks to Arty!
Also the "oneway-way" on this level is now realized through a water pit rather through traps to increase the fairnes to 100% here! No need to know anymore that you can walk through traps!
Even if Proxima only wanted to mock me there ----- I take critic seriously :8(): And changes were made! :8():
Now that I am done my pack I actually have time to play Lemmings lol! Figured I might as well start with this one. I have attached replays of the first 3 ranks. I put notes on the replays if I saved more than intended or if there were key skills left over. Fantastic pack so far! :thumbsup:
I love the 'boss' levels at the end of each rank! Although I think I must have over complicated the first ranks boss level as it took me the longest of the three I have played so far. In fact I seem to solve them faster each rank somehow.
Evolves seems like the biggest candidate for a back route.
Spoiler
I assume you are supposed to use the giant green gems to trap them but I didn't :devil:
The Sports Bar is probably the level that had me stumped the longest.
Thank you very much for the replays :thumbsup:
I will go through them as soon as I can, but right now I need to prioritise some other things (exams suck :P).
Will reply with what is definitly not intended when I've gotten through them :)
V 2.8 is out!
The following levels have changed (mostly thanks to bulletrides replays and Flopsy's videos :thumbsup:):
- 1 25 backroute fixed
- 1 30 insane solution fixed --- intended way should be a tiny bit more obvious
- 2 12 backroute fixed (-1 digger)
- 2 19 a flamer moved 1 pixel into the wall to prevent a climb-by
- 2 22 timer removed
- 3 03 backroute fixed --- bulletrides solution is now the intended one
- 3 06 timer removed
- 3 07 backroute fixed
- 3 11 timer removed
- 3 19 backroute fixed
- 3 21 backroute fixed
- 3 26 backroute fixed
- 3 27 backroute fixed
- 3 30 backroute fixed
I was going to wait till I finished Nightmare till I sent you the replays, but I am not sure how much time I will have in the near future to play (and if nightmare 5 is any indication, it may take me a while to get through the rest :scared:). I still have to replay the fixed levels as well.
Quote from: bulletride on March 23, 2017, 12:16:18 AM
I was going to wait till I finished Nightmare till I sent you the replays, but I am not sure how much time I will have in the near future to play (and if nightmare 5 is any indication, it may take me a while to get through the rest :scared:). I still have to replay the fixed levels as well.
Nightmare 5...hm interesting until now that was not a major roadblock. Will look through them and I suppose another larger patch will be needed ;)
Annnd here is Version 2.9! :)
Fixed bulletrides backroutes in rank 4.
- 4 01 backroute fixed
- 4 02 embarrasing backroute fixed
- 4 08 backroute fixed (and actually readded a timer)
- 4 09 backroute fixed
- 4 10 backroute fixed
- 4 11 backroute fixed
- 4 16 backroute fixed
- 4 17 backroute fixed
- 4 21 backroute fixed
- 4 29 backroute fixed
- 4 30 backroute fixed
Nxp was rebuilt with the newest FlexiToolkit version + solvability with the newest NeoLemmix version confirmed!
Version 3.0 is out! :)
Last update before the format change.
Rebuilt the 10 levels with the NL Sega and Christmas styles to get rid of the obsolete Lemmini ones.
Replays of these levels will need to be redone.
Version 3.1 is out! :)
All solid ceiling dependencies that are critical or can possibly be annoying have been patched out!
Levels slightly altered for this:
1 16, 1 17, 1 24, 1 26
2 05, 2 17, 2 18, 2 20, 2 22, 2 25, 2 28, 2 30
3 04, 3 13, 3 18, 3 22, 3 24, 3 27, 3 30
4 04, 4 05, 4 07, 4 08, 4 11, 4 14, 4 15, 4 17, 4 20, 4 21, 4 22, 4 24, 4 28
5 01, 5 07, 5 08, 5 10, 5 11, 5 12, 5 13, 5 15, 5 16, 5 20, 5 22, 5 23, 5 25, 5 27, 5 30
Needed to upload a quick hotfix as I actually forgot 2 critical ceiling cases! :-[
Following levels fixed:
5 19
5 26
I finished the level pack.
Quote from: joshescue18 on January 09, 2018, 05:32:54 PM
I finished the level pack.
Seems like I've got more replays to go through for (probably) the weekend! ;P
Thanks for these, I bet this will cause another patch with a few more backroute fixes! :)
Version 3.2 is out! :)
Following levels have been backroute-fixed due to josh's feedback (all other solutions were at most acceptable alternative solutions):
- 4 08 (trap added)
- 5 12 (- 1 basher - 1 builder + 0:30 time basically makes josh's solution intended as it's slightly more efficient)
- 5 23 (steel added)
- 5 25 (steel added)
- 5 27 (- 1 basher + 1 digger this should make it impossible to save 1 more as intended, but I let josh's solution mostly pass)
- 5 30 (steel added that last digger+builder part has been made impossible --- you'll have to get another miner now :devil:)
I solved these levels.
V 3.3 is out! :)
All solutions were acceptable except one which I still want to be slightly more like the intended way.
The following level has changed:
- 5 25
What about this?
Quote from: joshescue18 on January 17, 2018, 02:53:54 PM
What about this?
Still not the way I want that upper pillar to be removed --> fixed the level again. As this is the same level I'll keep the version number. ;P
Here's another one.
V 3.4 is out! :)
This is the first version for the new formats version! Levels are nearly unchanged except a few decorational things and some castle flamethrower rearrangements.
V 3.3 will remain in the first post as a backup download.
A known issue is that the custom skillpanel is currently not working, but this will be fixed with a future NeoLemmix player update.
Here are my new solutions.
Quote from: joshescue18 on June 09, 2018, 09:15:28 PM
Here are my new solutions.
Both of these are acceptable. :)
Here is a full set of my solutions.
Quote from: joshescue18 on June 09, 2018, 10:04:42 PM
Here is a full set of my solutions.
I think I already had those together with the PimoLems ones. Will take another look during the week nevertheless. :)
I played Lemmings Reunion three summers back then in its initial release (V1.0) solving 148/150 first levels in the pack and I always thought of revisiting it. Now, after a loads of backroute fixes and moving to the new formats, I finally decided to play this great pack again.
There was an issue that I didn't think I have to take into account. Sadly, my replays were saved in lrb-format, and they didn't work anymore in current NeoLemmix. Fortunately Nepster provided me NeoLemmix engine that could play lrb-replays but save them in nxrp-files, that are used these days. Still, it was lots of work and some solutions were broken because of physics changes, so I needed to resolve some levels even though they virtually had the same solutions than already in the initial release. This is my fourth day of re-playing Lemmings Reunion, saving working nxrp-replays for 147 levels out of 150, that are attached to this post. Old replays not working in the new engine is a bit unfortunate, and can to some extent reduce motivation to play again old packs, that might have backroute fixes, new levels and such after the first playthrough ages ago. I'm hopeful that I won't enconter this many more times, but it might take a while when daring to have my second go at packs like namida's older Lemmings Plus packs and NepsterLems, where I saved my solutions in lrb-files.
Anyway, levels I didn't yet solve this time after a solid amount of time (I really like to move forward on to new packs):
Nightmare! 4: Stop And Go! - No idea so far.
Nightmare! 21: Rockbiter - So far my solution fails barely due to some pixels/one skill too much used/one lemming too much lost.
Nightmare! 29: Lemtris Version X - This is the level where I got stuck in 2015 and I didn't even try it again... yet. :P It's a beast, yes.
The last level, Nightmare! 30 was fun even though really exhausting, I polished my solution for it for over an hour last night. I never took a look at this level before just now! Really an epic feeling pack finisher level.
Thanks for this pack as always, IchoTolot. :D It's lots of fun just like I remembered! Let me know what do you think of my solutions and which are backroutes.
Thanks for playing Akseli! :thumbsup:
Seems like I've got some replays to plow through over (probably) the weekend. ;)
V 3.5 is out! :)
Thanks again to Akseli for finding some backroutes. ;)
The following level received fixes:
- 3 21 backroute fix (more balls ;P)
- 4 01 backroute fix (added a trap and lowered the save req by 1)
- 4 11 backroute fix (more steel)
- 4 14 backroute fix (extra steel and fire)
- 4 19 backroute fix (more steel)
- 5 09 backroute fix (made a pipe longer)
- 5 14 backroute fix (added a blocker pick-up skill)
- 5 15 backroute fix (the exploders and bashers are now pick-ups)
- 5 26 backroute fix (extra steel and traps)
I have redone these levels.
A little 3.6 update with 1 backroute fix: ;)
- 5 14 (added a few OWWs)
V 3.7 is out, as 2 backroutes were found by Calamity. :)
- 5 06 backroute fix
- 5 23 backroute fix
V 3.8 is out! :)
Pack is made fit for 12.7.0! Changes:
The zip is now to be extracted in the main NL folder instead of inside the levels folder.
Visual fixes, because of the fire pit graphic change:
- 1 02
- 1 24
- 2 15
- 2 19
- 2 24
- 3 09
- 3 15
- 3 19
- 4 04
- 4 14
- 4 19
- 5 12
While going through the levels a few unnessesary timers caught my eye.
The following levels now have infinite time:
- 2 15
- 3 30
- 4 01
- 5 08
- 5 14
The levels were not cleansed yet as this still seems a bit buggy in terms of pack structure. ;P
V 3.9 is out!
Levels cleansed.
V 4.0 is out!
Backroute fixes:
- 2 26 (added some steel)
V 4.1 is out!
Levels cleansed.
Started playing this pack to get back into lemmings again - enjoying the pack so far :thumbsup:
I ended up finishing 2-2 (Christmas climbing) with a spare builder so It doesn't feel like I hit the intended solution here and was probably overlooking something simpler (replay attached)
V 4.2 is out!
Levels cleansed.
Backroute fixes based on josh's replays:
- 5 22 (some terrain changes)
- 5 27 (the 2 climbers are now pick-up skills)
Hi Icho, Here are the 2 reunion levels replays for 4.2 of course there not really mine(I'm lousy at puzzle solving)
Spoiler
5-22 I just fixed timing of bombing the blocker for the crowd so the miner goes thru last trap as everybody gets to last trap near same time as I saw this in your Youtube video on Reunion 22 rank 5.
5-27 This one I didn't even attempt josh's I just followed your Youtube video on this one.
anyways here are the 2 new ones
also in the conversion of Lemmini's version to Superlemmini I'm in Rank 4 now (finished 10 levels). I think your awesome in helping out with the Lemmini replays. Most of the time though many neolemmix ones's are similiar if not the same so I use the replays in your Youtube videos. Also I see your backroute
fixes so I try to use those in my conversion.
Level 21 rank 3 Field trip gave me the most problems as in Superlemmini
the climber want's to climb thru a 1 pixel ceiling so I had to vertically raise that spot where 2nd climber won't turn around left. also had to slightly fix a couple sloped spots because a climber want's to climb over that too.
Then of course in rank 1's Disturbance in the Matrix had to add a builder so a 4th builder will build a builder wall because a climber wants to get past a 3 builder one in Superlemmini. Kaywhn reported this to Tsyu(no response yet).
Anyways it's nice to see you working on neolemmix's backroutes again.
the one level I absolutely disliked doing in the conversion was your SternenHimmel(sky of stars) was very difficult to do but I got Superlemmini's replay after many tries.
just to let you know I just love your language. I bought some Zimtsterne on amazon.com (not thrilled about them though) so I already knew what that Title meant(SternenHimmel). I see sometimes you like putting german titles in levels Such as Maschendrahtzaun or in United's Kraft und Licht (power and light)
.
Both solutions are intended. :)
And yes, I enjoy throwing in some german titles here and there. ;)
oh Also Kaywhyn Had a backroute for heyNotTooRough level 9 Drunk Lemmings on their way Home.
In Superlemmini's conversion we had to accept this one because Superlemmini doesn't allow a 3 builder wall to stop a climber but I know in neolemmix it does. anyways this is one that Kaywhyn used in original Lemmini version. I don't know if you want to fix this backroute in neolemmix.
I accept this solution as an alternative. It's more precise and difficult than the intended one in my opinion. A fix would most likely be ugly as well.
Hi Icho, Kaywhyn gave me another back route for Nightmare 9 Pipe Grid Puzzle. In my Conversion I used your neolemmix backroute fix but it seems this level just can't be fixed.
Kaywhyn gave me a Lemmini replay for this level, but he mentioned he could do it in neolemmix but added he needed to use another builder so a climber
does'nt climb out of first pit.
well I managed to do the level without even using a climber. (ended level with climber and 3 builders)
also both my replay below and kaywhyn's don't even use the right side of the map.
Anyways here is my version for neolemmix Nightmare 9 Pipe Grid Puzzle. I know you mentioned on Youtube that this level was problematic and that you thought you fixed it, but apparently level still has problems.
Quote from: ericderkovits on August 05, 2020, 03:20:49 AM
Kaywhen gave me a Lemmini replay for this level, but he mentioned he could do it in neolemmix but added he needed to use another builder so a climber
does'nt climb out of first pit.
I should clarify what I mean, because there seems to be a misunderstanding. I don't use a climber in the solution in NL either. If you dig the first pipe that's right below the entrance early enough, you should be able to trap some lemmings with the digger. The first one that can't get out to the right will turn around but will still be able to get out to the left due to the left side being slightly lower in height thanks to the slant. Thus, what I mean here is that I used a builder to turn the first lemming around so that he is contained in the digger pit. The next lemming after that will be contained in the digger pit properly. However, I only trap one lemming in the pit with the digger, which as I mentioned needs to build so that he is contained. Thus, it's the same solution as eric's, just with a climber and 2 builders leftover instead. However, if you do this solution, make sure to build over the trap so that the lemming turns around to give the worker lemming enough time to build over both the trap and the gap.
V 4.3 is out!Levels fixed:
- 5 09 (added a steel block, the bombers are now pick-ups)
Quotebut it seems this level just can't be fixed.
I think you don't fully understand yet how I fix levels and that no level will be simply left behind because of a few backroutes. Even when I 100% cannot enforce the intended solution it will just be adapted and a new solution is made the intended one. Even when it takes quite a few versions. A level won't be forsaken just because of backroutes.
(https://i.kym-cdn.com/entries/icons/mobile/000/023/987/overcome.jpg)
In any case the posted backroute can easily be fixed through a steel block as it is dependend on a digger hole in the ground and the intended solution is not. On top of that to secure the usage of the right side, I just made the bombers a pick-up skill and put them there. ;)
Suggested fix for Lemmings Reunion HeyNotTooRough level 9 Drunk Lemmings on their way Home.
Spoiler
Today I was watching Reunions replays. I think if one makes the miners as pickups(after the 1st building), It will prevent Kaywhyn's version of it, not allowing a miner and bomber at start to prevent lemmings going left into the water. I've uploaded the 2 replays(intended one using the builder wall, and Kaywhyn's using a miner and bomber). Also I uploaded the suggested fixed level using the miners as pickups after the 1st building. With the 2 replays, It will show with the suggested fix, that the intended one still works, but the unintended one doesn't.
V 4.4 is out!
Levels fixed:
- 2 09 (-1 builder, some terrain changes)
Let's say the level has a different problem as I noticed. If you position the skills nicely a sixth builder is totally not nessesary here and the placement is not even very unobvious or precise if you get the main trick. So no need for pick-ups here. Also, if you change up the barrier before the final water pit as I did now it fixes it as well. ;)
ok, here is my solution to Version 4.4. to Drunk lemmings on the way home
Spoiler
What I did was bomb the 1st left lemming, then built with the next 2 at top-left of bomber hole, Sealing it so no lemmings can go past 2 builder wall. If this is intended, I think this requires more precison than the previous intended solution.
That's intended. :thumbsup:
It's slightly more precise than before, but not too much in my opinion. It's just that this is straight up an improved version of the old trick.
Ok, I've tried the 12.10 with lemmings reunion. Why are the replays in 12.10 not working. When I do mass replay check with 12.10 alot say level not found. Also when I load a replay it says replay
is not for the level, and when I start it anyway the replays break. I think so far I will stay with 12.94
Strange. Everything works fine for me, replays and all. Whose replays are you using? Did you upgrade from 12.9.4 or from a 12.10 RC build?
no I didn't upgrade, I did a fresh install of 12.10 and just copied the levels, music, styles, and replays folder of reunion into the new player, for some reason the mass replays checks don't work and when I start a level in 12.10 many say the replay is not for the level, and even when I start the replay anyways, they break. I don't know what's happening.
all but level 22 in the first rank were good, all the 2nd rank were good, but almost every level in the 3rd, 4th, and 5th rank said level not found (with mass replay check), and even when I try to replay the levels, they say replay is not for the level, so then I try to replay it anyways and they break.
and even when I saw your reply, I did a fresh install again, and the same thing happens. I will be testing other packs with 12.10 to see if those replays work, hopefully they do otherwise then I will just stay with 12.94 even though I like the new features of 12.10
Interesting. I can't think of anything as to why they wouldn't work. It just might be something on your end. I checked all of my replays and other people's replays for all other packs I have finished and they all work just fine for me.
V 4.5 is out!
Naming format of the rank signs adjusted. For updating please delete the old version of the pack.
I finally dug into this pack! :thumbsup:
I've completed the first two ranks so far, and I had quite a lot of fun. The difficulty is already really high, which I expected, and some rank 2 levels made my brain itch a bit.
I attached all the replays, not sure if it's still useful? Well rank 1 replays are probably useless but they're included anyway :laugh: None of my solutions seem like obvious backoutes, but I sometimes had some skills lefts.
The levels I liked the most:
1-26 Tomb of Ramses II - Lots of multitasking, lots of fun!
1-29 Roofjumpers - This is a great puzzle for a first rank
1-17 Wheel of Fortune - Wheel of misfortune for a few poor lemmings :XD: It's a very well-thought level, not too complicated but needs some thinking and coordination.
1-22 Rock and Metal - Excellent level, very satisfying to solve. It gave me strong Dodochacalo vibes in the way it's crafted to make the solution unfold.
2-12 On a crystal clear night would have been another favorite if it was more packed, and I'm mentionning this to transition to my only real criticism:
So many huge levels! :XD:
It's a matter of personal taste, but huge levels often demotivate me. I think I would have liked some levels more if their layout was more compact - which doesn't mean everything has to be cramped. On the other hand your levels look really nice and big layouts make them more engaging to the eye I guess.
In this regard some levels were just not fun for me, like Maschendrahtzaun where the solution is very straightforward but the execution takes ages.
As I said it's only a matter of personal taste, and it wasn't too frustrating anyway. :laugh:
I'm eager to play the next ranks! I know I will suffer but I'm ready for it :cute:
hi, Pieuw, Yes I really like Icho's Lemmings reunion. Lots of good puzzles. Also I've converted his pack to Superlemmini since it started off in Lemmini. Although I had to do some editing to some levels due to Climber issues in Superlemmini(Ie: climbers climb past 3 builder walls so a few levels I had to add 1 builder. Also climbers climb 1 pixel pieces of terrain in SL, unlike NL)
Quote from: Pieuw on November 28, 2020, 06:39:16 PM
I'm eager to play the next ranks! I know I will suffer but I'm ready for it :cute:
That's the spirit, Pieuw! :thumbsup: I love it when others are determined and persevere through level packs, because that is certainly what will help one to get far in a pack. Reunion is such a great pack and is very highly regarded. As you have noted, it gets difficult much faster than the original Lemmings. It does have a nice difficulty curve throughout. I know you can do it! :thumbsup: Just so you know, Reunion was my third custom pack I played and solved on Lemmini back in 2017, right after I solved all of your Pimolems the same year (2017 was when I came back and got myself unstuck on Hurricane 3, so it was a 2-3 year break I took). Took me 3 months to solve the pack, mostly due to how I was working a job at the time and so I had very limited time each day to play. The level in the pack that I was stuck on the longest was Nightmare 16 -
Another Brick in the Wall. This one took me about 2-3 weeks. If I'm not mistaken, I believe this is one of Icho's Reunion levels that Icho added to the Special rank of your Pimolems.
Thanks for the replays, Pieuw! :thumbsup: Will look through them soon. :)
QuoteSo many huge levels!
I was and am still a fan of larger levels you have to work yourself through - if they are well made. Like not with hundreds of skills or too much spamming.
My levels grew a bit smaller over time though. The main thing responsible for many large levels back then: Lemmini!
Back when creating Reunion I still used quite a lot of "dead space" as the size was always 1600x160 and I wanted to fill that out with at least some decoration. :)
I just did not like all that empty space. ;P
I would recommed comparing the first rank of United or just the new NeoLemmix Intro Pack with Reunion and you will see my development over time. I still have large levels, especially in later ranks, but way less, usually less extreme and less dead space.
My philosophy now: Only use as much space as needed with maybe a bit extra for decoration, but don't shy away from making the level larger to fulfill your needs.
QuoteMy philosophy now: Only use as much space as needed with maybe a bit extra for decoration, but don't shy away from making the level larger to fulfill your needs.
Definitely! :thumbsup:
I just want to clarify: when I say huge levels, I mean levels where lemmings have to progress along/through huge portions of terrain. If a level is huge but is mostly made of decoration, it's totally different! When the preview screen appears and I see a layout that takes all the space with a trapdoor on the left and the exit on the far right, this is what makes me feel like a bomber ready to explode.
Oh noes! :XD:
QuoteI love it when others are determined and persevere through level packs, because that is certainly what will help one to get far in a pack.
Determination is the key, but the true motivation for me is in this place. I often wander far away from LemmingsLand but coming back to the forums often makes me want to dive into it again. It's inspiring to see that the community is still very active today! Lots of good vibes in here, which motivates me to play and create levels, even after months/years of inactivity :thumbsup:
QuoteThe level in the pack that I was stuck on the longest was Nightmare 16 - Another Brick in the Wall. This one took me about 2-3 weeks.
This bodes well for my sanity :crylaugh:
Quote from: Pieuw on November 28, 2020, 10:29:40 PM
Determination is the key, but the true motivation for me is in this place. I often wander far away from LemmingsLand but coming back to the forums often makes me want to dive into it again. It's inspiring to see that the community is still very active today! Lots of good vibes in here, which motivates me to play and create levels, even after months/years of inactivity :thumbsup:
Well, whatever your reasons for taking a long absence, I can honestly say it's great to have you back. I've been a registered member since 2017, but I visited this site daily to silently read the posts in the background. You will recall that was the year I came back and got myself unstuck on your Pimolems pack on Lemmini. It wasn't until early this year in March that I finally made myself known to the community. So, I believe this was at a time when you were still on your hiatus from the forums, particularly since we ended up missing each other for several months until now. In any case, I'm so glad to have finally met the very talented author of Pimolems ;)
Quote from: Pieuw on November 28, 2020, 10:29:40 PM
QuoteThe level in the pack that I was stuck on the longest was Nightmare 16 - Another Brick in the Wall. This one took me about 2-3 weeks.
This bodes well for my sanity :crylaugh:
I should also add that Nightmare 16 is also a very huge level as well :evil: I'm semi-joking here. It's not THAT huge, at least not to the point that it would make you explode like a bomber :crylaugh: If you can't resist, simply take a look at your Special rank of your Pimolems in the NL version, as there's a couple of Reunion levels in there. You are correct though that the road ahead will be rough, but again I know that you can do it. A lot of these were very satisfying to solve and figure out. Just don't let the later ranks intimidate you and you should be fine.
V 4.6 is out!
No backroutes to fix in Pieuw's replays, but Reunion's menu has received a great upgrade in terms of logo and rank signs thanks to the effort of GigaLem and Plom! :thumbsup::thumbsup:
Again, a big thank you for the "facelifted" menu! :thumbsup:
yes, i love this new menu now, very nice.
I'm midway through rank 3 and felt like giving some feedback! A lot of good levels for sure. :thumbsup:
I beat levels 1 to 24 except for 16 and 18, and I didn't try levels 25 to 30 yet. Here are my thoughts on the first half of them:
01 - Path Of Ankh
Starting the rank with a level that gave me a little trouble already! I guess I was looking for a down-to-earth solution, only involving logical use of the terrain removal skills and no trick. What was I even thinking, of course a little trick was involved! :laugh: It's a good level to start the rank.
02 - Casualty Count
A quick level, I think I beat it on my first try. But it was really fun!
03 - And Here Comes The Lemmings Train
Another fun level! Not a hard one since the layout makes it clear what has to be done, but I needed a few tries to make it work.
04 - The Sports Bar
Ah, my first roadblock. I had to skip this level to keep my sanity and solved it when I came back after beating a bunch of other levels. I used the same trick as needed in a later level, and if it's the intended solution I really think this one is harder.
05 - Don't Get Sucked!
This one was a bit deceiving: it seemed really easy at first but then... oh noes, how do I free the crowd? It made me think a bit but when I figured it out I thought it was brilliant :thumbsup:
06 - Winter Soldiers
An easier level which felt more like rank 2. A breather is always welcome!
07 - Nightstalkers
Excellent level! It all depends on the very start, then the solution unfolds beautifully. I love this"sandglass" type of levels.
08 - Redeeming of the Dead Lemmings
This seemed easy but it's always nice to come back to a classic with a twist.
09 - The Royal Halls
This one felt a bit too big for its own good, but I liked the solution. It's always fun to find new ways to bash things :laugh:
10 - Did everyone turn Left?
I was really puzzled at first but then the solution came quickly enough. I didn't use all the skills but I guess it's intended?
11 - A Rocky Mountain Night
Another excellent level! It takes observation to solve, which is always nice. I managed to save 100% while solving it the intended way: if the blocker is placed at the exact right spot it can be released :)
12 - Lost Your Ground?
I enjoyed this one quite a lot. This is a really cunning packed puzzle, it's everyting I love about Lemmings! I also love how you decided to mirror the level, this way it's twice the fun :thumbsup:
13 - The Glacier Station
Splat distance trapdoor, tensioooon!
The use of the steel seemed a little backrouty to me but as I used all the skills I guess it was intended?
14 - Go West!
Going east seems like a bad idea anyway. I like how everything is very logical in this one, still it took a few tries to get it right.
15 - The Lemming Tank Suicide Train
Ah, this is pretty much everyting I don't like in a Lemmings level! I skipped it almost instantly the first time, I guess I was overwhelmed by the size of it and the number of builders. I came back to it with a fresh mind and it wasn't too bad, still this level is on the bottom for me. That being said, the theme and layout are nice :thumbsup:
I will come back after solving the remaining levels. I have to say I'm really puzzled by level 18. Seems like something fishy is going on here :crylaugh:
Second half of the third rank cleared :thumbsup:
16 - Green Hill Zone
I made this level harder than it is! Looking at the replay, everything seems so simple and logical... I absolutely wanted to use a convoluted trick to block the crowd :forehead: It's a nice deceiving level!
17 - Staircase Under Construction
A single look at the skills gives the solution away, then it's all a matter of execution. The mirrored layout makes it, if not harder, tougher to execute.
18 - You don't need them!
This is the level that stumped me the most I think, and I'm not proud about it because the reason was simply that I used my skills in the wrong order. I was looking for some intricate digging manoeuver to execute, and at one point it clicked: I just had to switch two assignments and voilà. :crylaugh:
19 - To Hell and Back
I loved the solution here, it's a trick I was not familiar with. I may have encountered it in the past but it's been such a while, it felt brand new when it came to mind. This is the level that allowed me to solve level 04 later, using the same builder trick.
20 - Castle Get-Together
This is a really fine level but it seems a lot easier than its rank siblings. I had one bomber left and thus saved an extra lemming, maybe my solution was a bit backroutish?
21 - Field Trip
I enjoyed this level very much. The very start took me a little while to get right and the rest of the solution needed some tweaking, but it was all fun. I got two extra climbers in the end, not sure where they would have been useful?
22 - A Christmas Journey
Another good level! The right side was a bit fiddly maybe, but I guess this is why you have some extra floaters.
23 - Sternenhimmel
At first glance I was like "oh no :XD:" and the messy start of the level didn't make me feel any better. But the crowd blocking method is really nice, so it's not bad at all :laugh:
24 - The Alternative Way
I'm not sure I solved it the intended way, but it still was a hard solution to pull off.
25 - Metropolis
Ah, I have so much trouble to concentrate on these "non classic" tilesets :crylaugh: This one was on the easier side. No special trick here, only ressource management and some timing. Which is perfectly nice too :thumbsup:
26 - Evolve
Quite intimidating at first, but it all fell into place quickly. I liked it, and the size of the layout felt right :laugh:
27 - Whispers And Lights
Something recurrent in Icho's levels, at least for me, is that I often instantly get what has to be done on the second half of the puzzle, but the beginning takes a little while to get right. This is interesting!
28 - Dirty Work
This one looks like a multitasking monster at first :scared: But it really is easier than it looks. I saved a digger, so I may have taken a shortcut somewhere?
29 - Controlled Release
Very interesting idea. It was easy to know what to do here, but the execution took lots of try-and-rewinds and became somewhat frustrating :cute:. Also, very imposing looking layout, in a good way!
30 - Edge To Insanity
Boss level! :devil: It's nice that all the rank finishers have a common theme. They feel chaotic for sure! I'm not a fan of these mixed and messy looking layouts but I get why they're made that way and I guess it's effective. Nice collection of little tricks here, lots of brainstorming was needed to figure out how to use the skills in the most effective way.
An excellent rank! :thumbsup: Each level has something special to offer and some of them bring back tricks from previous levels in a less obvious way, which makes for good progression!
I'll dive into the next rank soon :)
Thanks for all the feedback. Will look through the replays soon. ;)
But as Swerdis has just uploaded the 2nd last level of PimoLems I think I will check and patch that first as it will probably be the most work. ;)
Quote from: IchoTolot on December 01, 2020, 07:38:56 PM
V 4.6 is out!
No backroutes to fix in Pieuw's replays, but Reunion's menu has received a great upgrade in terms of logo and rank signs thanks to the effort of GigaLem and Plom! :thumbsup::thumbsup:
Again, a big thank you for the "facelifted" menu! :thumbsup:
Think you could update the credits in the first post? Since Plom did the new logo, at the time of this post that has yet to be updated
Done. ;)
V 4.7 is out!
Backroute fix thanks to Pieuw's replays:
- 3 21 (Removed some terrain)
All your solutions for the thirs rank were either intended or acceptable alternatives. The ones where you saved a few skills were close enough for me. ;) 3 20 is a little bit backrouty though.
Sometimes you made it a bit messier than it needs to be though - 3 22 for example.
Let's say quite a few levels here have "leftover" skills or different ways to solve them. Sometimes there are also design decisions in there that I wouldn't do again if I would make the pack from scratch again. ;)
Hey Icho, I would like your input on this, as I'm having second thoughts. I said before that I wouldn't mind doing both an LP of Reunion AND a level solving commentary video series for the pack, just like I did for your United pack. For sure I want to do the commentary video series, as it makes sense due to how I did it for United, your sequel pack. However, this seems to make an LP of the pack unnecessary, as the commentary video series will pretty much be almost the same thing, just easier to see the solutions to the levels instead of watching me possibly not make any progress on any level for a while due to solving in real time. At the same time, I realized there's no LP of the pack in New Formats NL, so for that reason alone I think it's a good idea to. Keep in mind that I've already solved this entire pack on Lemmini from back in 2017, so I'm aware that the levels are pretty much the same in the NL version, just more updated and backroute patched. Maybe because all the levels are the same as on Lemmini and I already know pretty much every level, so an LP might not be needed.
What say you on this? If I end up doing both, would you still watch the commentary video series? Not going to be doing this now, maybe in a few weeks or so after I finish an LP of another pack or two.
Do what you think is best and what you are having fun doing. :)
I would watch a series of this of course. Doing both I would find a bit unnessesary though, I would pick only one of them. Which one I would totally leave up to you.
Hello Icho,
I just started playing through this pack for New Formats NL. I have finished up through the 3rd rank. Replays attached and feedback inbound.
Thoughts on the Pack So FarAs mentioned in various places around the forums, I originally played and solved all of the pack on Lemmini way back in 2017. This was also when I registered to become a member of the site, although I visited the site daily and read the posts silently in the background for the next 2-3 years before I finally made myself known to the community around this time last year. I think this was at a time where you stopped updating the pack for Lemmini, as you transitioned to maintaining the NL version of the pack.
Though I was busy with school/work back then, I slowly made progress each day whenever I could. Though the levels got quite difficult with the HurtMePlenty, Ultraviolence, and Nightmare ranks, I still persevered and kept going, as I was quite determined to finish the pack by any means. Especially since I'm a traditionalist when it comes to Lemmings and was quite a fan of Lemmini back then. I still kind of am, although I'm certainly used to the quality of life features of NL by now :P I certainly don't mind coming back to Lemmini/Superlemmini on occasion.
Anyway, I recently had an itch to play through Reunion again and remember why I liked the pack so much ;) Indeed, I never played the pack when it was still really early shortly after release, but from what I gathered the pack definitely got much better from the feedback/suggestions that Nepster provided you, even if it was harsh at times, although I know about the tendency of certain people being blunt, for which I'm one myself ;)
As many various members have said, this pack has a really nice difficulty curve and is one of the most highly regarded packs of all time. Though the pack is considered difficult, this was certainly very true back then. Now that I'm playing through the pack again for like the 3rd or 4th time, I'm certainly in agreement with Icho that this pack is far easier and tamer in comparison to most of the other packs that are now out. It's not the challenging pack that it used to be for me when I first played through the pack 4 years ago. If anything, instead of the puzzle, some levels are just simply far harder to execute on Lemmini, dramatically in some cases. Needless to say, this pack does display some of Icho's nastiness when it comes to the puzzles/level making, especially in the much later ranks, but it doesn't reach its peak here. For that, you need to go through United. That's where it really shows :crylaugh:
Feedback on I'mTooYoungToDie RankNot much to say here other than some great tutorial levels to start off the rank before getting into easy puzzles that were generally X-of-everythings before getting into the difficult ones near the end of the rank. I remember I'mTooYoungToDie 16 -
In the Shadows being a difficult one on Lemmini, as time there runs out surprisingly fast. It's not a very hard level, but it still provides enough of a challenge, especially since you have to use the skills carefully or risk running out, which can happen.
I'mTooYoungToDie 20 -
Lemming in the Sky with Diamonds can also be difficult, although certainly with the huge amount of builders it's not very hard at all. For the extra challenge, one can try going for a save all solution, but it's not necessary, so there's certainly no pressure in going for it if one doesn't want to. I think it ends up using nearly all the builders, as I remembered when I went for it.
I also remember I'mTooYoungToDie 25 -
Good Sportsmanship being a difficult one on Lemmini, although the challenge is not so much the time limit, but rather giving the lead lemming enough time to finish all tasks before the crowd arrives. It can also be difficult due to the very limited skillset.
Then I'mTooYoungToDie 28 -
Morituri te salutant! This I remember was the first very hard level in the rank for me back then. It's still a difficult level, but this is justified due to being near the very end of the rank. Skills are extremely limited, and it's certainly not easy to figure out the most optimal route. I don't think it's possible to have any skills remaining. Also not too relevant to the solution, but here the music is different from the one that plays in the Lemmini version, where the soundtrack for that one is loud. Here, it's a much softer and lighter soundtrack, which I guess is fitting for a difficult level, in contrast to the Lemmini version, where it's more intense and could possibly add to the frustration of the player trying to solve this hard nut.
I also remember I'mTooYoungToDie 29 -
Roofjumpers being a hard one, although not as difficult as the previous one. The solution's great, though.
To round off the rank, I'mTooYoungToDie 30 -
Disturbance in the Matrix is a definite roadblock for nearly everyone. It certainly was for me when I first played the level on Lemmini back in 2017. I remember the huge satisfaction that came from figuring out this tough nut. I certainly remember making this far harder than I needed to on Lemmini.
Spoiler
I didn't use the builder wall trick, and I remember doing something quite fiddly at the top. Bashers also work very differently on Lemmini, where they can't bash miner slopes as easily, although here I think I remember pulling it off with just one basher on Lemmini
My favorites in this rank: I'mTooYoungToDie 21 -
The Saviors, I'mTooYoungToDie 22 -
Bubbles and Builders, I'mTooYoungToDie 23 -
Oh, You Wanted Some of These?, and I'mTooYoungToDie 30 (I always like the mixing of all the OL/ONML tilesets in one level (Epic tileset), and you did a great job with all the rank finishers in this pack ;))
Feedback on HeyNotTooRough RankMore difficult levels, although I would say the difficulty is only slightly higher than the I'mTooYoungToDie rank, because it's not that much higher. More tricks that you get taught that will come in handy for some of the later levels. Nothing here was particularly too hard for me, although I would say the ones that I consider hard for the casual players are HeyNotTooRough 17 -
Wheel of Fortune, HeyNotTooRough 18 -
Bash and Mine Time!, HeyNotTooRough 21 -
Valley of the Sphinx, HeyNotTooRough 22 -
Rock and Metal, HeyNotTooRough 23 -
Let's Block Some Lems, HeyNotTooRough 24 -
Knights of Honor, HeyNotTooRough 26 -
Line of Steel, HeyNotTooRough 28 -
The Official Lemmings Swim Team, HeyNotTooRough 29 -
One Basher To Rule Them All, and HeyNotTooRough 30 -
The Fusion. Both 17 and 21 I say it's the timing that's difficult, although the latter can be a hard puzzle due to how you don't have builders. The save requirement may look generous for the former, but it's really not. The timing is especially difficult on 24, along with a devious puzzle of how to make the most of the skills provided.
As for me, I had a bit of trouble with 17 and 21, but of course they're still easy for me since I have played the pack many times :P 26 is also a deceptively difficult level that looks simple despite the 1-of-everything skillset.
My favorites in this rank: HeyNotTooRough 3 -
Distract Them!, HeyNotTooRough 5 -
We Are But Lems! Rock!, HeyNotTooRough 6 -
Please, Stop!, HeyNotTooRough 12 -
On a crystal clear night, HeyNotTooRough 19 -
Middle Age Mining Technique, HeyNotTooRough 22 -
Rock and Metal, HeyNotTooRough 28 -
The Official Lem Swim Team, and HeyNotTooRough 30 (again, I like the tileset mixing in the Epic tileset, and it's a really nice puzzle, although there's plenty of difficult timing here).
Feedback on HurtMePlenty RankThis is definitely the point in the pack where it stops messing around. While I went through the first two ranks pretty fast, this rank was slower going, although again not very hard for me due to being quite familiar with many of the solutions. For sure a lot of tough nuts in this rank especially for the casual players. I don't really consider anything here breathers.
More detailed feedback:
HurtMePlenty 1 -
Path of Ankh Hard level to start the rank. Difficult to figure out the most optimal route, especially with only 3 builders and the very limited skillset. The timing here can be difficult as well.
HurtMePlenty 2 -
Casualty Count Nice level, and one of my favorites when the precise bombers are eliminated. Not a very hard level, but certainly far harder on Lemmini due to timed bombers.
HurtMePlenty 3 -
And Here Comes the Lemming Train I struggled with this one, but most likely due to how it's more properly patched up in NL as compared to the Lemmini version, which is still very backroutable. I'm not sure if my solution is intended, especially with the way I handled the crowd at the beginning. Still a nice level, though.
HurtMePlenty 4 -
The Sports Bar Ah, I remember struggling with this one on Lemmini and it being a roadblock back then. This might be the first level where I learned the builder trick needed to isolate a worker lemming. Or at least the first custom level one I've seen where it's required/enforced. This is one of my favorites of the rank.
HurtMePlenty 5 -
Don't Get Sucked! This is probably the closest I would consider to be a breather for casual players, although it's still challenging. The hardest part is isolating a worker(s) and getting the bottom crowds up with the very limited skillset.
HurtMePlenty 6 -
Winter Soldiers Probably the first level that needed a slight adjustment when going from Lemmini to NL. I think it's possible to save everyone on Lemmini, but here on NL due to the Lemmini solution not working because of how the builder mechanics are different, the save requirement needed to be adjusted while keeping the skillset 1-of-everything. One of my favorites as well.
HurtMePlenty 7 -
Nightstalkers Another nice level. The only hard part is the timing and isolating of workers at the beginning, but I really like the solution when all the timing works out. It can be tight, but it's all about knowing when to release the right entrance to create the necessary timing and space so that no one slips by before the worker has finished building over the water gap near the exit.
HurtMePlenty 8 -
Redeeming of the Dead Lemmings Repeat of Cascade from OL, but as the title suggests you have to save everyone. Not only that, the time limit is quite tight here. Level is only slightly harder on Lemmini due to the clock being faster.
HurtMePlenty 9 -
The Royal Halls One of my favorites! :thumbsup: I remember being really proud of myself for discovering the basher trick needed here. I think I remember spending about a good 15-20 minutes on this level on Lemmini.
Spoiler
Using a basher to make a dent on the underside of the wall to stop the basher from the left so that none of the three lemmings coming will walk into the flamethrower trap. Such a clever trick here! ;)
HurtMePlenty 10 -
Did everyone turn Left? Currently has a very bad shortcut on Lemmini due to the way miners work. As for this level on NL, can be difficult, but it's still not too hard. The time limit may seem scary, though. Also, it might seem that one of the lemmings will slip out to the right at the bottom, but it's possible to turn everyone back to the left, hence the tile ;)
HurtMePlenty 11 -
A Rocky Mountain Night Another one of my favorites. Somewhat of a breather as well. I like how the timing works out here to get everyone to the bottom and sealing off the gap before anyone falls into the vine swamp. That's really cool how you did the moon here ;)
HurtMePlenty 12 -
Lost Your Ground? Difficult one. I think I remember doing something slightly different on Lemmini, although I don't remember if the skillset is the same. Not sure if my solution is intended. Timing is also difficult here, although it's simply imitating the same thing on each side.
HurtMePlenty 13 -
Glacier Station Unlike some others, I didn't find this one hard, although certainly on Lemmini due to not being able to see whether you have the basher lined up right. This time, I had a bit of a struggle, but that's because I failed to see the alcove on the far right to stop the basher and to avoid the icicle traps. Ah, what the lapse of time can do to you :laugh:
HurtMePlenty 14 -
Go West! Another favorite of mine! :thumbsup: Can be difficult, but the solution is quite nice.
HurtMePlenty 15 -
The Lemming Tank Suicide Train Looks intimidating, but it's still not really hard, considering the most prominent skill provided are builders. Even then, figuring out how to get through the terrain is difficult. I think I somewhat remember the solution being harder on Lemmini, but here I don't think it is, as it should be the same. I think it's because I remember the very difficult timing for the end part to conserve that last builder, but here I could be remembering wrong.
HurtMePlenty 16 -
Green Hill Zone Hardest level in the rank for me. Finding the most optimal route and efficient way to use your skills is not easy here. Certainly one of the hardest parts is managing the crowd at the very start so you don't lose anyone, as you need to save everyone. Even after you figure it out, it's still a difficult level. I'm not sure if my solution is intended here.
HurtMePlenty 17 -
Staircase Under Construction Definite breather for me, and theoretically for most players as well, considering you only have 3 skill types. Truthfully, levels that require you to spam the same skill over and over I'm generally not a fan of, but that's just me. It's still really cool to see the crowds walk up to the exit in this fashion though :laugh:
HurtMePlenty 18 -
You don't need them! One of my favorites as well. I certainly remember having the "how in the world do you do this level" when I first played it on Lemmini those years ago. Felt very satisfying to figure it out. I definitely like these no builders levels, especially since they're great for getting players to think laterally and in other ways when the most powerful of the classic skills, the builder, is not provided.
HurtMePlenty 19 -
To Hell and Back Another favorite of mine. I like the trick at the beginning to turn around to the left on the starting platform, which is almost the same one used on HeyNotTooRough 23. Here the trick from HurtMePlenty 4 returns.
HurtMePlenty 20 -
Castle Get-Together Can be difficult, but it's more the execution that's hard rather than the puzzle itself. It's especially madenning on Lemmini, as I certainly remember having to keep restarting to get the digger placements on the columns correct.
HurtMePlenty 21 -
Field Trip I remember this one being a hard one when I first played it those years ago. This is still one of my favorites, though. I found releasing the blockers at the end on Lemmini the most difficult to execute. That's a really neat way to delay one of the lemmings that goes to the left along with the blocker to give the lead lemming enough time to bash to the left exit ;)
Spoiler
Having the first one climb and dig while the other one simply bashes through it
HurtMePlenty 22 -
A Christmas Journey I also remember this one being a hard one when I first played it many years ago. I think the solution is more fiddly on Lemmini. I think I simply used good timing on Lemmini to get everyone from the top down safely rather than take advantage of the steel here. Should be possible to do so here on NL as well. I would still leave the floaters in in case some don't make it on time.
HurtMePlenty 23 -
Sternenhimmel Ah, I remember seriously overcomplicating this one on Lemmini. Quite a difficult one and extremely annoying to pull off. It's still a hard one on NL, especially given the small amount of space to work with at the start. Builders may seem very plentiful, but don't be fooled, as all of them end up being used in the solution, meaning you can't waste any of them!
HurtMePlenty 24 -
The Alternative Way Nice level. The only hard part is the timing needed at the start with the climbers, but other than that this is quite close to a breather as well.
HurtMePlenty 25 -
Metropolis I certainly remember this one being a hard one when I first played it many years ago. The precision with the digger at the end seems super precise on Lemmini. No matter the engine, this is still a difficult level, especially with getting both crowds down safely and just a difficult to figure out solution.
HurtMePlenty 26 -
Evolve Looks somewhat intimidating due to the sheer width, but it's not too hard. Even then, it's still challenging figuring out what to do, and once again builders might seem plentiful, but all are used in the solution. I think I remember doing something slightly different on Lemmini.
HurtMePlenty 27 -
Whispers and Lights Not sure what I did at the start is intended. Almost a breather, but still challenging, with the hardest part I think is getting two workers to where they need to be in order to forge the path/solution.
HurtMePlenty 28 -
Dirty Work This one was a bit difficult, but that's because I kept overthinking the solution and wasting unnecessary skills and hence kept coming up a skill or so short. Certainly the start is the most stressful part, managing each entrance so that they are survive and aren't in any danger, but once you are successful you can take it more slowly and easily.
HurtMePlenty 29 -
Controlled Release Very difficult one to execute, especially on Lemmini where even one misplaced blocker is enough to restart, and you have to do it several times here. I certainly remember the frustration when things should had worked but unfortunately the timing was slightly off or the blocker was placed incorrectly or given to the wrong lemming makes the attempt fail. The concept here is really nice, just can be very difficult to pull off. Really, the solution is obvious, just getting the timing and spacing needed to achieve it is quite hard.
HurtMePlenty 30 -
Edge to Insanity Another really nice looking level with the Epic tileset. Probably just slightly easier than the previous two rank finishers.
Quote from: IchoTolot on March 24, 2021, 11:39:15 PM
Do what you think is best and what you are having fun doing. :)
I would watch a series of this of course. Doing both I would find a bit unnessesary though, I would pick only one of them. Which one I would totally leave up to you.
Haha, I love this response and high level of trust you have in me to allow me to do what I think is best :) I'm in agreement with the second part, and after much debating with myself, I have reached a decision, but I'll reveal it at a later time, although it's probably already obvious based on what I'm doing here :P
I will continue with the rest of the pack soon! I'm definitely remembering why I like this pack so much again, even though I have solved it so many times on Lemmini in the past few years. I think what I will do is post again after I finish the UltraViolence rank, and then finally one last time when I finish the Nightmare rank.
Hope you're having a great time back in your hometown! Just remember to take it easy on yourself for the next few days while you are. You definitely deserve it after finally finishing off your dissertation and the Master's program ;) From my experience, finishing a Master's program is a great milestone achievment, but it is also very exhausting. Even more so if you happen to be one of those who worked while going to school, but I worked part-time while I was working on my Master's, about 3-4 hours each week. After I graduated with my Master's, I took two years off to work a real job to get some classroom teaching experience before I came back to school to work on my teaching credential program for math. I've now been out of school for almost 3 years, but I certainly would like to come back to school again sometime in the future to work on either a PhD or a second Master's degree. I just need to figure out where, though I would love to come back to my alma mater where I got my Bachelor's to work on a graduate degree ;)
Ultra-Violence rank completely solved. Replays attached up through Ultra-Violence 30.
edit: Whoops, forgot to change the name of the file to say "up through Ultra-Violence." It still had the name "up through HurtMePlenty" even though all the Ultra-Violence replays were in there too :XD:
Feedback Ultra-Violence RankWow, these levels are a huge step up in difficulty from the HurtMePlenty rank. There were several levels in here that took me a while, mostly due to not remembering the solutions because of the huge lapse of time since the last time I played the pack on Lemmini, as well as how some of the levels I vaguely remember, and also because a lot of the levels play out very differently from the Lemmini version due to being backroute patched. Even then, there is immense satisfaction in figuring out the levels all over again. Even moreso with certain levels' solutions being very different in the NL version.
Spoiler
Ultra-Violence 1 - Empyrean Somewhat difficult level to begin the rank. Also somewhat unique with sending out multiple workers.
Ultra-Violence 2 - As above, so below One of my favorites of the rank :thumbsup: I like how the timing all works out with the lemmings from the top entrance.
Ultra-Violence 3 - Deadly Heights Another favorite of mine. Definitely some Pimolems vibes from the Hurricane rank here with the builder step through a thin wall :P
Ultra-Violence 4 - Knights of the Round Table Yup, I remember how very stressful and difficult the level is due to the timing/multitasking needed so as to not run out of time. The hardest part is certainly the left area, especially with figuring out that you must build to the left and then mine from the right of it so as to open the path forward to the right for the two upper crowds and the bottom left entrance. This area with building to get to the upper entrances can also be difficult to work out.
Ultra-Violence 5 - Sharing the World Somewhat of a breather level. Seems to be only 1 solution here, and it will always work out if you do the tasks in the order shown in the replay. I love seeing the solution all work out. More leaving a builder step past a wall, although with the help of a bomber.
Ultra-Violence 6 - Tryhardlon "Tryhardlon" indeed. Difficult level but one of my favorites as well. I'm sure this is one of those levels where it plays out differently in Lemmini due to the miner not turning around when hitting steel. I really like how you can't leave the blockers for too long, as it will be impossible to release them later if you don't have anymore lemmings going in the correct direction. I really love the keep the crowd moving in this level and how the solution comes together.
Ultra-Violence 7 - Choose a Side Deceptively difficult level even for a very short 1-of-everything level. Still, one of my favorites as well, especially with extending a basher using a builder. This differs in that no builder is needed for a basher to have some ground, as there so happens to already be a nice ramp via the terrain for the basher to keep going uninterrupted on the ground.
Ultra-Violence 8 - Ten Friends Somewhat difficult, and certainly one that plays out very differently in Lemmini. That version is currently very backroute prone. Because of that, I couldn't rely on remembering the solution there to solve the NL version. I'm not sure if my solution is intended, especially with the way I interrupted the miner with a digger. I'm guessing it's intended to dig the far left side to get the worker to the bottom?
Ultra-Violence 9 - Specialists Difficult level, but another favorite of mine. This also plays out differently in Lemmini, as it's possible to simply stop the lemmings going out to the left at the bottom with just a basher I think. So, another level that I can't rely on the Lemmini solution, as that simply cannot be done here. Instead, the way is to dig and then block to turn the digger back to the right and then bash. As the title suggests, you have two specialist groups, a set of 5 climbers, the other 5 floaters. None of them get both skills. Once again, Dolly Dimple/The Sports Bar builder trick needed here, but a special one, as you need a worker who's a floater. Once you do this, you can finally take your time with the level, as the stressful parts are essentially over. It's still not exactly trivial from that point on, but it should be fairly easy to work out what needs to go where.
Ultra-Violence 10 - Engage! Difficult one as well, but the solution is very interesting. Pretty much more using bombers to stop bashers. In some ways, the timer isn't really needed, since basically the basher section at the very far left is the timer. Still, I don't mind time limits, particularly since I'm quite a traditionalist when it comes to Lemmings and how I just love math/numbers. Max out the RR at the wrong time, and you will lose some lemmings when the basher breaks through all of it. I also think that it's extremely tight, as max out the RR one lemming too late and not everyone will turn around on time. Max out the RR one lemming too early and you will have more than one lemming turn around to the right at the top and hence some will splat, as I only had one floater left at that point, for the lemming to start bashing towards the right at the bottom. Hence, the RR has to be maxed out at exactly the right time, when the right number of lemmings has already been released. Then again, perhaps some RR fiddling can make the timing a bit easier. However, in my replay a second lemming nearly turns around in the basher tunnel at the top even at the default RR. So, perhaps more leeway with the basher section at the very far left by extending it a bit more? If not, I understand, as this pack was released a long time ago, although I would point to HeyNotTooRough 9 which did have some terrain changes just before the water gap near the exit, and that the change was made just a little over half a year ago.
Not much point of interest either, but I used an extremely timing heavy solution in the Lemmini version as well, but instead of bashing at the very far left, I simply made a bomber hole near where the builder makes the splatform and then I have a much longer basher section to the left as a result. Then when the builder finishes, he's the one who will bash to the left. Perhaps this solution can also work in the current NL versoin, although maybe not because of possibly some skillset changes that prevent it? I'll have to check.
Ultra-Violence 11 - It's Closing Time at the Mall Aha, there's the closing at the mall level, while the mall opening is in the Bonus rank of your United level. I think Gigalem was the one who might had suggested the opening the mall as a title as a counterpart to this level's title? Somewhat difficult, although the only hard parts is the timing with the basher at the top and also near the end to get a lemming to turn around. I could had made the ending part easier, of course :P
Ultra-Violence 12 - The Bubble Cave One of my favorites! :thumbsup: Nothing too hard here, except that the digger placement is the most important. Indeed, in some earlier attempts I would essentially have the solution down, just the digger was in the wrong place which prevented me from solving the level. I also thought having the 2 minute time limit from Lemmini here would had been cool :P
Ultra-Violence 13 - Electric Prison Ok, time limit here, though again I don't mind them. Somewhat difficult, although it's all about managing the crowds correctly. The one loss you're allowed is quite easy to determine, as it's obvious who needs to die here.
Ultra-Violence 14 - Neuschwanstein Yet another level that is slightly different on Lemmini. In that one, I used a blocker to turn the second lemming around and then quickly dig to release him. The rest of the solution is more or less the same as the replay, except using the trick mentioned is not feasible, as it appears that there isn't enough resources to be able to solve the level afterwards. So, that would mean there's an extra blocker provided on Lemmini, then. As for the level, somewhat difficult, but a really nice solution. Not sure what the title means, although I'm guessing it's more German?
Ultra-Violence 15 - Night of Nights I remember really liking this level on Lemmini, and it continues to be one of my favorite levels! :thumbsup: Several tricks needed here: Mining inside a digger tunnel, using a builder to extend the miner, basher continues on his own due to the terrain slope and how the pipes are close enough so the basher keeps going, and cancelling a digger with a blocker. All in all, a really nice solution which is just so awesome watching it all come together and to work out in one's mind ;)
Ultra-Violence 16 - The Three Seals of Memphis Somewhat difficult, but another nice puzzle. Essentially keep the lemmings moving, as there's absolutely no way to hold back the crowd, only stall/delay. The timing is quite tight at the end with the digger and stopping the basher with a builder, as if he continues walking out to the left he cannot turn around because the gap is much bigger than a full length builder bridge. However, even if the second climber climbs while the first one is oh-no-ing, the second one can still keep going to the left, as he'll simply hoist himself when he's not climbing on terrain.
Ultra-Violence 17 - Generation Gap Definitely way different from the Lemmini version, as I believe there is a wall containing the lemmings at the bottom in the starting area, whereas the lemmings can simply walk out and hence no destructive skill is needed. Also, it's possible to simply build up to the floating terrain from the right to get the right-most entrance to keep going to the left. Regardless, the level's still somewhat difficult in either version. It's crucial to note that the miner near the exit must not be allowed to build, as otherwise you'll run out builders and can't solve the level. It's fine, as there's still some land over the miner tunnel so that no one from the right can fall into the bottomless pit.
Ultra-Violence 18 - Coming Through! I remember this level being different on Lemmini, as the climbers simply turned around at the top due to the terrain extending to the ceiling. Because the ceiling is deadly in New Formats NL, the level had to be tweaked a bit. I love how a digger needs to go until he's low enough to be able to be released by a basher later. I don't recall solving it this way in Lemmini, though.
Ultra-Violence 19 - A.M. I remember thinking how in the world do you solve the level when I first played this on Lemmini all those years ago. Later on I noticed the ceiling at the very top, and that's when I realized the solution. Solution is more or less the way I solved it on Lemmini. Somewhat difficult level but a great one.
Ultra-Violence 20 - Lems Go Cliffjumping I remember making this far harder on myself than I needed to on Lemmini, where I believe I simply left it all to timing and hope that it would work out with the left-most area in bashing the OWW to the right. Of course, that's absolutely unnecessary. Even then, it's still a difficult level, especially with managing the crowds despite how it's quite obvious where all the diggers go in order to stop the crowds from splatting at the start.
Ultra-Violence 21 - Rescue Team One of my favorites as well. Almost can be considered a breather here. The only hard part is figuring out that climber-bombers are needed so that someone can go in the bomber holes to build to get higher and save the top entrance from splatting.
Ultra-Violence 22 - The Face of Evil Ah, here's the level that was very well-liked and how you made a level using similar concepts for United, Revenants, which was the level that ended up winning LOTY 2019. Congrats on that, btw. I certainly can see why this level is liked by the community. I like this level as well. It's all about managing three separate lemmings: a climber, floater, and just a regular one who's neither. I couldn't quite remember the solution here for a time, but of course I eventually figured it out. It's all about realizing that the climber needs to bash both blockers free and that the climber needs to use the bottom path while the regular lemming bashes the very long section at the top to delay him to give the floater and climber enough time to get certain tasks done before the regular one arrives. Just a very nice solution to see come together ;)
Ultra-Violence 23 - Eaten! I remember solving this differently on Lemmini, as I think I don't remember bashing the bottom to stop the digger. Somewhat of a breather. The bashing the bottom to stop the digger mentioned is one of the hard parts, as well as making sure you have a lemming just ahead enough when turning back to the left to block and turn everyone back to the right, as no one can get past the blocker. Also the digger placement at the very start to contain the crowd while sending only one lemming ahead can be difficult.
Ultra-Violence 24 - Heroes of Lemkind And now, the level of Reunion that won a LOTY contest from way back. I think it was either 2016 or 2017. So, you managed to snag a LOTY win for both your Reunion and United packs. Well done ;) Like namida, I also found this level to be difficult back when I first played the level on Lemmini. It's all due to not realizing that building as high as possible on the chain near the end was crucial. Here, I kind of was struggling with remembering how with that part and also a couple of small details in other places. Everything else was figured out fairly quickly.
Ultra-Violence 25 - No Blocker Zone! I think it's yet another level that is slightly different on Lemmini. I don't recall using this exact solution, particularly with the way the top entrance is managed. I certainly don't remember having to place the second digger carefully where the steel block is so that the climber doesn't go back out to the left. I think I simply remember mining through at the top and then digging. I think it's due to extra skills provided on Lemmini. Nice level, although it took me a while to figure out how to get the top entrance down safely without losing anyone with the limited skillset. Here it appears that RR fiddling is necessary so as to catch the top crowd with a builder on time.
Ultra-Violence 26 - The Worship of the Pickaxe Difficult one, particularly since it's quite wide and hence appears very intimidating and overwhelming. As the title suggests, it's all about the miner here, and even then, it's quite obvious where the miners go. In some of my earlier attempts, I'm still not sure why I was a miner short. I'll probably investigate later on.
Ultra-Violence 27 - Please, Remember Us Somewhat difficult, but a nice one. I do have a floater leftover, which I'm guessing could had simply been used for that falling bomber instead of bombing him just before he splats.
Ultra-Violence 28 - Tomb of Ramses III The only repeat of an earlier level in the entire pack, but it's certainly a much harder level, especially since the original is an X-of-everything from the I'mTooYoungToDie rank. I remember this one taking me a while when I first played it on Lemmini, but here I ended up figuring this out very quickly. Probably due to remembering most of the solution. I like this one. The only very precise assignment needed is the digger at the top on the left side so that both he and the left-most entrance can climb up later.
Ultra-Violence 29 - Lemming Boxes I also remember this one being quite difficult when I first played it on Lemmini. I think I remember doing something very similar to namida at the time, where some extremely fiddly solution was used and it seemed to all come down to luck on finishing on time. I certainly didn't use the solution where another climber builds while the digger keeps going near the exit. When I saw this solution from your Creator's Commentary video long after I had solved this level from years to prior, I remember thinking, wow so much easier and wondering why I didn't ever think of that.
Even then, this level is still quite difficult, particularly since there's multiple entrances, along with a very high RR. Once again, builder steps through a thin wall just like Ultra-Violence 3. Lots of multi-tasking needed, and is definitely required so that you don't run out of time.
Ultra-Violence 30 - Only Nightmares Ahead Another nice rank finisher, especially visually, but certainly harder than some of the previous ones. The Lemmini version also plays out differently, as I certainly don't remember using this solution for it. Also, I kind of remember there being some OWAs on the floor from namida's LP of the pack. I remember I wanted to compare my solution just to see if there was a more efficient solution than the one I found, but unfortunately I couldn't due to the NL version being different from the Lemmini version. So, that was a bummer.
Interestingly enough, I don't think I have ever seen a digger being able to release a blocker in a bomber hole. Just when I thought I knew everything about the classic skills, I'm still continuing to learn some things with them! Perhaps even moreso since I still need to finish Nepsterlems which has me currently stumped on Black Hole 1. Although, as previously mentioned I certainly didn't have to do that on the Lemmini version :P
All rightie, just the Nightmare rank left. Let's see how long this takes! As usual, continuing to enjoy the pack even if it has been slower going than usual and remembering just how really good it is, particularly since figuring out these challenging levels is quite satisfying, as well as seeing how very different the levels are playing out in NL in contrast to Lemmini.
Nightmare rank solved and thus entire pack is completely solved on New Formats NL. My entire replay collection is attached. So, let's see if I managed to backroute any of these levels. Regarding the Nightmare rank, the one that immediately comes to mind is Nightmare 12 -
Way Into Madness, as I have a lot of skills leftover. In a way, I kind of expected it, since it's currently very backrouteable in Lemmini. Unless my solution is acceptable, I think most of it is intended, just some parts allowed me to take a shortcut :P
Another would be Nightmare 27 -
Unsecured Area, as I ended up not using one of the climber pickups :P
Feedback Nightmare RankNightmare indeed. Though these are the hardest levels of the entire pack, truthfully these didn't take me as long as I thought it would. Certainly these designs were meant to be intimidating due to the sheer size and how there's so much going on, and hence most often give the appearance of a highly difficult level. In actuality, most of these are difficult due to the execution rather than the puzzle, though there's still a lot of very gnarly ones in terms of the puzzle. Again, my advice for those taking on packs like Reunion and other highly difficult ones is to not get intimidated by the levels. In my case, as I have mentioned before, I've already played through Reunion a few times in the last few years, and hence I'm mostly familiar with the levels/solutions. It's just a shame that I never saved my Lemmini replays for the pack, but as one can see that didn't matter, as I'm not one to load or go by memory what the solution is, especially since a lot of the NL version of the levels are much different from the Lemmini version and hence you can't really rely on the solution in Lemmini. Besides, it's good for exercising one's brain to try and hash out the solution again manually ;) Even if some are just a huge pain to execute, cough, Nightmare 29 -
Lemtris Version X, cough :laugh:
Despite the tough nuts, the Nightmare rank is still very tame compared to the Genocide rank of United. Yes, these levels are some of Icho's nastiest, but again they don't reach their peak here, only for the Reunion pack itself. If you really want puzzle nastiest to the max and aren't intimidated by the very high difficulty, take a look at United instead, Icho's sequel pack to Reunion :P
More detailed feedback on the Nightmare rank levels:
Spoiler
Nightmare 1 - From Unrest to Atrophy Not a very hard level but still quite challenging. I definitely remember this being a time cruncher on Lemmini, although there's no timer here. Even then, my solution here runs out of time under the Lemmini timer, as I took longer than 5 minutes. Not sure why it ends up running out on time, considering that the solution is more or less what I do on Lemmini.
Nightmare 2 - Castle Rush Indeed, the timer is more the challenge than the puzzle, although I remember this one stumping me badly on Lemmini back then too. I think I even had the solution in some early attempts but unfortunately it was too slow because I kept running out of time. Not as difficult as the previous one, but again still challenging, particularly finishing on time and getting the timing right.
Nightmare 3 - Lemming City Stories Ok here just barely finished under the Lemmini timer of 6 minutes, although again not a problem here since there's no timer. Even then, I try to make sure I beat the levels under the Lemmini timer pretty much at all times, even when there's no reason to, eg, there's no timer in the NL version of some levels. I think I remember doing a different solution on Lemmini in contrast to the replay, despite the skillsets being the same, I think.
Nightmare 4 - Stop and Go! Level plays out slightly differently due to how lemmings turn around when mining into steel, in contrast to Lemmini, where they don't. I certainly remember having a hard time with the level on Lemmini, although here I didn't have as much problems. It's a nice level, and a favorite of mine to an extent.
Nightmare 5 - Four Pals Somewhat hard level, although it's the timing that can be difficult. In some of my earlier attempts, I realized that I was supposed to have a lemming slip by the builder around the middle area to get through the terrain and build the splatform to catch the others coming from above. Thus, some of my restarts weren't necessary. Here, I had a basher leftover, although I can easily swap out the miner I used to help the lemmings avoid walking into the steam blower and have a miner leftover instead.
Nightmare 6 - Brick Confusion Hard one. This one took me a while to figure out. It was hard for me on Lemmini, and that remains true for NL. Even then, it's just a difficult level in general. The hardest part is the beginning and working out the timing of when to climb and dig away the pillar. I made the mistake of using the blocker at the start to avoid the ketchup wheel. It's more useful for turning everyone around at the top to turn back to the right after catching them with a splatform. Still, nice level.
Nightmare 7 - Tactical Foul I remember a huge amount of satisfaction I felt when I first solved this level on Lemmini years ago. I absolutely love that trick of making a dent in the wall with a miner to get a climber into it to build to catch the top left entrance. I definitely agree that it's a difficult one to see, as it did take me a while to figure it out, but it's very similar to the level The Royal Halls with the bashing the wall underneath to stop a basher. This is definitely one of my favorite levels of the rank :thumbsup:
Nightmare 8 - Up and Down the Shafts Somewhat a difficult level. More using a builder step through a thin wall. The start can be difficult to figure out, especially with sending two lemmings from the bottom entrance up ahead while delaying everyone else for them to get the work done so that no one is in danger. Also, the blocker must be freed with the final lemming from the bottom hatch, as there's no way to save him afterwards if everyone turns to the left.
Nightmare 9 - Pipe Grid Puzzle Difficult level, especially since it's properly patched up in NL. The current Lemmini version has a very bad backroute. This one took me a while to figure out, especially with getting the timing just right. I really like how the solution works out in the end, especially with getting a lemming to get past the builder who just barely got past the trigger of the sucker trap to build the bridge over the final gap before the exit. Genius! ;)
Nightmare 10 - Shadowrun If I'm not mistaken, I believe this was the winner of a past LDC? At a time when Lemmini was allowed. I can definitely see why, though. Not too hard of a level, just the timing is hard, especially with just getting two lemmings past the pipe at the top while everyone else turns back to the right. Also with just getting one lemming trapped in the digger pit at the start along with the digger. It's awesome seeing the solution/timing work out.
Nightmare 11 - The Chosen Lemmings of Ra This one also took a while, although that's because I kept trying to save the second lemming when in fact you're allowed to lose him and the climber that leaves a builder step past the wall in the middle section. Once again, the timing can be quite tight, especially with getting the bridge complete at the bottom where the smasher trap is. It's just barely enough time before the crowd arrives to get killed by the trap. The only other hard part is figuring out the timing so that only one lemming goes over the top to right, while the builder needs to turn around to the left to complete the splatform for the left crowd who will go over the top on that side. Still, quite a nice level here.
Nightmare 12 - Way Into Madness As already mentioned, I might have badly backrouted the level considering that I have a lot of skills leftover. At least it's more properly patched up as opposed to Lemmini, which has a very bad backroute where it's possible to finish in far less time.
Nightmare 13 - Face Down and Pushing Through The hardest part here is isolating four lemmings, two of which walk out to the right while the other two fall out to the left. Everything else is rather straightforward. Luckily the timing for the bridges to cross in the middle works out perfectly.
Nightmare 14 - Justice for Heroes! I remember struggling with this level a lot on Lemmini. I kind of struggled here as well, although certainly nowhere near as long. It's definitely a hard level for many reasons. Working out the very beginning is difficult, especially with the timing and getting just two lemmings isolated, one falling out to the left, the other to the right. This has to be done quick, as there isn't much time before the miner gets deep enough to turn the others back to the right, where they will splat if the splatform isn't done. Even after figuring this part out, the rest of the level doesn't get easier, since it can be difficult to figure out the right side of the level.
Nightmare 15 - Try Die Cry Yet another level that took me a long time when I first played it on Lemmini many years ago. It's especially frustrating because of how you have no idea when placing builders if you placed it at just the right distance so that the lemming doesn't turn around when it finishes sealing off the gap or if you're going to end up short. This is a non-issue on NL due to skill shadows, that is, if you play with them enabled. Even then, it's still a difficult level, especially with freeing both crowds to get them to the exit. I like the setup to extend a basher in the middle to free the right crowd. Also with bombing the OWW to make a hole for another climber to get inside and bash free the left crowd. I do have a builder leftover, though, so possibly a minor backroute or even an acceptable alternative.
Nightmare 16 - Another Brick in the Wall Ah, the level that stumped me the longest out of any other level in the pack back when I first played it on Lemmini. I think it ended up taking me 2-3 weeks. It was all due to me missing the part with digging at the start on the left side so that the lemming who falls in there can climb out to the right later. In other words, one of the diggers I couldn't figure out for a really long time. I had everything else figured out but that one. Since I already know the solution from before, it was much easier this time. It's definitely frustrating on Lemmini, particularly since the bombers are timed. Also, you got to make sure that they explode in the right place, as even though the chains are somewhat thin it's still possible to bomb all but the other half away.
Nightmare 17 - Frozen Mind Difficult one, but it's really the timing of sending out climbers that's really hard here, especially since the level is quite huge, making it very hard to know when to send out climbers relative to others. Other than this, I say the other hard part is figuring out the building section near the very end to make sure the crowd survives the falls. I also got lucky here with the two climbers at the end with digging away the terrain that blocks the lemmings from getting to the exit before the other one can climb out and walk into the steam blower :laugh:
Nightmare 18 - Under the grinning moon Somewhat difficult, especially now that it's properly patched up in NL. In Lemmini, it's possible to simply build straight up to the first wall to get to the exit, but doing this is difficult considering the precision needed. Still, nice level.
Nightmare 19 - Balls Ahead! Ah, I kept unnecessarily trying to get the timing of the climbers right so that you can get to steel platform with just one builder after using a blocker to turn him. That took so many attempts to get right. When it finally did work, I totally didn't take into account that where the builder finishes the wall is too high for the crowd to get up. I also had to check the Lemmini version at some point to see if if the skillsets were the same, as I kept wondering why I was a builder short after using two builders to get up the area where a blocker is used to turn everyone back to the left. Indeed, it turns out that I fell for the red herring at the very top of the right side, where it's not necessary to use a builder to get over the very tiny gap, even though it's necessary for the same gap in the starting area. Quite a nice deception there :crylaugh: Oh well, I managed to figure it out.
Nightmare 20 - Pachelbel's Canon One of my favorites. So here, we have a level where Icho voiced his dislike of disjoint unions, although others might like such levels, designing and playing them :P I definitely remember struggling with this one on Lemmini. While you only need to manage two lemmings per section, both have their difficulties. In particular, the top is more about delaying one of the lemmings as much as possible to allow the other to get tasks done before either of them get into danger. The bottom is all more about using tricks with builders to extend a basher and a miner, although there's still some delaying/stalling needed. All in all, I say the top section is the harder of the two, although given the skillset the difficulty also lies in knowing where the skills go and which ones to use for either section.
Nightmare 21 - Rockbiter Once again, in Lemmini it's possible to just simply build up in the starting area, while it's possible to destroy the green emerald at the top and therefore avoid some skills. Here, the level's definitely more of a challenge. It looks simple, but it's deceptively difficult. I think the main trick with getting the bottom entrances up is intended, although perhaps blocking lemmings on the left at the top where the OWW is isn't intended. I'm also not sure if the part near the end is intended as well.
Nightmare 22 - Kairo One of the hardest levels of the rank. It took me a long time on Lemmini, and it also took me a long time here too. Certainly the hardest part is the very start. In many of my earlier attempts, I kept trying to delay one of the lemmings by getting a lemming to turn back to the right to get killed by the trap while the first builder going left after finishing gets past unharmed. This was to give the lead lemming enough time to seal off the gap to the left at the bottom, but this never worked out. Then I came up with blocking and then digging to release him after turning to the right to bash. I don't know if this is intended. Also, here I can swap out the miner for a basher for the end part to get the worker to die to the trap while the crowd passes by unharmed. So, possibly a minor backroute?
Nightmare 23 - You Have to Believe! Difficult one I remember from Lemmin, but another favorite of mine. The trick at the very beginning with digging just before the very tiny gap and then building to seal it off once he's low enough so that a lemming from the right crowd can use the builder step to extend the miner and also release the blocker is quite clever! :thumbsup: Once again, I ran into difficulties with the OWW at the top, where I kept thinking the miner needed to start going to the left, when in fact it's the other way around, where you're supposed to start the miner going to the right. Some things never change, I guess :XD: Certainly the hardest part is getting a blocker to block in the right place so that he can use the builder bridge to keep going to the bottom left. The second blocker isn't as difficult to place, but you still have to make sure some lemmings happen to be nearby when the miner is around the right place. Something tells me you got inspiration from the Maso level from Dovelems, as it too also uses two blockers to turn a miner. You could had had it happen with your Cerebus level from United too :P
Nightmare 24 - Rise of a Digital Nation Ah, one of the hardest levels of the rank as well. Not only is the puzzle quite difficult, but the timer is really tight. This one certainly took me a while on Lemmini back then, and it was true to an extent here as well, although it didn't take me as long as I thought it would. In some of my earlier attempts, I kept trying to get a lemming to finish the final gap to the right at the very bottom so as to avoid using a builder in the section right above it for the same gap, but this never worked. The digger/bomber on the right side can be super tight on timing. I think more often than not when the bomber was successfully with getting the right entrance to go to the left one of them kept turning back to the right on Lemmini, which you couldn't afford to happen because you would run out of time otherwise.
Nightmare 25 - The Flameout Looks intimidating and difficult due to the size of the level, but it's not too hard. It's still challenging, though. Perhaps the most difficult was getting the timing for the part with the terrain that has arrows going in both directions and making sure no one is nearby to give the builder enough time to build over the gap before anyone can fall through. Nice level, though. I ended up saving 1 over the requirement, so maybe minor backroute too?
Nightmare 26 - The Master System Yet another level that looks overwhelming and intimidating due to the huge size, but it's not too hard either. Once again still challenging. Way more frustrating to do on Lemmini due to not knowing whether you placed the miners correctly ahead of time, which is especially problematic with the very long miner section at the very beginning. That's definitely a nice trick and also with sending two climbers up the left side and bombing the first to allow the second to get up over the top. Quite a nice level and one of your best designed with the Sega tileset.
Nightmare 27 - Unsecure Area Oh man, that's a lot of masher traps at the start :laugh: Can be difficult, but it's still not too hard. Here, I had a problem with being a builder short in some early attempts, but that's because I used one of them unnecessarily. More using builders to extend a miner here. As a matter of fact, this trick is used for the remaining levels of the rank, starting with the previous one. Something that I barely realized just now :lem-mindblown: One of my favorite levels to an extent. I didn't use one of the climber pickups, so maybe a slight backroute?
Nightmare 28 - Cranking the Stress Hard level, especially with a tight timer. Getting the setup for the miner can be difficult. Once again, need to place the blocker just right to turn the miner.
Nightmare 29 - Lemtris Version X Very intimidating and difficult level, considering the huge amount of Tetris blocks you need to get through. Diggers might seem plentiful, but they surprisingly run out fast. I think I remembered having some of the more important skills leftover, but here I ended up using all the destructive skills. I certainly remember feeling a huge sense of relief when it finally all worked out on Lemmini. Being economical and getting the most out of your skills is the name of the game here.
Nightmare 30 - The LIVING NIGHTMARE Certainly the hardest rank finisher in the entire pack, although for the final level of the pack it's nowhere near the hardest level. It's just even moreso in NL, as it's more properly patched up in contrast to the Lemmini version, particularly since I used the stuck climber glitch to solve it. It's good to know that it's not required to solve, and so I really overcomplicated it, although it does allow me to save some skills on that version :P Pretty much some tricks that have been seen on many of the previous levels come together here, most notably using builders to extend a basher and to extend a miner.
Now that I've played and solved this level again after so long, albeit a patched up version, once again I'll reiterate what I said in the United pack topic, and that a better way to put my feedback would be to say that Nightmare 30 "feels" harder than Genocide 41, only because it's less obvious where the skills go in the former than on the latter and hence Genocide 41 "felt" easier to me. Also because how I generally have this view that levels that use only the classic 8 skills tend to be easier than the ones that use at least one Neolemmix skill, but I suppose it's just all about getting familiar with the skills. Even then, I agree that they both have their own difficulties as the final level in regards to the packs they come from. In Nightmare 30, certainly the hardest part was setting up the middle left-most entrances just immediately to the right of the pyramid structure where the exit is to work out. There's very little room for error here, particularly with the fire blower traps on either side, and so the lemmings from either side have to fall just right in between in order to survive. Also getting the builder bridges set up right for extending the basher, but luckily that crowd is quite tight so that it makes the timing easier.
Overall, great job with this first pack of yours, and now that I've played through it again after so long but on New Formats NL for the very first time, I definitely remember why I liked this pack so much when I first played it on Lemmini years ago. I can also see why it's a highly regarded pack from the community. Of course, I've played both your Reunion and United packs, and there's absolutely no doubt that United is the much higher quality pack and is many times better, as it definitely shows how much you have grown as both a level designer and level solver.
I am looking forward to playing your Isolated pack when it's done and ready! Also, I still need to take a look at the new levels that you have made for the NL Introduction pack, as well as resolve some levels that have been patched up in the meantime. And of course, I look forward continuing to be your pre-tester and pre-testing your future contest levels ;) See you around when you return from your hometown!
Thanks for all the feedback, replays and kind words! :thumbsup:
I will slowly work myself through these and prepare a new patch with some comments. :)
Worked through everthing and released a patch!
V 4.8 is out!
- 2 01 (removed timer)
- 2 06 (removed timer)
- 2 08 (removed timer)
- 3 03 (removed timer)
- 3 04 (removed timer)
- 3 22 (removed timer)
- 3 24 (removed timer)
- 4 01 (added OWWs up to the sides of a pillar)
- 4 08 (added a gap, + 1builder, removed timer)
- 4 12 (added steel)
- 4 13 (removed timer)
- 4 18 (removed timer)
- 4 23 (removed timer)
- 5 06 (removed timer)
- 5 12 (6 builders are now a pick-up skill)
- 5 21 (added steel)
- 5 27 (added a OWW)
I mentioned earlier that there are a few things in this pack I 100% would do differently today due to changing of standards (level sizes, timers, pachelbel's canon,....). 1 thing I couldn't stand anymore looking through the replays again: Some really unnessesary timers - away they go (or at least most of them).
A few backroute fixes were needed, the rest is acceptable/intended. :)
Resolved the levels that broke my replays: 4 1, 4 8, 4 12, 5 12, 5 21, and 5 27. How are these new solutions? I still don't use one of the climber pickups for 5 27. Seems that it's optional just to finish the level faster. I also save 1 over the requirement.
V 4.9 is out!
- 4 08 (the blocker is now a pick-up skill)
- 5 21 (removed timer)
All but 4 08 are now acceptable. :)
5 27 is really just a minor variant but contains all important parts.
4 8 resolved. This should be intended now, and if so, very nice solution! :thumbsup:
Yes, this is intended now. :)
V 5.0 is out!
Includes a backroute fix recently added based on ShmoLem's PimoLems replays:
- 5 02 (2 builders are now a pick-up skill)
Quote from: IchoTolot on August 19, 2021, 01:44:19 PM
V 5.0 is out!
Includes a backroute fix recently added based on ShmoLem's PimoLems replays:
- 5 02 (2 builders are now a pick-up skill)
I meant to report this issue from a few months ago, but it kept going over my head :XD: I don't know if this was intentional, but I noticed that Nightmare 2 plays a Pimolems track instead of a Reunion track for NL. I have to suspect that when you fixed Shmoley's backroute for the level in Pimolems that you overwrote the Reunion file with the one from Pimolems and hence that's why it has the wrong track assigned :P Minor issue that doesn't break the level in any way, but let's say I'm being pendantic here :D
Quote from: kaywhyn on July 12, 2022, 08:39:27 PM
I meant to report this issue from a few months ago, but it kept going over my head :XD: I don't know if this was intentional, but I noticed that Nightmare 2 plays a Pimolems track instead of a Reunion track for NL. I have to suspect that when you fixed Shmoley's backroute for the level in Pimolems that you overwrote the Reunion file with the one from Pimolems and hence that's why it has the wrong track assigned :P Minor issue that doesn't break the level in any way, but let's say I'm being pendantic here :D
Exactly ;P
V 5.1 is out!Fixed the music on 5 02.
Oh no, more backroutes :( Yup, I went there :P Several solutions attached for Nightmare 21, the first one which is a very glaring backroute. That's easy to fix by putting more stuff in the way like you did on the left side of the emerald structure.
The others aren't as severe, though maybe acceptable challenge variants rather than slight backroutes? Second solution has some skills leftover and saves the requirement exactly. The third solution swaps a skill at the beginning with one of the leftover skills of the second solution but are otherwise identical. The fourth solution is essentially a more efficient version of the second one.
I recently went through my video series on this pack again, and when I got to Nightmare 21 I had a suspicion that it could still be backrouted, and indeed it's sadly true.
So now that I have finished Lemmings Reunion and all the things over Christmas have settled down a bit, I want to write down some notes about this pack. I will start with some general thoughts beforce I come to the individual levels. I will do this rank by rank.
It's the end of quite a long journey of almost five months. I started playing Lemmings Reunion on July, 28th and finished in the morning of Christmas Eve. I didn't play every day, but constantly. The only longer break was nine days, from September 8th to September 17th. I really rushed through the first two ranks, but then it became quite tricky and the progress really slow. The difficulty curve levels off a bit in the end in my opinion as I think the Nightmare! rank is not significantly harder than the Ultra-Violence one. While I would say Lemmings Reunion is AMONG the hardest packs I ever played, it doesn't contain any of the hardest individual levels I ever played. The difficulty comes more from the consistency - there are hardly any real breathers in the higher ranks. Also the levels are absolutely fair designed. If one finds a hackish, unelegant solution, one can be almost sure that it's a backroute. And I most certainly backrouted several levels. My only slight point of criticism would be that some of the tricks within this level pack are a bit overused, such as extending bashers by bridges (plus a few other ones). The music is not my cup of tea, too as I'm not a big fan of variations of the Original Music. I prefer the original ones or, even better, completely new tunes. But that's just my personal taste. All in all this was a great pack which is now among my favourites with Insane Steve's World, Lemmings Destination and Sublems.
Now here are the individual reviews.
I'm TooYoungToDieSpoiler
1. Just Dig! Reloaded! - Nice level to start the pack. A tutorial level which teaches the player how to use diggers. Failing is almost impossible unless one acts really stupid.
2. Hell of a Bash - The Basher-tutorial-level is even easier and thus a very quick solve.
3. Ups and Downs - Could be difficult with other skills provided, but Climbers and Floaters make it a cakewalk.
4. Iceblocked - Blockers prepare the path. The right exit can't be reached.
5. Don't Mine If I do - At least it's not completely irrelevant where to mine, but again an easy Tutorial-level.
6. Bomb your Way through - Now, Ladies and Gentleman, let's introduce the bombers. Losses are inevitable...
7. City Builders - I've got a special (negative) relationship to this tileset. I find it chaotic and really confusing. Now we got our final skill taught.
8. Your Turn! - Good lord, this music....! In opposition to some other users in this forum, I'm not an opponent of 10-of-every-skill-levels. As long as they are not repetitive, I like them - especially since they are often open-ended. This one's quite straightforward.
9. How about some help over here? - The first contact with one-way-walls is the highlight of this level in the brick tileset.
10. Uneven Terrain - Things get a tad harder with bashing directly from building, avoiding traps and finding the sweet spots for building. Fortunately there are more than enough builders here.
11. Coming Home for Christmas - Another step forward with building a bridge from the bottom to catch the crowd.
12. The Rise of Egypt - The amount of skills becomes fewer, but there are still more than enough. A levels that looks harder than it actually is.
13. In The Gym - It's mainly building and bashing, but you will need almost all of your bashing-skills.
14. Be careful, Icarus! - This is certainly a step up, at least for novice players. Very nice tune here, one of my favourites in this pack.
15. A little bomb test - All the skills are needed. Climber-bombing is a new element, but can be worked out easily.
16. In the Shadows - A typical Worker-Lemming-Level with the crowd being contained by a blocker. Sort of a level that can be found plentifully in the Original Game, but not so much in NeoLemmix. I like them from time to time in the earlier parts of levels packs.
17. Preparation - Some emphasis has to be laid here in doing the things in the right order. Otherwise, a quite tame level.
18. And for my next Trick... - It's clear that the left obstacle has to be eradicated from above. One of the harder levels for beginners in this rank.
19. Save Your Blockers! - Since all Lemmings have to survive, the Blocker must, too. So it's critical where he has to be placed. Which is the only challenge here.
20. Lemming in the Sky with Diamonds - Annoying level with tons of bridge-building between tiny platforms. Reminded me of Ski Sloping Lemmings. Would the Beatles like this one?
21. The Saviors - Nice concept which is not hard to figure out. Making it work can be a bit tricky, though.
22. Bubbles and Builders - Another good one. To avoid deadly falls, one of the last Lemmings has to do the major work.
23. Oh, you wanted some of these? - No blockers there anymore to contain the crowd. Fortunately there are different ways...
24. No Knight Shall Die! - Easy level which doesn't require any special tricks.
25. Good Sportsmanship - The first level with a 99-Release-Rate and one of my favourites from the rank. It's not trivial how to isolate a pioneer from the crowd and defending his head start til the end - which is the level all about.
26. Tomb of Ramses II - Look intimidating due to the number of hatches. But it's not too bad. The amount of skills is more than enough to bring all the Lemmings home.
27. The Sega Way of Blocking - Will be a hard level for those who don't know the required trick. The only level in the entire pack which demands this trick, too.
28. Morituri te salutant! - Tricky level. Terrain-removing skills are scarce and should not be wasted. I'm not sure if my solution is intended for I think the climber should be used somehow.
29. Roofjumpers - One of my absolute favourites, very well-desgined. Gives a hint what to expect in the later ranks and took me a while to figure the solution out.
30. Disturbance in the Matrix - By far the hardest level in the first rank and another favourite of mine. There are several tricky things to do here, such as releasing the initial blocker or coordinating the three pioneers so that everything falls into place in the end. Just like the level before, this one is very clever designed.
Thanks for playing @Swerdis! :thumbsup:
As everything is complete now, I will soon find a nice afternoon where I will go through the vids+comments and search for some backroutes for my fix list. :)
Reunion is my first pack and looking back to it I often find things I would not do today or stuff I whish I did differently. I think this would be the case with any 1st pack from an author. That would also include the overusage of some tricks you mentioned that where totally mindblowing/hot stuff for me at that time and I did try to spread it more out and diversify them in later packs.
Music is, of course, totally personal taste and I won't hold it against anyone if they prefer their own playlist. ;)
It is really good to see though that it still holds up as a pack you can recommend for players who at least have some custom level experience.
Hello Icho,
I can totally understand that and it shouldn't sound offensive in any way - it was just what went through my head when I finished your first pack. I had a lot of fun playing it throughout the past months. And as for the music: I NEVER play packs with a personal playlist. For me it's an act of politeness. A creator deserves that his pack is played the way he/she provides it. Sometimes, the music of a level is directly connected with the level itself, be it the title or tileset or whatsover. Playing such a level with a totally random different music will distort or dilute the playing-experience, I'm convinced of that.
Now here are the next individual reviews.
Hey, Not Too RoughSpoiler
1. You Go First! - Very appropriate start of the next rank. Introduction of the compression method to bring one (in this case: two) Lemming(s) through the trap.
2. Christmas Climbing - I had some problems with this one. First I overlooked the 50 climbers for whatever reason, then I didn't see to assign a second climber from the bottom to build the final bridge in time. Good level!
3. Distract them! - When I remember correctly, this was a first-attempt-solve by me. Which means I got the concept quickly and I immendiately found a solution for every upcoming problem. I like this kind of levels!
4. Egyptian Riddle - Another easy one, but I feel this level can be a bit annoying for people who are quickly overwhelmed with multi-tasking. The concept with leading the Lemming to their specific locations and block them is great although I think I played a level similar to this one I a different pack before (can't remember which one, though).
5. We are but Lems! Rock! - The hardest thing here is the digging part as a part of the green crystal must be removed too.
6. Please, Stop! - I'm a BIG fan of Two-Lemming-Levels and this one proves why. It connects a bit with the level before, at least the digging part.
7. The Cage - Lots of bridges, but I used up almost all of them. Not sure about a slight backroute as I saved the blocker.
8. Pyramid Trio - Maybe I overcomplicated things here, but I found this level really tricky. Don't know if it's intended to do synchronous bridge-building with three Lemmings over the trap in the central pyramid - but it worked.
9. Drunk Lemmings On Their Way Home - My first roadblock in the pack. Hardest parts were the beginning area, to prevent the Lemmings from turning around and the strange-shaped house left of the water pit.
10. Masters of the Mining Sport - With a bit experience playing this game, a very easy level. Turning miners around with miners can be difficult to execute, though.
11. Trick and Trap Time! - Ah, the first of several levels that uses the "Laying a brick through a thin wall so that another Lemming can land on the other side" trick. I learned this one in Insane Steve's World which made extensive use of it. So for me, this was a not a complicated level, but I can imagine, it's the case for others.
12. On a crystal clear night - This is one of my favourites from the rank for all the different techniques it uses, for example bashing into steel. I also like the fact that not the pioneer, but the first Lemming of the crowd ultimatively completes the path - which is only possible since the digging part is done so quickly.
13. Let's take the Highway - Not so easy level, maybe because of this tileset with all its hidden holes. I saved a bomber, so maybe not entirely intended.
14. Walking on Bubbles - Fun and pretty challenging one. I like the way the basher goes underneath the bubbles.
15. Blast Furnaces And Fiery Depths - The furnace is gonna burn us - at least some are allowed to die. An intimidate looking level and indeed a race against time. Not my favourite level for sure, but a good challenge which wasn't as bad as I initially thought.
16. I'ts Just The Yellow Lemon Tree - Most likely a backroute as I got several skills left. I found this one super easy.
17. Wheel Of Fortune - This one stumped me a while. Actually is was quite clear what to do here, but I couldn't make it work for a long time.
18. Bash and Mine Time! - Is harder than it actually looks. My solution is probably not quite intended, especially the bashing-part to make the wall climbable.
19, Middle Age Mining Technique - For me, a breather. Extending miner tunnels with bridges can be hard to see for unexperienced players, I admit that.
20. The Pillar Cells - Challenging one. The climbers have to be used with thought! Can easily become impossible if things are done in the wrong order. Also, the first level which makes use of the basher/digger staircase.
21. Valley of the Sphinx - Not easy as well. It demands some precision to stop the crowd from following the leader and to free the blocker later.
22. Rock and Metal - I like this level a lot! Having multiple Lemmings work on different parts at the same time is always a good thing - especially when everything falls into place smoothly like here. The long bridge from the right side can be a tricky thing, though.
23. Let's Block some Lems - Another really good one which demonstrates the variety of possibilities to block a Lemming as the title suggests. Not easy to figure out sounce I overlooked that the pioneers are allowed to die.
24. Knights of Honor - The beginning part with giving the leader enough time to build his bridge can be a bit tricky. But once this is done, the levels turns out to be a complete breather.
25. Maschendrahtzaun - A crappy song, but I don't like this level either. With all the given skills, i think it's way too easy for its position. Also, it's too long though I normally like long levels.
26. Line of Steel - A much better and not too hard level. At the bottom end of the pillar it can be a little tricky to make sure that exactly two Lemmings walk to the left - which is necessary to close the gap in time.
27. Learning the Dark Mining tricks - I think there are even darker mining tricks, such as canceling miners with miners (what I personally loathe). Anyway, an easy level near the end of the rank.
28. The Official Lemmings Swim Team - It was quite clear what to do here, although the fine-tuning was a bit difficult. Had to blockers and two bashers left - maybe a small backroute?
29. One Basher To Rule It All - Not only miners can connect, but bashers too, as this levels proves. Since I'm often too lazy to assign multiple climbers, I did it all with one. Which was possible, but made the level drag on forever.
30. The Fusion The final level of this rank is fun to play, but not overly hard. The most difficult thing is probably the right timing as there are several Worker-Lemmings in action. Especially the zig-zag miner tunnel through the dirt can be tricky. It's clear that the two diggers must saved until the very end, since there's no other way to pass the crystal blocks.
All in all, this rank is a slight increase in terms of difficulty compared to the first one, as it should be. It's still quite relaxing in my opinion, but things will pick up pace soon...
QuoteI can totally understand that and it shouldn't sound offensive in any way
I think you may have misunderstood me here - I am not very good at expressing myself in textform anyway :'( -
in no way I found anything offensive here. In fact, I prefer to hear everything in terms of feedback, positive and negative, so that future projects can be better overall and current can be adjusted to at least an degree.
In my comment, I was just monologing a bit about my personal feelings of Reunion in the present: A good first effort, but today I could have done much better. (as it should be with experience)
So, in fact, I would share your opinion about quite a few things here. ;)
So, be assured that I won't be offended by any form of constructive criticism! :)
@SwerdisGreat review! :thumbsup: However, there's a couple of things I'm confused about in the spoilers, such as your feedback for 1 6 and 2 10. In the former, you mentioned that it "introduces the blockers" when it doesn't provide any and is actually a bomber tutorial level. The blocker tutorial level is 1 4.
For the latter, again you mentioned blocker in your feedback when in fact it once again doesn't provide blockers and instead teaches a different miner technique ;)
Other than that, I agree with a lot of the feedback you wrote. It's quite nice to hear and read of your experiences with a pack that I too really like in spite of it being Icho's first one he made. In addition,
Quote from: Swerdis on December 27, 2022, 07:40:36 PM
And as for the music: I NEVER play packs with a personal playlist. For me it's an act of politeness. A creator deserves that his pack is played the way he/she provides it. Sometimes, the music of a level is directly connected with the level itself, be it the title or tileset or whatsover. Playing such a level with a totally random different music will distort or dilute the playing-experience, I'm convinced of that.
I'm completely onboard with you regarding the music for level packs. I too always play level packs with the music pack as intended for the pack and by the author. The only exception I've made is for Lemmings Plus Alpha, as honestly I'm not much of a fan of the SMS Lemmings tracks, because I personally don't really like them.
Instead, I grew up with the Dos/PC version of the Lemmings music tracks and hence I have a preference for them.One thing to keep in mind is a lot of the levels are far different now and have changed so much from their original versions due to backroutes and whatnot. This is especially true since there have been several people who have played through the pack from way back in the days like josh and namida, and also including pre-testers like Akseli and Nepster.
Then I finally started playing through the NL version of the pack last year and some levels still needed fixing. So really, in your playthrough, you're looking at levels that have been patched up since my playthrough of the pack from last year.
@IchoIs it weird that whenever I read Swerdis' feedback that I have all your Reunion levels memorized?
I don't have all level titles of the pack memorized, just that when I read the title in his feedback I know instantly which level is being talked about. It probably all comes from how I constantly rewatch my video series on your level packs, as I've probably done so at least 10 times now or so :laugh:
Thank you Kaywhyn for your feedback. You're totally right, I confused something here. I just meant bombers when I wrote blockers. The other thing is a bit more complicated since I really memorized this level (without checking it again) with blockers turning miners. But it's miners turning miners. Next rank is coming soon, I promise.
Started going through your vids today @Swerdis and there are definitely some things to fix there. ;)
Enjoying the series so far, I should be able to get the patch out this week at some point. :)
Hi,
here are my notes for the next rank.
"Hurt Me Plenty"Spoiler
1. Path of Ankh - This level really got stuck in my head since it is so good. The solution, if it's the intended one, is very smooth and clear although some part are well-hidden. Stopping a digger with a blocker is seems to be one of Icho's signature tricks within this pack ;)
2. Casualty Count - Well, it took me a while to understand the puzzle here. I like the way the bombers are used here and how to ensure that the builder is not interfered by all the other Lemmings.
3. And Here Comes The Lemming Train - Didn't really remember that one which is strange since it's a nice one, too. Hardest part was definitely the beginning area and how to do that with the four available diggers only. The rest of the level was easy.
4. The Sports Bar - A huge roadblock for me and a level that would fit well into the "Ultra-Violence"-rank for my taste. The way to isolate and delay the later pioneer, the core-trick which is rarely used in other packs and helps to save that one bridge which is urgently needed - all this is hard-to-see stuff. Another good one, though!
5. Don't Get Sucked! - Much easier. I'm quite familiar with the miner-turning-trick. When this was done, everything fell into place here.
6. Winter Soldiers - A very nice one-of-everything level, which was a bit on the easier side as well. I like the way to turn the digger around!
7. Nightstalkers - Entirely based on timing, this level is a bit trickier. The beginning can be hard as only three Lemmings are allowed to make their way directly down - one to explode, one turned right, one left. Once this has been achieved, it's relatively clear what to do next.
8. Redeeming of the Dead Lemmings - I'm not a big fan of remakes of the original levels. Not because they're sacrosanct, but because I find them boring after all those years - but that's a personal thing. It is said that there is a 100-percent-solution of the original "Cascade"-level, but I don't know if this solution here is identical to that.
9. The Royal Halls - Hard, but very clever one. The bashing part right of the entrance is really genius - how do you come up with such ideas?
10. Did everyone tun Left? - Looks easier than it actually is, but wasn't that bad in the end. Climbable walls that don't exist from the beginning, but have to be created at first, are always hard to see.
11. A Rocky Mountain Night - Nice idea with the half-shaped moon here. The level itself isn't that hard, but correct blocker-placing is key.
12. Lost your Ground? - Funny one which I solved with the blocker-turning-digger-trick. Which made the rest of the diggers obsolete and me backroute this level.
13. The Glacier Station - It was a little tricky to estimate where to bash, but apart from that, this is a very good one-of-everything-level.
14. Go West! - Looks a bit intimidating with its four hatches, but wasn't too bad in the end. The title seems to be no red herring since the "eastern" exit probably can't be reached.
15. The Lemming Tank Suicide Train - Though this looks pretty straightforward and there are plenty of builders, I found this a hard one! The builders run out surprisingly quickly, I had to use them all.
16. Green Hill Zone - Overall, not a too hard level. The trickiest part was to find a viable way through the SEGA-letters, deterring the Worker-Lemming from walking to the water pit. This took several attempts.
17. Staircase Under Construcition - Probably too easy for its position. Saving the two pioneers in the end is probably the trickiest part.
18. You don't need them! - No blockers here, hence the title - but the puzzle is not a really hard one. Still, one of my favourite levels from the rank.
19. To Hell and Back - Demanding,yet great level which makes use of "The sports bar"-trick again. Took me a while.
20. Castle Get-Together - This one didn't give me much headache as it was clear how to pass the pillars. Here, I could assess quite well from the beginning which skill had to be used at which place.
21. Field Trip - Challenging level and a very, very nice one. Good idea to save the left blocker with the final Lemming and lead these two exclusively to the left exit. Using both to bash simultaneously is probably not intended, I'd guess.
22. A Christmas Journey - Easier than the previous, but not trivial. Here, I found the basic plan early, but failed with details for quite some time. Such as digging down the one-way-arrows for example.
23. Sternenhimmel - My least favourite level in the rank. Hard, annoying and not fun to play in my opinion. I'm not sure at all if my solution is intended as it looks pretty hackish. The beginning part is clearly the most difficult.
24. The Alternative Way - Another level that looks easier than it actually is. I really had problems with the timing here, but I don't know if everything is intended the way I did it.
25. Metropolis - The placement of the two bridges at the bottom is tricky, but I think it doesn't matter if they are built from the left or the right side. The rest is a bit confusing due to the tileset, but not too difficult.
26. Evolve - This one is very fun to play. Most important thing is to prevent the Lemmings from climbing out of the green crystals by digging at the right spot. It's a bit surprising that the long bridge in the end takes less time to build than the digger needs inside of the crystal. These diggers are so slow...
27. Whispers And Lights - Using compression here can be hard to see. Otherwise, this level is a bit of a breather which is very welcome when I look at the next but one...
28. Dirty Work - A good challenge, that one, with a harsh time-limit and scarce skills. The right timing can also be problem. Turning the worker with a bridge in a tunnel finally seems a bit unconventional and is probably not intended.
29. Controlled Release - Plain and simple one of the three hardest levels in the entire pack for me. This one took me forever. I didn't give the rightmost part of the level much attention which turned out to be a mistake. I'm quite good at finding backroutes from time to time, but here, this wasn't possible at all. Always one skill short. When I decided to just let the Lemmings walk to the right, the was a step into the right direction and I could finally solve this level after countless attempts.
30. Edge To Insanity - Nowhere as hard as the level before, but very fun to play. At this point of time I was able to spot these nifty tricks like the one from "Hurt me plenty" 4 which appears here again.
Overall there were some hard nuts to crack here, especially level 4, 23 and 29. 15, 21 and 28 were tricky, too. Very good level design here, again. With the exception of "Sternenhimmel" and "Redeeming of the Dead Lemmings" I liked them all.
Quote from: SwerdisAlso the levels are absolutely fair designed. If one finds a hackish, unelegant solution, one can be almost sure that it's a backroute.
That's the beauty of
Ichotolot's levels/packs :laugh:
V 5.2 is out!
Fixed backroutes found by Swerdis and did some visual maintenance:
- 1 28 (added steel)
- 1 30 (adjusted the solution: - 1 blocker+basher+bomber)
- 2 02 (added steel)
- 2 08 (added terrain)
- 2 12 (removed steel)
- 2 16 (adjusted the level a bit: - 1 builder, removed OWW, removed+adjusted some terrain)
- 3 11 (- 1 bomber, + 1 save req)
- 3 16 (added terrain)
- 3 20 (adjusted terrain on the right side)
- 3 21 (added OWW)
- 3 22 (added steel)
- 4 01 (removed a trap, + 1 save req)
- 4 03 (added steel, adjusted trap positions)
- 4 07 (visual fix)
- 4 11 (adjusted OWW)
- 4 16 (added steel, visual fix)
- 4 18 (a digger is now a pick-up skill)
- 4 21 (visual fix)
- 4 27 (adjusted terrain, added and removed steel)
- 5 06 (adjusted terrain, a blocker is now a pick-up skill)
- 5 07 (a bomber is now a pick-up skill)
- 5 08 (adjusted OWWs)
- 5 11 (added OWW)
- 5 12 (split up the bbuilder pick-up skill)
- 5 14 (added steel, 2 diggers are now a pick-up skill)
- 5 15 (added steel, adjusted terrain)
- 5 21 (adjusted terrain)
- 5 22 (added fire)
- 5 27 (adjusted terrain)
- 5 28 (added steel, visual fix)