I was unsure whether a pack where not everything about the levels is set in stone should still be considered "in development". But as I've seen in a neighbouring thread, Nessy has also released a pack yesterday and might still do some changes to fix backroutes. Therefore, since all five ranks in my pack are completed, I consider it "finished" for a first version.
So let me hereby introduce you to
PARALEMS.
(http://i.imgur.com/EkSAqeu.png)
:compat-new:
:compat-ver-10-13::compat-yes:
I decided to go with this name because the pack strays from the mainstream NeoLemmix philosophy of being a puzzle game. It should therefore be noted right from the start that
mechanically, this may be a NeoLemmix pack, featuring lots of the new objects, skills, and zombies;
philosophically however, it is more of a Lemmix pack. Don't expect puzzles only when you download this, because that is not what PARALEMS is going for!A quick overview of what you're getting yourself into here:
General- Paralems has
150 levels distributed equally among
five ranks: Harmless, Disturbing, Disgusting, Abhorrent, and Demented- some levels are
re-runs of original Lemmings levels, but this time they have to be solved with different (NeoLemmix-) skills
-
quite a few levels contain zombies, however they don't appear prior to the Abhorrent rank
- Paralems tries to go along with the original Lemmings philosophy of "different cognitive demands from different levels". While some levels may be "
puzzly", others will "measure" different cognitive skills, such as
multitasking, creative (ab-)use of gameplay mechanics, or just pure
reaction speed.
- There are
time limits on most of the levels, again going along with original Lemmings.
-
Occasionally, there will be hidden traps or exits, like in the original Lemmings. This is mostly done for aesthetic reasons, or to create the impression of the Lemmings actually entering into a building, a spaceship, or similar. Therefore, for exits it is usually fairly logical where they are going to be. As it is also said in the pack itself, looking behind doors, windows or inside buildings / vessels might be a good idea in general. You obviously can always use true physics mode, but I doubt it will even be necessary: On a macro scale, the position of the exit should be quite obvious, and on a micro scale, the skill blueprint of a digger or basher stopping at the trigger is a clear hint something is going to happen there ;) .
-
Beware of animals ;) . Most of them are not friendly, even if they may be in other packs...
Spoiler
(http://i.imgur.com/tQSWMgY.jpg)
Friend or foe?
(http://i.imgur.com/PZMFC9z.jpg)
Does this look familiar?
(http://i.imgur.com/Jvj9j1P.jpg)
A more puzzly one
For the
"reaction time" levels, you obviously could run them with the pause button switched on. I can't stop you from doing that, but you will probably notice pretty quickly that you're fooling yourself ;) , because these levels are
specifically designed to measure speed.
For the
multi-tasking levels, I recommend zooming out by using the scrolling button of your mouse. It's really helpful for keeping track of all that's going on simultaneously at opposite ends of the screen.
Spoiler
(http://i.imgur.com/hlzA526.jpg)
Multitasking!
The extremesWhile most of these levels are pretty "normal", I've also made some to deliberately take things to their extremes. There is:
- a level
without any terrain- a level
without any skills (that doesn't mean you can't do anything, though... ;) )
- a level situated
entirely under water- a level that will
fail before the "Let's Go!" sound if you aren't fast enough :D
- an
ultimate trolling level where all the normal rules of Lemmings are turned on their head... ;)
I can however assure that all of these levels are solvable, and I will gladly upload replays of any particular level as a proof :D .
Flavour and musicMany levels in this pack are definitely more driven by flavour than by mechanics. Their titles will refer to movies, books, music, politics... or just the current state of the world.
There might be some stuff in here that could theoretically "offend" some people; to me, no concept or idea is above scrutiny or mockery - like original Lemmings sparked some controversy with "All the 6's".
Spoiler
(http://i.imgur.com/Ja07SMv.jpg)
(http://i.imgur.com/k5hYrHd.jpg)
Mmh... where might the exit be in a pirate level?
The allusions to the mentioned topics are usually more than obvious, so especially for "movie levels", it would make sense to
run them with the original scores as soundtrack. Obviously, these are copyrighted, so I can't upload them.
But in case you own any of the tracks yourself, since they are quite popular, I encourage you to put them into your NeoLemmix music folder under the following names, so that the levels where they belong to automatically recognise them. As long as you only do this for private use, it will certainly improve the atmosphere of playing this pack :D .
I obviously wouldn't suggest doing this though if you're a Let's Player, like Flopsy, namida, IchoTolot etc. ;)
Spoiler
Movie scores:
Apocalypse Now / Richard Wagner "Ride of the Valkyries" - RW_ride
Bionicle movie soundtrack - Bionicle_main
Game of Thrones main theme - GOT_main
Harry Potter main theme - HP_main
Pirates of the Carribean "The Black Pearl" - PC_blackpearl
Pirates of the Carribean "He's a Pirate" - PC_pirate
Pirates of the Carribean "What Shall We Die For?" - PC_wswdf
Orphan Black main theme - OB_main
Raumpatrouille Orion main theme - orion_main
Star Wars main theme - SW_main
Star Wars imperial march - SW_march
Star Trek main theme - Star_Trek_main
The Walking Dead main theme - WD_main
The X-Files main theme - X_files_main
Twilight / YIRUMA "River Flows in You" - YIRUMA_river
Lastly, there is a level called "Srpski level" ;) . If you get what that refers to, the soundtrack for that one should be named serbian_main.
National anthems (instrumental):
American national anthem - US_anthem
French national anthem - France_anthem
"Kekistani" anthem "Shadilay" - KEK_anthem
Video game music:
Lemmings 3D soundtrack (I name these according to the first level they appear in)
"Take a Dive" - 3D_turkarmy
"That's right" - 3D_piano
"A shortcut through the forest" - 3D_woodwaltz
(the other song from the forest levels) - 3D_forestparty
"Alpine Assault Course" - 3D_alp
"Alilems" - 3D_alien
"Hole in Ten" - 3D_golf
"Hole in One, Two, Three" - 3D_carribean
"Dot to Dot" / Haunted Moonbase - 3D_moonbase
"The prisoner" - 3D_egypt_prison
"King Coder's tomb" - 3D_egypt_king
Hype: The Time Quest soundtrack main theme - HYPE_main
Hype: The Time Quest soundtrack tower ascension - HYPE_ascend
Hype: The Time Quest soundtrack race - HYPE_race
Divinity 2: The Dragon Knight Saga soundtrack, Sentinel Island theme - DIV_sentinel
Worms World Party main theme - Worms_main
Songs by bands:
Nightwish "Imaginaerum" - NW_imag
Nightwish "Last of the Wilds" - NW_lastwild
Nocturnal Rites "Fool's Parade" - NR_foolsp
Schandmaul "Sturmnacht" - SM_sturm
Schandmaul "Waldgeflüster" - SM_wald
TEN "March of the Argonauts" - TEN_argo
TEN "Remembrance for the Brave" - TEN_remem
Sugababes "Push the Button" (instrumental) - SUGA_push
Günther "Ding Dong Song" - dingdong
Blink182... well, they made a little song that has something to do with a dog ;) - Blink182_dog
Those last two are the only two pieces with sung vocals.
This is my first attempt at creating a level pack, so bear with me :D . Thanks to the NeoLemmix engine, you can play these levels in whatever order you like, so I hope there's something in here for everyone.
Some levels may be too easy or have backroutes; some may be too mean; some just redundant or not in the right rank for their difficulty. Hopefully we will be able to identify those together.
If I've sparked your interest and you're ready to take a look, I always appreciate your feedback ;) .
Download link, Paralems Version 2, since this file seems to be too large to attach:
https://www.dropbox.com/s/r005kodylk2o33z/Paralems.nxp?dl=1
150 levels! :lem-shocked:
I will give it a shot soon! Can't wait to play the "ultimate trolling level".. ;)
Thanks! :) As you can probably imagine, that level comes quite late in the game.
I've just noticed however that you will probably be the only one on this forum who understands the 15th level of Harmless... I doubt the title is grammatically correct though :D .
Just finished the first rank, and I love it! Great intro levels, and I really felt like these had a similar feel to the Fun levels in original Lemmings. I cannot wait to play the other ranks! :thumbsup:
My replays are attached, here are some general comments about the levels:
Spoiler
I like hidden exits as long as either it's obvious where the exit is, or you have tons of skills and the level is an exploration level rather than a puzzle level with a hidden exit. Dungeons and Lemmings and Treasure Island did an excellent job with this, while Twilems, Praise Kek, and The Phantom Lemace I felt were not obvious enough. I also know that lots of forum members dislike hidden exits of any kind even if they are blatantly obvious where they are hidden, so that's just something to keep in mind.
Despite The Phantom Lemace having an unobvious hidden exit with fairly restrictive skills, the UFO the exit is hidden in is an amazing piece of architecture! :thumbsup:
I feel like Three Waves of Leminism should be further up the rank, as it was quite a bit trickier than the ones after it.
Death Titan is my favorite level in the rank; it is very similar to the boss fight levels I put in my SubLems pack! :D
Hey Colorful Arty, thanks for your feedback! ;) I guess we're going to have a lot of "inside spoiler-conversations" now ^^, but it's certainly better this way than doing everything via PM, in case others who have finished the rank want to read it as well.
So spoiler warning for the Harmless rank:
Spoiler
Twilems - Yeah, that's one I've been considering to remove for a while now, and I'm glad you confirmed my suspicions ;) . I don't even know what I was thinking with that one, I only remember it was one of the first levels I build. The two platformers don't make sense at all, because they aren't enough to make it across the water, nor do you have enough swimmers to save everyone. I guess back then I thought the platformer could be used in NeoLemmix just the same as in Lemmings 2, where the platformer's bricks are thicker so they can cover up trap triggers. That would have been an alternative way to pass the stomper on the right... but there's a disarmer for that anyway, so it's really misleading. I really only kept that level for atmospheric and aesthetic reasons. Perhaps I can thoroughly rehaul it into something interesting, like replacing the door of that house on the right with a (visible) exit and forcing the way down there with one-way-down arrows?
Praise Kek - I honestly completely forgot about the hidden exit there! ^^ Well, I guess I could just remove a couple of bricks inside the pyramid on the right, and it wouldn't make a change to the level mechanically whatsoever. Especially since there's another much larger pyramid in the level that is probably a huge "bait" for the player to guess the exit was there. Thanks for pointing this out!
The Phantom Lemace - Here we have the dilemma, and I'm glad you recognised that as well ;) : This is what I meant in my starting post by "hiding the exit for aesthetic reasons": It certainly LOOKS cooler with the exit being hidden inside the UFO, but since it's not a building or has a door, it's not that obvious where to look and makes the level more annoying mechanically. My hope was the level structure from left to right would imply "get to the UFO", but that's easy enough to say for me as the creator. It could just as easily be in that little triangular thing.
So perhaps I should just borrow that "EXIT" logo from the LPIII-Sky-tileset and slam it right on top of that UFO? :D
Three Waves of Lemminism - Well, your solution was not quite the obvious one ^^. You picked the team behind the one-way blocks as the "salvation team" by bombing against the direction. The intended way to solve this was simply to build up to the ceiling with the team on the right, and then bomb through it. Free the guys on the left by bashing through the one-way block, and mine down to those on the bottom left while they build up to meet the others there.
But now that you say it, I remember that "Call in the bomb squad" from original lemmings, where the same strategy of bombing through the ceiling has to be used, doesn't appear until all the way up to the end of Taxing! So in its current form, this level definitely has to go higher. This was one of the levels I created on WinLems first, so I didn't have a Fencer.
Adding one or two would obviously make this much easier and pull it back to Fun difficulty, I guess... but it's probably better to keep the level this way and exchange its position with some level from a higher rank, one that might turn out to be too easy? There certainly will be a couple :D , and it's good to know we have another difficult one up our sleeves to replace one of those easier ones with.
The Death Titan - Haha, that's surprising to hear, because that's precisely one of those aforementioned levels which I thought would be too easy! Well, if you liked that one, I can promise you will see that beast again ^^...
But yeah, it's also one of these pure-flavour levels, kinda like original Menacing, which wasn't really mechanically challenging either.
Loch Lemmond - Thanks for showing me that gap in the terrain right before the exit! ^^ That will be fixed in the next version. Originally I wanted the lemmings to go all the way over the flag... then I did some solutions with going through the pole of the flag, but never underneath it. I might add some steel though in the next version and thereby enforce the way over the top of the flag.
Taming the Beast - The way you solved this level, by stalling the other lemmings with builders and having the disarmer walk across the snail while the others bash through it, that was definitely worthy of a higher ranking! In fact, you solved several of these Harmless levels the way their re-runs will have to be solved, for example "Treasure Island" and "Zig-Zag" (my brother gave me that idea, but I kinda expected a seasoned player like you to know that trick as well, and I wasn't disappointed ;) ).
By the way, I haven't created any talismans yet, but
try to solve "Tailor-made for stackers" with saving 100% ^^ - it is possible, and you're going to need that trick for a later level...
I played the first two-and-a-half ranks. They indeed resemble much more the original game, than many of the newer custom packs. Even though some levels were clearly not intended to be played with all the framestepping and other help, I made use of the liberally. Replays are attached.
Some general remarks
1) You have some amazing designs, like "The Death Titan", "The Menagerie", "Face the Hydra" or "The Phantom Lemace" (though I took the trap to be the exit, there)
2) From the puzzling perspective, I liked "A staircase of skulls" most, at least so far.
3) Do you have a working replay for "Skies aflame" (Disgusting 10)? As far as I can tell the hatch and the exit are completely separated by the steel wall and the fire trigger areas on the top.
4) If a hatch has preassigned skills, we usually place pick-up skills with the corresponding skill on top of the hatch, to inform the player about that.
5) Some levels have a huge amount of builders or platformers, e.g. "Suomalainen Lemminkainen". This makes the level much less interesting, because one can just build over all the obstacles.
6) In several levels, you give us lots of lemmings, who will still spawn when the road to the exit is finished. This is a matter of personal taste, but I prefer to reduce the number of lemmings in such cases.
7) I noticed that on some of the levels, you filled in the author field, while it is missing on others. It's only a minor detail, but you might want to make this uniform.
Thanks for playing and uploading your replays, Nepster! I will return to your pack soon, too, I just took a pause to look at Nessy's new offering, after other users had said the level building style of the two of you was very similar ;) .
Judging from your replays, you solved a lot of these levels the way my brother solved them, so I will encourage him to try your pack next - apparently you and him seem to think in similar patterns ^^. Except that you seem to like builders a lot, even when other skills would provide a faster route ;) ...
That takes me to your remarks, I'm going to answer in spoiler form again.
Spoiler for Harmless rankSpoiler
Quote1) You have some amazing designs, like "The Death Titan", "The Menagerie", "Face the Hydra" or "The Phantom Lemace" (though I took the trap to be the exit, there)
Thanks a lot! I guess Death Titan has a safe spot in the pack now... to think I almost considered removing these two levels ^^!
And that airlock on Phantom Lemace is totally an exit! Just probably not to where you want your lemmings to go to :D . But yeah, putting the "EXIT" sign from the Sky tileset on the UFO as an overwrite object will hopefully help.
Nice trick on "Taming the Beast" / "The Menagerie" to trap the crowd behind the dog! I was impressed with Colorful Arty's solution already, his way of solving it was all about timing - kinda like you did it in "Torture Pit".
And I see on the next level, your lemmings didn't all have to rise up, because you had a "cunning plan" ;) ...
I also liked your take on "Three waves of Lemminism". There seem to be so many different solutions for this level, there might be potential for a re-run in there. That's the nice part about Fun-difficulty levels, giving the player enough extra skills to toy around, and see what they come up with.
Congratulations on finding the 100% solution for Tailor-made for stackers! As I promised, that knowledge will be useful, in fact vital to you on a later level :) .
Btw, I appreciate your ambition to solve levels without using the disarmer whenever possible! ^^
And thanks for going over the top of the flag on Loch Lemmond! You're the first one to solve this the intended way! ^^ --> needs more steel
Spoiler for Disturbing rankSpoiler
Quote2) From the puzzling perspective, I liked "A staircase of skulls" most, at least so far.
Your solution has shown me that apparently, 10 stoners are enough for this one. 11 is an odd number to go with anyway. I'm just not sure whether the level would become too difficult for the second rank if I removed that one stoner.
You kinda backrouted the other staircase level, "Staircase to Armageddon". However, it was not an obvious background for me, so I might just leave the level this way. However, I might be primed / biased towards the bombing solution due to this being an adaptation of a Worms World Party level.
The solution to remove the backroute would be to cut the single blocker; that would require the player to make a trap pit at the bottom using bombers, like on "Turn around young lemmings" in the original game. That's a Tricky level, so it would probably still be justifiable to do that on a second rank. Might push the level a little higher within the rank, though.
I've also been considering to cut two bashers on "It's not always what it seems", because I had also found the 1 miner, 1 basher-solution and I believe that would just be a nice thing on top to make it a little more deserving of the second rank.
You've also saved yourself some platformers on "Across the seven seas" by digging in a different position than I always did, so I can probably reduce their number as well.
Spoiler for Disgusting rank (up to level 10)Spoiler
Quote3) Do you have a working replay for "Skies aflame" (Disgusting 10)? As far as I can tell the hatch and the exit are completely separated by the steel wall and the fire trigger areas on the top.
Are you sure all of those are fire areas? ;)
Quote4) If a hatch has preassigned skills, we usually place pick-up skills with the corresponding skill on top of the hatch, to inform the player about that.
Mmh... I hadn't thought about that :) . May be worth considering. I'm just going through all the levels in my head and wonder whether I might break some levels by doing that - because these pickup skills would be legitimate objects in the level. Some players might try collecting them ^^. This obviously wouldn't be of any use for the lemmings coming out of that specific hatch, because they already have that particular skill. On levels with several hatches with different preassigned skills however, like "Volunteers first!", this might give skills to certain lemmings who shouldn't have them. Since this hatch labeling would have to be done consistently for all 150 levels, I'm a little hesitant.
Furthermore, there are also a lot of zombies that have skills. Some of them come out of hatches, but others are pre-placed, so those couldn't be labeled, either. For the pre-placed ones, the player has no choice but to identify their skills by reading the letter code. That's why I've included an info screen about the abbreviations before the first skilled zombies-level; I hope that will suffice :) .
Quote5) Some levels have a huge amount of builders or platformers, e.g. "Suomalainen Lemminkainen". This makes the level much less interesting, because one can just build over all the obstacles.
I answer to this here in the Disgusting spoiler, because "The Pit and the PenduLem" is certainly the level most guilty of that. I was way too generous with builders back when I build this one for WinLems. "Suomalainen Lemminkainen" is a perfect example of where I could enforce the way down through the trees by just cutting some builders, indeed. Unless the player bashes at exactly the right place for the first tree, however, going through all of them will require a bomber. That in turn will require to turn loose the crowd at that stage in time already, so I wanted to provide some extra builders for "security staircases" that prevent the crowd from splatting while a single lemming is building.
Quote6) In several levels, you give us lots of lemmings, who will still spawn when the road to the exit is finished. This is a matter of personal taste, but I prefer to reduce the number of lemmings in such cases.
Okay, neat idea... I just guess this is heavily dependant on how fast someone creates the road to the exit, and how early they turn up the release rate ^^? You as a seasoned player are obviously faster at that than a more casual player.
I might look into that, it seems to be a comparatively minor issue, though. Plus, the number of lemmings coming out is actually slightly more relevant with time limits. I did deliberately reduce the number of lemmings on a level from the Demented rank, because there the number in combination with a destructive skill that had to be used at the end could really make or break the level.
Quote
7) I noticed that on some of the levels, you filled in the author field, while it is missing on others. It's only a minor detail, but you might want to make this uniform.
Yep, I feared that would be the case ^^. Will remove the author names for the next iteration, because it gives me a reason to look at every single level file again, anyway :D .
PS: A note to Raymanni: The "ultimate trolling level" (it's not named that way, though ;) ) will probably be ruined instantly if you use true physics mode. So if you enjoy getting trolled, resist that temptation - you can't un-see things, after all ;) .
PPS:
QuoteEven though some levels were clearly not intended to be played with all the framestepping and other help, I made use of the liberally.
I just wanted to state at this point that I really miss the Frenzy gimmick ^^. Lemmings Revolution made excellent use of that! :P
Some comments to your reply
QuoteExcept that you seem to like builders a lot, even when other skills would provide a faster route ;) ...
Well, I have a frame-stepping hotkey, that advances a little bot more than 10 seconds and so takes to exactly to the time when the builder finishes. This way I can build long bridges extremely fast, much faster than using lots of different skills that would otherwise yield to a solution that is shorter in game-time. :P
QuoteYou kinda backrouted the other staircase level, "Staircase to Armageddon". However, it was not an obvious background for me, so I might just leave the level this way. However, I might be primed / biased towards the bombing solution due to this being an adaptation of a Worms World Party level.
The solution to remove the backroute would be to cut the single blocker; that would require the player to make a trap pit at the bottom using bombers, like on "Turn around young lemmings" in the original game. That's a Tricky level, so it would probably still be justifiable to do that on a second rank. Might push the level a little higher within the rank, though.
Well, this level has an obvious solution without the blocker: Just bomb at the beginning and then turn 40 lemmings into climbers and let the others die. As the save requirement is only 40/80 lemmings, that's sufficient. I just felt bad for killing so many lemmings, and thus used the more elaborate 79/80 solution.
QuoteAre you sure all of those are fire areas? ;) [in Skies aflame]
Ok, this is a perfect example why markes above exits with preassigned skills are so useful. I paused before the first lemming appeared and then decided the level is impossible due to the missing swimmers. ;P
QuoteOn levels with several hatches with different preassigned skills however, like "Volunteers first!", this might give skills to certain lemmings who shouldn't have them.
There are usually two ways around this: The preferred way is to put a small steel block near the exit and the pick-up skill in the middle of this steel block. A second way is to mark the pick-up skills as a fake object. As players won't know this until they try picking it up, this is usually very frowned upon and should only be used as the very last option.
Attached are only a few replays this time, because "Tower of Babylem" (Disgusting 22) gives me an error "List index out of bounds (17)". Without having actually debugged this, it very much sounds as if you have an old version of a style, which still has more objects than my up-to-date one. Probably some backgrounds are still contained as proper objects in your version.
So please redownload the styles from the NeoLemmix homepage, either via the editor (Tools->Download Graphics Sets) or via the player (Options->Check for Style Updates Now), and then try to open the level in the editor and see whether this gives you any warnings.
Moreover I noticed that your pack is created with an outdated Flexi Toolkit for version 10.12. While this shouldn't create any problems, I would advise downloading the most recent version of the Flexi Toolkit.
I've started playing through this and jumping around the difficulty ratings. It's been pretty fun so far, though the difficulty does fluctuate quite a bit.
Troll levels just don't work in NeoLemmix, as I learned the hard way. Pretty much anyone is going to press the clear physics button and then all of the trolling is revealed.
I do like how you put the traps behind the creatures. It just looks neat, even though there are some who I know will hate this. "The Black Widow" was pretty fun to see how the traps were stacked up like that.
I do believe I've found some backroutes though. "Painful Parkour" seemed a bit too easy because I found a way to basically ignore the bottom half of the level, and "Luring Lemmings into mousetraps" can be done by just using a digger near the start and cranking the release rate. I also feel like "Lemming epigenetics" and "Shock absorber" aren't different enough. The reduction in skills for the harder level doesn't really change anything.
These are just some things I've noticed up to this point. Overall it's looking good though!
QuoteAttached are only a few replays this time, because "Tower of Babylem" (Disgusting 22) gives me an error "List index out of bounds (17)". Without having actually debugged this, it very much sounds as if you have an old version of a style, which still has more objects than my up-to-date one. Probably some backgrounds are still contained as proper objects in your version.
So please redownload the styles from the NeoLemmix homepage, either via the editor (Tools->Download Graphics Sets) or via the player (Options->Check for Style Updates Now), and then try to open the level in the editor and see whether this gives you any warnings.
Thanks for the advice, I've updated all these styles now, it seems like there were indeed updates available that I didn't have yet. However, opening and playing "Tower of Babylem" in the editor works the same as usual. I'll take a look at your replays now and see whether any errors occur while doing that.
EDIT: Nope, everything works in my version!
Sometimes, the game crashes indeed, but when this occurs seems kinda random. I've had this happen to me for example on "The Wall (Part II)", restarted the game and everything worked fine. So there doesn't seem to be any particular level that is damaged. I've only noticed that "Throw me a lifeline" takes quite long to load on the preview screen; perhaps that's due to a higher resolution of the gigalem_dragon tileset?
Spoilers for nin10doadictSpoiler
QuoteIt's been pretty fun so far, though the difficulty does fluctuate quite a bit.
That's what we're here for: To determine the best sequence of the levels to create a more or less linear increase of difficulty ;) . So if you have any specific examples of levels that should be higher up or lower down in your opinion, I'd be glad to hear them! :)
QuoteI do like how you put the traps behind the creatures. It just looks neat, even though there are some who I know will hate this.
Yeah, this goes along with the flavour-based nature of the pack. Some people may complain that Nessy is a trap on pretty much all of the levels (the only exception being "Gaze of the Basilisk", but that one is just different in that Nessy petrifies your lemmings rather than eating them). Since I've made clear right from the start what this pack is going for, I'd advise those players to use flavour-based logic rather than pure game-mechanical logic: It's a giant snake beast. Of course it's going to be dangerous for lemmings! :P
QuoteI also feel like "Lemming epigenetics" and "Shock absorber" aren't different enough. The reduction in skills for the harder level doesn't really change anything.
Perhaps that's another case of solving the first iteration of the level the way the re-run is supposed to be solved? ;) If you've figured out the more complicated solution required in the re-run already on the first try, obviously the re-run won't feel any different. In order to judge this, I'd have to see your replays of those two levels.
A possible way to make them more distinguishable would be to remove the cloners from the first iteration and either raise the number of lemmings spawning or lower the saving requirement.
Quote"Painful Parkour" seemed a bit too easy because I found a way to basically ignore the bottom half of the level,
There are two routes through this level, an upper one and a lower one. Whichever you pick, the other half of the level will be ignored. To judge whether you still actually backrouted the level (which in my book would mean e.g. "I only needed to use a fraction of the provided skills"), I'd have to see your replay. Otherwise, I've seen several unexpected solutions to some levels thus far, but as long as they still require all or almost all of the provided skills, I would just consider them an alternative solution rather than a backroute. If someone can do clever tricks with skills that the average player doesn't know, I want to reward the player for that to some extent. A backroute for me would only be if someone takes massive shortcuts in relation to the entire size of the level.
One exception being "Snakes and Ladders": Anyone who ever played this as a board game as a child will know that this game in its original form is in fact all about backroutes and traps itself (hit a ladder and you take a shortcut to the goal; hit a snake and you fall down again). That's why there are pre-placed ladders in the level. As long as any route a player takes goes roughly along the lines of one of these wooden staircases, I consider it a fair and fine solution.
QuoteTroll levels just don't work in NeoLemmix, as I learned the hard way. Pretty much anyone is going to press the clear physics button and then all of the trolling is revealed.
I know, that's why I've warned Raymanni and other players who apparently seem to enjoy getting trolled :) . This is really just an offer the pack makes. If a player doesn't want to bother with that, more power to them, just "push da button" and advance to the next level right away. But I will leave the level in there for other target audiences to enjoy... or rage over :D .
Though I would hope the solution to that trolling level is hopefully not quite so obvious even when all the gimmicks are known. It certainly requires several lemmings to pull off, not a classic "pioneer does all the work" thing ;) .
Spoilers for NepsterSpoiler
QuoteWell, this level has an obvious solution without the blocker: Just bomb at the beginning and then turn 40 lemmings into climbers and let the others die. As the save requirement is only 40/80 lemmings, that's sufficient. I just felt bad for killing so many lemmings, and thus used the more elaborate 79/80 solution.
Great observation! So the problem was specifically the 50% requirement. Reducing the climbers to 20 or 30 and raising the absolute number of those that have to be saved to 50 or 60, in combination with removing the blocker will hopefully solve this :) . Thanks!
QuoteOk, this is a perfect example why markes above exits with preassigned skills are so useful. I paused before the first lemming appeared and then decided the level is impossible due to the missing swimmers. ;P
1) The lemmings have green pants, so it's clear they have a preassigned skill.
2) The player can see the preassigned skill any time he orders a lemming to do something, because it's visible in the bar when hovering the mouse over it.
3) There's also some lava in the pit between the two huge pieces of blue terrain. A lemming will easily fall into that by accident while the other one is building, or while doing the stoner part, and if not earlier, that's the latest point someone will find out they are swimmers. Also, if you go to true physics mode, you will see that thing at the bottom is water, not fire. Even though this label can't be seen for the lava at the top, it's clear that both are the same object.
As I've said before, I'll look into each single level again anyway, and see whether there's any particular one that might be broken by pickup skills being placed over them.
If not, I don't see a problem in adding them. If so, we'll have to reconsider. I hadn't thought about making them fake objects, but I agree that would be inconsistent because they wouldn't be visually distinguishable from actual pickup skills.
However, if I do place them as normal objects, some players, at least those familiar with Neo Lemmix etiquette, will understand them as labels; whereas others will feel specifically encouraged to try and collect them, even if they wouldn't have searched for such a skill otherwise. Those players would actually be confused about the route to take by bonus pickup skills, rather than having an easier time solving the level. It's kinda a "damned if you do and damned if you don't".
That "placing the pickup skill inside a block of steel" might actually work best! In that case, I will have to check whether adding that steel pieces interferes with the terrain somewhere, rather than the pickup skill interfering with the solution itself.
There are still exceptions, though:
For example, there is one level later on in Demented with a pre-placed X-athlete lemming. Hovering the mouse over it will only tell you "X-athlete", not e.g. whether it's a floater or a glider.
There's no way to signify this without placing pickup skills in the landscape that other lemmings could easily reach.
Also, some levels have hatches placed above each other
with the lemmings coming out left and right. There's no way to signify that either, is it? A player will have to wait for the first two lemmings to come out in order to know this. In order to find out they have a preassigned skill, they will only have to wait for the first lemming.
So I think I can expect that much "patience" from the player. Since I've made clear this isn't primarily a puzzle pack, I guess it can only do so much for the ambition to solve the level by thinking it through even before the hatch opens.
If that's what you want, I am currently working on some further level ideas that I might compile into a more puzzly pack later on. Would likely call it "Pit Lems", as it would be more in line with Pit Droids philosophy. Yet, even in Pit Droids some hatches spit out several different types of droids. So even there, it's not always possible to judge what type of creatures will be coming out of a hatch before the first attempt of playing the level. ;)
QuoteMoreover I noticed that your pack is created with an outdated Flexi Toolkit for version 10.12. While this shouldn't create any problems, I would advise downloading the most recent version of the Flexi Toolkit.
Thanks for informing me! I will simply do that when I do the overhaul, after having looked at each individual level in the editor again :) .
To your level solutions:
Skies aflame was not intended that way, but that's one good example of an alternative solution! Digging down at the edge spared you from having to stone in between building, but then you had to dig down to get the other lemmings on track (though I guess you also could have used a stoner at the edge to break their fall). I could add steel at the edges to prevent that from happening, however there still wouldn't be anything to stop a player from stoning low, just slightly above the lava pit, and build a continuous staircase starting from down there. I like to force the player to do "Stepping Stones" solutions, i.e. building on top of stoners' heads, but I guess it would be quite a hassle to enforce that all the time ;) .
The collapsing tomb might need some steel down there to prevent the basher from bypassing all the traps. My brother did it the same way; the high numer of miners, each intended to erase a single trap trigger, obviously makes it too easy to get through the pyramid and dig to the exit when used in reverse. That said, as long as there's terrain left to mine into, this also means the terrain can be bashed through, thereby erasing all the triggers in one swoop.
No, actually the solution must be to remove the basher alltogether :D . I thought it were necessary to get from the ramp-staircase on the right to the exit, but two more miners would be just enough (one for the pyramid, and one for the sand heap).
The docks have been solved slightly differently by everyone I've seen so far. But I don't see the necessity to enforce any specific solution here.
Mary had a little lem. Very nice solution! Probably the best way to save the most lemmings while making use of all the skills. Just the fact that a disarmer is there obviously doesn't mean all the traps have to be disarmed. I might actually raise the saving requirement so the player has to find specifically your solution :D !
In memory of Steve Irwin. Again one everyone has solved differently so far, don't feel the need to enforce anything specific.
Filling the gaps. Well, you saved yourself the hassle with the first couple of gaps and thereby created the hassle of having to build a stoner staircase ^^. But you still had to use almost all the stoners, so this is just another viable solution. The intended way was to send a glider on the right "pillar of Hercules", have him build towards the terrain at the top (the platformer is there to make sure he doesn't bump his head), then bash through, and by virtue of being a glider he will land on the platform with the exit. From there he can dig down to enable a straight path to the top for the climbers you assign then. Obviously, you can only do that do lemmings facing to the right, because otherwise they will climb across the remaining pillar of Hercules on the left and fall to their death.
Encased in concrete. Another level you solved the same way as my brother. Perhaps I should place the hatch a little more to the right to avoid that shortcut? The intended way was having the lemmings land on the platform at the bottom, build up to the square with the exit and fence your way up through it.
Finally solved the remaining level!
Regarding the bug I encountered: Once I deleted my tancastle.dat file, it worked perfectly fine. I don't know whether my version or the in-built one is the more recent one, but likely the cause was on my side.
QuoteSometimes, the game crashes indeed, but when this occurs seems kinda random.
This is very likely due to several consecutive levels using too many different graphic styles. The game then has problems creating all the bitmaps. Fixing this bug is one main reason why there will be a new-formats version of NeoLemmix.
Comments on single levels
Skies aflame: You are absolutely correct, but I have the tendency to pause even before the first lemmings appears and to plan my route...
Diggy Liggy Lo: Very good level!
The Prison Cells: Excellent level! :thumbsup: I just would let the outer traps start a little bit farther away, to make it clear that lemmings may fall down there.
Tidal Wave: The same 100%-solution as for the original Cascade works here, too.
Underwater Hangar: Amazing level idea and design! But why is the air full of updrafts when there is no visual sign of that? That's not really fair to the player!
Apocalems Now: Very nice level. The final fencer, stoner and builder are rather precise (and unnecessarily so), though.
Journey to Emeria: Sorry, but I am not a fan of this level. No overarching idea and some arbitrarily placed crystals.
Don't lock me in!: This on the other hand, is an excellent level again.
Sneak past the guards: This was very annoying, because without changing the release rate, only the last lemming is about one second short. Please either reduce the time or the number of lemmings, or both.
Pull the plug: I usually don't like zombie levels, but this was surprisingly much fun to play.
Push da button: My solution might not be completely intended, but it was a great level anyway.
The bee's knees: Sorry, but this idea has been done to death already.
We are not invited: I would strongly encourage you to remove my solution...
Help! Get the Ratcatcher! Good level, but these are supposed to be squirrels, not rats ;P
Mafia Methods: Very nice level!
Buried Knowledge: I never noticed the zombies until I looked now at the levels to write the feedback :lem-mindblown:
Beam me up, Lemmy: Although I cannot think of another solution, this one seems very backrouty.
Diggas in Paris: Very nice terrain layout!
Lems going their own way: ...into the same hatch ;)
Synchronized performence: Although my solution might not be 100% intended, this was the hardest level in the pack. Excellent solution!
Divided we fall: Fortunately one has to assign only four diggers. The same goes for its repeat.
Aerial bombardement: Another excellent level, though it uses zombies.
Rest for the Wicked: Nice level!
Alemhu akbar! Sometimes I am really happy, that you didn't have timed bombers available ;P
Make yourself useful: Again a surprisingly good zombie level.
Can you get it for me in time? Excellent level! :thumbsup:
Let down your Lems: Didn't we already have this stoner-staircase in a previous level?
Maze of Omnipotence: This looks like it could become an amazing level, but currently one can just bash at the bottom towards the exit...
The Lempire strikes back: Why are there zombies, if they don't do anything threatening?
The ultra-trolling level: ...gets the ultra-trolling backroute ;P
You can't even...: Very nice idea, but there is one main problem with this level: One only sees after twenty seconds whether the RR-changes at the beginning worked or not. So the level requires lots of blind tries with no way to easily see what's going to work or not. This is rather frustrating. It would be a lot better, if both hatches were a lot nearer to the teleporter.
Dark fate of Atlantis: Nice idea, but that hidden trap is horrible!
Winter is here: Is it really intended that one can just wait until all zombies died and then play a zombie-free level?
Congratulations, Nepster, you've been faster than my brother on this one and are thereby officially the first one to complete
PARALEMS! ;)
Similarly to before though, you did in fact use a lot of the same solutions as my brother once again ^^. Details see below.
Spoilers from Disgusting to DementedSpoiler
The prison cells. Unfortunately I don't quite understand what you mean here by "make it clear that lemmings may fall down there". Could you elaborate on that?
Tidal Wave. My brother simply used the Cascade solution, I'm glad you just told me about it again and then proceeded to find a solution with a higher saving rate. I will most certainly increase the requirement on this one. I could either enforce your solution as the only correct one by setting the bar quite high, or I might allow a couple of different ones, too - but just saving 10 like on Cascade is most definitely too easy.
Underwater Hangar. Well, that's just what the updraft on Colorful Arty's underwater tileset looks like ;) - a dark blue background. Originally, I wanted the lemmings to glide through the exit trigger, but I don't know whether it responds to that. It certainly works for swimmers (see "Splish Splash)". Currently, one can simply build to the exit, so the updraft was a nice little trick to slightly increase the difficulty, making it necessary to cut the staircase behind the builder. Otherwise, the lemmings could just keep walking over the bridge while it is being build, because regular swimmers dropping into water can survive any fall. Being a glider therefore is actually a disadvantage here ;) .
Apocalems Now. I didn't even know it was possible to make the lemmings walk through a bit of grass on the dirt tileset; I just fenced through the entire thing, used the stoner to turn the crowd around, and then sealed the fencer tunnel again with the builder. Any remaining piece of terrain the lemmings will usually be able to jump over. So it's not actually that precise since it's not necessary to solve the level specifically as you did it ;) .
Journey to Emeria. For some reason, my brother kept struggling with this level, that's why I left it in. This is one of the WinLems remnants: He struggled with it in its original form, and did so again this time. However, in the end he worked out a pretty nice solution to almost save everyone (replay is attached). With the current saving requirement, you can just let a major portion of the crowd die while building, as both you and I have done (though we took different paths across the landscape). But it is possible to trap the crowd on this level, and I might actually enforce that solution by raising the requirement. Not so boring anymore, is it? ;)
By the way, this is another flavour / allusion level, so the terrain choice wasn't as arbitrary as you might think (http://magiccards.info/zen/en/213.html)... ;)
Sneak past the guards. Before you ask me to change anything on this level, you might want to consider what the stackers can be used for ;) . This idea was also featured in the NeoLemmix introductory pack, so if that's not fair, I don't know what would be :P . Both you and my brother used timing / release rate to solve this level, but that is not actually required until Demented 27 ("You can't even"). There's a much easier solution, you just made it harder for yourself ;) .
Push da button. That was an advanced way of solving it, pushing both buttons with the same lemming! :D I was generous enough to give the player two climbers, so the upper one can mine in order to allow the one who dropped down to get back up again. If I enforced your solution by only providing a single climber, that would certainly make this level worthy of Demented difficulty. Apart from that, your solution was actually pretty close to the intended one.
The bee's knees. Well, not everyone has played through as many packs as you have ;) . Remember that this pack also features introductory levels for the new skills in the Harmless rank; a seasoned NeoLemmix player won't need those either, nor will they need a level like "I got a little trick in mined", because they already know the concept of using destructive skills to trap or turn around crowds. I want to use this pack to teach some general tricks to players; the original game kinda just started demanding these things from the player starting at around late Tricky. If a player couldn't figure it out, later levels were pretty much impossible to solve, as well, because digger traps etc. just became self-evident from then on. People who knew about this idea, in contrast, will have had a much easier time solving the remaining levels, too.
We are not invited?. Yep, same backroute my brother used. The walker was intended to turn around the pioneer lemming sent across the rooftop as a glider - but in combination with pre-placed blockers, the walker of course was precisely the wrong choice for that job :D , because it's clearly overpowered here. Now, since I don't want to kill the scout lemming, in order to replace the walker, I have the choice between a stacker and a cloner. I'll probably use the cloner, because it's less obvious. Actually, the original scout lemming does die in that scenario by walking off the screen, while the clone continues the job :D .
Help! Get the Ratcatcher! Mmh... they look quite grey for squirrels... ;) Though I could come up with a different title, squirrels seem less dangerous than rats (again, Magic players might disagree ^^, but otherwise...). What would be feasable way to communicate "lemmings vs. squirrels" - perhaps "Gnaw Wars"? :D
Buried knowledge. Ok, this one clearly needs more steel :D . And while I'm at it, I will add a fifth trap up there next to the exit. Because there's another backroute where the zombies don't have to be used either. So far, no player has used it, I just found it myself by calculating through the skills again: Rather than just fencing towards the exit, as you did it, one could build up on the right, as if to create a path for the zombies, and then there would still be exactly four builders left to build across each of the four traps. A fifth one, in combination with some horizontal steel beneath the traps, should shut down both of these unintended solutions :D.
Beam me up, Lemmy! Great! If you couldn't think of a different solution thus far, this means me adding some steel on the left will force you to come up with something completely new at least for this level ;) .
Diggas in Paris. Good thing the exit is so large that it lies partly outside the Louvre :D , so I guess this one doesn't count as "hidden"?
Lems going their own way. Another one my brother solved the same way, the release rate just seems to be too low. I hope it works if I just bump it up all the way to 99.
Synchronized performance. The main difficulty of this level actually wasn't intended; however, oftentimes it occurs that when the fencers come from both sides and the crowd is released, the first lemmings to fall down are lumped together too closely, so no matter who gets to be the blocker, some will always slip by, too many to meet the saving requirement. It seems like you've found a systematic way to get around this; with my solution, this was always more of a trial-and-error thing.
Let down your Lems. This one is a little different: "A staircase of skulls" had a stoner staircase from below, and a rather simple one. On "Filling the gaps", you brought the stoner staircase on yourself, it is not actually part of the intended solution ;) . In this one, the lemmings on the right are supposed to climb over the pillar (the bombers are required to create a hole for them to go through), and then create the staircase for the crowd below from above - hence the title :D .
Maze of Omnipotence. Again: Needs more steel. Thanks for pointing it out to me! ;)
The Lempire strikes back. Looks like I need some kind of trap(s) on the left in order to force the lemmings to go up through the updraft on the right, rather than just building to the top. If you do that, the zombies do actually become dangerous shortly before the end of the level, as soon as the slowfreeze pit (a.k.a the carbonite chamber :D ) has been entirely filled up. Then they will come towards the remaining crowd and infect them, thereby causing the level to fail if the player has already started to go into fast-forward mode without taking into account that the slowfreeze pit can't hold an infinite number of zombies ;) .
No idea what you're thinking of! A fine solution, although it seemed rather... painful considering the level terrain ;) . I guess you can imagine what the intended route looks like...
The ultra-trolling level. Not the intended solution, but certainly one that qualifies for "thinking outside the box". Even I am not nasty enough to make that exit on the left a fake exit, I just wanted to make it nigh impossible to get to. The intended solution is to go across the water (which is actually fire, so the swimmers, which the lemmings on this level naturally are, will die). In order to do that, a combination of builders, stoners, and platformers has to be used. Then the lemmings can get into the exit on the bottom right, because that piece of steel covering the trigger is not actually steel, but just normal terrain.
You can't even. There is actually a more sophisticated approach to this one than trial and error, since it is a rerun ;) : You can simply go back to the first iteration, "Resistance is futile", you will notice that the release rate on that one is set to a very unusual 18 from the start. That's to make sure it can't be lowered to a point where this level could be solved the same way as "You can't even" - by setting the release rate to 17. 18 is just enough for the zombie to slip by the teleporter while the first lemming gets through. So, starting the trials from the release rate of the first iteration of the level downward will get you to your goal a lot faster than slowly dialing up from 1 to 17. ;) That's about as much complexity as I could add into a level without any skills. Remaking it would therefore be quite chaotic, 1) because it is a rerun, so it wouldn't make sense to change the physics as much as placing the trap doors elsewhere, and 2) because the distances between the single objects are truly crucial on this one. This level is indeed all about timing, in contrast to the aforementioned "Sneak past the guards" ;) .
Dark Fate of Atlantis. You're welcome :) . Originally, I unticked "no overwrite" for the trap, so it would be visible on top of the stone. But that just looked silly. When I additionally found out that the trigger areas of all this water everywhere render the true physics mode useless for spotting traps, if only for this single level, I just had to exploit that! :D Write down the number of seconds it cost you to rewind and place the bomber correctly ;) . This level is all about execution anyway, there's not much guesswork going on with regards to puzzling, because lemmings can only bomb and stone, i.e. do things that kill them, while they are swimming. So it's more about getting used to these unusual physics that original Lemmings never confronted us with, than planning a route, because the route is pretty much lined out for the player already.
In the original version, without the Disgusting rank, this level was completely unique, and therefore quite a perplexing surprise. Now, "Underwater Hangar" somewhat prepares for this level, but on that level the lemmings can just be allowed to swim around freely. Here, stoners have to be used to press them down. "Shallow water. Diving prohibited" does some work at teaching the player this, since the stoners can be used to dive below the clamshell. But of course, if a player solved "Shallow water" the way you did, by simply increasing the release rate, "Dark Fate of Atlantis" might provide some more headaches.
IT'S FEEDING TIME! I'm just glad I had already added the steel at the top when I released the first version of this pack, because otherwise this level would have had just the most ridiculous backroute ever - just a single fencer, plus perhaps a builder. Looks like adding a little more steel here and there will enforce the long way around all of these hungry, hungry jaws :D .
Winter is here. The general idea is indeed to kill the zombies and then complete the level. However, the "frost fire" trap on the right is probably too much of a help for that goal, and even if it weren't there, the zombies would finally walk off the screen on the right - the only remaining issue being the time limit. I will probably remove the frost fire trap and add some kind of unclimbable thing on the right, so that the zombies will keep roaming the level until the player somehow disposes of them himself, without getting the entire crowd infected.
It seems like this time, you only had to wait for winter to pass in order to solve the level ;) . That might not be possible anymore in the future version!
Thank you very much for playing the entire 150 levels with such ambition and giving such extensive feedback! I will begin overhauling the levels now, though I'm still waiting for my brother to make it through the last couple of Demented levels, but there's enough stuff to fix on the lower ranks to get started already.
Here are my replays from the Disturbing rank. While overall well-done, there were two many builder/platformer/stacker fest levels for even MY liking, but I did enjoy them overall, and the Bitter Lemming repeat took me far longer to figure out than it should have. ;P
Also, I believe Disgusting 10 is impossible just looking at it. I even used clear physics mode to see if there were hidden exits which there weren't. >:(
I also thought Disgusting 10 was impossible just from looking... And then I started it and saw that all the Lemmings were swimmers. :o
This is why it's a nice thing to put pickup skills next to hatches that release Lemmings that have preset skills.
I kinda wish you hadn't used copyrighted tracks for the custom music. It's better than nothing, but if you don't own any of those tracks (like me) then there's no difference. And some of the default music tracks are pretty lame IMO, so I don't want to listen to it for a long time while trying to figure out a hard level. I end up muting the music and picking other music that I think matches the level theme and have that play in the background. ;)
I've managed to clear all but the last rank so far, which I have made some progress on.
A few notes on some levels...
Spoiler
I must say that Demented 30 was really fun. It looks intimidating, the title provides a good hint (which I didn't figure out for the first 20 minutes) and solving it felt really satisfying. :thumbsup: The time limit was annoying and I felt it didn't need to be there, but at least it didn't actually bite me. I have no idea what music you intended for this level, but I played it with Id (Purpose) going and I think it fit rather well.
As far as time limits go, most of them have been rather benign. A notable exception was on Abhorrent 24. It was a good puzzle and took me a while to figure out how to get all the pieces in the right places. Then, once I had done so, the time limit bit me and told me to do it again. >:( I didn't have to change my strategy, I just had to be more precise. Having to replay a whole level for that reason is super frustrating... Also that trap should be made visible, seeing as how you have to go under it because going over it seals you off later. Trying to go under a trap you can't see with that kind of terrain is also frustrating.
Thanks for sticking with it, guys! :D I consider "no ragequits so far" a first mark of success...
Spoilers for Colorful ArtySpoiler
Thanks! You've found a backroute to "Have you seen my screwdriver?" that no one had found so far! :D I thought about adding a piece of steel above the trap to prevent the player from building over the trigger, forcing him to get the disarmer pickup skill. Having consulted my brother on this, however, we agreed to enforce his solution instead by making the pillar next to the trap a one-way block. ;) Now the player will have to get the pioneer in the chamber with the exit first. It is still possible to solve the level without using the disarmer though, since there are enough builders - I guess Nepster will approve :D .
I have already started to overhaul a lot of levels. Levels that were over-generous with builders, such as "The Pit and the PenduLem", or just pointless, like "Twilems", have now both become a lot more challenging imho :D . In order to reduce the amount of building on certain level, I'd obviously have to know either the number and/or the name. While watching your replays, I found that "Across the seven seas" provides a lot more platformers than necessary, so I can easily reduce them, but that won't reduce the amount of platforming necessary to solve the level, of course.
QuoteAlso, I believe Disgusting 10 is impossible just looking at it. I even used clear physics mode to see if there were hidden exits which there weren't. >:(
Clear physics won't help you on this one - unless you were to believe that the lava on fire levels was indeed a fire object.
So I guess you're also one of these guys "just looking" at a level with the hatch still closed? ;)
Then you will love the levels where lemmings come out alternating between left and right :D !
Spoilers for nin10doadictSpoiler
QuoteI must say that Demented 30 was really fun. It looks intimidating, the title provides a good hint (which I didn't figure out for the first 20 minutes) and solving it felt really satisfying. :thumbsup: The time limit was annoying and I felt it didn't need to be there, but at least it didn't actually bite me. I have no idea what music you intended for this level, but I played it with Id (Purpose) going and I think it fit rather well.
Thank you! :D I just don't get the second part... you said "the title gives a good hint" (at what this level is about, I guess), but you had no idea what music would fit this level? ;)
Perhaps we think of this level referencing two different things? :D
Anyway, if you've picked a specific track to go along with "Winter is here", that track should in theory also be played automatically on a couple of other levels, and all of them overlap thematically - namely "The Wall" and "All Lems must die". I actually thought that was pretty obvious :D ...
QuoteA notable exception was on Abhorrent 24. It was a good puzzle and took me a while to figure out how to get all the pieces in the right places. Then, once I had done so, the time limit bit me and told me to do it again. >:( I didn't have to change my strategy, I just had to be more precise. Having to replay a whole level for that reason is super frustrating... Also that trap should be made visible, seeing as how you have to go under it because going over it seals you off later. Trying to go under a trap you can't see with that kind of terrain is also frustrating.
Would you mind attaching your replay of that level? The intended solution doesn't actually require going beneath the trap, so I'd be interested in seeing how you solved "Beam me up, Lemmy!" Also, the time limit isn't too harsh if the level is solved the intended way. It's always a little tricky with teleporters, since they take so long to transport single lemmings anywhere, but that factor has been considered already when setting the time limit. There are later teleporter levels where the timing is more critical, most notably "You can't even" (Demented 27). ;)
QuoteThis is why it's a nice thing to put pickup skills next to hatches that release Lemmings that have preset skills.
So that players don't have to bother waiting for a single second for the hatch to open? :P What's the difference between stopping before the hatch opens and stopping after the first lemming has come out? ;)
Other players have also told me about this "etiquette" of labeling hatches with pre-assigned skills. I have decided that I won't do this on this pack because I couldn't do it consistently - and consistency is something the community cares about, as well, IIRC ;) .
Some levels e.g. have lemmings coming out of a single hatch facing in both directions - no way to signal this to the player beforehand. In fact, the player can't even see whether lemmings come out just facing left or just facing right. Furthermore, there are pre-placed lemmings (and zombies) with skills. There is no way to label these with pickup skill signs without placing pickup skills in the landscape that could be collected - and making them fake objects, which has been suggested, too, would be inconsistent with actual pickup skills again.
In general, I find it funny that "Skies aflame" seems to cause so much issue. Without knowing what pre-assigned skills lemmings have, other levels would be "impossible", too - like "Volunteers first!" or "Point me to my training course", both of which appear earlier in the pack. Yet, "Skies aflame" is the first one causing trouble, apparently :D .
I'm currently working on a more puzzly pack following Pit Droids philosophy, but even those levels will have differently skilled lemmings coming out of the same hatch sometimes (as this also happens in Pit Droids). Such a hatch could also not be labeled, because placing all the skills of the lemmings coming out of that hatch above it could mean two things: 1) All the lemmings in that hatch have all these skills, 2) The hatch spits out a sequence of just-climbers, just-floaters, just-swimmers etc.
In short: Simply letting the lemming come out and hovering your mouse over it (which you will have to do anyway to actually try solving the level) will provide you with much more information than any label applied to the hatch. ;)
It's quite baffling to me that people claim a level were impossible even before they have actually tried to play it ^^. And no, calculating through everything in your head might be "trying to solve it", but not "trying to play it". Even pure puzzle levels often require some trial and error, e.g. because a player can easily under- or overestimate the length of a builder / platformer, or the angle of a miner / fencer, or just the time a lemming needs to get somewhere. Even some of Nepster's levels, which I would consider the epitome of "puzzly", have such timing challenges involved. How would you be supposed to solve these types of levels just by thinking through everything in your head? ;)
Quote
I kinda wish you hadn't used copyrighted tracks for the custom music. It's better than nothing, but if you don't own any of those tracks (like me) then there's no difference. And some of the default music tracks are pretty lame IMO, so I don't want to listen to it for a long time while trying to figure out a hard level. I end up muting the music and picking other music that I think matches the level theme and have that play in the background. ;)
I guess if NeoLemmix can't find a music file with the required name, it just plays the standard rotation of Lemmings songs? If it were only the main Lemmings music, I wouldn't consider that a problem - other packs work this way, too, like Nepster Lems. However, I believe if there's no track specified, NeoLemmix circles through the standard Lemmings songs plus those from Oh no! More Lemmings, doesn't it? ;)
Yes, some of the Oh No-songs are indeed quite lame or annoying... if any particular music annoys you, you always have the option of deliberately failing the level so the rotation goes on to the next track ^^. Or you put some of your own favourite tracks into the music folder and name them like the tracks listed in the starting post. That should be less annoying than having to switch to iTunes in between levels ;) .
Otherwise... there's always YouTube, just sayin' :D...
Quote from: Strato Incendus on September 06, 2017, 05:54:29 PM
I guess if NeoLemmix can't find a music file with the required name, it just plays the standard rotation of Lemmings songs? If it were only the main Lemmings music, I wouldn't consider that a problem - other packs work this way, too, like Nepster Lems. However, I believe if there's no track specified, NeoLemmix circles through the standard Lemmings songs plus those from Oh no! More Lemmings, doesn't it? ;)
Yes, some of the Oh No-songs are indeed quite lame or annoying... if any particular music annoys you, you always have the option of deliberately failing the level so the rotation goes on to the next track ^^.
You can remove the ONML tunes from the music rotation. Open your pack with the Flexi Toolkit and go to the Musics tab. There you will find a button "Edit Music Rotation". This determines what tunes will be played, if the ones specified by the level cannot be found. So click on this button and remove "ohno_01" to "ohno_06" (or whatever tunes do annoy you).
It's not the Oh No tracks that annoy me, I actually like all of those. It's some of the original tracks that I don't like, mainly because I grew up with the SNES version and so certain other covers of those tracks sound foreign and wrong to me. So I end up muting the game music, opening up YouTube in the background, and then playing a song that I feel will fit the level I'm on. I could have copied some of the other tracks I had and given them names so they would have played, but enh...
I did just finish the Demented rank. While I didn't think to save replays for most of the levels, I did save a few. Mainly for levels that I thought were broken, or just fun in general.
Also that time limit on Abhorrent 24 can go die, :devil: and I've attached a replay that shows why. I didn't save my original solution so I think it was ever so slightly different, but the general concept was the same.
A few more level notes...
Spoiler
On Demented 30, for me the title hint opened up the thought "Oh, winter is coming. Better find a safe spot to hunker down and wait for the storm to pass!" That thought led me to the solution in my replay.
As for Demented 22... https://youtu.be/YIvsNFMGqlw?t=6m5s
Thanks! I'll look at your replay tonight when I'm back at my PC. Sometimes players, especially seasoned ones, solve levels in a more complicated way than necessary, thereby requiring more time. However, if you still have to use all the skills as in the intended solution, it shouldn't be solely the time limit that stops you from solving the level.
Basically, it boils down to this: If I consider your solution a valid alternative solution to the intended one (which has about a minute left of leeway, so no problem with the time limit there), I will increase the time limit. If it turns out to be a complicated backroute, I won't :D . In the latter case, I would rather implement some additional elements or change the provided skills to discourage players from that alternative approach right away, so they don't find what would be a possible solution and then fail the level just due to the time limit. I'm all for saving players unnecessary frustration! :D
The main problem wih puzzly levels is that once a player has figured out certain elements, they are prone to starting each new attempt keeping that element constant - thereby probably losing the perspective for completely different solutions. I have experienced this on Nepster's "Mining company": I always start the level in a particular way of which I believe "this can't be done differently"; but in case that way is wrong, anything I try afterwards is bound to fail from the getgo.
There have been studies with professional chess players showing this phenomenon. It's a bit like playing Memory and always flipping the card first where you know the picture with certainty. A player really has to force himself to go back to the drawing board then and start from scratch ;) .
With regard to "Winter is here", it's the other way round: Nepster has already informed me that currently, the time limit is generous enough so that the player can just wait for all the zombies to die without doing anything. Hence I will definitely remove the frosty fire trap and seal the gap on the right, so that they keep moving around the level in circles and the player will have to actively dispose of them. I want it to feel like actually killing the zombies rather than just "waiting for the storm to pass". After all, I'm pretty sure that strategy wouldn't work on the Night King either ;) .
Concerning the music: Thanks to Nepster for the advice on how to drop tracks out of the rotation! I guess in order for nin10doadict to be able to do his, I'd have to send him the SYSTEM.DAT file?
Which of the original tracks are liked or not is obviously up to personal preference, in the end. Naming mp3 files as listed in the starting post would indeed be the way to have some personally favourable music provided by each level automatically without having to type something into YouTube or press "repeat" on each attempt.
On tracks you grew up with: My brother e.g. is always annoyed that when playing original Lemmings with either NeoLemmix or Lemmix, each rank starts with the Can-Can, rather than the rotation being continuous across ranks (for example, "This should be a doddle" should start with Forest Green instead). I suggested to him to dump all the level files and recompile them into a new pack with the Flexi tool. He said he might actually do that, all just to have the "correct" music matching each level as he is used to it :D .
Quote from: Strato Incendus on September 07, 2017, 07:30:54 AMOn tracks you grew up with: My brother e.g. is always annoyed that when playing original Lemmings with either NeoLemmix or Lemmix, each rank starts with the Can-Can, rather than the rotation being continuous across ranks (for example, "This should be a doddle" should start with Forest Green instead). I suggested to him to dump all the level files and recompile them into a new pack with the Flexi tool. He said he might actually do that, all just to have the "correct" music matching each level as he is used to it :D .
Mac-style music rotation. (http://www.lemmingsforums.net/index.php?topic=3211.0) This option is available for pack creators now, but namida decided not to automatically apply it to existing packs.
Quote from: Strato Incendus on September 07, 2017, 07:30:54 AM
Concerning the music: Thanks to Nepster for the advice on how to drop tracks out of the rotation! I guess in order for nin10doadict to be able to do his, I'd have to send him the SYSTEM.DAT file?
No, that's not sufficient. You would have to send nin10toadict more or less the whole folder with the SYSTEM.dat file, including all of your single levels. On the new-formats version, nin10toadict could change the music rotation even without having your SYSTEM.dat, but unfortunately we aren't there yet.
Okay, I've looked at nin10doadict's replay. Since I had already overhauled this level to avoid Nepster's backroute (i.e. added steel on the left so that the lemmings don't reach the teleporter from behind), in doing so I also made one of the pillars you fenced through a one-way block facing in the opposite direction. That was yesterday, i.e. before I watched your replay, but it happens to be this way now that your solution won't be possible in the new version of this level anyway - kinda by accident. A lot of levels need a bit more steel, both you and Nepster have shown me this especially with regard to "Maze of Omnipotence" and "IT'S FEEDING TIME!"
I was very impressed with your solution for "ELemEnts", nice alternative approach to what I had in mind! :)
For "Winter is here", yeah, the fire trap most definitely has to go. Your solution was mechanically fine, perfectly within the time limit, all fair and square - but just hiding from zombies and letting them kill themselves is just not epic enough for the last level ^^. Once again thanks to you and Nepster for showing this to me, I will modify the level to keep the zombies circling around the landscape, as promised.
@Proxima: Great, thanks a lot! I will send that link to my brother, it will save him a lot of work, hopefully! :D
PS: The intended solution for Abhorrent 24 ("Beam me up, Lemmy!") is attached, btw ;) .
Spoiler for nin10doadictSpoiler
Looks like what I said before about the chess players did in fact hold true: You were annoyed about having to go beneath the trap that you never considered going above it ;) . That's the reason your level takes more time, because you have to turn the lemming around and mine into the second chamber just to get the swimmer before heading right again across the pont. In the intended solution, miner and fencer combined just get the swimmer right away and the pioneer is already facing into the right direction.
As I've promised, I don't want anyone's solution to fail just due to the time limit. For the current version of PARALEMS, the time limit was definitely too tight, simply because I didn't consider someone turning around to get the swimmer. In the next version however, due to the added one-way block, your solution won't be possible anymore, unfortunately - as will a couple of other solutions I've seen so far, simply because more steel or one-way blocks are being added to several levels ;) .
EDIT: Just to catch up, who is still playing the current version? I have Colorful Arty's replays up to Disturbing, I don't know whether Raymanni got to take a look at the pack or not - he voiced his interest, but of course a lot of packs have been released roughly around the same time lately, and the time we have everyday to save some Lemmings is naturally limited :D .
The thing is, I have overhauled all the levels on the basis of your replays and feedback, but I don't want to cause confusion by uploading a new version while some people are still playing the first one. When I upload it, I will change the link in the starting post. I can already promise that no levels will be removed (basically, "don't remove it" seems to be becoming my second name here :D ), just all the backroutes we've found so far will (hopefully) have been fixed.
I haven't downloaded a new version after my initial download.
And here is the updated version at last! :D
Paralems V2:
https://www.dropbox.com/s/r005kodylk2o33z/Paralems.nxp?dl=1
Changelog:
Spoiler
General:
- I have widened the levels to fit widescreen without grey margins or having to zoom in actively (Splish Splash / Across the Seven Seas, Wuffingen, Orphan Lem, Door Stopper, We are not invited?, A Walk in the Park / Get your a**es off the fence!
- uniform capitalisation of level titles (unless level titles are proper names, referring to movie titles or similar)
- author information removed from all levels (in line with original Lemmings); I am only listed as the creator in the main menu, that will suffice, I guess :D
Concerning single levels:
- Suomalainen Lemminkainen: number of builders reduced
- Twilems: entirely new solution, exit moved downwards and no longer hidden, moved up in difficulty
- The Black Widow: moved down in difficulty.
- Three waves of Lemminism: moved up in difficulty
- Praise KeK: pyramid terrain partly removed, exit no longer hidden
- The Phantom Lemace: exit is buried inside the UFO, but not hidden anymore, since the UFO is labelled with the Sky "EXIT" object
- Staircase to Armageddon: blocker removed, saving requirement increased, moved up in difficulty
- Have you seen my screwdriver?: One-way arrows added to enforce specific solution. Moved up in difficulty.
- Volunteers first!: one-way arrows added to enforce platforming across the entire water area. Moved down in difficulty.
- Lemmigration quotas: entirely new solution now, moved up in difficulty.
- Blood for the Blood God: moved down in difficulty.
- I got a little trick in mined: moved down in difficulty to teach this trick to the player earlier
- The Pit and the PenduLem: number of builders reduced, more difficult solution now
- The collapsing tomb: basher removed, more miners added
- Encased in concrete: some terrain pieces moved and fire objects added to remove backroute
- Journey to Emeria: saving requirement increased, more difficult solution now
- We are not invited?: walker exchanged for cloner to remove backroute
- Buried knowledge: further traps and steel added to remove or at least hinder backroute
- Beam me up, Lemmy!: steel and one-way arrows added to remove backroute and enforce specific solution
- Diggas in Paris: downward arrows extended to prevent bashing through the Eiffel Tower
- Resistance is futile / You can't even: airlock trap removed, it didn't do anything anyway, and I wanted to make sure that square thing really does look like a Borg cube! :D
- Lems Going Their Own Way: release rate increased, skillset slightly changed to hinder the option of all Lemmings going into the same exit. It is still possible if the builders are used correctly, but since they are absolutely needed for the intended solution, I can't reduce them any further.
- Maze of omnipotence: one-way arrows added to remove backroute while at the same time allowing for another, different than originally intended solution
- The Lempire strikes back: Slowfreeze objects added to remove backroute on the left
- Trust No One: thanks to Nepster having found a truly unexpected backroute, this level has been made even more mean now! :D
- Dark fate of Atlantis: additional hatch added and water level slightly raised. Hidden trap remains hidden. Both is done for aesthetic reasons. ;P
- IT'S FEEDING TIME!: steel added to remove backroute. Also added nin10doadict's cat trap!
- Winter is here: fire trap removed and terrain added at the right edge of the level so that zombies don't kill themselves
I must admit I'm particularly proud of the new solutions for "Twilems" and "The Pit and the PenduLem". These two levels imho went from being almost redundant and without any particular purpose in the original version to probably some of the hardest levels in the pack :D .
Give it a shot whenever you find the time and motivation for it! Of course, please keep reporting any backroutes or shortcuts you might find. I have done my best to take care of all the unintended solutions presented so far, but of course, with 150 levels, some things can still get overlooked easily.
Finished!
All rightie, as promised here is my entire set of replays for Paralems.
Remarks About the PackOverall, I didn't really feel any significant challenge with the pack, so it was definitely a nice break from all the very difficult levels I've been playing for the last several months. In particular, I felt no real challenge until I got to the Disgusting rank, although there was one pretty difficult level in the Disturbing rank, Disturbing 12 -
We'll have to make up for those. Although the pack mostly strays away from the NL philosophy of being puzzly, there were definitely some really nice puzzles in each rank. I thought it was really cool revisiting some of the levels from the original Lemmings throughout the pack and having to solve them in a slightly different way with NL skills. Some of them were quite enjoyable, but others not so much or they didn't add much more of a challenge. Others I didn't enjoy as much. In particular, I thought I wouldn't mind the levels that had so much repetitive skill assigning. I was wrong. If anything, I found it very annoying to assign 40 or more of the same skill to each individual lemming. Yet, I endured all of these levels and made it through them.
There were some really nice looking levels in this pack. My favorite ones visually were Harmless 19 -
Death Titan, Harmless 20 -
Treasure Island, Disturbing 24 -
Face the Hydra, Disgusting 18 -
In Memory of Steve Irwin, and Demented 28 -
Dark Fate of Atlantis.
Finally, I don't mind hidden traps in general, although here it was more of didn't mind at first, but after a certain point it was overdone to death and then I started getting annoyed. Even then, I assure you I didn't use CPM on any of the levels of this pack except for Demented 28, but only because I thought the exit trigger was busted when the lemmings wouldn't exit. Of course, you did warn in the release post that with "animals things aren't always what they appear to be," so to experience this and see if it can tick me off, I avoided using CPM in the pack. Luckily, it wasn't too bad, although probably the biggest reason I wasn't as annoyed with them is probably because I ended up backrouting some of them. Having only played through the entire pack once so far, I'll probably won't remember the majority of levels that have them.
Now feedback on the individual ranks. I'm going to follow a similar structure as I did when I gave you feedback for Lemmicks.
Harmless Rank
Not too much to say here as there wasn't too much of a challenge, other than there were some levels that I enjoyed very much while others not so much. Except for Harmless 8, I really loved visiting the levels from the original Fun rank and having to solve them differently with NL skills. In particular, my favorites were Harmless 10 - Dropping Like a Stone and Harmless 11 - Door Stopper. For Harmless 18 - Let's Stone and Clone, it's not exactly the original Fun 18, but of course it's understandable why it has to change because the given skillset will certainly not work with Fun 18. Also, I don't understand why so many cloners are given, although I guess it's to give the cloner skill more of a chance to shine, especially since it hasn't been used to much after Harmless 9 - Orphan Lem. I also liked how you kept the Fun levels that are revisited in their original positions in the Harmless rank. Come to think of it, I believe you did that for all the original levels that were revisited in all the ranks of this pack.
Harmless 2 - Only Gliders Can Survive This, although not that much different from Fun 2, illustrates the difference between gliders and floaters well, especially with the water pond directly below the third column. Well done! :thumbsup:
For Harmless 3 - Tailor-made for Stackers, yes, I went for the 100% solution.
Harmless 5 - Splish Splash definitely could had worked better as a swimmer tutorial by removing the obstacles so that the lemmings simply drop into the water and so there wouldn't be anything to bash or dig, but if the purpose was to retain the bashers from Fun 5 in this level, I can understand why, although I believe you also said that sometimes combination of NL skills and the classic skills are needed to solve these revisits of Fun levels.
Harmless 8 - We all turn 'round Hey, sounds like it's close to rhyming with "We All Fall Down." ;) This was the first level that I wasn't a fan of, having to assign at least 95 walkers to individual lemmings facing right. As mentioned before, I thought I wouldn't mind levels like these, but I apparently do, and so I can see why the community doesn't like levels where you have to repeatedly assign the same skill to so many individual lemmings. To be fair, at least the level is very short and over quick.
Harmless 12 - Taming the Beast I don't remember if I ever encountered the hidden trap here, but here I simply used the standard bash through obstacles and disarm the traps as the disarmer came to down without saving those that walk into the traps that haven't been disarmed. I like how you mix traps from different tilesets here.
Harmless 13 - We All rise up Ok, not exactly the same as the original Fun 13 and its repeats, but at least the gap is only two builders high. Honestly, the stats of Fun 13 should had been kept: 20 lemmings and so 20 builders, as well as RR of 1. To be fair, it's not Fun 13 exactly, especially since this solution won't work in the original Fun 13.
Harmless 16 - The Black Widow Ok, first hidden trap I kind of got surprised and laughed, second hidden trap I was like, "again?" If I had been caught again by the third hidden trap, that probably would had been the fastest I would had gotten annoyed, all in the span of about 10 seconds. To be fair, it is a level on a spider web, and so I guess hidden traps were to be expected. At the same time, given the lenient save requirement, at least one can recover like I did, even when I lost one to the first hidden trap.
Harmless 19 - The Death Titan I mentioned this level as being one of the levels I liked visually. Mine, bash, done!
Harmless 20 - Treasure Island Another level I liked visually from the rank. Even though the exit is hidden, at least there are hints with the red X's. Plus, one can simply check the basher skill shadow being cut short.
Harmless 21 - Volunteers First! The first level with preassigned hatches, although this one took me a bit by surprise due to how there's no pickup skill label for the entrances. However, I know you found this out to be a good guideline to follow way after release and after the fact, and yea it would had been quite a task to go back to each individual level to do that. Lesson learned at least, because you at least did that for Lemmicks. Anyway, I didn't think this level was impossible like some members here did, as I let the first lemming from each entrance drop out and saw that one released floaters, while the other released swimmers. Plus, it should had been a bit obvious that at least one of the entrances releases swimmers given the skillset providing only platformers and bashers.
I did like this level, though. Nice puzzle where you have to realize that you cannot seal the water gap to the right until all swimmers have fallen into the water first, because they will splat otherwise. Probably due to this the level should be moved up a rank, but I think the level is fine where it is. Still not a difficult level by any means, although those who haven't let the level play out for the first few seconds would think it is impossible.
Harmless 23 - The Long Way Home Nope, I guess I'm wrong, where this level is not in the Fun rank of the original Lemmings and certainly nowhere near as difficult as Mayhem 29, so I guess it's fine for the Harmless rank. Nice new solution of Mayhem 29 using the NL skills, although I made the end more difficult for myself than I needed to.
Harmless 25 - The Phantom Lemace Although the exit isn't in plain view, I think even without the exit sign it would had been obvious that it's inside the dome. Then again, not everyone is as observant as me, so I can understand why it's best to just add in the exit sign.
Harmless 27 - Loch Lemond Nice level and puzzle!
Harmless 28 - Gaze of the Basilisk Another nice level and puzzle! Definitely takes some thought to figure out how to hold back the crowd while one lemming forges the path. The only thing I don't like is how it's difficult to tell if it's radiation or slowfreeze.
Harmless 29 - The path of senses Umm, yea, wasn't too much of a fan of this level either considering that 39 gliders AND 39 swimmers had to be assigned.
Harmelss 30 - Triathlon I think there's a Reunion level with the same title. To close off the rank, even more repetitive skill assigning, but this time every lemming gets all 1 each of the 3 skills. I think levels like these with repetitive skill assignments gets old very quickly, so that's probably why the community hates these levels in general.
Disturbing Rank
Not much to say for this rank either other than I think I enjoyed the levels here a bit more than I did the Harmless rank. Still a lot of pointless levels, such as
Disturbing 2 - We All Go Through Bash with each lemming as it comes up to the wall, although it stands out as the level with the most entrances/exits with 20 each
Disturbing 7 - Totally Diggin' this! Way too slow with just one climber, and plus I will sometimes do this solution for the Fun version, just with multiple climbers all at the same time, so nothing new here at all
Disturbing 8 - The Menagerie Other than no disarmer, not that much different and harder from its Harmless version.
Disturbing 9 - Shock Absorber Pretty much Mary Poppins Land several times in one level in regards to layout and building all those splatforms. Here, I don't know if it's supposed to happen, but I was quite surprised when my worker lemming walked through the fire pit without dying.
Disturbing 13 - Drink up me lemmings, yo ho! Other than the 100% requirement, not that much different and harder from its Harmless 20 version.
Disturbing 14 - The Titan returns! Not much different from the Harmless 19 version, as I have to do is simply replace the miner I used with two bombers. It was nice to see a great looking level return though, but the repeat is just pointless.
Disturbing 27 - You shall not pass Another pointless level that isn't too much harder from the Tricky 27 version other than using a stoner to contain the crowd and bombing the OWW.
Disturbing 29 - All lems must die More excessive repetitive skill assigning, although just with the two splat height entrances (which is what makes the level unique I guess, as I'm not aware of any other level I have played that starts with two splat height entrances), with the left one floaters, while the right one swimmers.
The rest of the levels of the rank were either ok or excellent puzzle levels.
Disturbing 4 - A staircase of skulls Probably my favorite of the rank.
Disturbing 5 - Torture Pit I like how you put a lot of traps from different tilesets and they make a single appearance each. Although it's still an easy level where you can just contain the crowd while a disarmer goes ahead and forges the path for the others, it's still a decent puzzle.
Disturbing 12 - We'll have to make up for those Hardest level of the rank that gave me problems. Any gliders that go back to the left and you're in trouble, as they're stuck in an endless loop from which they can't escape. I'm not sure if my solution is intended, where you have to clone a glider the frame just before exiting and at a position where they both can exit at the same time. Finding this position with the miner is quite tricky. Also, there's no point in 50 lemmings if only 20 of them will survive with a glider assignment each.
Disturbing 16 - The Wall (Part II) Clearly a reference to the POTUS and his wall that he keeps mentioning but hasn't done anything >:( and his supposed promise of making "America great again." Also, I truly hope you are NOT a Trump fan. I'm not going to be happy if you are.
Disturbing 18 - Lethal Dose Nice radiation puzzle where the timing needs to be worked out, but fortunately walkers are provided to make it easier!
Disturbing 20 - The Olempic Games Ok, this one managed to be a bit challenging and hence more difficult and different from the Harmless 30 version. Decent puzzle where it does take a bit of thought on how to circle back to release the crowd, although even with the restrictive skillset it's not too difficult to figure out.
Disturbing 21 - Lemmigration Quotas Nice tricky puzzle here! I'm not sure if my solution is intended, though, as I have a fencer leftover. Also, unlike the original Lemmings, Fun 3 has a repeat in Paralems, although not an exact repeat due to the splitters, which the Harmless 3 version didn't have. Fun 3 was the only level in the rank that didn't have a repeat in the original game, too.
Disturbing 23 - Srpski level Not sure what the first level of the title means. Bit trickier than some of the other levels in the rank, although not too hard given the abundance of builders.
Disturbing 24 - Face the Hydra! The best looking level of the rank! It's like a Scylla monster. Ultimately, I went the easy way out by taking the bottom route and just had all of them be swimmers.
Disturbing 26 - Have you seen my screwdriver? Nice puzzle that is somewhat difficult and therefore appropriate for its position near the end of the rank. Not sure if my solution is intended or if I made the level harder on myself than needed, although the time limit seems quite tight on this level. Not a problem, though, since I love time limits in the game.
Disturbing 28 - Across the seven seas I probably made this much harder than necessary, particularly since I use the digger cancelling another twice in this level. Still, nice, somewhat tricky puzzle that's much different from the Harmless 5 version in that none of the lemmings are preassigned swimmers and so platforming across the water gaps is necessary.
Disturbing 30 - Point me to my training course Nice level to finish out the rank that takes some thought to solve. I might had backrouted the level, though, considering that I don't really make use of the bottom left exit.
Disgusting rank
Ok, now we're finally starting to get into the tricky and more enjoyable levels, as I felt somewhat of a huge jump in difficulty starting with the first level.
Disgusting 1 - The Pit and the PenduLem Nice tricky level to start off the rank that requires some thought on the best route to take while also making sure that you're not being wasteful with the builders. I initially took the bottom route but ran into builder shortages and how to release the crowd.
Disgusting 3 - Funny little red buttons... Tricky puzzle to work out, but still a nice level. There's probably better ways than the way I solved the level, though.
Disgusting 4 - Thanks for the support! Other than fencing from the bottom of the OWW on the right side, not too different from the Mayhem version, although this level still manages to be slightly more difficult. Still, great puzzle that I didn't see as completely pointless.
Disgusting 5 - Snakes and ladders This is probably a huge backroute, although if one is familiar with the game, where ladders will get someone to the goal much faster, whereas snakes are the opposite, it's probably not. Ugh, again that hidden trap! :evil: Luckily, it's the only one. Still, I'm wondering how do you get the lizard trap to kill lemmings vertically instead of horizontally?
Disgusting 6 - Welcome to Hell! Whoa, those vertical pointing flamethrowers looks cool. I wonder if that's supposed to represent the devil. Also, you can destroy steel the way I did at the beginning????? Finally, my solution probably isn't intended, but I think this level is "anything that works here is fine" for you.
Disgusting 8 - Kentucky Fried Lemming Nice reference to KFC, which I absolutely love. Also, the writing in the level ;) Nice, easy puzzle! It was somewhat cool seeing the solution in action.
Disgusting 9 - The deck stacked against you Not hard, just extremely repetitive and as a result very annoying and boring.
Disgusting 10 - Skies aflame I must say, I laughed when I was reading through the comments for this level in this topic from those who thought this level was "impossible" just because swimmers aren't provided. Of course, I didn't fall for this schtick and figured that the lemmings must be preassigned swimmers and was pleased to find my speculation confirmed when I let the level play out for a bit. Nice easy puzzle and level!
Disgusting 11 - One-man building company I like the concept in this level, just finding the right place to build on the ground and the right time to clone the lemmings was a bit annoying.
Disgusting 12 - Witches of Salem Nice level! Obvious reference to the Salem Witch trials in history. Look at all of them witches flying through the updrafts with their glider. At least no one got executed or burned.
Disgusting 13 - The collapsing tomb I knew this was going to be a "things don't appear what they seem," so in a way I was somewhat ready for hidden traps. As I mentioned before, I resisted the urge to activate CPM, so I just took the hidden traps as I went or in some cases I would correctly guess where the trigger was. It is a bit annoying, but at least the level's not hard and it is quite short.
Disgusting 14 - The docks Nice puzzle in figuring out how to get the crowds up with stoners and builders. Interesting how I managed to get the right place to bash to the exit the first time.
Disgusting 15 - Throw me a lifeline Nice easy puzzle! Once again, that hidden trap :evil: Then again, I guess the disarmer provided should had been a hint to one being present. Is this the level that fails before the "Let's go" sound is heard?
Disgusting 16 - Marathon miner Ok, I solved the first version in almost the same way as its repeat, so pretty much no difference here other than all but two of the blockers need to be released.
Disgusting 17 - Mary had a little lem Nice standard "blockers contain crowd while the worker(s) forge the path" level with a new solution to Taxing 2 with NL skills.
Disgusting 18 - In memory of Steve Irwin Really nice looking level and nice tribute to the crocodile hunter. I don't think my solution is intended, considering that I don't use the pick-up skills at all. I could had easily saved 100% here by not using the right side of the level.
Disgusting 19 - Filling the gaps I used the stoner staircase in my solution. There's probably much better and easier solutions, though. Nice ceiling solution, though, and good puzzle for a version of Pillars of Hercules in Paralems.
Disgusting 20 - Get your a**es of the fence Oops, looks like you meant "off" instead of "of" in the title. Nice puzzle and definitely trickier than the original version that requires some thought to solve. I'm not sure what purpose the cloner serves.
Disgusting 21 - Twilems Nice puzzle that requires some thought to temporarily contain and delay the crowd while the worker lemming platforms the gap. I like the moon here.
Disgusting 22 - Tower of Babylem Ugh, more stacker staircases. Repetitiveness of skill assignments is getting really old in this pack by this point
Disgusting 23 - Three waves of Lemminism Nice level! Some thought is required to get the bottom crowds up to the exit, but not too difficult to do.
Disgusting 24 - Diggy Liggy lo Another nice level and puzzle!
Disgusting 25 - Omnomnom! This must be the other half of the Scylla monster that the hydra looks like from the Disturbing rank, Charybdis. Nice short and easy level.
Disgusting 26 - The prison cells Nice puzzle where you need to be efficient in your builder/platformer usage, as even though they seem to be plentiful you can run out of them if you're being wasteful.
Disgusting 27 - Tidal wave Not too much different from Cascade other than using a stoner to contain the crowd while a worker lemming forges the path and builds the splatform.
Disgusting 28 - Circuit Training My solution isn't that much different from the Disturbing 30 version.
Disgusting 29 - Underwater Hangar Ok, I didn't realize there were invisible updrafts here at all due to how I simply built up to the exit. I only found out from the comments of others here.
Disgusting 30 - Apocalems Now Nice puzzle to finish off the rank!
Abhorrent rank
Abhorrent 1 - The Walking Lems The first zombie level I have seen in a while. Nice easy level to start off the rank.
Abhorrent 2 - Lemming epigenetics I just realized that I could had done all of the splatforms at once rather than one at a time. Perhaps the time limit can be significantly reduced to enforce this. Again, cloning 40 times is pointless! Get rid of all but 5 of them and up the number of lemmings to 75.
Abhorrent 3 - Danger of breakthrough Nice puzzle where you have to time the assigning of walkers to make a small slowfreeze staircase in order to use one builder to bridge the water gap.
Abhorrent 4 - Journey to Emeria Pretty difficult level with the main challenge being to figure out how to use the builders in the level. Truthfully, after a couple of attempts I activated CPM just to make sure there wasn't a hidden exit or anything because it seemed impossible to reach the visible exit with the amount of builders given. Turns out that I didn't figure out the builders on the non-crystal platform correctly.
Abhorrent 5 - Don't lock me in! Nice somewhat tricky stacker puzzle!
Abhorrent 6 - Sneak past the guards Ok, I seriously thought that wasn't the exit in the middle there and that it was a find the hidden exit level. When I got surprised from mining and not finding any exit in the walls after a couple of tries, I then tried the middle. Guess I just need to familiarize myself with this tileset. This is still a really nice and easy level. Just two miners and a stack on both sides and done.
Abhorrent 7 - Inferi assault Nice puzzle in that the main challenge is figuring out how to contain the crowd and avoid the zombie threat. Once that is achieved, the rest of the level is easy.
Abhorrent 8 - Cave canem The trickiest part was avoiding the top trap. I probably just overcomplicated that part though.
Abhorrent 10 - Ready for takeoff! Nice level that managed to stump me for about 10 minutes. Nice red herring with the water gap where some might bridge that instead of using the builders to build up to the updrafts.
Abhorrent 11 - Pull the plug Nice level where the main challenge is figuring out how to dispose of the zombies. Once that is done, the rest of the level is easy.
Abhorrent 12 - Luring Lemmings into mouse trap Nice puzzle! Not trivial, but not too difficult either. I realized just now that I could had released the crowd as soon as the pioneer lemming collected the first miner pick-up :forehead:
Abhorrent 13 - The untouchables Nice easy level. A bit too much building, but at least the repeat is more interesting.
Abhorrent 14 - Sustain the population Ok, this was an interesting concept of racing to clone a left-facing lemming 40 times before the zombies became a threat, but it's still too much cloning repetitiveness >:(
Abhorrent 15 - Paving the way Not much harder than the original version, but at least you don't assign swimmers and gliders 40 times. The only thing I think is odd is how the lemmings didn't burn from the fire pit.
Abhorrent 16 - The opportune moment Nice somewhat tricky puzzle where you need to be efficient with your builders, as they run out surprisingly fast. Here, I thought the anti-splat pad was busted, and so I used the solution shown in my replay. That's probably because I didn't build or platform at the right place. I guess I forgot you need to be right on the spot with them and not just fall through the trigger area of it. A case of I need to reacquaint myself with the anti-splat object. Other than being efficient with your builders, the other main challenge is the tight time limit. It felt satisfying beating the clock on this level, actually. I am a lover of time limits in this game, after all.
Abhorrent 18 - The bee's knees Nice use of the digger-basher staircase in a level with no constructive skills. It is a bit strange to turn around by bashing into steel, but one must know that's what happens in order to turn the pioneer lemming around to rescue the crowd.
Abhorrent 19 - We are not invited? Nice short and easy level. Not sure if my solution is intended.
Abhorrent 20 - Help! Get the ratcatcher Nice level, but ugh again with all the floater assignments on the splat hatch.
Abhorrent 21 - Mafia methods Nice use of stoners to provide stepping stones to use builders until the exit is reached. It is a bit repetitive, but at least the level is short.
Abhorrent 22 - Who put that thing there? Yea, this level confirmed to me that I didn't build in the right place for the anti-splat pad to work correctly on Abhorrent 16. Nice, easy level where collecting the builder pick-up is absolutely necessary in order to complete the level. Here, I think I should had done it the other way around to lose less lemmings.
Abhorrent 23 - Buried knowledge Nice, tricky puzzle level with the main challenge figuring out how to get the zombies to disarm the traps and then to dispose of them afterwards while only 2 regular lemmings at most and not getting any more infected by them. I probably overcomplicated the solution, though.
Abhorrent 24 - Beam me up, lemmy! Ugh, that hidden trap at the bottom! Time was never an issue for me here at all, although it comes surprisingly close to running out. I certainly could had avoided that by releasing the crowd way earlier though.
Abhorrent 25 - Diggas in Paris The Eiffel Tower was one of my favorite places to visit when I went to Europe back in 2007. The design of this level is nice. Also, nice puzzle and solution of digging away the Eiffel Tower, although I shortcutted some of it. The exit isn't completely hidden, as at least the torches are visible.
Abhorrent 26 - Lems Going Their Own Way Not sure if this is intended, although at least not all the lemmings went to the same exit.
Abhorrent 27 - Resistance is futile The main challenge is figuring out how to avoid the lemmings getting infected by the zombie horde and disposing of it. Still, nice level.
Abhorrent 28 - Synchronised performance Nice puzzle. Not sure if my solution is intended, though.
Abhorrent 29 - Dispose of failed exemplars More challenging than the original version but still a nice puzzle figuring out how to contain the zombie threat and where the bomber holes should be so that the crowd can still continue to the right without falling to where the zombie horde is. Once done, the rest is easy.
Abhorrent 30 - Divided we fall Nice twist on Tricky 2 where the platform is in both directions and having each individual lemming dig, although in my replay I missed a couple of individual lemming assignments.
Demented rank
Demented 1 - A God's task Nice and easy no terrain level with infinite amounts of all skills to start off the rank.
Demented 2 - Aerial bombardment Nice puzzle that requires some thought and timing on how to get rid of the zombies.
Demented 4 - Rest for the Wicked Much more interesting than the original version with a nice solution.
Demented 5 - Under the bridge Nice tricky puzzle with a nice solution. Some thought is needed on how to contain the crowd, as well as realizing that the swimmer pick-up is a red herring
Demented 6 - ElemEnts This was also a nice tricky puzzle, especially with how to get the bottom crowds up to the exit. There's likely better and easier solutions than what I did, though. In particular, I avoided the slowfreeze completely, so that probably made my life a bit harder on this level. I do like how each entrance spawns a different special group: top left gliders, bottom left swimmers, top right disarmers (even though there's nothing to disarm in this level), and bottom right climbers.
Demented 7 - Shallow water. Diving prohibited Nice reference to the warning that swimming pools display at the shallow end. Harder than the previous two levels. I initially tried to make them move downwards with stoners to avoid the clam trap, but after a while I gave up on that and simply relied on compression to pass the level ;)
Demented 8 - AlLemhu akbar! Probably one of the few levels where players will be so glad for timeless bombers, as each bomber has to be used right when the lemming touches the wall.
Demented 9 - Make yourself useful Wow, I like this level a lot. Really cool concept of releasing the right zombies in the right order with a bomber so that they can clear the path for the regular lemmings. In particular, releasing the swimmer zombie to provide a stepping stoner for the left-most zombie to detonate the trap and clear the way for a regular lemming to hit the button, and releasing the disarmer zombie first to allow the climber zombie to detonate the trap to clear the way for the top button. Once that's done, the rest is easy.
Demented 10 - Can you get it for me in time? Nice race against the clock combined with collecting the pick-up skills in time before either lemming is in danger.
Demented 11 - We're falling left and right The last of the infamous WAFD versions for the Paralems pack. Not that much different from the version in the previous rank concept wise, where instead of a splitter a cloner is used multiple times on a right facing lemming. Then the same solution as usual applies. Again, cloning several times is really old long before this point.
Demented 12 - Attack of the Clones Not sure if my solution is intended, particularly since I avoid the radiation completely and that the timer is long enough for the lemmings to exit before they can explode.
Demented 13 - Only over their dead bodies I really like this level as well. The main challenge is getting one zombie to use the radiation to blast a hole in the thin floor, while the other zombie avoids the radiation and uses the slowfreeze to provide a stoner stepping stone for a lemming to platform to the exit. Nicely done! :thumbsup:
Demented 14 - It's Raining Lems - Hallelujah! Ugh, again with the repetitive assign a floater to every lemming :evil: Here, I did it just like that one level from Lemmings Revolution where pause is disabled. Easy and short level otherwise.
Demented 15 - Let Down Your Lems Obviously the title is a reference to Rapunzel and her long hair. The concept here is cool, but ugh, the repetitiveness of stoning to make a really nice long, high stoner staircase. Here, I worked on both ends. That part is easy to figure out, but it's still a tricky level trying to figure out how to get one of the bomber pick-ups and avoiding the rope trap.
Demented 16 - Break my fall Well that's not cool hiding the anti-splat pad. Luckily, it's right below the splat pad, and it's still probably easy to figure out that something else must be going on considering no gliders or floaters are provided. Still a nice puzzle. Not sure if my solution is intended, considering I have some leftover bombers and stoners.
Demented 17 - Detonate on collision This seems like a really bad backroute, considering all that's needed is one lemming to use the radiation and timing it to glide to use the correct updrafts and bomb a hole in the right place in the wall. Then again, it probably is intended and the rest of the skills are decoys.
Demented 18 - Halt the execution In contrast to the original version, this is a way more interesting level where you need to send one lemming each to save both splat hatches before you lose too many lemmings to splatting. There might be better and easier ways than my solution, though, considering that I was being quite wasteful with my builders.
Demented 19 - Maze of omnipotence This seems like a backroute, but I'm not sure.
Demented 20 - The Lempire strikes back Not sure what the purpose of the zombie horde is for, considering they were absolutely no threat. Also, I'm not sure if my solution is intended, since I have so many skills leftover.
Demented 21 - Isla de Muerta Very interesting variation of the original, where this time the regular lemmings spawn on the far left and right entrances, while the zombies spawn on the central island instead of the other way around. The zombies are no threat at all, considering that you don't even need to build past them, so the challenge instead is making sure you don't lose too many swimmers to the deadly edges
Demented 22 - No idea what you're thinking of Not sure what the purpose of this level is. Inverted terrain maybe?
Demented 23 - Parkour of pain Nice puzzle. Not sure what the cloner is for.
Demented 24 - Lake of the Dead Not sure if my solution is intended. The sound of swimming zombies got very annoying after a while, but I probably brought that on myself considering that I 99ed the RR pretty early while the path was still being built.
Demented 25 - Six heroes, one destiny Nice easy puzzle to round off the last of the plain levels before the final 5 of being special in some way.
Demented 26 - Trust no one Is this the ultimate trolling level you were referring to in the OP? If so, I say it wasn't that bad of a level, considering I solved it in just a few minutes. I initially took the top, but ugh hidden traps once more! Also, not sure if the lemmings are supposed to survive the hidden fire pits in the basher tunnel. With the exit visible and the pre-text for the level, I figured that it had to be fake steel, and indeed it's nice that my speculation was correct when I was able to dig through it. Once again, I didn't activate CPM at any time while I was playing this level just to see if the level really lives up to its trolling potential. So, I'm probably one of the few people where this level didn't make me rage at all despite not having used CPM.
Demented 27 - You can't even The level in the pack where no skills are provided and the only thing you can adjust is the RR. This one took me several tries and a lot of trial and error to determine the optimal RR. In several attempts I was short 1 lemming due to the time running out. Some more tweaking and then I was slow by a second. Then I finally succeeded and ended with 4 second remaining.
Demented 28 - Dark fate of Atlantis A level that's entirely underwater, a reference to the city of Atlantis sinking. Ugh, not only did that hidden trap take me by complete surprise, it also annoyed the heck out of me. I initially used stoners to push the swimmers down to avoid the needle trap. Also, I thought the exit on this level was busted for a really long time. I was so confused when the lemmings wouldn't exit when they were swimming on top of the water right where the exit is. I even tried making a stoner staircase and having the lemmings walk to the center at the top of the exit, and they still didn't exit. After a while, I activated CPM just to make sure what I was trying to do was really the goal/exit. Indeed, CPM is of absolutely no use here, as you can't even see the trigger area of the exit. I remember I was about to report this level as broken to you, but I'm glad I played around with the level some more and was finally able to get them to exit. Turns out the trigger area is really down there where the floor is.
Demented 29 - IT'S FEEDING TIME! Ok, I definitely made the solution a bit more difficult than it needed to be. I think in Old Formats it's possible to disarm traps while platforming/building, but in New Formats it is not possible to disarm, so there's definitely inconsistencies between Old Formats and New Formats. Then again, I believe that happened in a United level, so maybe not completely inconsistent. Somewhat nice looking level with an abundance of traps everywhere. Even then, what makes this unique as part of the final 5 levels of the pack?
Demented 30 - Winter is here Ok, not sure if you intended for the player to find some way to kill all the zombies so that the regular lemmings are completely out of harm's way before forging the path to the exit. I guess the 80 RR was just right to still get the zombies killed by the icicle trap, as the second nearby zombie nearly gets by without getting killed. Even then, the time limit is quite tight if you wait for the glider zombies to die first. So I guess what makes this level unique for the final 5 levels is how it's full of zombies?
Wow, it took me a very long time to write all of this feedback, I beliee a total of 6 hours or more. I certainly have my detail-oriented mindset to blame, as well as how I had to take the time to look through the levels in the NL player and let some of the replays play out so that I can remember what I wanted to say/write. Not to mention that I decided to wait until I finished the entire pack before sending replays and my feedback. Well, I think when I do Pit Lems I'm going to avoid this by probably sending feedback after a rank or two rather than complete the pack first and doing what I did with Paralems.
Anyway, if you ever decide to look at my replays and feedback, I hope you find both useful. I'm definitely looking forward to your new packs.
6 hours for writing this feedback? :lem-mindblown: Thanks a lot for your effort and your extensive input... I gotta say, though, you clearly subjected this pack to a level of scrutiny it probably doesn't deserve. :P
As you know now, my old laptop died this weekend. Paralems, Pit Lems, and Lemmicks were all not part of my Dropbox. The packs are so old and have been completed for a while though that I assume they should all still be on my external hard drive in the current version - because back then, I only backed things up on the external hard drive. If they aren't there in the latest version, I can still download the pack from the forums again like anyone else, and then just use level dump to retreive the single levels.
I believe level dump should also work in NeoLemmix 1.43? So that in a pinch, I could also do this for Lemmicks? ???
I think I already considered this option after the crash during World Tour development. Because I remember stressing that I was wise enough not to disable level dumping. (I think so far I've only seen Colorful Arty disable it on Old-Formats SubLems, so that nobody could "steal" his "artworks", I assume :evil: .) In New Formats, every pack consists of the single level files anyway; but in Old Formats, opening a pack in the player and then using level dump was the primary way of extracting and isolating the individual level files from a pack.
Thus, when all else is lost, I should be able to regain access to editable level files for my three Old-Formats-exclusive packs (Paralems, Pit Lems, Lemmicks) again.
Some of my replays might be gone, though - I'll have to check. I recently copied my entire Old-Formats Replay folder into Dropbox, so Paralems and Pit Lems replays should be there, but Lemmicks is a different thing once again.
Just saying in advance, I can't guarantee for anything. ;) At least now I have somewhat of an excuse, from a technical standpoint - instead of just "this was my very first attempt at making a pack and I don't really care anymore."
Let me address a few of your comments now; I won't go into specific levels here, I'll save that for when I've watched your replays.
Spoiler
Repetitive skill assignment: Yes, I've come to know later on that some players don't like this, even for numbers of lemmings as small as 10 or 20. In original Lemmings, it's somewhat common, though: The four instances of "We all fall down" are probably just the most infamous examples. Because technically, "Bitter lemming", "Only floaters can survive this", "Smile if you love lemmings", and even potentially "Just dig" can qualify for this as well, just to name a few. Also, original Lemmings has a lot of Builder fests, which also means repetitive skill assignment, only to the same lemming instead of many different ones, in this case. And as I said in the starting post,
this pack follows original Lemmings philosophy, this is one of the things that go along with that. ;)
In contrast, Lemmings Open Air will follow original Lemmings aesthetics (with regards to graphic sets and abstract level shapes, rather than the "paintings" of the Hydra, the Death Titan etc. you find here),
but NeoLemmix philosophy when it comes to level solutions.QuoteDisturbing 16 - The Wall (Part II) Clearly a reference to the POTUS and his wall that he keeps mentioning but hasn't done anything >:( and his supposed promise of making "America great again." Also, I truly hope you are NOT a Trump fan. I'm not going to be happy if you are.
You think I'd be poking fun at him if I were? :P I'm just watching that entire circus from a safe distance here in Germany.
I've even made Trump lemming sprites with blonde-died hair and orange skin, and the example screenshot I uploaded in the custom sprite recolourings thread was taken from a New-Formats conversion of this level. Meaning, Trump now has to get over (or in this case: under) his own wall. :evil:
In New-Formats Lemmings World Tour, I think I've included the Trump sprites on a New York level, "Lempire State of Mind". That solution happens to require Bombers... which is not a political statement either :evil: Since the pack was made for Old Formats originally, the solution was invented long before the sprite set was designed.
QuoteDisturbing 24 - Face the Hydra! The best looking level of the rank! It's like a Scylla monster.
[Greek mythology technicality police]
Well, actually,
Scylla was a spider with several dog heads, and had to be overcome by
Odysseus / Ulysses in the strait of Messina, on his long journey back to Ithaca after the Trojan War. :P
The
Hydra is the one with the snake heads, indeed - where, depending on which version of the story you read, cutting off one of its heads either lead to it just regrowing the head, or growing two heads, or even three. And that beast is from the story of
Herakles / Hercules; it was one of the ordeals he had to overcome to achieve divinity.
[/Greek mythology technicality police]
Also, a crab came to the Hydra's aid during the fight. Since NeoLemmix doesn't have crabs (unless somebody ports the one from Lemmings Revolution), I had to resort to one of the clams from the L2 Beach tileset.
QuoteDisturbing 23 - Srpski level Not sure what the first level of the title means. Bit trickier than some of the other levels in the rank, although not too hard given the abundance of builders.
It means "A Serbian Level". In Serbian. ;) The words placed over the level ("nebo", "krv", and "smrt") translate to "Heaven", "blood", and "death". Quite fitting with whatever words were featured on original Lemmings levels using the Fire tileset (at least "Heaven" and "death" were definitely written over some of DMA's levels).
QuoteDisgusting 20 - Get your a**es of the fence Oops, looks like you meant "off" instead of "of" in the title.
Yes, a typo - thanks for spotting it! :D
QuoteDisgusting 25 - Omnomnom! This must be the other half of the Scylla monster that the hydra looks like from the Disturbing rank, Charybdis. Nice short and easy level.
Actually, it's supposed to be that maw-shaped creature with tentacles from Star Wars Episode VI: Return of the Jedi. ;) The beast on Tatooine that's supposed to serve for Luke's and his friends' execution when they're made to walk the plank - and that ends up devouring Boba Fett. I've also included a Jawa sand crawler on the level sides.
QuoteAbhorrent 25 - Diggas in Paris The Eiffel Tower was one of my favorite places to visit when I went to Europe back in 2007. The design of this level is nice. Also, nice puzzle and solution of digging away the Eiffel Tower, although I shortcutted some of it. The exit isn't completely hidden, as at least the torches are visible.
Thank you very much! ;) Then you're certainly going to enjoy revisiting this level in Lemmings World Tour. :D Because it refers to both a song and a geographical location, it was an auto-include in that pack.
QuoteDemented 15 - Let Down Your Lems Obviously the title is a reference to Rapunzel and her long hair.
I'm not sure it's that obvious - I think you might be the first one who got it. ;)
Quote
Demented 16 - Break my fall Well that's not cool hiding the anti-splat pad. Luckily, it's right below the splat pad, and it's still probably easy to figure out that something else must be going on considering no gliders or floaters are provided.
Yep, guilty as charged - I didn't know about the option of unticking "no overwrite" for objects back then, so that they would be displayed on top of terrain. More than that, when we were discussing hidden traps back then, I myself brought up this level (no one had complained about it so far), and said I had no idea how else to accomplish this.
And Nepster actually responded by calling it a great level and agreeing with me that sometimes, hiding objects can't be completely avoided. :evil: So even he as a much more experienced player didn't think of this simple solution.Because I like the puzzle, this level is already
set to be a part of "Pit Lems Remastered", and yes, don't worry, the anti-splat pad is visible there. Just like the
hatch labels on levels such as "Volunteers first!", or "Skies aflame" (the latter is already part of Lemmings World Tour, with labelled hatches in both versions). New-Formats NeoLemmix applies these labels to hatches automatically anyway.
QuoteDemented 20 - The Lempire strikes back Not sure what the purpose of the zombie horde is for, considering they were absolutely no threat. Also, I'm not sure if my solution is intended, since I have so many skills leftover.
They never really seem to be a threat for anyone else but me ;) . In my intended solution, they all drop into the pit with the slowfreeze (i.e. the chamber with liquid carbonide ;) ), and as they stone one by one, slowly that pit fills up, until eventually the remaining zombies can walk over it and straight towards the crowd.
QuoteDemented 22 - No idea what you're thinking of Not sure what the purpose of this level is. Inverted terrain maybe?
No... just another case of "painting" with level tiles and leaving the interpretation up to the viewer / player. That said, the level did suddenly get a purpose when I had to find a fitting depiction of a certain AC/DC song for Lemmings World Tour, and thus the level was included on the Rockstar rank under a different name.
QuoteDemented 25 - Six heroes, one destiny Nice easy puzzle to round off the last of the plain levels before the final 5 of being special in some way.
I think all the inhabitants of Mata Nui will not be amused by you calling a level retelling the saga of their six heroic Toa "plain". :P
QuoteDemented 29 - IT'S FEEDING TIME! Ok, I definitely made the solution a bit more difficult than it needed to be. I think in Old Formats it's possible to disarm traps while platforming/building, but in New Formats it is not possible to disarm, so there's definitely inconsistencies between Old Formats and New Formats. Then again, I believe that happened in a United level, so maybe not completely inconsistent. Somewhat nice looking level with an abundance of traps everywhere. Even then, what makes this unique as part of the final 5 levels of the pack?
To my knowledge, a Disarmer should always stop building, platforming, or performing any destructive skill when he moves into a trap trigger area, in order to then perform the Disarmer animation instead. Disarmers are only unable to disarm when they fall / glide / swim / shimmy through a trap, because then they don't stand on solid ground. I think climbing through a trap shouldn't work either, but a Climber's position is technically one pixel inside a wall, i.e. on terrain. As you might remember, this is quite relevant for the Lemmicks level "Do not fear" ;) .
The point of this level was simply to be the ultimate animal trap level, to hammer home the theme again and feature as many different hungry beasts as I could cram into one level. ;) Thus, it's definitely going to be part of Pit Lems Remastered.
QuoteDemented 30 - Winter is here Ok, not sure if you intended for the player to find some way to kill all the zombies so that the regular lemmings are completely out of harm's way before forging the path to the exit. I guess the 80 RR was just right to still get the zombies killed by the icicle trap, as the second nearby zombie nearly gets by without getting killed. Even then, the time limit is quite tight if you wait for the glider zombies to die first. So I guess what makes this level unique for the final 5 levels is how it's full of zombies?
In an earlier version of the pack, the player could just wait for all the zombies to die by themselves before putting the solution into place. Now this should no longer be possible - but maybe you've found another way to "wait for the storm to pass" instead. (This is the way nin10doadict understood the title - when it was actually just a really obvious Game-of-Thrones reference, just like the first part of "The Wall". ;) )
Quote from: Strato Incendus on September 26, 2020, 10:57:55 PM
6 hours for writing this feedback? :lem-mindblown: Thanks a lot for your effort and your extensive input... I gotta say, though, you clearly subjected this pack to a level of scrutiny it probably doesn't deserve. :P
Yup, no joke. It really did take me that long to write the feedback. You're probably right there, but I did do the same thing when I sort of revived Lemmicks by playing it and sending you feedback on its level pack topic earlier this year ;P
Remarks to some of your comments, also in spoiler form:
Spoiler
QuoteQuoteDisturbing 16 - The Wall (Part II) Clearly a reference to the POTUS and his wall that he keeps mentioning but hasn't done anything >:( and his supposed promise of making "America great again." Also, I truly hope you are NOT a Trump fan. I'm not going to be happy if you are.
You think I'd be poking fun at him if I were? :P I'm just watching that entire circus from a safe distance here in Germany.
I've even made Trump lemming sprites with blonde-died hair and orange skin, and the example screenshot I uploaded in the custom sprite recolourings thread was taken from a New-Formats conversion of this level. Meaning, Trump now has to get over (or in this case: under) his own wall. :evil:
Well, it wasn't exactly clear from the level itself if you were making fun of Trump or not. However, thank you for clearing this up and saying that you're not a Trump supporter. It should had been quite clear in my feedback that I'm not a fan of him. He never should had been POTUS in the first place, and I never was, and never will be, a Trump supporter. Practically anytime someone mentions his name and voices his or her support for him will have pushed my berserk button. However, since politics is a very controversial subject and I rather not engage in such conversations, I'm going to stop now and leave it at this. Trust me, in a way I still have PTSD from the night of November 8, 2016, which was the Presidential Election Day and never thought I get through that night after he won. It hit me really hard the following day, and it was so hard for me to hold back my tears.
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QuoteDisturbing 24 - Face the Hydra! The best looking level of the rank! It's like a Scylla monster.
[Greek mythology technicality police]
Well, actually, Scylla was a spider with several dog heads, and had to be overcome by Odysseus / Ulysses in the strait of Messina, on his long journey back to Ithaca after the Trojan War. :P
The Hydra is the one with the snake heads, indeed - where, depending on which version of the story you read, cutting off one of its heads either lead to it just regrowing the head, or growing two heads, or even three. And that beast is from the story of Herakles / Hercules; it was one of the ordeals he had to overcome to achieve divinity.
[/Greek mythology technicality police]
That's why I said "like," not that it "is" Scylla. I don't think "spider" is quite correct either. I think sea monster is a more accurate description, where Scylla consisted of a woman monster with dog heads on her body. And yes, I know the Hydra is more snake-like in appearance with snake heads and am familiar with the myth of it reproducing heads every time a head was cut off and that defeating it was one of Heracles' labors. I think another thing I didn't know is that the Hydra is generally a female? I always thought it was a male.
QuoteDisgusting 25 - Omnomnom! This must be the other half of the Scylla monster that the hydra looks like from the Disturbing rank, Charybdis. Nice short and easy level.
QuoteActually, it's supposed to be that maw-shaped creature with tentacles from Star Wars Episode VI: Return of the Jedi. ;) The beast on Tatooine that's supposed to serve for Luke's and his friends' execution when they're made to walk the plank - and that ends up devouring Boba Fett. I've also included a Jawa sand crawler on the level sides.
Interesting. I haven't seen this episode of Star Wars, so I'm not familiar with it.
QuoteQuoteDemented 15 - Let Down Your Lems Obviously the title is a reference to Rapunzel and her long hair.
I'm not sure it's that obvious - I think you might be the first one who got it. ;)
I grew up with a lot of Disney films and am quite familiar with a lot of the fairy tales, so yes, Rapunzel is well-known to me ;P
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QuoteDemented 25 - Six heroes, one destiny Nice easy puzzle to round off the last of the plain levels before the final 5 of being special in some way.
I think all the inhabitants of Mata Nui will not be amused by you calling a level retelling the saga of their six heroic Toa "plain". :P
The Mata Nuiy who who? Obviously I don't know what that is. Fair enough, I guess "plain" was the wrong term and that I couldn't think of a better way to describe the final level before the special final 5 levels with some kind of gimmick: Ultimate trolling, no skills level, completely underwater level, and the other two which I'm not sure how to describe. Speaking of which, you didn't confirm for me if I was right about Demented 26 -
Trust no one being the "ultimate trolling level." I still don't know which level that description belongs to, but I'm somewhat certain that it is Demented 26.
Well, at least Trump made me aware of the schmoyoho YouTube channel: A group of siblings that applies Melodyne (a pitch correction software for singers, often incorrectly referred to as "Autotune" - because there's nothing automatic about it, you can manually draw in the pitches) to TV interviews and also political debates. One of their other songs, which was "sung" by Tom Brady, also made it into my upcoming pack Lemmings, Drugs, and Rock 'n Roll.
QuoteThe Mata Nuiy
Mata Nui is both the name of an island, as well as of the main divinity, in the Lego Bionicle universe. The Toa (Maori for "warrior") are the six heroes the story revolves around. The inhabitants used to be called Tohunga, but apparently that's a title of some type of shaman in the Maori language. So they changed the term for the inhabitants into "Matoran" after just 1 or 2 years. Which seems more fitting anyway as it sounds more similar to the name of the island.
Bionicle started in the early 2000s and lasted in its original form for about a decade. After that, Lego tried to reboot it, but I don't think the new versions of the toys ever achieved the same level of popularity.
The level "Six heroes, one destiny" was actually playing the soundtrack of the first Bionicle movie in my personal version. But of course, those tracks are copyrighted, so I can't share them.
Quote from: Strato Incendus on September 27, 2020, 10:32:40 AM
The level "Six heroes, one destiny" was actually playing the soundtrack of the first Bionicle movie in my personal version. But of course, those tracks are copyrighted, so I can't share them.
Oh yea, I'm sure I would had enjoyed the pack far more than I did had the levels played the custom music tracks instead, but it's like you said, you can't due to copyright issues, and so I played the pack with the Dos soundtracks, which are the ones that I grew up, although I later owned the CD version and so I grew up with that soundtrack as well.