Version 1.2 is now out!
This forum is frequented by experts at Lemmings, who love to make really hard levels.
I am not one of them, and cannot conquer some of their devilish creations.
Perhaps you're in my boat? Or maybe you're just like Lemmings but are new to NeoLemmix?
In that case, this pack could be the one for you!
Featuring 100 levels across five ratings, this pack contains many easier levels for the casual player to enjoy, but also a few tough ones as well.
(Yeah, I know I said that about my first pack but bear with me here :8():)
Calm - 30 levels :D
A relaxing romp that introduces many of the new skills and objects in NeoLemmix, and doesn't have too many difficult challenges. Puzzles are fairly simple, and many levels give you significantly more than you need to win.
Perky - 25 levels :)
This rating introduces a few more NeoLemmix mechanics. Puzzles are a bit tougher. Levels still often give you more than you need, but the wiggle room is a bit less than in Calm.
Twitchy - 20 levels :o
The puzzles start getting hard here. You'll have to use skills in some odd ways and manage your Lemmings carefully so they don't meet with terrible fates. Though many of them will be doomed anyway... Still, expect wiggle room on at least a few levels.
Hyper - 15 levels :lem-shocked:
If you're looking for some puzzles that are a real challenge, you may just find them here. Don't expect anything Spiky or Sharp (except perhaps a few traps here and there, ho ho), but these aren't a cakewalk either. Wiggle room is sparse, but still existent on some levels.
??? - 10 levels :devil:
QUARANTINE. NO ENTRY WITHOUT AUTHORIZATION
Oh, and oftentimes the last few levels in a rating are harder than the starting levels in the next rating. My reasoning is as follows:
https://www.youtube.com/watch?v=i3GzZtx2xes
As for talismans, we've got those too! 12 talisman challenges for you to try out. 2 of them don't tell you directly what to do either, but rather present a riddle...
Of course, if that isn't your thing, you can just check here to see what those riddles are asking.
Spoiler
All must scale the mountain! -Save all Lemmings in Twitchy 11
Walk through the LKG! -Clear Perky 9 with only Walkers
Download the custom music here: https://www.dropbox.com/s/gmbtedsac54nx27/CasualemmingsMusic.zip?dl=1
If upgrading from version 1.1, you need only download this new music: https://www.dropbox.com/s/u3khzg6ux6kdyeu/CasualemmingsMusic2.zip?dl=1
The level pack is attached to the post.
For some odd reason, I have the songs in the music folder but THEY WONT PLAY >:(
I double checked to make sure of it
As for any levels I deemed "Impossible" so far
"Look at them shimmy"
The level is literally to hard for it position let alone solvable.
You 3 bashers for it as I tried everything on that level an not a single idea worked
Quote from: GigaLem on August 31, 2017, 06:35:19 AM
You 3 bashers for it as I tried everything on that level an not a single idea worked
Challenge accepted.
I have played through the first rank and a little bit of the second rank and I'm loving these levels :thumbsup:. I love the puzzles in the first rank levels as they are not trivial, but not difficult. I will make another post with my replays when I'm finished so that you can have everything at once.
Quote from: nin10doadict on August 31, 2017, 02:54:26 AM
This forum is frequented by experts at Lemmings, who love to make really hard levels.
I am not one of them, and cannot conquer some of their devilish creations.
Perhaps you're in my boat? Or maybe you're just like Lemmings but are new to NeoLemmix?
In that case, this pack could be the one for you!
I am a firm believer that great levels and hard levels are not correlated. Are there very hard levels that are great? Yes. Are there easy or simple levels that are also great. Of course! It is true that a lot of people like to create challenge levels. I'm one of those people because I personally love playing and creating challenging levels, but that doesn't make me any better or worst than another creator. Everybody brings their own flavor to the table.
Quote from: GigaLem on August 31, 2017, 06:35:19 AM
As for any levels I deemed "Impossible" so far
"Look at them shimmy"
The level is literally to hard for it position let alone solvable.
You 3 bashers for it as I tried everything on that level an not a single idea worked
"Look At That Shimmy" is not impossible, but it is the the hardest level in Calm. It's my favorite level so far by the way :thumbsup:. I found the solution to be very clever. Trust me... it is 100% possible.
I downloaded the pack and I'm having a blast with it (I also completed Look at the Shimmy.;))
I didn't even know that it's possible to change the level completed jingle! That's pretty great! :laugh:
I was able to play the first three ranks (I wanted to try the last one but I'm starting to get an actual headache :XD: so I'll do it tomorrow if I have time).
First off, your levels are the perfect example of what I was talking about in my previous post: I may not get stuck on them for days, but WOW the puzzles are really good! My favorites so far are "Look at that Shimmy!", "Hither and Tither", "Lem isn't Fair", "A Touch Too Much", and "Operation: Super Rescue" as well (I hope I did that one intended). Great job! :thumbsup:
I attached my replies below. Hopefully, I didn't break any levels ;P.
To Nessy:
Spoiler
I've noticed a few things you did that were unintended and that I'll have to fix, and a couple of things that were unintended but cool enough that I'll just let them slide (such as clearing 'Don't get greedy' without blockers or the interesting trick you pulled off in 'Operation: Super Rescue' to get the super lemming separated from the group. There's an easier way to do that ;)).
I'm pretty happy with the reception so far, and it's a lot less broken than Lemmings Squared was from the looks of it.
I think I'll work on cleaning up the small problems/backroutes that people find, adjust the placement of some levels (I'm thinking that 'Look at them shimmy!' probably needs to move up a bit) and perhaps add a few more levels for the next update.
I also never knew a blocker that is standing on a locked exit will escape when the exit opens.
You have a lot of very nice levels there :thumbsup::thumbsup:, though I probably backrouted a few.
Some comments on specific levels
Look at them shimmy (Calm 18): Very nice level, but far harder than its position, because there are a lot of wrong approaches: Bash to the left and then platform to the left to free the right lemming. Or turning the wrong lemming into a climber. Or...
Pickup sticks (Calm 19): Excellent pick-up skill level :thumbsup::thumbsup:. But it uses a swimmer, before their intro level comes around...
A chillling breeze (Perky 2): Very nice level idea, but if one bashes one or two pixels too early, the lemming gets stoned too high.
Freeze Frame (Perky 7): Nice idea, but at first I wondered why no other lemming appears in the hatch and then feared that you set the number of lemming incorrectly and the level is impossible. Perhaps start the level at the bottom, so that the player sees the preplaced lemmings vanishing?
Express air-evator (Perky 8): Nice idea, but the digger position is rather precise. If one digs too early or too late the lemmings walk back towards the left again.
Two for the price of one (Perky 11): Good use of the radiation object, even though I only used one side of the level.
Gone for a dip (Perky 12): One of the harder Perky levels, because there are a lot of possibilities to contain the crowd, some only fail by a few frames.
To those who wait (Perky 13): I am not a fan of this one, as the solution is way too fiddly.
Don't get greedy (Perky 14): I got greedy and saved all lemmings. :P
If only they could dig (Twitchy 5): One has to be somewhat lucky, because on my first try noone entered the hatch. Only after I placed a blocker within the containment gap, I was able to succeed.
To each his own... (Twitchy 10): ...or all together in the same exit. ;P
Do you feel a draft? (Twitchy 11): Amazing idea!
Operation: Super Rescue (Twitchy 18): Not my favorite, because the skills don't fit at their positions, which makes the level rather fiddly and unsatisfactory.
Dangit Harold (Hyper 1): If this is intended, then this is a rather huge trolling level.
The joke is on you (Hyper 2): Very nice level, that has a lot of possible approaches.
Thou dost ask too much! (Hyper 4): Excellent level! :thumbsup::thumbsup:
United we stand (Hyper 5): One of the hardest levels in the pack.
Catch 22 (Hyper 6): I would like to have one more cloner. Currently using only two cloners to catch all four lemming paths is possible, but requires precision.
Diving for treasure (Hyper 7): ...and then being killed by hidden traps! Not nice.
Palace of winds (Hyper 10): Nice level, but getting a gap to the updrafts below the exit small enough, so that the gliders don't exit right away was the main problem.
Finally got around to completing the Hyper rank :thumbsup:. My replies for that rank only are attached below.
Here are my comments
"Dangit Harold!" - Nice level, but there's a backroute in it where you can build a little bit at the beginning, mine, and that will cause the lemming to turn around to the exit after hitting the metal floor with his pickax. I attached that replay along with the intended solution.
"The Joke's On You" - Nice level with many different solutions.
"Hero's Sidekick" - This one was tough, but once you figured out what had to be used where the solution became clear.
"Thou Dost Ask Too Much" - Another tough one where not a lot of beginners would immediately know to use the blocker to block the trigger area of the radiation object so the crowd and climber wouldn't get hit.
"United We Stand" - Very good level! This is another one that was tough until I figured out that trick at the beginning with the cloner and stacker.
"Catch 22" - A bit precise, but still a good puzzle as not many beginners would know to stretch that one builder to make four splatforms with cloners (and I like how earlier levels taught you that you can do that).
"Diving For Treasure" - Excellent level (I saved 100% 8-)). I disagree about the traps being hidden. You can see the pink tentacles on top of the narrow cave the swimmer goes through after collecting the digger pickup. It may not be obvious but I don't think it's a big deal.
"Waterlogged Woods" - This is the hardest level of the pack in my personal opinion. Took me the longest to solve :XD:. I just couldn't for the life of me figure out what had to be done, but once I did figure it out the solution made perfect sense. Excellent level!
"Timed Triangle Trial" - Not as tough as the previous level but still another tough and good level.
"Palace Of Winds" - Loved this Minish Cap temple themed level. I rank this one the second hardest level as figuring out the solution took multiple attempts at all types of crazy solutions until the intended one emerged, especially figuring out how to get the gliders to glide up to the exit instead of coming back into the tunnel I created into the updrafts.
People keep telling me that Hyper 2 has many different solutions, but both Nessy and Nepster (and me for that matter) have done pretty much the same thing solving it... If you're referring to how you don't have to be super precise about it, then I agree and I think the level is better for it.
There are definitely some things I'm seeing here that were a bit unintended... I've got some work to do, but I've already fixed a few. Look forward to an update that may feature a few new levels to boot!
Thanks to all with the help playtesting! :thumbsup:
May I ask where you got that Kitty trap from? Did you create it yourself, and if so, would you offer it as a download somewhere? ;) As you may have figured out already, I'm a huge fan of animal-like traps! :D
I did create it myself using sprites from Legend of Zelda: Minish Cap as a baseline. The sound is a combination of two sounds from the Incredible Machine: Even More Contraptions.
I'll attach the custom tileset to the next update (which contains the pieces used in Perky 20 as well), which should be soon. I believe I've ironed out all backroutes at this point and have made 2 of the 5 new levels, so it shouldn't be too long in coming.
Version 1.1 is just about ready to go. I've fixed the backroutes and adjusted levels according to feedback that I've received, and added five more levels to boot. However, since one of said levels was my submission to the design contest #13, I'm debating on holding off the release of the new version until the voting session for the contest begins.
Will you simply exchange the file in the starting post once you upload the next version? I'm currently thinking about how to do this with PARALEMS myself. Afaik some people are still playing the old version, so I feel like I should wait for their feedback; yet, just like you, I believe I've fixed most of the backroutes and would like to give the pack another shot ;) .
I probably will swap out the link, yes. And I suppose that the 'waiting a little while longer before posting' does serve the double purpose of giving more time to anybody who is still working through the current version.
I started working on the talisman challenges today before the update! :thumbsup: I have attached my replies below.
Comments
Hyper 10 - Already got this one during my normal playthrough.
Calm 15 - I'm still working on this one.
Perky 7 - I didn't use any diggers or miners but I still didn't get the talisman. I included a reply of this level to check to see if I did it wrong or if it's the actual talisman ???
Perky 12 - I completed this level in under one minute instead of the 2:30 the challenge wanted and I still didn't get the talisman. I'm I doing the right one? Perky 12 is the Gone For A Dip level.
I may have failed to update the descriptions for the talismans correctly. Often I will write the description, and then create another level or for some other reason change the location of the level that the description was about so the description then lies to you about what level the challenge is actually on. :-[
I'll be sure to iron that all out for the next release as well as check that the talisman challenges all work like they're supposed to.
Perky 20 makes the game crash for me, with this error: "ObtainTerrain loop on "cattrap:0"". (An earlier level with the cat traps played fine.) Nepster tells me he can't fix this and I should just notify you :P
This error occurs when the game tries to load the first terrain piece (with index 0) of the cattrap style, but this piece doesn't exist.
Try to load your level in the editor and click on "Tools->Validate Level" and if issues are listed, then click "Fix all". This should (hopefully) take care of the error.
Odd. Opening up said level in the editor and pressing 'Validate level' shows no errors... I think I might know the problem though. I probably added the cattrap style to the level pack so I could use the cat traps (as the style was originally just that object) and then later changed it by adding the terrain pieces in for Perky 20, but forgot to add the updated version of the style into the pack. I'll be sure to fix this before the next release.
Version 1.1 is out now!
Check the first post in the topic for the updated .nxp and music pack.
I said I would add 5 levels, but I ended up adding 15. Also fixed some backroutes, shuffled levels around, and more.
I've already made some changes to Power Core, but I'll wait to update this level pack until I get feedback on all of the new levels. I'd rather release a fix to all the broken parts at the same time.
I had played through the first rank of the original version when you uploaded the update, so I did the first rank again. With a few exceptions (one of them being the "Strato style"-level ;) , and of course "Look at them shimmy!" ), I've made it through the first two ranks thus far.
Spoiler
Sewer Rodents. Is it really intended that you can just build over the entire pool of water and fence towards the exit (see my replay in case it isn't clear what I'm referring to)? In my first solution, I sent a swimmer ahead, past the crocodiles, to build a bridge across the last gap, then sent a second lemming over the top and dug at the end. So I needed the bridge to be there first for the lemmings passing through the digger hole to fall upon, otherwise they would have drowned. But on my second playthrough, I found out it is equally possible to just fence through on the right side without reaching splat height next to the exit. In that solution, which is the one in my replay, I thereby just bypassed all the crocodiles, which felt like a backroute.
Super Mecha Death Gators. Couldn't solve this one. The low saving requirement made it appear like one has to use a high release rate and sacrifice some lemmings, but since each crocodile is a multi-trap, a single one of them can snatch all lemmings even at release rate 99. I also considered creating a route over the "Strato was here" letters, but the skills don't seem to suffice for that :) .
Serve with a smile. Really cool idea, there's just a bit of pixel-precision involved with making sure neither of the platformers nor the builder turns around.
If only they could dig. I get the premise that digging shouldn't be possible, but getting inside a chamber of terrain without any destructive skills at all, without access by water or through a teleporter just leaves me guessing on how this is supposed to work.
Btw, I noticed we tend to give our levels the same names occasionally! :D
'Sewer rodents' is a very open ended and easy level. Pretty much any route works, and the one you found is pretty close to the talisman solution.
'Super Mecha Death Gators' indeed has some trickery. You will have to sack a bunch of Lemmings, but if 99 RR isn't tight enough to get them through, then that means...? ;)
'Service with a smile' does have some pixel precision, but I don't really see how to work that out. I could just turn down the release rate to take off some pressure, but I think that makes things a little too simple.
'If only they could dig' has a solution that should be evident quickly if you've played this type of level before. If you haven't, then it's easy to forget about a certain tool you have at your disposal that generally isn't useful.
I will be streaming Casualemmings tomorrow at 7:30PM EST on Twitch (and the link to my channel is in in my signature). Hope to see you all there!
Finished the first three ranks. Mostly these are pretty fun, easy levels, with a few exceptions. Some comments and replays:
Perky 8: Express air-evator: Placing the digger correctly is horrible trial-and-error.
Twitchy 8: A fair trade? Yaaaaaaaaaaaaawn....
Twitchy 10: To each his own: This was far harder than the rest of the rank; and in the end my solution didn't use all the exits.
Twitchy 13: Janky devices: If the last bomber is slightly misplaced, some lemmings get stuck in the mesh. I'm not entirely sure why this happens.
Twitchy 14: Me, myself and Lem: Nice cloner level. However, the splitters seemed to add nothing except making it take longer for the crowd to exit.
Twitchy 15: Mount Lemerest: Really tedious. At least there was a bit of a puzzle in that you had to conserve builders. Then the last builder on the right side turns out to be super-precise, with only one possible starting pixel where he won't hit his head and will be able to get up (which you can't see from the skill shadow because you have to turn him with a blocker that isn't placed yet). And finally, just one walker short of saving 100% :(
Twitchy 16: Hero's proof: Abuse of NeoLemmix's super-lenient steel detection. Feels backroutish, but I can't see any other way to do it.
Here are my replays of everything I could solve so far - and I still needed some help from Wafflemm's stream here and there ;) .
One general thing I noticed, which is just a matter of aesthetitcs and personal preference for them, but the dimensions of your level with regard to height and width seem to vary a lot, so oftentimes there are grey edges somewhere and the player has to zoom in pretty closely to remove them. To me this makes the levels look more "casual" than they actually are from a puzzling standpoint ;) ; especially the twitchy and hyper levels are legitimate professional stuff, so making the dimensions of the level at least standard screen size in my view would give this pack a much more fitting, "professional" appearance.
When overhauling PARALEMS, I deliberately went ahead and extended the width of each level which had only had a width of 320 pixels before to at least 400 or so, to make the levels match widescreen formats. Luckily, one can move around the entire level within the margins by holding down STRG and drawing a selection box around everything - took me a while to find that out, I had always tried to draw selection boxes just using the mouse before, and since that didn't work, I ended up counting the number of STRG-leaps or pixels I moved each tile when I had to displace an entire section of a level :D .
Spoiler
Pickup sticks. Great level, this one had me thinking for a while without ever seeming unsolveable and thereby demotivating at any time! :D
Express air-evator. This is the kind of pixel precision I would avoid, because even after trying several different places with the digger, the lack of success made me believe my solution was actually wrong, when I probably just would have needed a couple more pixels to the middle. I'd suggest you just make the pickup skills on the left 2-3 diggers instead of a single one. The focus of the level according to title and instruction is on the updraft and the gliders anyway, not on getting the single last digger exactly right ;) .
To those who wait. Like Wafflemm, I had figured out a solution to the level long before the final athlete came out, went into fast-forward mode, and wondered why I lost the level ^^. This is the same punishment principle I used on "The Lempire strikes back" where the zombies actually do become dangerous in the end. I believe that lemming is an athlete by virtue of being a climber and a disarmer, so it could actually fulfil a purpose in this level, rather than being a mere troll move towards the ending. So, if you want people to actually use that late athlete lemming, perhaps you should decrease the total number of lemmings so the player can notice the athlete earlier, while still building the path. As both Wafflemm and I experienced it, that single athlete easily gets lost in the crowd, thereby not actually being useful to the level, but only ruining it in the last seconds for a player who has actually already figured out a fair and fine solution.
Hero's excavation. That was a nice one! ;)
Look at them shimmy! Arrgh, so obvious, hiding in plain sight! :D Judging from the feedback you've been receiving so far, I believe this one could still go a rank higher.
Tricky triangles. I like the general concept of these levels, however in the second iteration (the "reverse" version, "Taxing triangles"), on that largest triangle there's a point which looks as if it were solid terrain, yet the lemming falls through it from above. While a player should know it's possible to slip through thin terrain lines from below, this drop was totally unexpected. Luckily, there's the basher to get out of that pit again, but still it was really confusing.
Super Mecha Death Gators. And that's another one I needed Wafflemm's stream for. With your hint, I had figured out I would have to mesh the lemmings together between to blockers, but then I focused so much on doing this that I ran out of blockers and had no idea what to do with the builders, who always bump their head on the pipe above the first crocodile. Of course, building over them was the very first thing I tried. But putting puzzlepiece A + B together somehow didn't work for me :D .
If only they could dig. Okay, now I know the nuclear option is always on the table :D . Can lemmings doing the bomber animation actually survive lethal falls, like in Lemmings Revolution where there's one level where you have to use that trick? At least it eemed to be the case while playing this level. Normally, this problem doesn't occur in NeoLemmix, because while in the air, regular bombers explode right away without the oh-no, and there is no option of timing them exactly to explode when they hit the ground, in order for them to do the oh-no-animation - because there are no countdowns. With the nuke however, the countdown is still there. And I still couldn't figure out why the nuke doesn't kill all lemmings at once, but rather in such an arbitrary sequence.
A fair trade. Yeah, that was a bit annoying. I actually preferred the "make the miner go through"-trick from a later level, since I like to do the same thing with fencers. But doing this for a basher is a lot easier, since stackers can be placed so easily - thus, this causes a lot of clicking which is in the end kind of pointless ;) .
Sewage shaft. This also gets tedious pretty fast. I love using water lifts, and once I forced myself to use them rather than trying to build stoner staircases, it saved me a lot of skills, which made the level more interesting again. Still, about halfway to the top the player effectively knows the drill and it gets old, and there are still a couple of stoner staircases required here and there (which aren't much better than stacker stairs ^^). I didn't even platform over that last gap, because the crocodile's trigger was so far out to the left that I had to use a bunch of stoners anyway, so I just stoned all the way over the entire thing rather than sending another lemming down there. And although 55 stoners is not even over-generous for this level, I think our rough guideline as far as builders are concerned (15-20) also make sense for other skills - especially for those which create only such tiny steps :P .
To each his own. Another common level title :D - and I, too, used the same exit for some lemmings, namely the floater and the glider.
Mount Lemmerest. Not super-annoying, but mainly an exercise in economical use of builders - which often minds "rewind the entire level" if you're a single builder short to victory, because that can mean having to replan the entire route. The difference to the other puzzles is that this route only consists of going up, and ocassionally around the protruding edges of the unfavourably shaped mountain. So I ended up bashing through the entire thing and used a bomber to get through the one-way terrain on the right. I still had to send a lemming over there, though, to blast through the tree from the top rather than from the bottom.
Me, myself and lem. At first, the lemming on the left always was a couple of frames short hitting the button, so I'd always lose the climber on the right to the fire trap. The solution was once again to prevent both lemmings from turning around after they were done clone-building.
Trigger finger. Great level!
Getting there's half the fun. Took some time, but never seemed unsolveable, good job!
Frozen factory. Quite a bit of mining and building around just to collect three platformers, but I guess it's all about efficient resource use again.
Operation: Super rescue. Neat! Here we can see how easily the Purple tileset hides its traps, though. You will face that in Pit Lems as well, unfortunately ;) .
Dangit Harold!. This is a funny idea, although there was not much puzzling going on. Rather a lot of precise clicking and rewinding to make sure "Harold" bumps his head at the right places without running into traps, fire, or an abyss. I'd say we should refer to these single-lem up and down-challenges as "Mario levels" :D .
Take me to the future. This was a lot of back and forth. If all of that action was intended, this one is a true masterpiece! :D
The joke's on you. This one was just great! I've been on the verge of solving it for a very long time and always was one walker or blocker short. When I did solve it in the end however, I didn't have to use the basher or blocker at all, which felt kind of backroute-ish. Hence, I actually found my approaches which didn't work more interesting :D . Like sending a floater down the first pillar, turning him around right away and having him climb, while a faller from above gets blown up to create a hole, in which the climber can slip, turn around and build a (s)platform from there, just in time to save the next lemming falling down. Yet, all that nice action isn't necessary because currently, a single bomber at the top suffices to reduce the height of the pillar below splat height - I don't know whether that's intended?
Thou dost ask to much. This is another level where I would have preferred my non-successful approaches to be the intended solution, but each of them would have required another miner. Now I simply went over the top of the level. Also, I just bypassed the radiation completely as if it were a trap, rather than having to use it in some creative way. But perhaps I'm indeed "asking too much" here... :P
Diving for treasure. Bombing to set the swimmer free, then blocking there, then setting the blocker free. Nice to have to keep all this in mind! :)
Water-logged woods. This one was real tough, but boy it felt good when I finally found the place where the crowd could do the last basher! :) Great re-run!
Just did the first rank. Not much special to note about it; fairly easy, as advertised, though the pickup skill level was probably the hardest in the rank (though that may be because I for some reason didn't realize for quite some time what the climber was for).
It also took me a bit to think to backwards framestep on the level where the lemmings die near-instantaneously. If I used the restart button they'd die before I had a chance to pause the game.
You might want to check the level that introduces swimmers, though... I'm assuming you were supposed to use the swimmers in the solution (the rest of the introductory levels seemed to force you to use the skill that was introduced) but I was definitely able to solve it without swimmers. (I also solved it using a swimmer, so there should be two replays for that level).
I've been overhauling some levels to fix more backroutes and redesign some of the weaker levels. "Sewer Rodents" for example will still be solvable without swimmers but harder to do so, and "Sewage Shaft" will be greatly shortened to cut out the pointless fluff. The levels will also be getting reordered again; levels like "Pickup sticks" will be moving closer to the end of their ranks.
I finished this level pack.
Version 1.2 is out!
Features backroute fixes, some level rearrangement, some changes to certain levels to make them suck less, and a new 5th rank with 10 more levels to play! Check the first post in the thread for the new downloads.
Apologies, but further testing revealed that I was far too generous with the time limit on one of the new levels. Version 1.21 drastically reduces said time limit. Check the first post, as usual.
Any special hints on which levels had major fixes? I effectively played this pack twice already, so I started your new version by just letting my replays play... but that of course ended when I reached the first level with a new rank position (even though I had already solved those levels, but now I needed to do it manually again). Since automatic replays are saved by level number and rank name rather than level name (like in the editor), it's hard to find where the fitting replay is hiding once the positions have been changed.
With regard to the new levels: Are you sure these improve the overall quality of the pack? ;) Especially with regard to the infinite skill levels, I usually felt fine with figuring out on a theoretical level what I had to do, but never felt the urge to actually do it. This is the same thing I said about the 50 stoners sewer crocodile level, and also the reason why I didn't play SQron's "Ten story stories and tall tales": The execution gets so repetitive that it just becomes annoying, because nothing new is added.
There are exceptions to this, of course.
Spoiler
One example being "Hey you, stop that". I could compress the lemmings and free all the blockers, but I'm having trouble compressing the lemmings a second time, or, to be precise, to get them out of the compression again without bashing my way into doom or separating the lemmings too far again by using the platformer.
Also the "cat and the fiddle" level keeps me guessing. I'm pretty sure I put all the skills exactly where they need to go, there doesn't seem to be any other option. Yet the cat doesn't seem to be constant in its killing pattern. Sometimes it snatches more lemmings away, sometimes less. There is no constant distance between the remaining lemmings headed for the teleporter, despite keeping the release rate constant.
If that's a special version of your cattrap, a "troll version", fittingly, with some kind of random element about it, kudos for the programming work... ;) But actually there's a nice puzzle here which for me seems to get wasted by the release rate madness.
Though I must admit I had a similar idea a while back: A small pack of impossible levels. In this case, the task wouldn't be to try and solve them, but rather to find out the exact reason WHY each of them is impossible. In other words: What's the lowest number of additional skills (and what type) you'd need to do these? Would just one miner be enough? Or rather two builders?
That's probably more fun as a forum game, showing just an image of the level and telling the skills (which factors out things like release rate and relative distance between the lemmings, though). As an actual pack, it might just be too frustrating.
Son, if you're expecting a rank called "troll" to be fun and enjoyable to play, you're missing the point entirely. I put those levels in for the express purpose of causing suffering. They aren't intended to be good, they're meant to showcase how creative I am when it comes to being an inconsiderate jerk, and perhaps to show some things to avoid if you're trying to make levels that are actually good. Do they deserve to be in the pack? Heck no. But they're there now.
The saddest part is that at least a couple of the levels are just corrupted versions of decent ideas; I just made versions of them that eliminate the repetitive troll garbage by cutting down the total number of Lemmings and they're actually good levels now.
As for which levels have significantly changed, I don't really remember. A bunch got backroute fixes that were relatively minor, some were bigger than others, and a few levels like "Sewage shaft" got seriously reworked.
I finished these levels.
Are these available in new format? I'd like to give this pack a try.
No, they are not - just like several other great packs (SubLems, Lemmings Stampede etc.). Keeping a stable version of 10.13 around is helpful for these purposes, though.
Is Perky 20 even possible? The best I've managed is 21 saved, which is short of the 25 save requirement.
Completed the Old Formats NL version of Casualemmings shortly after finishing Casualemmings 2.0 for New Formats. My replays are attached. Here, except for the tutorial levels of the Calm rank, I will only comment on the levels that are found only in Old Formats, as everything else has been converted to New Formats and I've already given my feedback there in the level pack topic. Perky 20 was, by far, the level I got stuck on the longest, for several months. Turns out I went about the level incorrectly for a very long time.
Also, link to the playlist of my video solutions: https://www.youtube.com/playlist?list=PLbp2m4KlFpJt_lUd05IO3MDtU9OUW1m21 (https://www.youtube.com/playlist?list=PLbp2m4KlFpJt_lUd05IO3MDtU9OUW1m21). Enjoy! :P
Spoiler
Calm 18 - Tick-Tock Lemmings Nice radiation introduction level! :thumbsup: These objects I didn't mind at all, and seeing them again after so long kind of got me missing them :(
Calm 19 - A chilling breeze Introduces the slowfreeze object, which is very similar to radiation, except it turns the lemming into a stoner instead of a bomber after the countdown finishes. This one is also a bit harder than the previous level, although not by much. Here, it's absolutely critical that as soon as the lemming gets into the second pit on either side that they bash once they're facing the right direction, as otherwise they won't stone in the right place to get everyone down safely.
Perky 5 - Two for the price of one Nice and short radiation level, I especially love the trick of cloning a lemming that got the countdown after building to reach the radiation
Perky 20 - Super Mecha Death Gators For such a simple looking level with a very minimal skillset, very hard level and the one that I was stuck on the longest out of any other level in the pack. By this, I was stuck here for several months. For very good reason, as the traps are 3-in-1, one of which is the very fast chameleon trap from the Rock tileset of ONML. I thought the solution would be very fiddly and relied so much on luck, but it actually turns out I simply went about the level the wrong way. Instead, it's much simpler than I thought, which requires compressing the crowd between the builder wall and blocker. The rest will follow from that. Very nice level, and was satisfying to have figured out and solved on my own :P
Perky 21 - Tailor made for someone Nice special graphics level. Very easy one to boot after the previous one which is quite hard.
Twitchy 6 - Do you feel a draft? Nice slowfreeze puzzle which can be somewhat tricky, but here I used repeated cancelling of a platformer so that the stoners would be in the right place ;)
Hyper 3 - Thou dost ask too much! Unlike the New Formats version, this one uses the radiation object. Very nice trick of blocking right next to it so that lemmings from either side don't trigger it and receive a countdown. The rest of the solution is the same as the New Formats version, except that you also have to wait for the preplaced lemming to turn back to the left and then you can release the blocker with a walker.
Troll 4 - Hey you, stop that Same as the New Formats version, except this one seems harder on Old Formats. The solution is very different, as the lemmings don't start bunching up behind one another until after more time has passed. Other than this, I pretty much used the same solution. Once again, I still don't see the trolling element of the level ???