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NeoLemmix => NeoLemmix Levels => Topic started by: Flopsy on May 14, 2018, 09:36:56 PM

Title: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Flopsy on May 14, 2018, 09:36:56 PM
4/4/23: video LPs are ok again now, the ban has been lifted.

At long last SEB Lems is finally ready for the new format.

(https://i.imgur.com/A3BW4z3.png)

Current Version v3.04
Fixes a back route on Rapture 10 by Strato


Older version updates
2/12/20 [v3.03]
Fix to Murder 12 due to back route by Swerdis.

19/09/20 [v3.02]
MegSEBytes 11 The Outbreak fixed since slight Glider physics change following the release of the Shimmier skill to NL.
All other levels are confirmed to be solvable.
Removed download link for v12.6.5 since it is heavily obsolete now.

18/10/19
The pack has been updated to work with NeoLemmix v12.7.0 and there have been some level swaps within the Stormy and Murder rank based on feedback from players.
Stormy 11 > Murder 9 (30-MegSEByte Hard Drive)
Murder 9 > Murder 2 (Let's Go Sonic)
Murder 2 > Stormy 18 (Will You Start The Fans Please)
Stormy 12-Stormy 18 > Stormy 11-Stormy 17

The "SEB Lems.zip" download is a Cleansed v12.7.0 RC build
I have also attached a v12.6.5 compatible version.

22/08/19
The Deep Cuts rank has been removed from the pack, some levels may later reappear in other packs but the majority are to be scrapped permanently
There are no levels added in to replace these levels so the pack has been reduced to 160 levels and 8 ranks.

03/06/19
The SEB Lems download has been reinstated now the Scrap Brain and Star Light tileset are up to date again.

Make sure you update the styles update in this topic specifically for flopsy_scrapbrain and flopsy_starlight
https://www.lemmingsforums.net/index.php?topic=4139.new;topicseen#new

Download the SEB Lems v3.00 Music Pack here (no different from v2.00)
https://www.dropbox.com/s/sorkwoiwsqmay4u/SEB%20Lems%202.0%20music.zip?dl=1


While I have tried very hard to make sure replays are preserved, there are a handful of levels where all of the replays will be broken so be sure to check your replays for solvability after upgrading from the old format!
Apologies for any inconvenience regarding broken replays, in the majority of cases it means your solution was a back route though.

Spoiler

30 - One Way Arrows fixed.
30-MegSEByte Hard Drive - backroute by IchoTolot and Nessy fixed, ceiling added on upper-left.
99 Ways to Die - One Way Arrows added under trapdoor.
A Pirate's Life For Me - removed backroute by josh, changed music to PSP Crystal 3
A Tribute To Bob Holness - Talisman added: Save 58/60
Aaaahhhh Real Monsters - Time Limit 7:00 + back route fix.
Are You Really The Devil? - Added steel on hanging ball.
Aztec Dune Zone - -1 Digger -1 Stacker from skillset (Arty's solution enforced)
Back in the Saddle - Steel added, OWA added on train, -2 builders from skillset (Icho's solution enforced)
Being This Good Takes AGES - Talisman added: beat with only 6 platformers
Big Top Drop - Talisman added: Save 91 or more lemmings.
Birth of an Empire - Now Save 100%, Nessy's solution adopted.
Can You Hear Me? - back route fix
Can't Have It All - added steel column
Candy Floss Bonkers - back route fix
Circuit Breakers - Shortened middle platform, back route fix
Darkside Lightside - -1 Digger, Blocker now a pickup skill (backrouted by Arty and josh)
Digital Ice Age - One Way Arrows added
Don't Play With Fire - Talisman added: Save 100% (by Akseli)
Final Rush - changes to prevent back routes
From A Designer's Perspective - Talisman: Save 42 Lemmings
Futuristic Climber Zone - Arty's backroute fixed.
Golden Round - Trapdoor moved to right slightly, steel and traps added to left of trapdoor, increase save requirement by 1 to 37.
Harvey Haddon Sports Pyramid - One Way Arrows added, ceiling doesn't need fixing.
Here Comes The Rapture - Steel added under "Death"
High Cube - Time Limit reduced to 1:45, One Way Arrows added
Hot For High Times - 3:00 Time Limit, Arty's solution adopted.
How Does It Feel? - IchoTolot's solution used, skillset drastically reduced, +1 to save requirement
I Feel Six and Twenty Eyes - Added Steel near Right hand trapdoor, to prevent stoner use under OWA (Arty and Nessy)
I'd Give You Anything - Level changed completely, no cloners, 1 fencer added, solution changed to prevent horrible backroutes.
I'd Never Make A Level About You - IchoTolot's solution adopted, -1 Basher from skillset, flamethrower over lava raised 1 pixel.
In Between Worlds - Steel added in top right section to stop top left being back routed.
Lemmings on the Stream - Talisman suggestion: Don't use the bomber. (Akseli and IchoTolot)
Lights, Camera, Action! - removed backroute by Arty, changed music to Metallic Madness Present
Mean Green Machine - removed 1 basher, adopted IchoTolot's solution
Meet Your Maker - removed 2 stackers, adopted Nessy's solution
Milly's Lair - removed the miner, fixed the "black pixel", adopted joshescue's solution
Mixed Up World - removed 2 bashers, adopted Nessy's solution
Mummies Alive! - backroutes by Arty and joshescue fixed
Never Let Me Down - added steel to ceiling above spike trap.
On The Dancefloor - removed 5 builders, adopted Akseli's solution
Rick-afinity - added One Way Arrows to Rick faces near exit.
Running Circles Around The Moon - back route fix, added spike trap from Snow tileset.
SEBpphires - backroute by Arty fixed, fixed ceiling on upper-left of level
Shoot From The Hip - Removed a Climber and Glider to enforce intended solution
SNAKE! - Release Rate now locked at 70 to increase difficulty.
That's Blockbusters - Talisman added: complete level without the Blocker (Nessy's solution)
The Call of Kyusu - Reduced Climber count by 1 (down to 8), adopted Nessy's solution
The Call of Lucia - Time limit reduced by 10 seconds
The Outbreak - backroute by Arty fixed, fixed ceiling on upper-right of level.
This is NOT a Drill - Time limit introduced 3 mins
Thought of Jigsaw and Made This - back route fix, heightened the left One Way Wall
Up and Down and All Around - backroutes by Arty, Icho, josh and Nessy fixed.

Level moves - please use this to update your replay files with the correct level numbers.
First code displayed is the level position in any version 1 of SEB Lems (since release) and the > points to where it has     moved to in v2.00.
(format xx yy - where xx is rank number and yy is level number)
01 10 > 01 14
01 11 > 01 15
01 12 > 01 10
01 14 > 01 11
01 15 > 01 12

02 02 > 02 03
02 03 > 02 04
02 04 > 02 02

03 12 > 04 19 (up)
03 13 > 03 12
03 14 > 03 13
03 15 > 03 14
03 16 > 03 15
03 17 > 03 16
03 18 > 03 17
03 19 > 05 14 (up)

04 03 > 03 18 (down)
04 04 > 03 19 (down)
04 05 > 04 17
04 06 > 04 03
04 07 > 04 04
04 08 > 04 05
04 09 > 04 06
04 10 > 04 15
04 11 > 04 08
04 12 > 04 07
04 13 > 04 09
04 14 > 04 10
04 15 > 04 11
04 17 > 04 12
04 18 > 04 14
04 19 > 04 18

05 10 > 04 13 (down)
05 11 > 05 10
05 12 > 05 11
05 13 > 05 12
05 14 > 05 13
05 15 > 06 15 (up)

06 15 > 05 15 (down)

07 18 > 07 20
07 20 > 07 18

08 02 > 08 05
08 03 > 08 02
08 04 > 08 10
08 05 > 08 03
08 10 > 08 04

09 14 completely replaced with new level "I Am ATypical"

Original Release Post

Flopsy's first level pack
SEB Lems

Thanks to Wafflem for the main menu background! :)
Thanks to Gronkling for allowing me to use items from his cyber tileset in the Scrap Brain tileset.

-160 levels across 8 different ranks of 20 levels each. (formerly 175 across 9 - Deep Cuts was removed in v3.0).
-6 main difficulties: Paradise, Bittersweet, Revolution, Stormy, Murder and Rapture
-2 collab ranks: MegSEBytes and Unrequited
-MegSEBytes: based on the collab pack by Wafflem and I, this contains 18 of the 30 levels from the pack, the other 12 are mixed in with the main difficulty ranks above. Whoever is named first in the author field designed the level terrain, whoever is named second inserts the objects, makes the solution, skillset and names the level. Containing 2 levels exclusive to SEB Lems
-Unrequited: A rank consisting of levels by Wafflem from Dullstar's "Bits of levels you can finish" topic. Wafflem is co-creator of all levels in this rank.
-nearly 60 different tilesets used throughout the pack.


Paradise (20 levels) - Tutorial levels, X of everything levels, mostly Fun and Tricky levels
(https://i.imgur.com/ygAuTLV.png)
Is It Any Wonder?

Bittersweet (20 levels) - Still easy, sometimes less skills. Tricky difficulty.
(https://i.imgur.com/6B82Dp7.png)
Candy Floss Bonkers

Revolution (20 levels) - Taxing Difficulty, precision increase. Get on the Revolution!
(https://i.imgur.com/amaHj9s.png)
The Legend of Ray Beeston

Stormy (20 levels) - Storm is hitting the fan, harder levels overall. (Taxing/Mayhem)
(https://i.imgur.com/9WkPT8W.png)
Wild Forever

Murder (20 levels) - No prisoners now, Lemmings' lives are at stake! (Mayhem and beyond)
(https://i.imgur.com/b60RJVY.png)
Great Scot!

Rapture (20 levels) - Here it is, you've made it. Can you make it to the end? (Sunsoft rank)
(https://i.imgur.com/BXjYJw8.png)
Treversal

MegSEBytes (20 levels) -  based on the collab pack by Wafflem and I, this contains 18 of the 30 levels from the pack, the other 12 are mixed in with the main difficulty ranks above. Whoever is named first in the author field designed the level terrain, whoever is named second inserts the objects, makes the solution, skillset and names the level. Containing 2 levels exclusive to SEB Lems.
(https://i.imgur.com/hw1IEsK.png)
Spaced Out

Unrequited (20 levels) - A rank consisting of levels by Wafflem from Dullstar's "Bits of levels you can finish" topic. Wafflem is co-creator of all levels in this rank.
(https://i.imgur.com/l7fLECC.png)
The High Cube


Special thanks to GigaLem for making additional objects and backgrounds for the Sonic tilesets.
Additional thanks for rips to:
Triangly for Marble Garden
Flare for Mystic Cave
Technokami for Sandopolis & Death egg
The observer for the doomsday background
Divine for Star light and scrap brain


Make sure to download the music pack as well at the top of the post, it is a SEPARATE download!
Title: Re: [NeoLemmix] SEB Lems
Post by: Strato Incendus on May 18, 2018, 04:46:15 PM
Does the music pack also work with the old formats version, as far as you named the tracks in the levels? ;)
Title: Re: [NeoLemmix] SEB Lems
Post by: Flopsy on May 18, 2018, 05:07:03 PM
Yes, it is exactly the same music pack used for the Old format v2.00.
Title: Re: [NeoLemmix] SEB Lems
Post by: Strato Incendus on May 18, 2018, 11:32:17 PM
Thanks! Well, what a way to get a hand on some of these tracks! :D

And SEB is fine with this? ;)
Title: Re: [NeoLemmix] SEB Lems
Post by: Flopsy on May 21, 2018, 08:50:21 PM
Uploaded a fix, Rapture 18 had a deadly right edge.

Thanks josh for spotting this :)
Title: Re: [NeoLemmix] SEB Lems
Post by: joshescue18 on May 26, 2018, 06:12:01 PM
I finished this level pack...again.
Title: Re: [NeoLemmix] SEB Lems
Post by: Akseli on August 25, 2018, 11:34:48 AM
So, my more thorough second playthrough of this pack after the first try last Winter (https://www.lemmingsforums.net/index.php?topic=3419.msg68615#msg68615). After solving 152/175 now, progress from this point onwards is remarkably slow that I find it best to attach my solutions so far.

I didn't get feedback for my solutions last time, though I see some of my solutions being adapted through the changelog. I'd like to hear about my solutions, which are backroutes and if there's something special in them anyway.

Comments on some of the levels (contain spoilers here and there):

Spoiler
Paradise17: Crystallise – My solution is ridiculously precise, I'd think there's a more reasonable way to do this level.

Bittersweet2: Pretty Woman – My previous solution didn't work, because there's no ceiling at the top left corner. :P So, I adjusted my solution just a bit.
Bittersweet3: Just Get Rid of Him! – An original idea, good good!
Bittersweet4: Sweet Memories – I backrouted this earlier, now the solution is shiny!
Bittersweet12: Tell me the way to DMA... - If recurring Tricks of the Trade levels and Deep Cuts Homewrecker aren't counted, this is the only repeat level in the whole pack. :O
Bittersweet14: From a Designer's Perspective – Suddenly original tileset with that nostalgic song! :thumbsup: A refreshing surprise.
Bittersweet15: Candy Floss Bonkers – I backrouted this earlier. Now found this solution with that tricky top left area, nice!
Bittersweet18-19: The Ocean World and The Friday Feel Good Lounge – Still some of the best stuff of the entire pack, love them and these levels are the ones I'll root from SEB Lems in LOTY. : )

Revolution3: Don't Play With Fire – One of the most builder heaviest levels in the pack, but there's these kind of levels so few so that's just variety and doesn't get that irritating.
Revolution8: Harvey Haddon Sports Pyramid – I backrouted this earlier, but now I used the basher before the one-way wall area.
Revolution9: A Tribute to Bob Holness – Didn't realize in my earlier playthrough that you can find words from there. ;)
Revolution13: Sadistic Lemming Factory – This one I mentioned already, there's a talisman for solving the level (save 39). Also, this feels daunting for its placement this early in the pack.
Revolution 16: Pac Attack – Another quite exhausting level this early in the pack.

Stormy2: A Starlight Rollercoaster – I didn't solve this earlier, just in this playthrough found the correct path! Earlier I tried to send the workers up the first wall.
Stormy11: 30-MegSEByte Hard Drive – Not yet solved, I managed to realize what to do in the top right corner (digger and platformer only), but no idea how to do the bottom left, would need one climber more (crowd is not safe from water).
Stormy12: Futuristic Climber Zone – Didn't solve this last Winter, now I got it and this is an amazingly original level, wondering why the eerie space song isn't there anymore but "aah real monsters" song is used. :P
Stormy16: Wild Forever – Didn't solve this last Winter, now I got it when I realized that miner set-up is possible with first lemming not using a floater and the miner turns around from the steel. It's really precise, maybe too much so?
Stormy19: Rick-afinity – Didn't solve this last Winter, now I got it immediately when I realized to dig horizontally through that thin one-way wall. :P

Murder1: The Five Arches – Not yet solved.
Murder2: Will You Start The Fans Please! - A good level, I was stumped for a while, the key was to find out the correct digger placement, after that all came together.
Murder5: Up and Down and All Around – Not yet solved, I see you've fixed backroutes from basically everyone who has played this level. :P
Murder6: The Story of the Eggs – I saved 2 skills, one of the most backroute-feeling solutions of mine.
Murder7: The Call of Lucia – A good, difficult and compact level!
Murder9: Let's Go Sonic! – Maybe the easiest level in Murder rating, a good for being a breather level here if intended. The difficulty could come from spotting the indentations from the tower, but if one uses lots of clear physics mode like I do, it's easy to spot.
Murder10: Birth of an Empire – A good level, deriving from comments, this didn't have save 100% requirement earlier and wouldn't been Murder-worthy imo, now it is.
Murder11: Aztec Dune Zone – Not yet solved. Another level that's difficulty has considerably risen, deriving from comments that Arty's solution has been adapted. I can save everyone but the last hero lemming bashing the big one way wall from left to right and he walks to the abyss.
Murder12: Like A Lem In A Candy Shop – Another good, cramped, difficult level! :thumbsup:
Murder13: No Time To Die (Flopsy style!) – Maybe backrouted, my solution is not Murder-worthy.
Murder14: We Build Castles Made of Slime – Didn't solve this last Winter, now got it when spotting that basher placement.
Murder15: Golden Round - A good and fitting song! A bit easy-ish if one examines the honey circle terrain carefully, where to put basher etc.
Murder18: Darkside Lightside – A good and difficult level.
Murder20: Here Comes the Rapture! – Not yet solved. The biggest issue is saving the climbers at the bottom middle from climbing to the flamethrower.

Rapture7: The Call of Kyusu – Awesome level, three different delightful timing tricks (blocker-builder, digger-faller, bomber-basher)! :thumbsup: At first I thought this to be more horrible before realizing that only 3 climbers need to be send to the left, because the hero that digs lets climbers to the right, avoiding timing with the trap.
Rapture8: Leave the Others Alone – Nice, though a bit hasty with the builder before the crowd comes.
Rapture12: Shoot From The Hip – An interesting looking level compared to exhausting looking Rapture levels with dozens of skills, thus I tried this for a while, and I'm not sure if the trick at the bottom left is intended. Awesome layout!

MegSEBytes8: Mummies Alive! – The level where this rating gets good.
MegSEBytes12: SEBpphires – A potential backroute saving 2 platformers.
MegSEBytes15: Lights, Camera, Action! – Brilliant, looks pretty impossible at first sight, but the solution is efficient.
MegSEBytes16: Lemsels in Distress – Three good things: the tileset, the level, the song.
MegSEBytes19: Circuit Breakers – Genious, genious!
MegSEBytes20: Spaced Out – Took a while to solve this, a deserving rating final.

Unrequited2: Just 1 Word I Want You To Know and 10: How's the Island Punch? – Great, great, great!
Unrequited11: Mapperley at the Tree Tops – This is somehow one of the most uninteresting levels in the pack (excluding X-of-everything levels). Not discarding-worthy maybe, but I just thought of bringing this point out.
Unrequited14: The Lemming Disaster Suite – One of the hardest solvings of mine, timing to get a bomber hero at the end out from the crowd was pain.
Unrequited15: 30 – Not yet solved. Hard to tell if I'm doing wrong the left part or the right part.
Unrequited17: Machinery – A good level, but seemed easy compared to levels around it.
Unrequited18: I'd Give You Anything – Not yet solved, and this is super weird how to do the second "room" with 3 builders, 2 blockers and 2 diggers. There's 4 vertical trees, 3 bashers and 1 fencer for them. Pretty sure that first room is builder and digger, the second last room is builder and the last room is digger – all skills used.
Unrequited19: Hot for High Times – Like I said earlier, I didn't take the pickup skills, so I backrouted this.
Unrequited20: How Does it Feel? – Marble is by far the most used tileset in this pack. :P A good level.

Deep Cuts 8: Maybe the best level of this rating even though it's a multitask pain. 14: I am A Typical is also good, but yea maybe not that original for the main ratings.
Deep Cuts 15: Woow, my name is there! Can't remember what my contribution was in relation to you before SEB Lems was created, but I'm honored. : )

Thanks Flopsy, this is quite an ambitious and colossal level pack with diverse and imaginative level design! :thumbsup: Duration for playing is dozens and dozens of hours. :)
Title: Re: [NeoLemmix] SEB Lems
Post by: Flopsy on August 25, 2018, 10:05:24 PM
Thanks for your feedback Akseli

You back routed the following levels
Revolution 8
Murder 6, 13
MegSEBytes 12, 18, 20
Unrequited 19
Deep Cuts 9
Title: Re: [NeoLemmix] SEB Lems
Post by: Strato Incendus on October 21, 2018, 01:23:45 AM
Well, then. You gave me a lot to watch during the last weeks, Flopsy ;) . It's about time I gave something back, isn't it?

I honestly couldn't, for the longest time, because I just had no clue how to solve anything in the second half of the Revolution rank. Fortunately, Stormy turned out to be a lot easier for me overall. I think this is consistent with the feedback Arty gave you? There are still a couple of levels in both ranks which I haven't solved yet, but instead I got to unlock some of the talismans.

I did those because I had to resolve some of the early levels anyway, because my replays got broken from version 1.81 to 2.0. In one case in particular, "Sadistic Lemming Factory", I went from "had this solved, now I can't solve it anymore, WTF?" to "Oops, I unlocked the talisman!" :D Sort of like what happened to me on Arty's rerun of "Torture chamber" in SubLems, where I was unable to hit the intended save requirement, I could only do either worse or better...

For many of the later levels, I experienced similar symptoms like on Lemmings Migration, where I got to about 90-95% of the solution myself, but then had to get a hint for the remaining step. Usually these were the levels where I always felt like I was one skill short.

Some single level remarks

"Sweet memories": The fact that you made the slope entirely terrain, without the little gaps in it, had me stumped for quite a while ;) . Before, I had used a miner to turn the lemmings around here, because that miner got cancelled automatically as soon as he hit one of those gaps. Eventually, I came up with something involving one of my World Tour tricks, i.e. climbing through a blocker. Is that intended? It seems a little untypical of your level building style, if I compare it to all the other levels from the pack I've played so far... It works out just nicely with the release rate, but I managed to spare both the floater and the bomber. :8(): Well, in case it's a backroute, I already see how you're probably going to fix it ;) .

"Tricks of the Trade": Refering to the one with the blocker-builder-turnarounds here. Like Arty, I'm not the biggest fan of this one. Although the execution gets quite a bit easier once you've figured out the ideal place to contain the crowd. Another case where minor conceptual mistakes can cause a lot of unintended pixel precision, related to the relative distance between several lemmings.

"Sadistic Lemming factory": As I said, went from "regular solve" to "non-solve" to "talisman-solve" here. That was weird :D . [removed comment about dislike for music]

"Merry Band of Lemmings": One of the reasons why Stormy felt so much more inviting than Revolution! :thumbsup:

"That's blockbusters!": Another 90%er for me. I had grown so used to canceling one digger with another digger facing in the opposite direction that I didn't draw the logical conclusion that you can also turn a digger around with a blocker while digging, with the blocker getting freed again right away. To be fair, that's not a very obvious trick, because you don't see it from the outside until you actually try to assign a horizontal destructive skill to the digger. Thinking about it, I probably should have made a Noisemaker level about this trick...

"MegSEBytes Hard Drive": I wasted both diggers on that maze-thing on the right with the button in it, rather than just a single one. That, in turn, made me waste a platformer at the top of the ramp to turn the climbers around by bumping their heads against the platform.

"Futuristic Climber Zone": Arty's solution on the LP has been broken by a single terrain piece you needed to add as a backroute fix, but I saw the hint you gave in the comments. That said, I actually did find a solution that involves disarming the machine gun trap, even though it wouldn't have been necessary anymore at that point... :P

"Gold Run": A nice change to cancel a rogue lemming with a stoner rather than a bomber. Requires a little timing so that nobody gets trapped on the other side of the stoner. I'm usually careful with such a change, because stoners generally pose a much greater danger of breaking a level than bombers, but here, without any lethal fall options, this is certainly more interesting than a bomber cancel.
I'm just a little sad the trick I tried in the meantime wasn't part of the intended solution, because mechanically it works: In that zig-zag miner shaft, I had a lemming falling from the top stone, then walker-freed the blocker to gain some space, and platformed towards the stoner so that the platform closed the gap at the stoner's feet and the lemmings could ascend. How to close a miner tunnel without a builder! ;)

Speaking of stoners:

"I Feel Six and Twenty Eyes": [removed comment about level titles]. The most fiddly part about this was getting the cloner right. The absence of bashers really made all this one-way stuff an unusual challenge.

"On the dancefloor": [removed remark about level reference] Like Arty's boss fights in SubLems, your final levels of each rank often feel easier than the rest of the rank that came before. Nice builder-fest with some thinking required; it isn't too hard to prevent the lemmings from splatting, though, if the player knows some basic splatform rules. I like the idea of "anouncing" the next rank with the last level in each rank, though - apart from you, I have only seen GigaLem do that, so far.

Title: Re: [NeoLemmix] SEB Lems
Post by: Flopsy on October 27, 2018, 09:51:34 PM
SEB Lems update attached to first post with back route fixes to the following levels

02_15
03_03
Title: Re: [NeoLemmix] SEB Lems
Post by: Strato Incendus on October 28, 2018, 12:06:49 AM
Q.E.D. :D Looks like I'll have to resolve those two. I'm just glad my solution for "Sweet memories" either seems to be intended or at least acceptable now. :thumbsup:

Spoiler
I do suggest you make that fire trap on 03_03 an overwrite object, though ;) . I'm fine with traps hidden in animals for flavour reasons, but there's clearly no dragon or other fire-breathing beast present in this level ;) .
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on March 30, 2019, 10:06:04 PM
I finally got around to giving this a go. I really don't have the patience to play on-video anymore, but I figured I at least owe it to you to play the pack. Solved the first rank; got some of the talismans as well - I usually wasn't specifically trying for them, although if they didn't look much harder than the normal solution I got them. Some I got without even trying.

Some feedback on specific levels.

Spoiler
0104 "Back to Paradise" - The level itself is alright, but I really don't feel that full-on songs work well as Lemmings music. (I'll note the distinction here between an actual song; and music that uses vocals more like an instrument - eg. "At The Fair" - or that just have the odd vocal soundbite - eg. the Amiga variant of the "Menacing!" music). This might just be me, though.
0110 "Is It Any Wonder?" - Ugh, I did not like this level. It's extremely long (it literally doesn't fit in a single "screen" of the minimap) with no real point to it.
0111 "Move This Mountain" - Even without the "no stackers" goal for the talisman, I think this level is a bit tricky for a first-ranker. Not a bad level though.
0113 "The T-Shirt Level" - You forgot to set music for this one. Unless it's just coincidence that it's level 13 and plays orig_13?
0115 "Party In My Head" - Nice level, although I couldn't figure out which L3D level it was based on.
0116 "It's The Name Of The Game" - Another nice one, although it's definitely much easier than its L3D inspiration.
0117 "Crystallise" - Probably my favorite so far! :D
0118 "Volunteer Lemming Firefighters" - Similar to 0110, this level felt more tedious than anything else. On a side note, the water in the middle should probably be narrowed a bit so it only fills the actual gap. Also, this might just be me, but I found the music on this one extremely annoying, even by song-as-music standards. :/
0119 "Tricks of the Trade" - This one was pretty neat! :D
0120 "Parting is Bittersweet" - This is a nice level; although I notice the symmetry is somewhat broken - notice that a glider gliding from the very top of the sides, behaves different on one side than on the other. Not sure if this is intentional.

Overall, based on this as well as the demo and other levels I've seen by you, I'm definitely looking forward to the rest of the pack. :D
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on March 31, 2019, 03:57:00 AM
Quote0113 The Tshirt Level - The music for this level is the SNES version of Level 13, not sure what was playing your end.

I got orig_13, the normal variant (which I've personally overridden with the Master System orig_13, but on a vanilla NeoLemmix install it would just be the standard orig_13). Looking at the level file, it specifies the music "snes13", which appears to be missing from the music download - which would explain this, as NeoLemmix would thus fall back to the 13th music in the standard rotation (ie: orig_13).
Title: Re: [NeoLemmix] SEB Lems
Post by: Flopsy on April 02, 2019, 01:50:37 AM
Going forward, I would rather any feedback towards SEB Lems (or any of my other packs) is actively about the level's layout/solution and not talking about personal likes or dislikes for music tracks, level titles, references or tilesets used.

I really am not interested in hearing about things unrelated to the level solutions and I would rather not know that you're not enjoying my own personal choices that I feel make the pack special for me.

I feel like the best feedback for this pack is about the solutions and enjoyment of the level (excluding music) so please stick to that.
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on April 02, 2019, 06:48:56 AM
No worries. Do you still want me to point out technical issues with the music, similar to that of 0113 where the music file is missing from the download?
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on April 07, 2019, 12:43:00 AM
Solved all of Bittersweet.

Individual level comments
0201 "Find Us Under The Starlight" - Unless it's to block a backroute, I don't see the point of the trap and the walker. The level would work just as well without them. Nice level aside from that though! :)
0203 "Just Get Rid Of Him!" - Ooh, another very nice one! :D
0204 "Sweet Memories" - This was based off "Birthday Cake", right? Anyway, I'm not sure if the way I solved this was intended.
0205 "HMS Hamish MacBeth" - No idea which one this was based off, but it's another really good level.
0206 "Everybody Wants To Be A Cavelem" - Probably the hardest level in this pack so far. The solution is simple, but very well hidden.
0207 "One In A Billion" - Thanks for the compliment! The level itself was pretty good too.
0208 "The Acro-brats" - This one was "That's Right", isn't it (though with lots of additions)? It's a pretty good level, though I saved 100% with a few skills left over - and I can think of a few ways I could change which skills were left over.
0209 "Being This Good Takes AGES" - Nice level, although the talisman seems a bit pointless to me - I don't see how the extra two platformers would be useful, except perhaps to delay some lemmings.
0210 "The Locker Room" - Another nice level.
0211 "Tricks Of The Trade (Part II)" - Not sure if this was the intended way to control the crowd.
0212 "Tell Me The Way To DMA" - I remember this as a contest level, though it might have been backroute fixed since. Not bad!
0214 "From A Designer's Perspective" - No idea how you'd go about saving an extra lemming here, but this is a good level regardless.
0215 "Candy Floss Bonkers" - This one was very easy compared to most other levels by this point.
0216 "The Resurfacing Of Sonic's Roads" - Might be a backroute as I didn't use the glider, but if not, this is a pretty neat level.
0217 "Until The Stars Collide" - Interesting level for sure. I suspect this one is meant to be fairly open-ended?
0218 "The Ocean World" - Might be a backroute?
0219 "The Friday Feel Good Lounge" - My favorite level in the pack so far!
0220 "Get On The Revolution" - Even beyond just having the same skillset, this really reminded me of "A Different Kind Of Hero" from Lemmings Plus Omega.

Overall, while the pack is still fairly easy at this point, I'm noticing a step up both in terms of difficulty and in terms of quality from the first rank. :D
Title: Re: [NeoLemmix] SEB Lems
Post by: Flopsy on April 07, 2019, 03:57:37 AM
Thanks for posting more replays namida, was wondering if you were going to continue with the pack after Paradise seemed to be a let down.
Also thank you for focusing on the levels rather than the music, it's much more focused on what matters :)

Also I mentioned in a previous post that Party in my Head is based on a level called Welcome to the Army, that's incorrect, it's actually based on Let the Race Begin in Taxing (Lv43)

Spoiler
0201 - (Was in SEB Lems demo) You have a fair point there but I'd rather have 4 skills than 3, 3 skills is just giving away the solution.
0204 - Your solution is the most intended I've seen out of any replays so far for this level. It may seem unintended because I used the exact skillset used on Birthday Cake which is actually correct on which level it was based on.
0205 - This level is based on Tricky (Lv23) This is the Army from 3D Lems, it has 90 degree turns in it but there are no turners so it pretty much plays out like a 2D level.
0206 - This level was also in SEB Lems demo, you also solved this one back then.
0208 - Yes spot on, it is That's Right but I thought I'd go on to make a more complex level than that which turned out to be not too hard in the end. Nothing unusual in your solution, there are many acceptable solutions here.
0209 - The idea in this level was to teach a 99 RR halfway through the level, my original solution had 8 platformers but since then it's been streamlined to 6, I see no need to remove the extra 2 personally.
0210 - Also a SEB Lems demo level and you solved it before back then also.
0211 - Very intended way to control the crowd, in fact that solution is exactly like my official solution.
0212 - There have been no changes to this level surprisingly since after the contest ended and many solutions have been found to this. You opted for the one which RTW found when he played this level on stream, it's the most impressive out of the ones I've seen on this level.
0214 - It's actually possible to save 43 on this level believe it or not, just an FYI!
0215 - This level has been the level in this rank which was plagued with back routes from day one, it may have resulted in the solution being more obvious than before. Other people have struggled with this level (Arty on his LP notably) so it is a bit of a doubled edged sword.
0216 - No back route, the glider is just there as filler to make it a 1 of everything level.
0217 - Yes, it is open ended, I'm impressed with your 100% solution though, you're getting good at stream lining your playing skills!
0218 - Not a back route really, you just found a way to not need the skills leftover because you streamlined pretty well. The splatform was meant to be made from a higher point and the digger was there in case you needed to dig through it.
0219 - This level made it pretty far in LOTY2017 so a lot of other people liked it also.
0220 - Interesting variant on the solution here, you actually successfully swapped the cloner with the walker use. You could have cloned on the left side while gliding down. You actually made it harder on yourself doing it this way but it was interesting to see this approach because you actually used the walker at the end of the level rather than at the start.

You haven't back routed anything as of yet, this rank has been back route sealed pretty well by previous players. I'm sure you'll back route something later on down the line since hardly anyone has ventured into Murder or Rapture.
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on April 07, 2019, 04:10:56 AM
It's been so long since I played the demo, so I'm not likely to remember levels from it - I certianly didn't recognize any so far, aside from "Tell Me The Way To DMA". The only other level I specifically remember from it was that bubble level (I forget the title) that I couldn't beat. I also didn't follow LOTY2017 very closely, beyond watching how well my own levels were doing.

Anyway - I definitely will continue at least with the main ranks. I'm switching back and forwards between this and Lemmings United at the moment.
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on April 16, 2019, 06:05:32 AM
Completed the first 7 levels of Revolution so far.

Individual level comments
0302 "Sparkle" - Took me a while to figure this one out. The pre-placed lemming being purely to let another lemming get past the trap really caught me off-guard.
0303 "Don't Play With Fire" - This level actually had me stumped to the point I stopped for a bit; but I solved it almost right away when I came back to it - I was overlooking something obvious. Nice level.
0304 "Welcome to Wafflemland" - This one was an excellent level!
0305 "Glain Yn Yr Dolur Calon" - Nice level.
0306 "Up The Wooden Hill" - A neat concept, but the level itself was quite simple to figure out.
0307 "The Legend of Ray Beeston" - Okay, wow. This is without a doubt the best level so far! :thumbsup: Probably the hardest, too. And I know you didn't really want comments on the music but I have to say, this level's music was awesome too and was definitely part of what made it so great!
Title: Re: [NeoLemmix] SEB Lems
Post by: Flopsy on April 16, 2019, 08:54:17 PM
Spoiler
0302 - The preplaced Lemming was the only way I could get this trap trick to work, I did try using Walkers but someone continuously back routed the level to the point where I had to make them pick up skills.
0303 - Surprised that this level initially stumped you given the very open skillset on this. I think this level is probably the first serious level in the pack, it's surprising how well the skillset suits this level though.
0304 - Thanks, in case you weren't familiar, the level name refers to me calling buttons "Wafflems" since Wafflem is famous for using them in his levels. It's misleadingly a harder level because 3 of the skills are effectively useless (Stoners, Bombers and Blockers).
0305 - Interesting that you saved a Walker here, the intention was to use all 4 of the walkers in the place where you used them, the builder can still be useful further up the web piece. I was going to say you could have saved the climber but he would not have made it to the exit with a single walker anyway.
0306 - This was in the SEB Lems demo but I don't think you ever made it to this level because you stopped about 6 levels in. This level was originally in the Murder rank but it got moved here after much feedback about this level, I thought the basher trick was more obscure than others thought, turns out I was wrong. I put the time limit in to stop 10min+ solutions to this level, yes someone actually gave me a 10 min replay to this one!
0307 - This was a deep LOTY2017 runner so it seemed a lot of others liked this level also. I think it came down to the obscurity of the tricks used at the start to contain the crowd, the rest of the level wasn't too difficult other than that. It seems I have a talent with the L2 sets in general because I have won a contest with a Highland level and won LOTY with a Medieval one which is in the next rank :).
(I don't mind if you have nice things to say about the music, that's perfectly fine if you want to say so)
This music is "Nottingham Lace" by Buckethead, it was added to SEB Lems in an update and it's on a few levels in this pack so you'll most likely hear it again, I felt it was too good to not be used on a Medieval level.
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on April 19, 2019, 01:11:08 AM
Completed a few more.

Individual level feedback
0308 "Harvey Haddon Sports Pyramid" - Very nice level!
0309 "A Tribute To Bob Holness" - Another nice level.
0310 "Today The Sun's On Us" - The first bit is very precise, but aside from that this is a great level.
0311 "Tricks of the Trade (Part III)" - Took me a while to figure out how to achieve crowd control here. Nice level!
0312 "The Big Bang" - I forget the name, but second level of L3D Taxing, right? Anyway, this was another pretty good level. However - I'll note the one way arrows "bleed" a bit on to terrain they shouldn't be on, eg. the weight discs on the right-wall dumbell. (It's easier to spot this in clear physics mode.) This is actually something I've noticed happens in a few cases in this pack, but I keep forgetting to point it out.
Title: Re: [NeoLemmix] SEB Lems
Post by: Flopsy on April 19, 2019, 02:15:58 AM
Spoiler
0309 - So you finally get to see the first of the few levels which led to me making additions to your Honeycomb tileset. It's based on a quiz show called Blockbusters, you may or may not have a variant of it over there but Bob Holness was the host of the UK version and he's no longer with us.
0310 - There is an easier way to do this level, you can just continue mining right at the start and mine through the bucket handle on the right hand bucket before the trap, that is way less precise than what you did :P. This is the first time I've seen this mining trick done on this level though, impressive.
0311 - I know this section looks a mess with the mashers and the pick up skills are a mess so it's nice to hear it was still a good level for you. Arty didn't enjoy this one and his back route led to the blockers being pick up skills.
0312 - Yes it is an earlier Taxing level called "Picky Platform". I think this level is a big giveaway to what 3D Lemmings level it is trying to copy, it works really well because the only 3D aspect was using the turner at the end to turn towards the exit which I had to creatively use a 2D trick on instead for authenticity.
Regarding the One Way Arrows, you're right to call it out because I really did not notice until you pointed it out. If you manage to remember where else you saw this then I'll be interested to know also but otherwise don't worry :)

Nothing back route like still at this point ;)
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on April 20, 2019, 02:53:35 AM
Solved three more levels.

Individual level feedback
0313 "Sadistic Lemming Factory" - It's not a bad level per se, but I really don't think it gained anything from being that large - just a bit of annoyance having to scroll back and forwards between the ends of the level at the start. Also, I'll point out the talisman here is "save 39" - the level already requires that anyway. I, however, managed to save 40. ;)
0314 "Wrong Side Of The Sun" - This one was great! :D
0315 "Alice In Wonderland" - A lot harder than it looks. :O Not a bad level at all.
Title: Re: [NeoLemmix] SEB Lems
Post by: Flopsy on April 21, 2019, 01:04:03 AM
Spoiler
0313 - This level layout was made by Wafflem and I made a solution for it, it's a MegSEBytes level. Also the Talisman is supposed to be Save 39, it's a Hatsune Miku inside joke whom sings the track on this level "Sadistic Music Factory". 39 is a popular number in the franchise.
0314 - Interesting solution here, I like how you bombed the stacker to keep the climbers safe.
0315 - What I like about this level is I have not seen 2 solutions exactly the same. Yours is no different, Arty managed to beat this level with 9 builders.
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on April 24, 2019, 08:34:19 PM
Next two levels completed.

Individual level feedback
0316 "Pac Attack" - It's a fun level overall, but very subtle differences in symmetry or block size do get a bit annoying here (eg. some vertical blocks can be destroyed completely using a digger, some will have 1 pixel width left; climb-glider to the right from the top entrance gets to the top-right corner, whereas on the left bounces off a wall).
0317 "Hopeless Fantasies" - This one was an excellent level!
Title: Re: [NeoLemmix] SEB Lems
Post by: Flopsy on April 25, 2019, 01:13:38 AM
Spoiler
0316 - I can see what you mean actually, you're the first person to point out this inconsistency. All I did was make this out of an image of a Pac Man maze so I didn't actually make this from scratch.
0317 - Glad you think this level is great, one of the better levels from MegSEBytes personally

Out of curiosity, how is the difficulty getting at this stage? I only ask because you seem to be solving less and less levels each time you post replays.
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on April 25, 2019, 01:36:26 AM
It's partly that I'm not playing for as long at a time, but it's definitely getting a lot harder.
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on April 25, 2019, 02:20:09 AM
Here's the last three levels of Revolution solved.

Individual level feedback
0318 "All Work, No Play" - It's possible I'm missing something here, but this level seems needlessly precision-reliant; you could reduce the precision needed without harming the solution, I think. That is, of course, assuming this isn't a backroute.
0319 "Mean Green Machine" - This level was really frustrating at first, but after actually solving it I have to say it's a pretty good level! I would still say a bit hard for the position, though.
0320 "When The Storm Has Blown Over" - A pretty good level to end the rank with. :) Another case of "harder than it looks", though this one is fairly right for the position.
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on May 01, 2019, 01:59:57 AM
Started on the next rank.

Individual levels
0401 "Band Of Merry Lemmings" - Congratulations on your LOTY win with this level. Personally, while I definitely think it was a very good level, it's not the best in the pack. (My favorite so far is still The Legend of Ray Beeston.)
0402 "Star Light Rollercoaster" - Backroute. I'm so sure of it that I spent a bit more time trying to find a not-so-obviously-backroute solution, though I didn't find one yet. EDIT: Okay, now I did, although this still might be a backroute (albeit a much less severe one) due to the leftover climber.
Title: Re: [NeoLemmix] SEB Lems
Post by: Strato Incendus on May 01, 2019, 03:02:05 PM
Is it just me, or has the pack itself vanished from the starting post? ??? I just wanted to make sure I got the most current version, after some possible backroute-fixes from namida's replays, and couldn't find it anymore - only the music pack is linked to in the starting post, as far as I can tell. The icon looks like there should be an attachment, but I don't see one.
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on May 01, 2019, 07:54:22 PM
I'm not sure about the download - I wondered if Flopsy might've removed it while working on backroute fixes, but I tested and removing an attachment updates the edit date (and the original post hasn't been edited since early April). Although I might've downloaded it even earlier than this.
Title: Re: [NeoLemmix] SEB Lems
Post by: Flopsy on May 02, 2019, 12:09:38 AM
Sorry, I didn't even notice there was more replays until now and I've only just had a chance to look at them.

Spoiler
0318 - It's not exactly a back route, you just found a very clever alternate solution. If you take what you did and perhaps reverse it so that everything destruction wise is going in the other direction then that would give you the intended solution. I think this is why you had precision problems, because you tried to brute force a solution which is more or less the same, just in a different direction.
0319 - This looks ok to me, this is Wafflem's solution to a level which I made so he has the final say on whether this is acceptable. This level was originally in the Murder rank but it slowly got pushed down the ranks after feedback. I suppose it could get pushed in the other direction again.
0320 - Very nice solution here :). There are many ways to go about this level but I think it's safe to say all of the platformers and builders are needed crucially in all solutions.

0401 - This beat The Legend of Ray Beeston in LOTY sadly, I can't change that :P.
0402 - Ok, the problem here is I have already edited the Star Light tileset and your first replay doesn't solve so I was not able to see the back route entirely. From what I could see it was obviously a back route anyway because you were going in completely the wrong direction. From what I could make out from your 2nd replay (15_52), that one looks intended.
I guess that means that your back route is already technically fixed but nonetheless well done on finding it, I guess that is back route no 1 in this pack.
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on May 02, 2019, 03:02:38 AM
The download is still missing from the first post.
Title: Re: [NeoLemmix] SEB Lems
Post by: Flopsy on May 03, 2019, 02:40:54 AM
I removed the download link some time ago because I am updating the Scrap Brain and Star Light tilesets at the moment. It will effectively break the levels which use them. I will restore the download link at some stage when I have updated the pack.

Also, just throwing it out there namida, you can still start recording this playthrough you're doing at any time. I know you said you weren't going to record it anyway and that's perfectly fine :).
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on May 03, 2019, 03:53:14 AM
I'd love to do recordings, but the issue is that I have very little window of time each day that's suitable for recording and Don and Nod aren't being too noisy for me to be able to focus enough for a game like Lemmings (or for that matter, Poker, which is why I don't really play it on-video any more either), but also aren't trying to sleep (and thus I can't really talk - their cage is just meters away from my desk).
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on May 25, 2019, 04:33:34 AM
Completed the next four levels.

Spoiler
Stormy 03 "Just For You Wafflem!" - This one was unnecesserially precise, but aside from that was a pretty nice level.
Stormy 04 "Synchronised" - A bit too easy for the position, but it was a very fun level.
Stormy 05 "Scarborough Sands" - Another great level, although some slight terrain modifications (on the vertical obstacle near the left - a bit of a diagonal slope just before the second vertical wall on the left) could greatly reduce the precision needed without, as far as I can tell, harming the level in any way.
Stormy 06 "Big Top Drop" - Got the talisman... with an extra 2 lemmings, an unused bomber and two unused blockers to spare. ;)
Title: Re: [NeoLemmix] SEB Lems
Post by: Flopsy on May 25, 2019, 11:56:04 PM
Glad you've returned to playing this pack again :)
No new back routes this time

Spoiler
0403 - I think I can understand where the precision frustration was, where you used a Blocker at the top to stop the crowd walking back and splatting to the left that was where the basher you ended up not using could have been used. This is an enhanced version of Tricky 6 from the PS3 version of Lemmings, the joke is Wafflem famously complained about that level as all it was was the first part of the level where you use the climbers and diggers.
0404 - This was a contest entry a long time ago, so you may have played this before. It may be easy for you but I think the Blocker builder trick needed to get to the exit can be tricky to time for some people.
0405 - I'm not really sure what you're trying to explain here, I can't picture what you're saying anyway.
0406 - Very well done on saving 93 on this level, that is a new record I believe. This was one of the last levels that I made for this pack and Wafflem designed the terrain for me.
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on May 26, 2019, 06:07:27 AM
Three more solved.
Individual level feedback
Stormy 7 "Snake!" - This was an excellent level!!! :thumbsup:
Stormy 8 "That's Blockbusters!" - This had to be quite precise, though it is a talisman solution. Though I don't see any easier non-talisman solution, other than using the blocker where I used the stacker (and not using the stacker at all).
Stormy 9 "Lemmings On The Stream" - This was a pretty interesting level.
Title: Re: [NeoLemmix] SEB Lems
Post by: Flopsy on May 26, 2019, 08:48:57 AM
Spoiler
0407 - This level has had the release rate locked recently and the floaters used to have to be assigned, so I think this level has got easier. It's basically a birds eye view of the level SNAKE from 3D Lemmings.
0408 - The blocker is used to turn the digger at the beginning, I threw in that talisman as soon as people started submitting replays where the blocker wasn't used, I think a lot of people were thrown by the end of the level and not realising the stacker was needed here.
0409 - This level is a reference to RTW's streams. Nice solution here, a lot of people have come up with slightly different solutions to this level where one skill is not needed but you managed to use them all.
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on May 26, 2019, 10:03:29 AM
And one more.

Spoiler
Stormy 10 "Mother O'Donoghue" - This might be a backroute. A fair few skills left over, and 100% saved (and while there's a talisman, it's for time, not 100%).
Title: Re: [NeoLemmix] SEB Lems
Post by: Flopsy on May 26, 2019, 05:08:40 PM
Spoiler
0410 - It is kind of a back route because the idea is you should use a floater to make the fall safe for the left hatch, it's nothing major though, you still solved the remainder of the level the intended way.
Title: Re: [NeoLemmix] SEB Lems
Post by: Flopsy on June 04, 2019, 12:32:57 AM
The SEB Lems download has been reinstated now the Scrap Brain and Star Light tileset are up to date again.

Make sure you update the styles update in this topic specifically for flopsy_scrapbrain and flopsy_starlight
https://www.lemmingsforums.net/index.php?topic=4139.new;topicseen#new
Title: Re: [NeoLemmix] SEB Lems
Post by: Flopsy on August 22, 2019, 12:52:30 PM
v3.00 of SEB Lems is now out.

Nothing new is introduced in this version, it just removes the Deep Cuts rank which I feel pulls down the overall quality of the pack. You don't have to download this if you would rather play these extra levels.

This means the pack is now a 160 level pack with 8 ranks.

Some of these levels may be re-introduced in later projects but the majority of these Deep Cuts levels may never be seen again in their current form, they may be fixed up to become stronger levels again, in which case they will be recognisable levels with v2.00 tags ;).
Title: Re: [NeoLemmix] SEB Lems
Post by: Flopsy on October 18, 2019, 02:22:48 AM
Current Version v3.01

18/10/19
The pack has been updated to work with NeoLemmix v12.7.0 and there have been some level swaps within the Stormy and Murder rank based on feedback from players.
Stormy 11 > Murder 9 (30-MegSEByte Hard Drive)
Murder 9 > Murder 2 (Let's Go Sonic)
Murder 2 > Stormy 18 (Will You Start The Fans Please)
Stormy 12-Stormy 18 > Stormy 11-Stormy 17

EDIT: I've just realised that this is v12.7.0 RC build which has been cleansed so may not work with older versions of NeoLemmix.

EDIT 2: I have now uploaded a v12.6.5 compatible version in addition, labelled as such
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on November 30, 2019, 12:41:52 AM
All my working replays up to this point (nothing new, but have removed ones that no longer work). Solves all of the first 3 ranks; plus the first 10 levels of Stormy except 2 and 5.
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on November 30, 2019, 01:35:38 AM
Re-solved Stormy 2 and 5.

Stormy 2
Okay, this feels intended now. Very nice level if so!

Stormy 5 is the same solution as before; the replay broke but the general idea still works (and IIRC it was intended anyway).

Note that I've recorded these replays using the in-development code, to try out high-res in real-world usage. There should be no reason these replays won't work fine on stable NL, but let me know if they don't.
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on December 01, 2019, 02:23:05 AM
Solved the next three levels.

Spoiler
"Futuristic Climber Zone" - This was quite a fun level. Not sure if my solution was intended, but it's a nice level - though a bit on the easy side - if it was intended.

"Gold Run" - I smell a backroute on this one.

"I Feel Six and Twenty Eyes" - If this was intended, this is an excellent level - maybe even a challenger for Ray Beeston's title as best level so far (not completely sure which one I like more). Well done on this one!

EDIT: And the next two.

Spoiler
"Thought Of Jigsaw And Made This" - This is a very nice level! :D

"Wild Forever" - Hm, okay so... the execution around the middle on this one is really annoying. It's actually very difficult to line the miner up correctly and have it all work - it took a LOT of trial and error to figure out a placement that worked. So I wasn't a fan of executing this level. The key word here, though, is "executing", because the "figuring out" side of things for this one was amazing! On a side note, the one way arrows "bleed" through the steel onto some of the terrain near the exit here.
Title: Re: [NeoLemmix] SEB Lems
Post by: Flopsy on December 02, 2019, 12:47:38 AM
Thank you for returning to this pack :)

Spoiler

Stormy 11 - You may have found this level easy but I think a lot of others who have played this have struggled, mainly with preventing Lemmings from splatting by falling from the top section. The crowd control aspect here can be difficult. Your solution is intended, I have not seen anyone come up with any other solution than something along the lines of yours.

Stormy 12 - It's not a back route really, it's just you have cleverly found a solution which doesn't need the stoner. You're the first person to actually come up with an alternative solution to this so well done for that. Your solution follows the same general route as the more recognised solution. I like your solution so I'm not going to prevent it, in fact I may make it a talisman because you saved an extra Lemming.

Stormy 13 - Aw thank you, I haven't had anyone take a liking to this level before. I'm especially proud of the way I make the cloners get used in this level, it's a hard level to solve I feel. I have had numerous back routes to this level in the past so I guess that is why it hasn't really had honest feedback.

Stormy 14 - Looks like all the back route fixing on this has helped this level a lot (at last!). I had a lot of trouble enforcing that stacker trick for the left side of the level but it's nice to see you get the intended solution first try now.

Stormy 15 - I did place the green moss pieces in this level to help with the lining up of the miner but I guess it can be very hard to execute still. I did want at least one level in SEB Lems where you have to have a perfectly placed miner, enthesis on AT LEAST ONE!
I'm glad you liked solving the level anyway, it can be tricky to get going on this one even if you can see the miner trick immediately!
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on December 05, 2019, 08:15:18 PM
Solved one more.

Spoiler
Stormy 16 "This Is Not A Drill" - It was based off Team Work, right? A nice twist on the general idea of that one - this took me quite a while to figure out. I noticed fairly quickly that the end required a Mayhem 20 trick, but the specific way to set it up to get the crowd past, without running out of time, was brilliant!

EDIT: And two more.

Spoiler
Stormy 17 "Are You What You Want To Be?" - I get the feeling this is a somewhat open-ended one? IMO, this wasn't a bad level, though nothing too special either.

Stormy 18 "Will You Start The Fans Please!" - Assuming my solution is intended, this is a very nice level, though it's quite easy for the position - I solved this one much quicker than the last few levels.
Title: Re: [NeoLemmix] SEB Lems
Post by: Flopsy on December 08, 2019, 11:47:56 AM
Spoiler
Stormy 16 - Yes this was based on Team Work from L3D, I was very pleased with the way this level turned out. It never used to have a time limit until Arty solved this level in under 3 mins and I realised a time limit wasn't such a bad thing for this level. Your solution is intended anyway.

Stormy 17 - This didn't start out as an open ended level but after seeing the variety of solutions for this level, I didn't really set out to prevent all of them unless there was a very cheeky shortcut, most of them occurred in the section underneath the SEGA logo hence why there are tons on one way arrows.

Stormy 18 - Other people who have played this level have not found this as easy as you have, it can be quite difficult to spot the tricks used in this level especially the trick used to contain the crowd. How easy would you say this level is, and where do you think this level should be out of curiosity? Solution is intended anyway :)
Title: Re: [NeoLemmix] SEB Lems
Post by: namida on December 08, 2019, 05:40:23 PM
QuoteStormy 18 - Other people who have played this level have not found this as easy as you have, it can be quite difficult to spot the tricks used in this level especially the trick used to contain the crowd. How easy would you say this level is, and where do you think this level should be out of curiosity? Solution is intended anyway

I spotted the crowd control quite quickly, though I did have the "oh, that's pretty clever" reaction to it - so this may have been a "I was lucky to get the right idea at the right time" thing. Figuring out the path to the exit was the trickier part here IMO.

It's hard for me to say where I think it should be, due to the gap since I played most of the previous levels - all I can say is that it feels easier than the other levels around it. Nonetheless, if I'm the only person saying this, then it's probably best not to move it just based on my feedback alone.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: namida on January 25, 2020, 08:01:59 PM
Here's all my replays up to the end of Stormy.

Feedback for Stormy 19, 20
Stormy 19 "Rick-afinity" - Not a bad level, but the only thing that really makes it challenging is the need to multitask, so I would say a bit easy for the position.

Stormy 20 "On The Dancefloor" - This was a really good level! It seemed impossible at first glance, but the solution was really clever.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: namida on January 25, 2020, 09:03:40 PM
And, here's my solutions for the first 4 levels of Murder.

Spoiler
Murder 1 "The Five Arches" - This was excellent! Took me quite a while to spot this solution. I think it's obvious which L3D level this was based off. :P

Murder 2 "Let's Go Sonic" - Another example of a level that looked impossible at first glance, but had a really clever solution. :D

Murder 3 "Running Out Of Space" - I wasn't as impressed with this one. It wasn't bad, but it felt like most of the difficulty came from figuring out the exact positioning rather than figuring out what to do in general.

Murder 4 "Meet Your Maker" - Now there's a name I haven't used in a while. :O Anyway, this was another excellent level. Several times I thought I had it but fell one skill short - then eventually I spotted this.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Flopsy on January 26, 2020, 12:52:35 AM
Spoiler
Stormy 19 - I like this super optimised solution, this has to be the quickest ever solve on this level, the fact that you contained the crowd near the exit helped with this. I have really inherited your love for Rick Astley levels, I have always made sure there is one Rickroll tileset level in all of my packs ever since. There is also one in MegSEGAbytes. There was one in GGF but I had to remove it from the pack, I'm yet to replace it as of yet!

Stormy 20 - This one was actually a contest level (I think it was the one after the one I won), it was originally in the Psychedelic LPII tileset and had 30 builders. It was actually Akseli who got this skillset knocked down to 25 as soon as it was shown to be possible with even less than that! It didn't get far in the contest but I think this is one of those levels that is getting lots of praise later on in SEB Lems.

Murder 1 - I always wanted to do a 2D version of this 3D Lemmings level, it is actually a 2D level in 3D Lemmings essentially. Obviously this is so much harder than the 3D Lemmings equivalent.

Murder 2 - Thanks, this level tends to not get as much praise, this is a taster potentially of what GGF will be like (with all the Sonic tilesets I mean).

Murder 3 - It's quite rare for me to use only 3 skill types in a level, it's nice when I do but sorry you didn't enjoy this one as much.

Murder 4 - I was waiting to see what you thought about this level since it is a tribute to you. I just remember when your YouTube channel used to be called that and thought it would be a good layout for a level. Also I put your favourite music in the level. Glad you enjoyed the level anyway, that means a lot. I also placed this as level 84 in SEB Lems which is double 42, I have a few references to level positions in other parts of the pack, see if you can spot them.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: namida on January 26, 2020, 07:19:11 AM
Quotesorry you didn't enjoy this one as much.

You don't have to apologize because I don't like a level. It's expected for any pack - there'll be some levels I like and some I don't; and likewise, just because I don't like it doesn't mean someone else won't. :) And I should stress - this level wasn't objectively bad in any way; it just wasn't as much to my tastes as some of the others are.

QuoteI was waiting to see what you thought about this level since it is a tribute to you. I just remember when your YouTube channel used to be called that and thought it would be a good layout for a level. Also I put your favourite music in the level.

That was a nice touch with the music! :) I also have to say - it works well as a tribute level, because the solution feels like the kind of solution I'd make, too. :)
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: WillLem on February 05, 2020, 06:57:05 AM
Thought it was about time I finished a full rank in this pack, so I've completed Paradise - replays attached!

Took quite a while tbh, there are some quite tricky levels in here. Very enjoyable though, managed to get a few of the Talismans and some maximum saves. I particularly liked the levels based on Lemmings 3D, these were some cool puzzles and I love the Tetris theme :thumbsup:

Side question: As far as Sonic themes go, will we be seeing Green Hill zone at some point? :lemcat:
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: namida on February 10, 2020, 04:17:24 AM
Solved one more level.

Spoiler
This solution is very clever. With that being said, I feel like the top-right entrance doesn't really add anything to the level. Take it away, remove the digger used to combine them with the entrance below, and nothing significant is lost. This is of course assuming this solution is intended - and it's plausible that it might not be.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Flopsy on March 11, 2020, 01:37:49 AM
Ok finally getting round to feedback from WillLem

I've noticed you've been trying to get the talismans where you were able to, of course they are optional :)

Also nice Right exit solution on Paradise 7, it's a nice route to be honest I didn't expect that route to be taken. Most people who play this level go to the left exit.

I really liked your talisman solve to Paradise 17 as well, a lot going on in that replay!

I'm happy you enjoyed the rank overall, the difficulty is quite higher than the first rank of some other packs I feel. I'm trying to address this a bit in Gotta Go Fast, I was initially having a rank similar to this as the first rank but then I added another rank BEFORE this rank now.

There aren't any Green Hill levels in the pack sadly, there are only Scrap Brain and Star Light levels and another Sonic themed VGAspec level turns up much later in the pack.
GGF will have a lot of different Sonic zones in the pack (including Green Hill :) ), a lot of tilesets which have never been seen before except by the testers (who have to keep the tilesets secret until release of GGF).

Hopefully you get much further into SEB Lems at some point in the future, it is a hard pack later on based on what most people say though. Very few get much further than the Stormy rank.
The start of the MegSEBytes and Unrequited rank start out with easier levels, the whole of these ranks are scaled difficulty wise as the rank as a whole so the hardest levels are at the end and the easiest are at the start. You may enjoy these ranks if you want some more levels like Paradise's levels :)

Thanks for taking the time to play the first rank :)
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Flopsy on March 11, 2020, 01:42:21 AM
And namida on Murder 5

Spoiler
Sadly I can't do much with this level because it is technically Wafflem's property, I think he put the 4 trapdoors in for symmetry purposes though. Your solution is very much intended, the one thing that must exist for it to be acceptable to Wafflem was the blocker trick you used to get the left Lemmings over to the right.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Swerdis on March 18, 2020, 06:51:10 PM
Hi,

solved Revolution-Rank today. I didn't give feedback to the pack so far, but from now on I will do. We will see how far I can make it. In opposition to the other packs I played, I doubt that I manage to reach the end here. At least in the earlier ranks, the pack is significantly harder than what I was used to. All my solutions can be found here: https://www.youtube.com/user/Vidusaka

Revolution 1: This was a great level to start the off. Appropriate difficulty and my favourite music of the entire rank. I know this tune from somewhere....Luckily, I was familiar with the builder-trick used here, so it didn't take much time to solve.
Revolution 2: The preplaced Lemming gave a hint how to do this one. Not much to complain - a good level.
Revolution 3: After solving this I knew immediately how to get the talisman. I decided against playing it again, for I thought this level was more work than fun. But not a bad one.
Revolution 4: I had some worries before this one since this tileset doesn't belong to my favourites and I'm not particularly good at solving this kind of levels with hitting lots of buttons. Therefore, I was surprised how quick i found a solution.
Revolution 5: I love this level, not just because it taught me a new trick (how to stop a digger creatively). I had one walker left, though.
Revolution 6: A clever concept, but easy to figure out.
Revolution 7: The difficulties here are in the beginning - how to trap the Lemmings and free them. Apart from that. the solution was quite obvious.
Revolution 8: A fun one though I had some problems with placing the final bridge at the right spot. But I guess that's supposed to be a part of the challenge.
Revolution 9: We had that show in Germany too, it was called "Supergrips" This level could be difficult if someone doesn't know the blocker-turns-miner-trick. Nice level design.
Revolution 10/14: These two beach levels belong to my favourites of the rank. Very well-thought, but not too difficult.
Revolution 11: One of the few examples when the solutions is crystal-clear from the beginning, but the execution causes problems. This is normally not what I like, but fortunately it didn't take me too long here.
Revolution 12: First I thought: How to....but then I had an idea. I still think that my solution is not quite the intended one.
Revolution 13: My first real dislike. I don't like scrolling back and forth too much as its necessary here. And I must admit, that I had some problems with the tileset. It's not that I don't like it, but it confused me in the beginning (what are the traps, which parts can be bashed through and so on)
Revolution 15: I agree with namida here. This level looks pretty simple, but it's definitely not. The level title is beyond me, I must admit.
Revolution 16: This was a major obstacle for me and I label this the hardest level of the rank. Or maybe it's just that I am overwhelmed by levels like this one. After finishing, I compared my solution with Ichotolots and realized that it's completely different.
Revolution 17: Miles easier that the previous one and a great relief. A good one!
Revolution 18: Also not that difficult. Took me a while, though, since I overlooked something obvious. There could be more leeway here to place the skills.
Revolution 19: More difficult than Revolution 4 (same tileset), but a fun one. The updrafts gave a clue about the way of the crowd. When I found out where to use the cloner, anything else became obvious.
Revolution 20: A worthy finale of this rank. Like Revolution 15, it looked much easier than it actually was  - mainly because of the limited skills. It's probably not possible without using every single bridge and platfom. There are most likely several solutions here.

Now I will see how "stormy" things really get.










Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: chrisleec728 on March 26, 2020, 12:18:01 AM
Shouldn't "Tricks of the Trade Part V" be renamed now that the original "Part IV" has been removed?
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: IchoTolot on May 24, 2020, 03:11:25 PM
All my replays still work for the new NL release except 1:

- MegSEBytes 11 "The outbreak"

This level broke and is not possible anymore as some updrafts that previously send a glider up now don't do that anymore.

There a little fix (probably extending of the updrafts is needed).
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Flopsy on September 19, 2020, 12:30:23 PM
Sorry for the massive delay

v3.02 of SEB Lems is out

19/09/20 [v3.02]
MegSEBytes 11 The Outbreak fixed since slight Glider physics change following the release of the Shimmier skill to NL.
All other levels are confirmed to be solvable.
Removed download link for v12.6.5 since it is heavily obsolete now.

Check the bottom of the first post for the download.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: ericderkovits on September 19, 2020, 07:56:10 PM
Yes, This was the one level that was broken. Thanks for Updating, And yes all the replays I have turned green still hold true.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Strato Incendus on November 30, 2020, 12:46:37 AM
Boom! First half completed (plus the first level of Murder for good measure)! :D I played everything from scratch again and went for the talismans where it was possible without jumping through too many additional hoops. There are two replays for Paradise 12.

There may still be some backroutes among these; on at least 1 level, I had a bunch of skills remaining, and on a couple other ones where it seemed like all the skills were accounted for, I had 1 skil remaining and/or saved an additional lemming.

There were only a couple of levels where I needed to take some slight hints. "Slight" literally means "start watching Arty's / IchoTolot's solution and immediately click away after I've received one more piece of information." These were the following levels:

Spoiler
Hopeless Fantasies: I didn't realise I had to do a "2 for the price of 1" approach and bomb a lemming that otherwise would have drowned anyway.

Mean Green Machine: Cutting that one Basher in comparison to Arty's solution (which you didn't call a backroute in the comments! :P ) really made this level unnecessarily precise timing-wise. I had to re-assign the Digger on the left repeatedly to get him in the narrow time frame of "passing the exit while still closed" and "not reaching the abyss before it's been sealed up by Platformers". While looking at Arty's solution I thought "Why didn't this occur to me? Did I just overlook one Basher, or did I waste it somewhere?" No - it actually wasn't there anymore.
Also, the Old-Formats version featured anti-splat pads instead of updrafts. Thought about re-adding those? ;)
For a while, the updrafts confused me even more, because they made me think the whole crowd should travel down with the Digger. With updrafts resetting fall height, this is technically possible (if it weren't for that force field, even if you block after the first drop). With anti-splat pads, it's clear this path isn't an option, because you would be digging away the terrain inside their trigger area, and the lemmings would splat again underneath.

Thought of Jigsaw and made this: I had the Stacker trick and everything figured out, but didn't see a way to make all Climbers survive until they reach the left side. Because I didn't see a way not to make the Glider a Climber as well. So I had to watch just the very beginning of IchoTolot's solution (since Arty's was a backroute) to get the crowd containment right. I never would have thought there would be enough time to let the Glider mine first! :lem-mindblown:

Wild Forever: I traditionally suck at compression method. I was aware that you can use Bashers and Fencers to compress lemmings by having them "walk up on each other". But I hadn't thought of doing the same with Floaters yet. That a Miner has to go through, this was clear to me right away, since I like to use that a bunch as well. And the green grass parts thankfully facilitate proper placement of everything, including the Digger at the end. After that, I also went back to solve "Scarborough Sands", which I had skipped earlier, but I didn't actually have to look for any hints here. Just the context of having done "Wild Forever" first was enough. ;) But that's why the replay file for Stormy 05 has a later "last-modified" date than the rest.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: kaywhyn on November 30, 2020, 02:39:39 AM
Nice job, Strato! :thumbsup: I remember you saying that you were going to get back into doing the rest of the pack. I have not yet played this pack, but I definitely have plans to, as soon as I can get my planned LPs done :P This is definitely on my to LP list, so yes I'll let you know when I have started it and both you and Flopsy can see how much I'm struggling with these levels :crylaugh: Knowing myself, I most likely will struggle, especially seeing how this pack has the same difficulty tag as Strato's LOA pack and if my LP of Nessy's Lemmings Migration is anything to go by, where I surprisingly ended up struggling on even simple levels in the Painless rank and which likely isn't anywhere near as difficult as SEB Lems, although that remains to be seen with me, since again I haven't played this pack yet, so I don't know how very difficult it will get.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Strato Incendus on November 30, 2020, 01:44:28 PM
Let's say I don't expect the pack to get more difficult beyond the Rapture rank, because as far as I understand it, MegSEBytes is an earlier pack integrated into this one (so I actually expect it to be easier, like my Encore rank in Lemmings World Tour). Don't know about Unrequited.

As I understood Flopsy, it is possible to download the Deep Cuts rank from an earlier version or just keep it in the levels folder if you still have it from an earlier version instead of deleting it. However, of course that means there is no guarantee it will work with the latest NeoLemmix version. I think it was already removed prior to NeoLemmix version 12.9?

In one of the earlier posts, Flopsy said he might re-add the Deep Cuts rank later if he feels he can improve the levels on that rank sufficiently. So I'd rather just wait for that. I do hope it gets re-added in some fashion, though. ;)

I'm currently stuck on Murder 02; I know I have attempted Murder 03 before, but I don't remember if I ever solved it.

Maybe it's a good idea to do some skipping around? A lot of the Stormy rank definitely felt easier than some select levels from Revolution, and many of the later levels of Stormy I had solved before some of the early ones from the same rank. Maybe the same is true for Murder and Rapture as well?

Also, I don't know how much more difficult the pack can get once you've developed some routine with recognising Flopsy's favourite tricks. Since he proudly wears it in his name tag, I don't think it's a secret that Flopsy is "the King of Blockers".

That means...
...using them for a bunch of other purposes than crowd control, and usually in a manner where they can be freed again.

In contrast, a lot of players only practice Blocker usage at the very beginning of their journey, until they encounter levels that require more advanced forms of crowd control (Digger pits, sealing off Basher tunnels with Builders, three-Builder wall, etc.).

The downside of that however is that many of us no longer use the Blocker very much at all. If you're one of the players where this is true (as it is for me), this will DEFINITELY come back to bite you when you first attempt SEB Lems. ;)

Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: kaywhyn on November 30, 2020, 06:46:24 PM
Quote from: Strato Incendus on November 30, 2020, 01:44:28 PM
Let's say I don't expect the pack to get more difficult beyond the Rapture rank, because as far as I understand it, MegSEBytes is an earlier pack integrated into this one (so I actually expect it to be easier, like my Encore rank in Lemmings World Tour). Don't know about Unrequited.

IIRC, some of the MegSEBytes levels were pretty tough, but in SEB Lems you have already played some of them. The pack has several of the levels scattered in the main ranks, while in Old Formats it can be downloaded as a separate pack. It has 5 ranks with 6 levels each. I have already solved MegSEBytes for Old Formats, although there are two exclusive levels for that rank that can only be found in New Formats, neither of which I have played yet. In the standalone version, i.e, the Old Formats version before it got integrated into SEB Lems, I felt no real challenge with it until about the 3rd/4th rank. I remember the Lights, Camera, Action level being a huge spike in difficulty despite being the first level of either the 3rd or 4th rank (I don't remember which). However, for the most part I think you might be right about the pack not being that much harder after the Rapture rank, although again I can't say for sure since I have never played the pack. Unless the Unrequited rank is similar to your Groupie rank of LWT after the super easy Encore rank, but only because I have already played your Paralems and Pit Lems in quick succession, as well as Lemmicks from months before these two.

Quote
As I understood Flopsy, it is possible to download the Deep Cuts rank from an earlier version or just keep it in the levels folder if you still have it from an earlier version instead of deleting it. However, of course that means there is no guarantee it will work with the latest NeoLemmix version. I think it was already removed prior to NeoLemmix version 12.9?

I checked the Old Formats version of SEB Lems, and indeed Deep Cuts is there. I don't know about it being removed prior to v12.9. Since it's not available for New Formats, I wonder if it's better for me to LP the Old Formats version of SEB Lems then. It does mean more levels and hence most likely a much longer LP, though.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Strato Incendus on November 30, 2020, 07:00:28 PM
QuoteIIRC, some of the MegSEBytes levels were pretty tough, but in SEB Lems you have already played some of them. The pack has several of the levels scattered in the main ranks, while in Old Formats it can be downloaded as a separate pack. It has 5 ranks with 6 levels each. I have already solved MegSEBytes for Old Formats, although there are two exclusive levels for that rank that can only be found in New Formats, neither of which I have played yet. In the standalone version, i.e, the Old Formats version before it got integrated into SEB Lems, I felt no real challenge with it until about the 3rd/4th rank. I remember the Lights, Camera, Action level being a huge spike in difficulty despite being the first level of either the 3rd or 4th rank (I don't remember which).

Thanks for the assessment! ;)

QuoteI checked the Old Formats version of SEB Lems, and indeed Deep Cuts is there. I don't know about it being removed prior to v12.9. Since it's not available for New Formats, I wonder if it's better for me to LP the Old Formats version of SEB Lems then. It does mean more levels and hence most likely a much longer LP, though.

Arty has already LPed the entire Old-Formats version.
More importantly though, in contrast to me with LWT, Flopsy is no longer maintaining the Old-Formats version. Therefore, most likely a bunch of backroutes will still be present in the latest Old-Formats version that are no longer possible in New Formats.

Of course, for some of these solutions, I would still prefer them to be there. ;) A couple of times when I was stuck, I looked at Arty's LP and saw a perfectly fine solution, which wasn't even called a backroute in the comments - only to find out that what Arty had done had been made impossible afterwards nonetheless.

But there are also other things you'd really prefer to be fixed. For example, I remember the one-way arrows in the Old-Formats Starlight Zone tileset not actually working. Meaning, they would display properly, but they had no trigger area in the editor. Consequently, you could simply bash through them in the opposite direction. ;) Even though it's clearly not intended.


For that reason, you should definitely go with the New Formats version. Even if it means fewer levels... Arty himself said the old version with more levels dragged on quite a bit towards the end. Which I guess is one of the reasons why the Deep Cuts rank was removed.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: kaywhyn on November 30, 2020, 07:07:42 PM
Quote from: Strato Incendus on November 30, 2020, 07:00:28 PM
Arty has already LPed the entire Old-Formats version.
More importantly though, in contrast to me with LWT, Flopsy is no longer maintaining the Old-Formats version. Therefore, most likely a bunch of backroutes will still be present in the latest Old-Formats version that are no longer possible in New Formats.

Of course, for some of these solutions, I would still prefer them to be there. ;) A couple of times when I was stuck, I looked at Arty's LP and saw a perfectly fine solution, which wasn't even called a backroute in the comments - only to find out that what Arty had done had been made impossible afterwards nonetheless.

But there are also other things you'd really prefer to be fixed. For example, I remember the one-way arrows in the Old-Formats Starlight Zone tileset not actually working. Meaning, they would display properly, but they had no trigger area in the editor. Consequently, you could simply bash through them in the opposite direction. ;) Even though it's clearly not intended.


For that reason, you should definitely go with the New Formats version. Even if it means fewer levels... Arty himself said the old version with more levels dragged on quite a bit towards the end. Which I guess is one of the reasons why the Deep Cuts rank was removed.

All very good points! If anything, I could always tack on the Deep Cuts as a separate LP, i.e, I LP the New Formats version of the pack, and once that's done I can always go back and LP the Deep Cuts rank as a separate LP for Old Formats. Or, as you indicate might be a possibility, I simply wait for the rank to be restored to the SEB Lems New Formats, which of course I would be in favor of seeing, but that all depends on if Flopsy wants to and ends up doing so later on down the line.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Strato Incendus on November 30, 2020, 10:20:37 PM
Question about Murder 09, "30-MegSEBytes Hard Drive": The receiver of the teleporter is entirely covered by a fire trigger area.

Is this supposed to be this way? I remember having attempted this level before, and I definitely do not remember it as it is right now.
If it's a backroute fix, it seems like a particularly weird one. As it stands right now, this teleporter just seems to be a complicated version of a trap.

More about my initial attempt to solve this level (back in Old Formats)
In fact I'm pretty sure you had to stone beneath the receiver, or platform along there - anyway, at least one worker lemming had to go through it.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Flopsy on November 30, 2020, 10:50:53 PM
Ok this topic suddenly came to life today. First of all, I'll talk about Strato's replays

Spoiler
Bittersweet 14, From A Designer's Perspective - I believe 44/50 is the current best for this level :)
Revolution 18, All Work No Play - first time I've seen this level done the opposite way round, everyone else has zig zagged the other way up this level!
Revolution 19, Mean Green Machine - I'm not guilty in this level losing a basher, this was actually Wafflem's responsibility to fix at the time the basher was removed and it was down to a back route by IchoTolot. I tend to leave Wafflem's levels very much alone unless something is seriously wrong with the level's playability so I'm not interested in re-adding the anti splat pads. Since Wafflem is currently inactive I have taken over for maintaining his levels in my level packs where I actually know the solution to the level myself, there are some levels in MegSEGAbytes where I have not solved the level myself!
Stormy 12, Gold Run - Nice job saving the Stoner on this level, I have patched out solutions which have done this in the past but I keep coming across more back routes so I'm just going to not even bother now.
Stormy 15, Wild Forever - That is the idea with the grass patches in the level, it helps you get the precision right, well spotted.
Stormy 19, Rickafinity - I think this might be the fastest solve we have so far on this level.
Murder 1, The Five Arches - I have never seen a Blocker do that before....

Quote from: StratoLet's say I don't expect the pack to get more difficult beyond the Rapture rank, because as far as I understand it, MegSEBytes is an earlier pack integrated into this one (so I actually expect it to be easier, like my Encore rank in Lemmings World Tour). Don't know about Unrequited.

After Rapture, you should consider each of the last 2 ranks as an individual pack, where level 1 in the rank would be like Paradise difficulty and level 20 would be as difficult as Rapture's difficulty. The levels in each rank are ranked in order of difficulty to best of mine and Wafflem's ability. So you could theoretically do these ranks on the side of the main 6 difficulty ranks if you are particularly stuck on anything.
But you are right, Rapture is as hard as the pack gets.

Quote from: StratoAs I understood Flopsy, it is possible to download the Deep Cuts rank from an earlier version or just keep it in the levels folder if you still have it from an earlier version instead of deleting it. However, of course that means there is no guarantee it will work with the latest NeoLemmix version. I think it was already removed prior to NeoLemmix version 12.9?

In one of the earlier posts, Flopsy said he might re-add the Deep Cuts rank later if he feels he can improve the levels on that rank sufficiently. So I'd rather just wait for that. I do hope it gets re-added in some fashion, though. ;)

Quote from: kaywhynOr, as you indicate might be a possibility, I simply wait for the rank to be restored to the SEB Lems New Formats, which of course I would be in favor of seeing, but that all depends on if Flopsy wants to and ends up doing so later on down the line.

The Deep Cuts rank will not be returning to SEB Lems sadly, most of the levels in that rank were not very good and I don't think you will miss many of them to be honest. Don't worry too much though, I will be releasing updated versions of some of these levels at a later date and making the other levels from this rank available in some form.
It really should not determine whether you play the Old Format version of SEB Lems over the New Formats version though because many of the levels were not that great, also Strato makes a valid point about back routes still existing in the Old Format throughout the pack.

I really do not see much merit in keeping the old format version of SEB Lems up to date hence why I abandoned the old format version. It is entirely at your discretion if you choose to play it.

Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Flopsy on November 30, 2020, 10:54:36 PM
Quote from: Strato Incendus on November 30, 2020, 10:20:37 PM
Question about Murder 09, "30-MegSEBytes Hard Drive": The receiver of the teleporter is entirely covered by a fire trigger area.

Is this supposed to be this way? I remember having attempted this level before, and I definitely do not remember it as it is right now.
If it's a backroute fix, it seems like a particularly weird one. As it stands right now, this teleporter just seems to be a complicated version of a trap.

More about my initial attempt to solve this level (back in Old Formats)
In fact I'm pretty sure you had to stone beneath the receiver, or platform along there - anyway, at least one worker lemming had to go through it.

Spoiler
Some of us have discussed this and why it seems impossible but much like Mean Green Machine, Wafflem is responsible for maintaining this level. I can assure you that despite this, the level is very much solvable.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: kaywhyn on November 30, 2020, 10:58:35 PM
Quote from: Flopsy on November 30, 2020, 10:50:53 PM
The Deep Cuts rank will not be returning to SEB Lems sadly, most of the levels in that rank were not very good and I don't think you will miss many of them to be honest. Don't worry too much though, I will be releasing updated versions of some of these levels at a later date and making the other levels from this rank available in some form.
It really should not determine whether you play the Old Format version of SEB Lems over the New Formats version though because many of the levels were not that great, also Strato makes a valid point about back routes still existing in the Old Format throughout the pack.

I really do not see much merit in keeping the old format version of SEB Lems up to date hence why I abandoned the old format version. It is entirely at your discretion if you choose to play it.

Hey Flopsy, thanks for the quick response. No worries. I plan to take on all Old Formats and New Formats packs at some point. The only other potential problem I thought of is that if I play the Old Formats of SEB Lems first, that will cause my LP to not be as blind anymore for when I do take on the New Formats version. Then again, I could eliminate this problem by LPing the Old Formats version instead despite there already being an LP of it by Arty. Or just skip the Old Formats and play the New Formats version first, though I'm kind of starting with very Old Formats and working my way up to New Formats as my method of getting through packs. However, Strato makes a good point that the Deep Cuts would drag the LP out even more, which I guess doesn't really matter to me, since I love seeing and playing packs in their entirety with even the rejected levels added in a separate rank. I guess I'll think about which version I'll LP some more.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Strato Incendus on November 30, 2020, 11:45:45 PM
Thanks for your comments, Flopsy! ;) Glad to hear that I was apparently able to set up some new records! :thumbsup:

Regarding Stormy 19
QuoteStormy 19, Rickafinity - I think this might be the fastest solve we have so far on this level.

You mean in terms of time remaining? :D It's not like there was an awful lot left of it in my solution either. I thought it was just to provide some leeway. Has everyone else literally solved this at the very last second?

Regarding Murder 1
QuoteMurder 1, The Five Arches - I have never seen a Blocker do that before....

Wait... are you talking about stopping a Basher with a Blocker? Are you serious? You were the one who showed that trick to me, on your LP of Lemmings Migration! :D

Also thanks for confirming the solvability of Murder 09. Seems like I significantly underestimated Wafflem's input on this pack. I'll give it another shot then! ;)
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Flopsy on December 02, 2020, 03:44:41 AM
SEB Lems v3.03 is out.

Fixes a back route found by Swerdis on Murder 12 :)

Download is in first post.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Strato Incendus on December 02, 2020, 08:57:12 AM
What a coincidence - that's precisely the next one I have to play, so this fix came just in time! :thumbsup:
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Strato Incendus on December 17, 2020, 08:52:09 PM
Okay, here's the Murder rank. There were a few that I could solve entirely on my own; most of them I got to about 90-95% but then needed a hint for the final step.

For one particular level however (Murder 07, "The Call of Lucia") I was completely on the wrong track.
Or rather, I considered this approach in the very beginning, but then decided the terrain was too iffy to pull that off. Then you get an effect similar to the psychological phenomenon called "inhibition of return": In a place where you've already looked but where you didn't find anything, you're less likely to look again / it's harder to actively force yourself to do so.

Basically, anytime you've considered what would have turned out as the correct solution but then discarded it for some reason, good luck getting that one back! ;)

On the individual levels
01: This one I already solved last time; gave me quite of a challenge back when I first solved it, but on my current playthrough in New Formats it was easy to piece the solution together again.

02: I overcomplicated this one by having the Fencer climb up into that little niche in the wall on the left, instead of fencing straight from the bottom. That way, the Fencer came out too high at the top, so I needed to use the Miner to get down again and prevent the lemming from running off the map.

03: Another one I overcomplicated; I never thought of simply containing the bottom crowd. I tried to go for a flow-control solution here (a style of playing I suck at anyway, but therefore I tend to assume it's necessary even when it isn't), but the distances between the lemmings were too small for that. That caused me to bomb through one of the platforms to isolate a worker and then seal it up again later, which was very inefficient, and still lead to me losing some further lemmings from falling down.

04: This one I solved to 95%, I only hadn't thought of using the "platform from the middle of the stack" (i.e. while the stack is being built) trick here. I'm generally aware of it, though, so I wasn't surprised by anything here I didn't know. I found it strange though that you made the bar next to the hatch permeable for the Climber. Why do that if you still provide a Walker anyway to turn the Climber around? The Walker is such a potentially broken skill that I would probably rather not have provided it and simply left the bar entirely solid, so that the Climber would turn around by himself. Of course, having the Walker there slightly increases the entropy of the level, and therefore potentially the difficulty - but to me it was pretty clear right away that I would have to use the Cloner at the exit to turn the worker lemming around, not the Walker.

05: Another one where I got to 95%; I saw a really cool way here to make the Miner go through (over a staircase) to release the right bottom crowd, and at the same time release the Blocker that was containing them from the other side. Sadly, due to the hole in the building, this failed by a few pixels. (Turns out precisely that combination of "Miner goes through + frees Blocker in the process" was required two levels later on "The Call of Lucia", though - and of course, that's where I didn't use it! :forehead: ) For Murder 05, the part that I was missing was the Basher stopping himself by becoming a Blocker, only to be freed again by another Bomber. This is one of the most counter-intuitive tricks to me, since "Blocker + Bomber" always means "Blocker dies" to me. I know how to stop a Basher with a Blocker and make the Blocker survive (sometimes even creating a usable Basher-staircase in the process, see my solution to Murder 01 ;) , which you've already commented on). But the Basher-becomes-Blocker-makes-staircase-is-bombed-free trick I've only ever seen on Nepster's "Scrap the Builders!" so far.
And yes, I've actually used that trick on one of my own levels from Lemmings Open Air - but that's just because it's shamelessly ripping off the level by Nepster I just mentioned :P .

06: This one I could finally solve by myself again. Moving that one Digger before the long Basher that goes towards the crowd, instead of bashing first and then digging to get low enough, paid double duty and broke the splat height for the drop in the middle in the same breath. That was the decisive discovery that allowed me to save the Builder I needed to re-close the gap in the wire - which you need to create in order to get the pioneer into the teleporter in the bottom right corner.

07: This is the one I mentioned outside the spoiler tab where I was completely on the wrong track:
Making the Miner go through was indeed the first thing I considered when I saw this diagonal increase with all the one-way arrows. But the terrain is so oddly shaped that I thought it could never work (that niche for the Glider to land in, especially). Even when it does, for the Digger you need to use to get the height of the Builder right, there only seems to be 1 pixel of height where it works. At least there's that slope on the left, which helps a little with the proper placement, because the Builder needs to be a continuation of that slope.
Also, the time limit really threw me off here - though I don't see what solution it's trying to prevent. Now that a timeout no longer ends the level but simply freezes the exit, I think it should be possible to run a replay of whatever backroute the time limit is supposed to break, and see it play out in its entirety. If you still have a replay of that solution, I would love to see it! ;)

08: Another one I solved entirely on my own. Timing the Digger inside the Miner tunnel in such a way that the Miner wouldn't splat while still having to wait for the crowd to get out of the tunnel again was a little tricky. But using the small crater the Miner leaves as a niche above the Digger shaft to climb back into and continue later, that was pretty clever! :thumbsup: If that is intended, props to you!

09: I remember having played this one earlier, so eventually I could figure it out by myself again. It's really confusing though that falling out of the teleporter immediately turns the lemming into a Frier, yet walking out of the teleporter at the exact same height (once the gap has been platformed up) does not. Do Fallers spawn out of teleporters 1 pixel higher or lower than Walkers? ??? That's the only way I can explain this difference to me.
What's also very confusing is the placement of the button at the top right: In clear-physics mode, because of the one-way arrows also blinking, it looked to me as if the button was placed inside terrain (i.e. in front of it so that it wasn't hidden, but only reachable via a destructive skill). If I hadn't faced this level before, I would probably not have considered that the button is actually inside a small chamber which a Glider could land in once the Digger breaks it open from the side.

10: Another self-solve. This one felt surprisingly easy, I even had two skills remaining. Maybe a backroute? ;)

11: This one was my favourite by far! :thumbsup: I tried lots of different things, got to 95% again... but of course, the missing piece was again down to me overcomplicating things:
I didn't consider simply stacking into the wall next to the exit to turn the lemming around. Instead, I tried various much more complicated ways to turn him around, but all of those wasted more skills. For example, I platformed over the exit first to turn around, then dug down on the right side of the exit, then mined. However, even when I dug six pixels into the ground below the exit (i.e. as low as I could if I still wanted the step to be walkable), the Miner wouldn't come out low enough. The tunnel was always low enough for the crowd to walk into, but the upper part of the wall needs to remain intact to turn the Glider around. And apparently, that's only possible when mining from further back, i.e. from within the pit containing the exit.
Another thing I tried was using the Stacker to free the crowd from behind their rock, because they're only being held back by a tiny protruding piece. Filling the gap underneath that piece up with the Stacker gets the crowd over the rock, which saves the Basher normally required to do it. Sadly, as cool as that was, it didn't help either. (And if that had been the required method of freeing the crowd, it would have been very hidden and obscure, so in the end I'm kind of glad that wasn't the way to go ;) ).

12: Here I'd say I got to about 90% before needing a hint. I knew you had to send the pioneers down on the left side of the crowd, but I kept trying to time the release of the single Climbers by having them climb out of a second Digger shaft I used to contain the crowd. That was probably once again me overthinking things. Once the Climbers are far enough apart to make it over the first gap that the Builder needs to cross, the rest is pretty self-explanatory

13: Here I was missing the "turn around the Digger with a Blocker" trick (and again on a later level). I'm familiar with the standard application of turning a Digger around with a Blocker inside an actual Digger shaft. But doing it on the edge of a block, i.e. with the Blocker walking off and doing other things afterwards, that was an additional level of complexity I hadn't considered so far. But once that part is clear, the rest is just trying to save time as efficiently as possible - and in my case, it was efficient enough for the talisman right away. ;)

14: I tried really hard to backroute this one
by sending everyone along the bottom path, through the trap, using compression method. Sadly, that trap was too fast for that. I can't say I'm a fan of the intended solution, though. Even once I got the hint about how to isolate the pioneer, pulling it off without any excess lemmings slipping past the Digger-Builder combination was extremely fiddly.

15: Another one I could solve all by myself,
which mainly just required swapping some Platformers and Builders around. And of course the initial discovery of how to contain the crowd with just a single Bomber. Those one-use traps, compared with a save requirement that allows you to lose some lemmings, can really throw you off and make you think you'd have to trigger some of those one-use traps deliberately. The decisive discovery though was the fact that you can also build out of those hollow honeycombs (by providing the ground the lemmings need to slip through the thin diagonal terrain, like through a staircase), instead of just breaking through them with destructive skills - because you have too few of those on this level to do that consistently.

16: This one I also solved by myself, seemed comparatively easy for its high position, too. Not as easy as "Birth of an Empire" - there was one re-adjustment I had to make at the beginning, connecting the crowds by mining from above instead of going through the terrain from below (and then quickly making those that slip by the Swimmers so that they don't drown). But overall, this one didn't take very long.

17: Another 95%er for me. I was getting so riled up about having to time that Builder-Blocker turnaround at the end exactly right over that long distance that I didn't consider turning the Miner around on the steel in front of the exit; I thought I had to mine to the left, which would have required building over the Basher tunnel again to connect with the Miner tunnel, plus an additional Blocker at the top, plus an additional Builder to get over the Miner tunnel.
This is why I'm generally not too much of a fan of those "Blocker turns Builder around mid-building" solutions. Especially not when the landscape is as big as this one. The trick itself is by far not as unknown as some of the other clever Blocker stunts you've showcased in this pack, so it doesn't add that much puzzle difficulty - but it does add loads of execution difficulty in terms of constant rewinding, just to assign a Climber slightly earlier or later every time.

18: Same as with level 13, turning the Digger around with the Blocker on the edge of a terrain chunk
instead of completely inside the Digger shaft, that also escaped me here. The other thing that kept me wondering was how to get over that huge water pond without any constructive skills. The way you actually end up getting past it almost felt like a backroute to me when I finally saw it. Again, don't really see what the time limit is needed for here.
I'm glad you used this variation of the Digger-Blocker turnaround twice in such close succession. After having been stumped by it twice in a row, so to speak, I'm sure I'll remember it forever now! ;)

19: The last one I could solve all by myself. The decisive discovery here was the realisation that I needed a non-Climber to do the second half of the pioneer work.

20: Another 95% solution. First, I needed a long time to realise I could just contain the Floaters with a single Bomber - that small piece of terrain is hard to see, my mind quickly generalised the landscape as "everything there on the left is steel". Once I had that part figured out, I felt I was coming pretty close to the solution already: I knew the lemming approaching the exit from the right had to turn around on the pole first before the Glider from the left climbed up to bomb it - in order to place a stack on the right, right next to the wall, to prevent the Climbers from ever getting to it and die in the fire. I actually tried to bomb through the horizontal pole on the right side next to the exit, though - you can do that in such a way that a small piece of terrain remains behind, preventing the Climbers from climbing up into the fire. A Miner cutting away part of the stack also achieved similar things. Both of these approaches would have required an additional Builder to get through the Bomber hole and re-connect with the exit again, though.
In the end, the missing piece for me was the Builders going through each other. Which I knew they could do, I just didn't factor that in as a possible part of the solution. When a level is already as busy as this one, with Zombies and yet another time limit (which again, I don't see the what it's needed for?), it's hard to spot the opportunities for these tricks. Because they usually require a very specific setup (like the Miner going through on "The Call of Lucia"; as I said, the terrain gave that away to me at first sight, I just dropped the idea too quickly and looked for alternatives, in that case).
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Flopsy on December 18, 2020, 01:31:26 AM
Thanks for the feedback Strato, although you may have taken hints on a few levels you have made it further than most have in the pack. Most people tend to give up on the pack by this point.

Spoiler
Murder 4, Meet Your Maker - That's a valid question about the walker, I think there was a back route way back which led to me adding it in and that permeable wall for the climber. I actually cannot remember what the back route was now because it's been so long. Just trust me when I say that it was added for a reason. Maybe the walker and the gap in the wall can be removed safely but I'm not really in the mood to change this level unnecessarily.

Murder 5, Up and Down and All Around - Funny you should mention that Basher + Blocker trick because that was the trick you also did not use in Murder 1 and instead you went for that more precise basher trick next to the trapdoor. Go back and try it if you're curious because the same trick is required in Murder 1 and this level. I've not seen a miner attempt through the builder here though. I think the reason why the same trick appeared in both levels is because this is a Wafflem solution and Murder 1 is my solution.

Murder 6, The Story of the Eggs - You could also have dug and built under the circular rather than have gone over, it just resulted in a quicker solve than what you did because you actually build the bridge over to where the crowd is contained a lot sooner. I just haven't seen anyone build over the circular piece before.

Murder 7, The Call of Lucia - Another solve which omits a Digger, ShmoLem also found this solution. I dig lower on the left side and use a Digger on the middle opening as well in my official solution, this might explain some of the difficulty you may have been having, the extra digger allows for more leniency. Nothing wrong with this though. I've included an image
(https://i.imgur.com/D8Ec43e.png?1)
I don't think I have a back route which the time limit prevented, it would have been someone endlessly looping the right hand side until things lined up I suspect.

Murder 8, The SEB Western - That miner nook trick was actually a trick that came in a fix that I had to do to prevent a back route, it wasn't in the original version of this level. Also the fact that you took the crowd to the middle of the level is something new I've seen in your solution. You know that wall you bashed out before the exit on the top level, that is supposed to turn the climber around so you don't need to prematurely release the crowd. Nothing wrong with this solution though, just a nice alternative way of doing things.

Murder 9, 30MSB HD - Yes, it has puzzled me among other people why that behaviour is correct. Other people have asked me that and because this is Wafflem's solution, I don't understand the teleporter behaviour myself. Concerning the button on the right, there is actually a small gap where the button is seen but due to the way CPM is, it looks like it is part of the one way arrows. You have effectively simplified this level with your solution, you have just done everything with one lemming rather than a few Lemmings up top.

Murder 10, The Birth of an Empire - We're officially naming this trick after you now because you pulled this trick in Murder 1 as well instead of the trick you used in Murder 5. It's not a back route, you're just using The Strato Turnaround!

Murder 11, Aztec Dune Zone - interesting save on a platformer to say the least!

Murder 12, Candy Shop - Thank ShmoLem for all the steel in the ceiling above the trapdoor :P. Otherwise all good and intended :)

Murder 13, No Time To Die - Finally a level which requires you to multitask! In fact you did it so well, you had 17 seconds left! There are multiple ways to do this level with or without the talisman, well on getting that by the way!

Murder 14, Castle made of Slime - You're not the first one to complain about the method of separating a worker Lemming and you won't be the last. This level came about as mine and Wafflem's part of a wider collaboration, because me and Wafflem were the first 2 to work on this level, we kept our iteration before the likes of Nepster and Icho had a go at it and made it much harder!

Murder 15, Golden Round - Your solution is very different to mine but it's not a back route. You didn't need to use that builder on the honeycomb the way you did and a bomber was not actually required to contain the crowd, you could have done it with a well timed digger and platformer. I like this solution anyway, it's nice to see it can be solved in other ways.

Murder 16, Great Scot - A lot of other people consider this level difficult because of the trick with the miner and builder at the start, it can be quite hard to spot. You're the first person to say this level is easy, maybe it's because there isn't much to it in your eyes ;)

Murder 17, Medieval Zone - Yeah I admit, this is more of a Reunion style level and this is where I got the inspiration from. I'm sorry it's not worthy of the King of Blockers! I'll try harder :P

Murder 18, Darkside Lightside - The time limit was imposed because some people were back routing with long winded solutions, because my solution required fast execution, it was the only thing worthy to fix the level without doing other wild crazy things.

Murder 20, Here Comes the Rapture - Not exactly a back route but you really streamlined this level with everything you did. I mean 4 min time limit would be a challenge for some people but you rolled over this in a little over 2 mins which is very impressive by the way! You're too streamlined in the way you're solving and hence the time limits may seem unnecessary to you.

No back routes overall, some nice alternate solutions and very streamlined!

Best of luck with Rapture if you are carrying on into that rank :P
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Strato Incendus on December 18, 2020, 10:25:01 AM
Thanks for your detailed reply, Flopsy! ;) With the screenshot from Murder 07, the placement of the skills makes a lot more sense now.

Quote from: FlopsyWe're officially naming this trick after you now because you pulled this trick in Murder 1 as well instead of the trick you used in Murder 5. It's not a back route, you're just using The Strato Turnaround!

It's funny you call it like that, given that, as I said before, you were the one who showed that trick to me. :D Twice! On your LP of Lemmings Migration. (Still haven't found any other way of solving those two particular levels where you used that trick, btw. ;) ) Also, if that trick isn't a signature of the King of Blockers, then I don't know which one is!

Regarding "Great Scot!":
Spoiler
Don't get me wrong, it was a very nice level! ;) It's nice to see a clever puzzle that isn't simultaneously extremely hard to figure out for a change.

Regarding "Medieval Mystery Zone":
Spoiler
It's more like I've developed a habit of overlooking this easier stuff, because usually, with these more common tricks, I tend to (over)think "Flopsy would never do such a simple thing with Blockers". :evil:


The "streamlined" part of my solutions may come from the fact that whenever I do need to get a hint, I take it from IchoTolot's replay playlist now. ;) That's because I know it's in the correct order; Arty's LP was still in Old Formats, a lot of the levels changed their position since then, and also many of his solutions were blocked / fixed as partial backroutes.

Basically, what I do is I start watching IchoTolot's video and only go on as long as I keep seeing stuff that I have already figured out myself. That's just a confirmation "ok, you're on the right track so far". As soon as I see something new, I stop the video and say "ok, that's my hint, now where can I go from here?"

Well, except for "The Call of Lucia". I had no idea where IchoTolot's solution was going until I already saw it coming together. :evil:



I have solved two levels from the Rapture rank so far (levels 02 and 04). Haven't attempted anything beyond that yet, though. So there may be further "easy" ones coming.
I expect the difficulty to be similarly subjective as on the Murder rank now.
I also haven't looked at any of IchoTolot's replays for these levels yet (meaning not even "partially" for any hints).

Level 02 was more of an execution-timing struggle, the conceptual part I had figured out pretty quickly.

Level 04 was much more to my liking, no difficult crowd control, just a nice resource-conservation puzzle where all the skills are accounted for (i.e. no open-ended X-of-everything level), and it's all about the pioneer lemming. :thumbsup:

Level 01 currently still seems to have way too many obstacles for me to overcome with the limited skill set.
Spoiler
Although I like that it's easy to hold back the crowd here, too. The most annoying part is probably that anytime I use a Miner at the end of a Platformer's bridge, that makes it so that I can't allow the lemming to walk back later or he will slip through a 1-pixel gap under the Platformer bridge and fall down. :evil:

For Level 03, I think I'm pretty close, but what always irritates me...
Spoiler
...is that the Swimmer can't climb out of the water to the left, where I would want him to mine. It even looks like that piece of terrain was raised up deliberately so that the Swimmer would go underneath it and turn around in the water. I thought of bombing him there to create a niche from where to do other things, but that doesn't help the crowd much because they would have to go through the water, and I need all my Bombers elsewhere anyway.

I looked at the level list in the menu, though...
Spoiler
...and it does seem to me like the SEB references are getting lower and lower in number on the Rapture rank... ;) which is a little odd.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: kaywhyn on December 26, 2020, 06:55:27 AM
Hello Flopsy,

First two ranks solved. Replays attached. You already know that I'm LPing this pack, but for everyone else I'm also LPing the pack.

Link to the LP: Kaywhyn's LP of Flopsy's SEB Lems for New Formats NL. (https://www.youtube.com/playlist?list=PLbp2m4KlFpJtoW2wmB9gs0V0dea8WO6Be) Enjoy, everyone! :P

As I have already told you, I am enjoying this pack a lot! The Paradise rank is very well-done for a first rank. It's not a throwaway rank at all. Yes, almost every level in the rank is an X-of-everything, but they're not like the ONML Tame ones where you do 1-3 skills and then you're done. Here, you have to do way more than that. As a result, there is far more variety, and they are way more interesting and challenging. They're still no pushovers.

In the first batch of 10 levels, these were pretty much all well-done. Out of the three crash course levels, my favorite one was the 2nd level. All those restarts on the 1st level weren't necessary, as that's what I get for not planning out the solution in full before I started playing the level. Not to mention that I went for a save all solution. As for the rest, I have to say that my favorite one was Paradise 7 - Cake Shop Visits. Excellent level, both puzzle and visually. Even better, I really like the music. It is most appropriate, considering it's Christmas and it's generally played around this time of year. Paradise 10 - Is It Any Wonder? is quite a large 20-of-everything level, but I don't mind the occasional huge level, especially since it's still an easy one. I still like this level, and I especially like the music that's played on the level. I had no idea that it came from the PSP version. It's been so long since I played it.

In the second half of the Paradise rank, there are plenty of levels that I really like design-wise and visually. My favorites in this regard were Paradise 12 - Know When to Fold Them!, Paradise 14 - Lemtris 3D, Paradise 15 - Party in my Head, and Paradise 16 - It's The Name of the Game. I especially love 12 for how it features playing cards and betting chips. Even better, they're all excellent puzzles! :thumbsup: I would say that Paradise 17 - Crystallize is the hardest of the rank, although it's still not too bad. I can see this one tripping up less experienced players. I recognized Paradise 18 - Volunteer Lemming Firefighters from the MegSEBytes pack. It is a large level and more challenging than Paradise 10 despite both being a 20-of-everything level.

Finally, Paradise 19 - Tricks of the Trade and Paradise 20 - Parting Is Bittersweet are excellent puzzles.

Spoiler

The former is one that features a splat pad, and it's been a while since I have played a level that has such an object. The latter features splitters in a form that I have never seen before. Again, it's about familiarizing myself with the tilesets, as there's still plenty that I have yet to play levels in, although I recognize the exit from some LWT levels.

Ok, now the Bittersweet rank. Plenty of great levels here, and I continue to enjoy the pack very much! :thumbsup:

Some Bittersweet Levels Feedback

Bittersweet 1 - Find Us Under the Starlight Excellent short and easy level to start off the rank! :thumbsup: The bomber assignment is precise, but otherwise nothing difficult about the level.

Bittersweet 3 - Just Get Rid of Him! I really like this one. The solution comes together nicely.

Bittersweet 4 - Sweet Memories First level of the rank that managed to trip me up. That blocker on the slope and releasing him with a digger and miner took me a while to see. I still like this level, though. Especially since it's in the Bubble tileset, which is a huge favorite of mine. So it's a nice visual puzzle IMO.

Bittersweet 5 - HMS Hamish Macbeth I like this level as well. Much easier than the previous one.

Bittersweet 6 - Everybody Wants to be a CaveLem Challenging one, but still an easy one. What I don't like is how it's not clear that the drops onto the platform and onto the exit area are safe, but that's just a personal dislike. The level's still a great one.

Bittersweet 10 - The Locker Room Excellent level! I really like this one :thumbsup: The lemmings getting trapped inside the racket was quite amusing indeed :P

Bittersweet 11 - Tricks of the Trade (Part II) First repeat of the level but now we start on the right side and only one entrance to worry about. Digger-basher staircases galore.

Bittersweet 12 - Tell Me the Way to DMA Congrats again on the contest win with this level. Nice repeat of the Paradise level. I totally failed to see that gap drop near the stone structure before the exit for the stoner :crylaugh:

Bittersweet 13 - Welcome to Star Light Zone! Challenging level. There's probably much easier ways than my solution, though.

Bittersweet 14 - From a Designer's Perspective Excellent level! :thumbsup: I recognized the trick that I used in a Lemmings Migration level here, and so that allowed me to solve the level. I especially love the use of a cloner to make the splatform for the crowd.

Bittersweet 15 - Candy Sweet Bonkers I like this level as well. I didn't think it was too hard. I would say the hardest is simply trapping the upper crowd while letting one go on ahead, but other than that it's not a hard level.

Bittersweet 16 - The Resurfacing of Sonic's Roads First level of the pack to require more than one video to solve. Surprising that I got stuck here and it's only the second rank. I did have the idea of building out of the holding pit at the bottom initially, but the main reason I was stuck was due to going about the racetrack area completely wrong. I kept thinking I needed to mine to the right and then clone when really it's just clone and then mine to the left. Before when I rejected this too quickly, I kept thinking to simply contain them in the starting platform, but one will always turn back and die to the side of the level.

It's a great level, but as was pointed out there is a problem with the fire trap at the top before the exit in that the lemmings slip by without getting killed. Looks to be a misplaced trigger area.

Bittersweet 17 - Until the Stars Collide Nice background with the twinkling stars ;) Somewhat easy level, with the only difficult part being to get through the web to the right side of the level.

Bittersweet 18 - The Ocean World This is probably my favorite level of the entire rank. Excellent puzzle and very nice design! :thumbsup:

Bittersweet 19 - The Friday Feel Good Lounge Second level of the rank to stump me. Amazing that it also happens to be a 1-of-everything level just like 16. However, it turns out that my thought of platforming right on top of the stack was wrong. The solution came to me while I was eating dinner earlier tonight. Very nice level! :thumbsup:

Bittersweet 20 - Get On The Revolution Excellent level to finish off the rank! ;) I thought this would be another level that was going to trip me up, considering that the 1-of-everythings in the rank have managed to stump me. Ironically, I solved this one extremely fast. Even more, Neolemmix skills only level.

I think what I will do is post again after I complete a rank for the rest of the pack. Onward! ;)
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Flopsy on December 26, 2020, 09:05:14 PM
RE: Strato

Spoiler

QuoteI have solved two levels from the Rapture rank so far (levels 02 and 04). Haven't attempted anything beyond that yet, though. So there may be further "easy" ones coming. I expect the difficulty to be similarly subjective as on the Murder rank now.

Erm, I don't think you're going to have an easy time after Rapture 4 if you want my honest opinion. Rapture 6 if you have been attempting it is considered the hardest level in the entire pack personally, it is one of the levels in the pack with the fewest solves and even some of the best players on this forum have struggled with that level greatly before solving it.

QuoteLevel 02 was more of an execution-timing struggle, the conceptual part I had figured out pretty quickly.

Regarding Rapture 2, I think if you're familiar with the Hard For Flopsy concept then you know how the level was going to play out from the get go.

Quote
Level 04 was much more to my liking, no difficult crowd control, just a nice resource-conservation puzzle where all the skills are accounted for (i.e. no open-ended X-of-everything level), and it's all about the pioneer lemming.

And Rapture 4, I'm surprised you found this easier than Rapture 1 (which you haven't solved yet), I guess levels with less constructive skills are more your forte.

QuoteAlthough I like that it's easy to hold back the crowd here, too. The most annoying part is probably that anytime I use a Miner at the end of a Platformer's bridge, that makes it so that I can't allow the lemming to walk back later or he will slip through a 1-pixel gap under the Platformer bridge and fall down.

On Rapture 1, if you're finding the miner and platformer thing annoying then you are probably better off finding an approach which relies less on that. Despite this level looking difficult, I have seen a few different solutions to it so it is not a tight wad type solution.

Quote...is that the Swimmer can't climb out of the water to the left, where I would want him to mine. It even looks like that piece of terrain was raised up deliberately so that the Swimmer would go underneath it and turn around in the water. I thought of bombing him there to create a niche from where to do other things, but that doesn't help the crowd much because they would have to go through the water, and I need all my Bombers elsewhere anyway.

Again here on Rapture 3, if something is being prevented and you are trying to contravene that then maybe there is something you are overlooking. This level is another nasty level for its position, I think this and Rapture 6 are where they are to reiterate that this is the Big Boy rank and I'm not messing about :P

Quote...and it does seem to me like the SEB references are getting lower and lower in number on the Rapture rank... ;) which is a little odd.

Ok, let's compare
Paradise 4, 5, 9, 10, 11, 15, 17 and 20
Bittersweet 1, 17, 20
Revolution 2, 10, 14, 20
Stormy 4, 13, 15, 20
Murder 3, 8, 10, 20
Rapture 4, 6, 8, 10, 12
So there are more in Rapture than any other rank except for Paradise so you're probably not spotting them all :P

QuoteWait... are you talking about stopping a Basher with a Blocker? Are you serious? You were the one who showed that trick to me, on your LP of Lemmings Migration!

I played Lemmings Migration 3 years ago now and I don't remember what I did yesterday let alone 3 years ago! If I did do that trick in any of my videos then it was probably because I was desperate. You however are doing this trick time and time again so you are worthy of having it named after you. Nessy came up with The Strato Turnaround appropriately :P

RE: kaywhyn (some additional remarks not covered in the youtube comment replies)

Spoiler
QuoteAs I have already told you, I am enjoying this pack a lot! The Paradise rank is very well-done for a first rank. It's not a throwaway rank at all. Yes, almost every level in the rank is an X-of-everything, but they're not like the ONML Tame ones where you do 1-3 skills and then you're done. Here, you have to do way more than that. As a result, there is far more variety, and they are way more interesting and challenging. They're still no pushovers.

Regarding Paradise, when making this rank I was heavily inspired by the first rank of NepsterLems, hence why the 5 of everything levels were a thing. I suck at making easy levels to be honest, I don't go away feeling like I have done enough and I would rather have all my levels being memorable than having throwaway levels like the Newbie rank in SubLems for example.

QuoteIn the second half of the Paradise rank, there are plenty of levels that I really like design-wise and visually. My favorites in this regard were Paradise 12 - Know When to Fold Them!, Paradise 14 - Lemtris 3D, Paradise 15 - Party in my Head, and Paradise 16 - It's The Name of the Game.

I'm surprised that you ended up liking the Lemmings 3D reboot levels (Paradise 14-16). I looked at it and thought "why the hell did I put 3 circus tileset levels in a row!?"

QuoteParadise 17 - Crystallize is the hardest of the rank, although it's still not too bad. I can see this one tripping up less experienced players.

Your solution to that level was a little on the complex side though. I don't think you considered letting the Lemmings stone while falling from the starting platform which would have made the execution a little easier. Instead you built to the left to catch them.

QuoteBittersweet 6 - Everybody Wants to be a CaveLem Challenging one, but still an easy one. What I don't like is how it's not clear that the drops onto the platform and onto the exit area are safe, but that's just a personal dislike. The level's still a great one.

This was one of my earliest levels for the pack and I'm still surprised at how well it holds up today. I wish I could make more levels like this one to be honest, I find if difficult to not have as much skill variety in my levels nowadays.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Strato Incendus on December 27, 2020, 12:02:24 AM
Quote from: FlopsyErm, I don't think you're going to have an easy time after Rapture 4 if you want my honest opinion. Rapture 6 if you have been attempting it is considered the hardest level in the entire pack personally, it is one of the levels in the pack with the fewest solves and even some of the best players on this forum have struggled with that level greatly before solving it.

Guess you're wrong; I have solved Rapture 7, 8, and 9 by myself, and for 10 I only needed one minor readjustment compared to the solution I had already implemented before. So my suspicions that easer levels would come higher up were indeed confirmed :P .

Rapture 01 - 14
Rapture 7-10 were some excellent puzzles indeed. For Rapture 6, I've used this trick a bunch of times myself on my own levels. I just overlooked the setup. It wasn't that easy to spot, but there were certainly harder nuts than Rapture 6 in my opinion.

01: I wasted the Stacker at the beginning, thinking I had to hold back the crowd, when I actually didn't have to. Also, I platformed over the water too low initially, so that the crowd couldn't get up in the end when I wanted to bash them out. The decisive hint I needed here was the backwards Miner in that little niche to create a path for the Climber. I knew reverse Miners could create straight walls, but this is a very small niche, and therefore somewhat hidden. I guess that is what made this one harder than Rapture 04 for me: Not the question of destructive vs. constructive skills, but simply the fact that the terrain on Rapture 01 was a lot more "iffy". ;)

02: Complete self-solve. As I said earlier, I found this solution fairly easy to spot, and that's even though I myself usually suck at Hard-for-Flopsy levels. Pulling the execution off was a little more difficult, though; I had to rewind a bunch of times to get the timing right of what I knew was the correct solution conceptually. Can't say I'm a fan of that.

03: I had everything figured out here except for the top lemming landing on the staircase while building, and then continuing to build himself. That was the hint I needed from IchoTolot's replay. Even then, pulling it off was hard, because there only seems to be 1 particular brick where this works; earlier, and the bridge isn't long enough - later, and it's already too high, so that the lemming ends up building into the fire. Again, pixel precision causing trouble even once you have the solution figured out conceptually.

04: Complete self-solve. One of my favourites from the rank, as said before! :thumbsup: A little bit of rewinding was required to make small adjustments, but all of this rewinding was just due to conceptual mistakes, not execution ones. This is the way it should be, according to the "purist" version of NeoLemmix philosophy! ;)

05: Again, the thing I was missing here was the Blocker turning the Digger around "on the edge" instead of "inside" a Digger shaft. Guess that will be one of your signature tricks now to make it into the next Groupie-style level I make for you... :P

06: Much like with "The Call of Lucia", this immediately looked like a Miner-goes-through level to me, yet connecting the pieces to set that up was the problem. The relative timing between the two worker lemmings wasn't that bad here, because the lines inside the pipe help for orientation how low you should dig down.

07: Complete self-solve. This one was much easier than the just mentioned "The Call of Lucia" one rank earlier! Again, an annoyingly tight time limit, but I'll trust you that it was absolutely necessary to block some other backroute. That timing with the Bomber at the end, so that the second lemming lands inside the niche of the Bomber, allowing him to bash from there - instead of falling down towards the exit - is extremely precise, though.

08: Complete self-solve. Here the pixel precision got even more ridiculous. I've lost count of how often I had to rewind in order to prevent lemmings from either slipping by the Miner/Blocker into the fire trap, or past the Builder sealing up the wall to the left. And yet, I knew I wasn't doing anything wrong conceptually, I just had to slightly adjust the timing of the various skill assignments. And by "slightly", I mean "on a frame-by-frame basis".

09: Complete self-solve. This is one I got stuck on at my first attempt but which I then solved rather quickly in the second session attempting it, without any hints required. The locomotive next to the exit can be dug into in such a way that it's just barely not splat height - that's a little hard to see, but I was relying on it the entire time while mapping out my solution during that second session.
This one was a great extension of the same philosophy as on Rapture 04! :thumbsup: Definitely more complex, so a deserved higher spot in the same rank, but not really any more precise to pull off. Some skills you have to assign in such a way that they buy you a little more time for either that lemming himself or for a co-worker, but none of this was particularly fiddly.

10: Almost self-solve. I needed a slight hint from IchoTolot's replay at one point where I was overthinking the level - because I was determined to make a Miner go through here as well. But once I knew I had been overcomplicating things, I still stuck to my own solution in every other way, and only modified it where necessary. In particular, I turned the pioneer around with a Builder to prevent him from walking into the trap, then immediately cloned him, sending one clone into the chamber with the button via a Basher. This is why my solution still differs quite a bit from IchoTolot's, who went through the trap from the left using a Cloner for surrogate compression method.
Very nice level overall, especially with those two alternative approaches allowed! :thumbsup:
Also, I didn't realise the overlap between the Sonic and the SEB references on this particular level at first (but then found out myself even before you listed the level in your previous post :P ).
As such, this is the only Sonic level which I consider not to be "diluting" the main (music) theme of the pack... :P

11: I had the pioneer's work with the Stackers etc. figured out. But I guess I simply didn't want to believe that this would be yet another case of the Blocker-on-staircase-in-creation trick that is always precise to set up - this time with the Blocker coming from above, having to mine at just the right moment to get the timing right.

12: I initially overcomplicated things here by thinking I had to create a 3-Builder wall to prevent the bottom crowd from walking off to the left - because I was using a Digger to get rid of that wall of squares. That of course left me with too few Builders to finish the long staircase to the exit. Once I knew the release rate was spread out among the many hatches enough for that to not be necessary, and that I could just mine through that wall, I could keep everything else as I had planned before, because most of the rest of the level falls into place (much more so than level 06, which claims that to be true for itself :P ).
However, the relative timing between lemmings here is once again ridiculous. Constant rewinding to time Builder assignments, because many of the lemmings reach their respective water areas at almost the same time. And for the bottom left crowd, assigning the Glider to the first lemming on top of the wall of squares vs. right when he falls out of the hatch is what makes all the difference between solve and no-solve. Because gliding right out of the hatch will give him just enough of a leap ahead so that the lemming behind him won't drown, whereas gliding from the top of the wall alone doesn't. And it's not like the hatch or that wall were particularly high, so that you would expect this to make a difference on a conceptual level.
I definitely no longer feel as sorry as I used to for the initial version of my Lemmicks level "Do not fear" now :P , where that small difference in timing of the Glider assignment caused you to suffer quite a bit during the LP :evil: . At least that was unintentional, and I fixed it immediately.

13: My main conceptual mistake here was thinking I had to build across the first gap right next to the hatch, instead of allowing everyone to fall down and bash through that clump of terrain. Tanking the Miner on the one-way arrows to turn him around is pretty clever, though. Usually, one-way arrows give away more of the solution; however, in this case, they do a better job at disguising it than a steel piece in the same position would have done.

14: This one is the worst yet. I have taken my hint from IchoTolot's video on how to contain the crowd. Yet, despite having seen that, and even after countless attempts, I still can't pull it off. Even at maximum zoom and in true physics mode, using framestepping and arrow keys, I can't. Either the Digger/Basher keeps going, or at least one of the Miner does, or the Miner does cancel the other correctly, but does not leave a straight wall behind for the second pioneer lemming to climb out of the pit. All that also needs to be done on a short strip of irregularly-shaped terrain, so at some point you just randomly start trying different spots to do the same thing over and over again.
"We build castles made of slime?" was precise already, but at least that was just 1-2 skill assignments (Digger + Builder). This one here makes the slime-castle level seem completely harmless in terms of execution difficulty.
I really hope what IchoTolot did in his video is not the intended solution. If it isn't, I'd be interested in your intended solution for this. Otherwise, I might just outright refuse to do this one! :devil:

All in all, I think I've got a good understanding now of what my own levels (even in my hardest pack to date, Lemmings Open Air) lack to take them over the edge to "very hard" difficulty.
However, a lot of levels on the Rapture rank seem to enforce this via iffy terrain shapes, over-fixed with steel and fire areas, and worst of all with extreme pixel precision combined with relative timing between at least two worker lemmings.
And if that's what I would have to add to my own levels to add some even harder ones at the very last rank, I'd rather prefer for them to be conceptually easier, but a lot less fiddly to play.

I have never used as much True-Physics Mode in a pack as I have while playing this pack, especially on the Murder and Rapture rank, but it already started a little earlier. And even if it was just for old, comparatively overdone tricks like Digger-Basher staircases, when counting to six alone wouldn't suffice.

The combination of pixel precision and relative timing between two lemmings (as e.g. many of your favourite Blocker tricks require them) is something I listed explicitly right at the beginning of my immediate turn offs (https://www.lemmingsforums.net/index.php?topic=3926.0); that shows you how immediately it jumped into my mind.

I'm fine with pixel precision on its own (=for individual lemmings), and I'm fine with relative timing, but the interaction of the two at the same time exponentially increases execution difficulty. And sometimes even to a point where the mere fact that the intended solution is so precise actually hides that solution on a conceptual level, because there are only a couple of frames where it actually works.

Quote from: Strato Incendusand another related issue is what I would call "relative pixel precision": Pixel precision is fine as long as it affects single lemmings. If a builder has to go in one specific spot, e.g. to cross a gap, allow a climber to still climb up out of said gap from the other side, and make the builder turn around or not, then fine, that's what framestepping is for! :thumbsup: The problem arises when two or more lemmings have to be in very specific spots relative to each other, so the skill assignment becomes a game of Mikado. Pixel precision therefore becomes exponentially worse the more lemmings are required for a given maneuvre. But it's also annoying enough if just a couple of pixels decide whether a lemming slips by or not, harking back to the stalling issue.

There is one level in Lemmings World Tour which requires this amount of relative timing:
Spoiler
Legend 07, "Lemmingrad", which also includes a "Miner-goes-through" trick that requires similar amounts of setup as the levels in your pack featuring this trick do, like "Wild forever" and "Everything falls into place".
I kind of had a bad conscience about that level for precisely that reason, so I was glad when people found at least partly alternative solutions to it.

However, here on the Rapture rank, a whole bunch of the levels feel like they have that amount of pixel precision to them. This includes those I solved all by myself, like Rapture 02 and 07.

Those levels which didn't include this interaction of pixel precision and relative timing were indeed great, fair, excellently complex puzzles!
:thumbsup:
At the same time, those levels were quite a bit easier - which you can tell by the fact that I could solve most of them without any hints. Meaning, they were easier than many of the levels on the Murder rank.

I don't think I'm just biased in this regard by "I like the levels I solved on my own and am critical of the others" :evil: .
I think there is a clear qualitative difference in the amount of execution fiddling required by levels such as Rapture 02, 03, 07, 08, 12, and especially 14 - and the more calm and conceptual challenges created by Rapture 01, 04, 09, 10, 13.
As you can see, both of these lists include levels that I solved all on my own and such that I needed hints for.

So there's a pretty much even split between levels I enjoyed very much, and levels that had such high amounts of pixel precision that I considered it borderline trolling at some point. ;)

Anyways, with Rapture 14 still pending (whether that amount of precision is actually required), next up is "Gravity Coaster", about which I have heard quite a lot of rumours already (not pertaining to the solution, though). Let's see if I'm going to struggle with it as much as I've heard other people did... :thumbsup:
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Flopsy on December 27, 2020, 06:03:30 AM
All of what you've said is perfectly valid and your opinion. I feel it might explain why a lot of people give up on the pack by this point.

Spoiler
I'm not going to defend the Rapture levels for their pixel precision and interaction between 2 Lemmings to get things done, that is exactly what this rank requires and it is what separates it from the Murder rank.

Your Rapture 4 solution is different to my solution but it is still acceptable.

In Rapture 7, that bomber/basher trick is probably the trick which makes it harder than Murder 7. You're the first person to think Murder 7 is harder than this.

Rapture 10 is your first official back route that you've found, well done. I'm going to upload a fix in a moment.

Rapture 14 has joint won a contest here on the forums so it clearly was a well received level for a lot of people. If you're referring to IchoTolot's solution as a benchmark then it is on par with my solution.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Flopsy on December 27, 2020, 06:08:38 AM
SEB Lems v3.04 is out

Fixes a back route on Rapture 10 by Strato.
Download is in first post as always
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: kaywhyn on December 27, 2020, 08:02:08 AM
Revolution rank done. More replays and feedback. Replays up through Revolution 20 attached. Overall, I felt the Revolution rank was easier than the Bittersweet rank. It might be because no levels in this rank required more than one video to solve. There were only 2-3 levels that slowed my progress, and most happened to be levels from your MegSEBytes pack. Revolution 19 being the biggest offender here, which is the level in the rank that took me the longest to solve. It's very interesting how It's a level that I have played before from your MegSEBytes pack, but I honestly have no idea why it took me so long to solve. In any case, for the purposes of the LP, I have no intention of loading any of my MegSEBytes replays for the levels I have already played. I'm willing to sit through and solve them again no matter how long it takes me.

Spoiler

Revolution 1 - Loving the Lemming! Excellent level to start off the rank! Solution is great

Revolution 2 - Sparkle Second great level in a row. Level essentially almost solves itself.

Revolution 3 - Don't Play With Fire! More difficult than the previous two levels, but not too hard. Once you contain the crowds, the rest is somewhat easy.

Revolution 4 - Welcome to Wafflemland! First X-of-everything level in the rank. It's not too hard, but it's not trivial. I have definitely seen the buzzsaw from the NL Tutorial pack. I guess I forgot that it doesn't come down to slice the lemming into a bloody pulp. Rather, the lemmings have to touch it in order to get killed.

Revolution 5 - Glain Yn Yr Dolur Calon Nice level with a great solution

Revolution 6 - Up The Wooden Hill Easy level. I totally forgot there was a time limit. That's the problem when you have played so many levels with unlimited time. That's why I wasn't too happy about the option of untimed levels in NL and was a huge factor of why I avoided NL for a very long time. I don't mind time limits at all, and I consider them a huge part of the game.

Revolution 7 - The Legend of Beeston I realized too late that this was a level from the MegSEBytes pack. I'm not sure why it took me a long time to solve the level this time. I think I remember struggling a bit with the level when I played the standalone pack, but I don't think it was anywhere near as long as this attempt. You sound as if I took a really long time to realize to bash under the water. It didn't take me that long! I have a blunt personality as well, so I can kind of understand this.

Revolution 8 - Harvey Haddon Sports Pyramid I feel as if I've played this level before. Either that or it was something similar. This level was a bit easier, as it certainly didn't take me anywhere near as long as the previous one.

Revolution 9 - A Tribute to Bob Holness Wow, talk about perfect timing, especially when I had no idea that the first level of the LP video was going to be a tribute to a game show host. It's as if I predicted it. Very nice level here! Solution didn't take me too long at all.

Revolution 10 - Today The Sun's On Us Easy level. I did the precise thing of cancelling a miner with another.

Revolution 11 - Tricks of the Trade (Part III) Harder than the two previous iterations, but it's still not too hard. The only hard part is timing the release of the crowd to block for the last builder. Again as you acknowledged the precision here can be cut down.

Revolution 12 - The Big Bang I really liked this one. Easy one.

Revolution 13 - Sadistic Lemming Factory Another level from the MegSEBytes pack. I remember this one being hard as well. Solution is not obvious at all. Nice design, though!

Revolution 14 - Wrong Side of the Sun Nice and easy level.

Revolution 15 - Alice in Wonderland Yes, the level did slow me down, but not that much! It's definitely harder than most of the previous levels of the rank. X-of-everything level that is far from trivial. As I said in the video, your girlfriend did a great job for a first attempt at making a level. She has me beat here, since I have yet to make one. I have doubts I can make one as good as this :P

Revolution 16 - Pac Attack Not difficult, just tricky. Love the tribute to Pac Man here. I didn't grow up with the game that this level is based on, but I have played some Pac Man and Ms. Pac Man myself growing up.

Revolution 17 - Hopeless Fantasies Another MegSEBytes level. I remember this was probably my first stumping point of the pack. Indeed, it still took me some time to find the solution again. It's a great one, though! :thumbsup:

Revolution 18 - All Work, No Play! Solution is obvious, execution is a bit precise. Easy one.

Revolution 19 - Mean Green Machine Yet another level from MegSEBytes. I confused this level with an earlier one in the rank that's in the pack. I remember this one being a hard one. Indeed, still have no idea why it took me a long time to solve this one. It seems that it's your MegSEBytes levels that end up taking me the longest to solve out of all the others. This is also the one that took me the longest to solve in the entire rank. Great level, though.

Revolution 20 - When The Storm has Blown Over Nice level to finish off the rank. Another not so trivial X-of-everything. I initially use so much stackers, which as you know is a skill I'm not so good with. Is this another MegSEBytes level? I don't remember if it is. 

Onward to the Stormy rank! Solving time might slow considerably here, but if not then very likely the next rank. As usual, I still continue to enjoy your SEB Lems pack very much ;)
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Strato Incendus on December 27, 2020, 10:33:15 AM
Fair enough; I was hoping my solution to Rapture 10 would be accepted as an alternative solution, but I can see how it missed the main trick.

Since I had already compared my solution to IchoTolot's in the meantime, though, figuring out how to resolve this one wasn't too difficult.

Rapture 10
I just realised that I probably overcomplicated the level at the end by assigning the Miner first so that the last pioneer would turn around once more and cloning him then. I simply could have cloned him first, allowing the original to walk into the exit (since it was already open by then), and only have the clone mine.

This is something I'm trying to enforce on a level from Lemmings: Hall of Fame. At first I thought Rapture 10 was showing me a way to finally enforce it (i.e. Miner first, Cloner second). But it doesn't even seem to be necessary here. Good thing I could assign the original Miner so far ahead that the little downward slope he created to tank on the steel didn't end up creating an insurmountable wall for the others :D ...

I've added my re-solve for Rapture 10 to the replay folder attached.
I haven't attempted Gravity Coaster or any of the following levels yet.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: kaywhyn on December 28, 2020, 09:59:00 AM
Solved the entire Stormy rank. Replays up through Stormy 20 attached. Overall, the entire rank was extremely slow going, especially since I pretty much was only able to solve 1-3 levels at a time throughout the entire rank. This tells me that the pack is definitely mostly done playing around by this point. Revolution was where the levels got only slightly a bit harder but the levels still allowed a lot of leeway, whereas Stormy was really where the difficulty cranked up and the skillsets very tight and very little in the way of leniency. Interestingly enough, only one level in Stormy required 2 videos to solve, while no such level needed that in the Revolution rank.

Stormy Levels Feedback

Stormy 1 - Band of Merry Lemmings Congrats on winning LOTY with this one! Excellent level to start off the rank. Easy one.

Stormy 2 - Star Light Rollcoaster Hard one. Took a long time to figure out how to get up the OWW efficiently. Also it was quite difficult to tell where the gaps were in the walls, but that's what I get for not using CPM. My non-use of it is completely intentional, as I essentially would like to figure stuff out as I go. Yes, I'm a proponent of all info needed to solve the level should be visible from the get-go, but this is more of familiarizing oneself with the tileset. Also very close to splat height at the top when I dug.

Stormy 3 - Just For You Wafflem! Thank you for showing me the link of his LP of the PS3 pack. At least this is a nice little puzzle! :thumbsup: Easy as long as you realize that you must keep the lemmings going instead of delaying them at the start.

Stormy 4 - Synchronised Nice level! Bit tricky, but it's still somewhat easy.

Stormy 5 - Scarborough Sands Level from the MegSEBytes pack. Very nice level and puzzle. This did take a bit of time, but it didn't take too long. For once this was a quick solve from that pack instead of taking a while. It's a short level anyway.

Stormy 6 - Big Top Drop! Somewhat difficult. Still not too hard. I say the hardest part is definitely the area where the entrance drops into the water. By that point, the losses get dangerously close to the save requirement amount. I like this tileset as well. 

Stormy 7 - SNAKE! Took me longer than it should had. Nice tricky puzzle even though there's only two different types of skills here. Didn't take me too long to figure out where the normal entrance goes, although ironically I kept sending in the athletes to go with the non-athlete crowd even after I had determined that they cannot go with them.

Stormy 8 - That's Blockbusters! As you have mentioned, I overcomplicated this one. The fiddlyness with the spacing between the lemmings to bomb at the left side was completely unnecessary. It all came down to all the lemmings turning around in the miner tunnel and just letting one through. Then more fiddlyness with getting a lemming ahead enough to stack in time to turn everyone around.

Stormy 9 - Lemmings on the Stream - Second 1-of-everything level in a row. This one was a much faster solve. I don't know if losing a lemming to the stomper trap is intended.

Stormy 10 - Mother O'Donoghue Another MegSEBytes level. I remember this one being difficult. I think this one ended up taking me just as long as when I solved the level in the standalone pack. Still a nice level that looks daunting due to the sheer length. Also the music is quite nice here ;)

Stormy 11 - Futuristic Climber Zone Another level that took me longer than I thought it would. Definitely figuring out the area with the walker trap and stacking and platforming across to avoid the airlock trap are key. Interesting that the stackers are enough of a stall to give the platformers enough time to finish.

Stormy 12 - Gold Run Another hard 1-of-everything level. Just like you already mentioned, I also overcomplicated this one. Sounds like the way I used the stoner was totally not intended. I myself was surprised that the crowd is still able to get past the stoner and up the basher staircase on the left.

Stormy 13 - I Feel Six and Twenty Eyes Somewhat difficult, but this is a very nice puzzle! I like this one. Certainly the hardest part was figuring out how to get the right entrance out. Nice red herring with the OWW.

Stormy 14 - Thought of Jigsaw and Made This The only level in the rank that needed 2 videos to solve. Not too happy about that, but what can you do about it. Nice level. The non-solve was definitely due to some wrong skill placements, as well as the wrong lemmings to do the work.

Stormy 15 - Wild Forever Ugh, took so long to get both builder placements correct for the miner to go through them. That part is very obvious, especially since there's only one miner. Really a case of solution is a bit obvious, getting it to work can be frustrating. I figured out getting past the lizard trap very fast. After that, took some time to figure out how to temporarily contain the crowd.

Stormy 16 - This is NOT a Drill! This was probably my favorite level of the rank. Nice and easy. The only thing that took me a while was the digger, but it didn't take too long.

Stormy 17 - Are You What You Want To Be? Another MegSEBytes level. I remember this one being hard. Lots of difficult and tricky areas and puzzles to figure out in each place. The area with the OWWs at the bottom just shortly after the entrance to the left is one such tricky part. Definitely the sheer size of the level gives the appearance of a daunting level.

Stormy 18 - Will You Start The Fans Please! Another excellent level! The most difficult part is getting through the ball-like structure in the middle. Otherwise, not too hard of a level. Very nice infinite loop the crowd is stuck in at the beginning until the blocker pickup is collected :thumbsup:

Stormy 19 - Rick-afinity I didn't think this one was too hard. You just have to be careful with your platformers/builders. Nice choice of music here. I would had sang along if I knew the lyrics while LPing the level.

Stormy 20 - On the Dancefloor Tricky builders only level to finish off the Stormy rank. I now know that builder bricks can appear past the one-way fields if positioned correctly, similar to building through a thin wall. I say both sides are equally challenging to build up to get to the exit.

Halfway done with the pack and still continuing to enjoy the pack very much. I'm loving the challenges I've been faced with. I'm definitely starting to worry that the Murder and Rapture ranks will be extremely slow going, especially if the Stormy rank slowed my solving times considerably from start to finish is any indication. However, you did say that there's a possibility that I might steamroll over them easily when most others would get stuck here and give up. I'm not going to get my hopes up, but I'm definitely willing to power through and struggle.

Onward to the Murder rank, which will likely end up murdering me and I will be begging for mercy :crylaugh:
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: kaywhyn on December 31, 2020, 09:04:24 AM
Murder rank finally completely solved. Replays up through Murder 20 attached. The rank took me 2 days, but I finally did it.

Whoa, this was an extremely difficult rank, so I'm quite shocked that I even made it through the whole rank after a lot of struggling. So many levels in this rank needed multiple videos before I finally solved them. The hardest levels in this rank for me were Murder 5, 9, and 19. As I mentioned before, I'm disappointed that I don't even have one of the original videos for Murder 5. It's supposed to have taken 3 videos before I finally solved it, but alas there's only two videos because I foolishly didn't have OBS open for the second video on that level. It's ironic, considering that I didn't struggle anywhere near as long on the Old Formats version of the level when I played through your MegSEBytes pack. Then again, it seems that all of the MegSEBytes levels have been problematic for me, with only a few that I managed to solve fairly quickly, such as Murder 11.

Murder 19 is the second level in the entire rank to take 3 videos to solve, but in contrast to Murder 5, in the third video for Murder 19 it was an extremely quick solve. The solution came to me in my mind during my break after I recorded the second video for the level.

I had nearly given up on the pack due to Murder 9, but thank goodness I just kept coming back and didn't throw in the towel. Goes to show you that even SEB Lems has managed to make a mighty solver like me tremble in my knees. At the same time, keep in mind that I'm playing the pack where most levels seem to have been way more backroute proof compared to the Old Formats version, and hence some levels are much harder as a result. Murder 5 seems to be a really good example, where just the addition of a fire trap was enough to increase the difficulty dramatically. However, the main reason it took me so long before I finally solved it was due to how I overlooked the use of a blocker trick which I know very well from the many packs I have played. Yea Flopsy, I think you're right when you said that I always seem to overlook and miss the obvious stuff while I tend to figure out the non-obvious stuff that people have trouble with very quickly.

Truthfully, the Murder rank is like literally up there in difficulty with United. The pack overall is easier than United in the very early ranks, but by Stormy/Murder it pretty much enters United territory in terms of difficulty. I say these two ranks are comparable to around the 3rd/4th rank of United, respectively. It's also like the Stormy rank in that I could generally only solve 1 or 2 levels per video. There were only a few where I managed to solve 3 levels in one video. However, because I ended up getting majorly stumped on several levels in the Murder rank, solving times practically slowed to a crawl the entire rank. The Stormy rank was the same, but solving the entire rank was still overall faster, I think by a couple of hours less.

I have noticed that my struggles are largely due to how I often felt I was a skill or two short. United was the same way in the later ranks, where there's no chance of recovery if you place any skill wrong. So is also the case here with SEB Lems, especially with the Stormy and Murder ranks. It's definitely a difficult pack just like United, just slightly easier and the difficulty doesn't increase as fast. It wasn't until the Revolution rank where the pack finally stopped playing around for the most part, but there was still plenty of leeway in the skills. In contrast, I ended up struggling with the Bittersweet rank more than the Revolution rank. So far, I have found that the Revolution rank was easier than Bittersweet, then it got difficult again with the Stormy rank, then the pack got even harder with the Murder rank.

Murder Levels Feedback

Murder 1 - The Five Arches Excellent puzzle to start off the rank. Once I counted the number of destructive skills and the number of walls/obstacles and how many skills it would take for each, the solution came to me easily.

Murder 2 - Let's Go Sonic! Another nice and easy level. Great design here ;)

Murder 3 - Running Out Of Space I wasn't a fan of this one due to the fiddlyness that can result. I'm generally not that good at using bombers. The saving grace here was that one crowd could be contained, while you could keep the other one going and afford to lose some lemmings not just to bombers.

Murder 4 - Meet Your Maker Easy level. Nice tribute to namida here, although I only knew that because of your comment.

Murder 5 - Up and Down and All Around MegSEBytes level. No idea why it took me so long to see the solution here. Interestingly enough, I believe I tried the mining through the staircase and releasing the blocker in the bottom right entrance and was able to manage there. Here, not sure how I overlooked the basher-blocker and releasing him with a nearby bomber for so long. I kept trying to destroy the wall from the right side to get the crowd up. That uses up 2 very crucial destructive skills that can be used elsewhere. I believe here the only change from the Old Formats version is the addition of the fire trap on the right side where the OWW is below the exit. I think it simply prevents gliders from being able to land safely on the right side, and this change is apparently enough to increase the difficulty dramatically. I think I remember trying some very fiddly stuff around that area on the Old Formats version. You mentioned this is Wafflem's solution, so who knows what he intended here.

As previously mentioned, this is the first level in the pack to take me 3 videos to solve. It really sucks that I don't have the second video of my attempt at this level. Ugh, me and not having OBS open :'( Since each video was about an hour long when attempting this level, it pretty much took almost 3 hours before I finally solved it. Definitely atypical of me.

Murder 6 - The Story of the Eggs This one was somewhat easy. Definitely didn't take me too long to figure most parts out. I did have problems when trying to get to the button near the teleporter at the bottom, but that's because I had some destructive skills placed at the wrong location on the wire structure at the bottom. Nice puzzle and level, though

Murder 7 - The Call of Lucia Another one that managed to stump me. I tried something that was incorrect for a long time. I haven't considered simply building the bridge and checking to see if it was indeed a safe drop. I kept incorrectly assuming it was a splat fall. My success really came down to the wire on time, so it's definitely due to when I released the climbers.

Murder 8 - The SEB Western I really like this level. It looks difficult, but it's actually not too hard. Doing that digger tunnel inside the miner tunnel is quite clever. I really like how the solution all comes together.

Murder 9 - 30-MegSEBytes Hard Drive A real stumper where I almost gave up on the pack but thankfully I didn't throw in the towel and just kept coming back and trying stuff. I was stuck mostly due to sequencing the skills incorrectly. Most importantly, I couldn't figure out what the glider was for for a very long time. Yes, I did get confused with how lemmings die instantly when using the teleporter without the platformer bridge, but they are fine when it is there, but again that's not why I had problems with the level. Let's what for me to possibly finish the Rapture rank first to see if this level deserves to move back up to that rank.

Murder 10 - Birth of an Empire Much easier than the previous level, although this one still took me some time. I pretty much had most of it figured out fairly quickly. The only very precise part in my solution is the bottom right where I mined and then bashed. It had to be done at just the right moment during the miner's animation in order to prevent the two lemmings that were coming up to him from dying to the trap.

Murder 11 - Aztec Dune Zone I remember this one being tricky but still somewhat easy from the MegSEBytes pack. Indeed, for once this was a fairly quick solve for a level from that pack. Very nice level. I really like this one. The only part I remember struggling with in the Old Formats version was the very end at the exit area with getting the climber/glider to turn back, but here I didn't really have any problems here with that.

Murder 12 - Like A Lem in A Candy Shop Tricky but somewhat easy level, although I was frustrated with getting the timing right so that no one slips past the blocker at the top where the exit is. You have already described the solution to me in your comment, and yea that would had ended up saving me some frustration. Instead, I ended up switching between max and default RR several times, as well as the very precise digger/builder assignment at the bottom. Other than that, I pretty much had most of the solution figured out until I had to deal with the annoyance of separating a lemming so that no one gets past the blocker I placed at the top.

Murder 13 - No Time to Die (Flopsy style!) Nice tribute to namida's level from LPI. You already told me my solution is a backroute from taking the left side. I even managed to have more than 30 seconds left, so surely it's not supposed to be this forgiving. Then again, I did practically sped things up whenever the opportunity arose. Amazing that I even 1-shot the level :PI'm still going to keep moving along in the pack if you end up releasing an update. I may or may not come back to resolve the level later once I'm done with the pack.

Murder 14 - We Build Castles Made of Slime? I recognize this as part of a level from United's Bonus rank. This is the level that Icho was referring to in his post in the United level pack topic. This level proved to be just as challenging as the United level, although this is one is easier. I didn't mind this one, although it seems everyone complained about the digger releasing two lemmings to get past the trap to be very precise. I had no idea that it triggers so fast.

Murder 15 - Golden Round This was probably my favorite level of the rank. I really like the puzzle and solution here. I'm definitely not used to the difficulty of navigating the honeycomb structures, but it at least doesn't take long to determine that one can use a builder to help lemmings get out of them. The moment where the solution came to me was when I figured out how to get a lemming from the left hatch to help the right entrance by digging and then gliding. I felt proud when I figured that out.

Murder 16 - Great Scot! I surprisingly struggled with this one as well. It definitely comes down to figuring out the builder/miner trick at the beginning. I thought this is clever. I can definitely understand why most say this level is hard, but really the only hard part is figuring out the aforementioned builder/miner trick. The other reason I struggled was due to incorrectly determining that 4 builders are needed to get up to the exit, when in fact the 3 builders I kept having at the end is indeed sufficient. That's what I get for hastily coming to conclusions when I haven't even tried it out.

Murder 17 - Medieval Mystery Zone I really like this level. I also thought it was a fairly easy one, especially since a lot of the skill placements are quite obvious. Nice use of several tricks here, particularly block at the end of the builder staircase to turn him around, as well as mining into steel to turn around.

Murder 18 - Darkside Lightside I like how you did the dark/light side here, where I thought about lemmings starting in the dark side and have to make their way and transition into the light side of the level. This was another level I struggled with. In the first video, my solution would had worked had it not been for the time limit. In the second video where I do solve the level, I'm certain that I ended up overcomplicating the solution, especially since I resulted to using a climber stuck in the stoner terrain to turn around. The blocker at the end had to be placed at the right location so that the climber bashes through the OWW before anyone turns around, as well as the digger gets deep enough before anyone is able to step out of it to the left.

Murder 19 - Tricks of the Trade (Part V) I surprisingly struggled with this one too. This is the second level in the pack to take me 3 videos to solve. I thought I had the solution a couple of times, only to find that there was a caveat that I didn't take into account. It's amusing how I didn't even notice the small gap where the fire trap is before the OWW on the right side. This level definitely isn't that much harder than the previous iterations of the level. I had problems simply due to having a lot of wrong ideas at the bottom and how I couldn't figure out how to get the first bridge over the acid done in time before anyone falls into it. It looks like what I tried in the first video was pretty much right, I simply never thought about using two bridges to seal off the gap with the right wall at the bottom instead of using a stack after one full bridge. I think this is due to how as a player we're pretty much trained to conserve builders wherever and whenever possible. The level ended up being a very quick solve in the third video because of how I realized the solution in my mind during my evening break.

Murder 20 - Here Comes the Rapture! This level ended up taking up a lot of recording time in the video where I finally managed to solve Murder 19. I think the likely reason I struggled is due to how I'm so bad with using stackers. The level isn't necessarily difficult for the Murder rank finisher. It's simply due to how I couldn't figure out the best way to do the top left and bottom right side of the exit area for a long time. In the end, I'm not sure if the solution is intended. There might be easier solutions than mine, too.   

All rightie, I better brace myself for the Rapture rank. Since I ended up struggling considerably with the Murder rank, I can only imagine that I will struggle even more with the final main rank of the pack, Rapture. I stated that the Stormy and Murder ranks were equivalent to that of the 2nd and 4th ranks of United, and so this probably means that Rapture will be the equivalent of the Genocide rank of United. When I first reached that rank in United, I was very fearful of it and thought it would be the rank to stop my complete run at solving the entire United pack. Indeed, my fears were amplified even more when the first level of Genocide was a no solve even after 2 hours. I was close, but I was 1 short of the requirement.

If this is indeed true with the Rapture rank, then it'll pretty much be the Genocide rank of United all over again for me. I'm already fearing the Rapture rank even though I haven't played any of the rank yet. I guess we'll see I get on with it in the upcoming days. 
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: kaywhyn on January 14, 2021, 08:52:53 AM
And, Rapture rank is finally done and hence the main 6 ranks of the pack all solved! It might had taken me a while, but I made it through. All without any hints on any Murder or Rapture levels too! ;) Here are my replays up through Rapture 20. Truthfully, the Rapture rank wasn't as brutally difficult as I thought it was going to be. Then again, I said the exact same thing with the Hardcore rank of Strato's LOA pack, where I honestly felt no real challenge with the rank other than 3 levels I found difficult in their current version before release. Here, the Rapture rank is way more challenging, but still in a really good and appropriate way. Here, the hardest levels for me in the rank were Rapture 3, 11, 13, and 14. 15 and 19 were also difficult. Both 11 and the former somewhat only because I'm very bad with levels that have a lot of stackers, but they weren't as bad as I thought, but definitely the latter (Rapture 19). Then again, I ended up overcomplicating my solutions to 13 and 19.

Rapture 3 definitely got me quite upset with myself and I had contemplated leaving the community due to feeling worthless if I couldn't solve the level. I later realized I was being way too hard on myself, but even then the week break I took from the game definitely helped a lot for me. I definitely came back a lot sooner than I thought I would, but it's nice that I was able to figure out the solution on my own.

I'm quite surprised that the experts found Rapture 6 difficult. Yes, I did have to do two videos to solve it, but honestly the level's not THAT hard. It's likely due to the solution being extremely difficult to spot. However, I nearly saw the solution in my first attempt when I had the right thought with the miner, but due to having placed some skills in my mind incorrectly, another solution I was trying I couldn't get to work. As I mentioned in the next video, the solution to the level came to me shortly after I fell asleep that night. I was pleasantly pleased to see that what I had in mind ended up working perfectly.

Spoiler

Murder 1 - Aaahh!!! Real Monsters MegSEBytes level here. I believe this was the final level of the pack too. Honestly, for the MegSEBytes pack this is nowhere near the hardest level. Some of the other ones were much harder than this. Here, it's the other way, being the first level of the Rapture rank. Still, great somewhat tricky level to start off the rank. As can be seen, I struggled to remember how I solved it. I had totally forgotten that one basher is enough to get the crowd up after the first wall.

Murder 2 - Sucks to be Flopsy! Difficult level due to the very tight time limit. It's also a difficult puzzle, but it's not too terribly hard.

Murder 3 - I'd Never Make A Level About You The second level after Murder 9 where I nearly gave up on the pack, as it sent me into being very upset with myself. Even worse was when this was the level where I contemplated on leaving the community because of how I felt I was worthless if I couldn't solve it. Again, it's due to not being used to being stumped for a long time and I later realized that I was being way too hard on myself. In the end, I felt the week break I took from the game helped a lot. I played other computer games in the meantime.

Thank you for not giving away any of the solution. I find it very interesting how the critical lynchpin was discovered during my off-camera working out the level. The strange thing is that I have used the overlapping builders trick to solve a few levels, yet it completely escaped me here for a very long time. It's definitely not a very well-known trick at all and so this level definitely makes the top 5 hardest of the pack.

As can be seen in my successful attempt, for a while I was extremely confused why what I worked out off-camera wasn't all of a sudden working anymore. I kept trying every pixel position only for the bridges to not connect by about a pixel every time. Turns out that you have to builder with the climber from above nearly at the moment the bridge is long enough to catch him. You have told me that you have already fixed it for a future patch so that it isn't as precise. Even then, the level's still going to be very hard for others who take on the pack.

Rapture 4 - Mixed Up World Another level from the MegSEBytes pack. I ended up taking the ceiling route in the Old Formats version. Here in the New Formats version, that route is blocked due to the steel blocks. This level was difficult only because I incorrectly thought two builders wouldn't be enough to get to the exit, similar to another level in either the Revolution or the Stormy rank (I can't remember now) where I thought a platformer wouldn't be enough to get up to the exit. This is what I get for jumping to conclusions too quickly and for not having tried it first. It also didn't help that I totally forgot that what's part of the exit is background, not solid terrain. The green terrain on top of the blue terrain where the exit is certainly doesn't help matters at all and can easily make someone think that with two builders it's too high to get up. This is an easy fix, though. Simply make the exit platform longer and adjust the exit position.

Other than that, I pretty much had all of the solution in a lot of my previous attempts, especially when I didn't have anything to release the crowd. This is a great level with extremely good trickery, where it seems that the gap to the left after mining one needs to avoid using the platformer, but it turns out it's not a waste of the skill. By doing so, you spare the walker, which in turn spares a constructive skill for the very end. Nice! :)

Rapture 5 - I'm Not Leaving Here Without You Second MegSEBytes level in a row. This was my favorite level of the rank. I absolutely love the solution here. I couldn't quite remember the solution, but of course it doesn't matter, since I was able to solve it again.

Rapture 6 - Everything Falls Into Place Indeed it does when you spot the solution. I also like this level. I have already mentioned that I'm surprised people found this level difficult.

Rapture 7 - The Call of Kyusu Another excellent level. I thought this one is easier than the Egyptian level in the previous rank. The only difficult part is the bomber basher at the end. The time limit isn't as tight here as the other level.

Rapture 8 - Leave The Others Alone Easiest level of the entire rank. The only reason why it can be difficult is due to sealing up the wall to the left on the bottom with a builder and also mining to release the blocker both being very precise, but I didn't have to rewind too much there.

Rapture 9 - Back in the Saddle Nice level that looks difficult but isn't that bad at all. I love the design here, especially the electric power lines at the top and the locomotive at the end.

Rapture 10 - Supersonic Another nice level that is challenging, but it's a great puzzle. The main reason I struggled was due to incorrect digger placement that resulted in the builder at the top not working out the way it needs to so that he can come back to mine out the crowd.

Rapture 11 - The Jagged Staircase I thought this one was a hard one, particularly since levels that give a lot of stackers tend to be very difficult for me. You can consider these levels hard for kaywhyn ones :crylaugh: This one wasn't as bad as I thought, but that's probably because I ended up finding a much different solution than others. Honestly, I consider my solution just as difficult even if it misses digging away the left side to get the lemmings at the bottom to climb back up and that I was able to spare the blocker. I even learned that a stacker after a couple of miner strokes is step upable from the opposite side. I never knew this was possible.

Rapture 12 - Shoot From the Hip Not a terribly difficult level, just difficult due to not knowing if builders can be used to delay. It's also not easy to work out what skills to use to keep the lemmings progressing further to the right. My solution nearly fails had the runaway athlete not landed on the other side. He came when the bridge was just the right length to be able to do so. One less brick and he would had landed in the quicksand.

Rapture 13 - Grab the Devil by the Horns Another difficult level for me, but as it turns out I really overcomplicated the solution here, especially since I resorted to a timing heavy one and used compression for the bear trap. The basher where the retractable trap is with the steel plate underneath was very precise to prevent anyone else from dying to it. The miner to get the crowd up was very precise as well, along with the builders.

Rapture 14 - What A Bonnie Wee Level! Very hard level, although the most difficult part is certainly the starting area, where there isn't that much room to try and contain the crowd. It's a very difficult one to work out. As can be seen, I initially resorted to an extremely timing heavy solution where I was trying to get a climber to bash inside the miner tunnel at the earliest possible moment so that cancelling it midstroke lemmings can still step up through the ceiling. I kept trying it for a very long time before realizing that there must be a way for me make the starting area so that after containing the crowd I could still release a climber. I initially kept trying to use two diggers to do so, but eventually I stumbled upon using a digger, two miners, and two bashers to achieve the crowd containment and make a climbable vertical wall for a climber. The first miner has to be very precise and then one needs to cancel the right facing miner with a left facing one. The rest after that was easy, while keeping one's fingers crossed that you won't run out of time.

Rapture 15 - Gravity Coaster Another level that I thought was going to be difficult for me due to so many stackers, but this one wasn't as bad as I thought. Still a difficult level, though. My solution does feel hackish, though, especially since I lost a few lemmings and then made up by freeing the blockers.

Rapture 16 - Treversal Easy one and another favorite of mine. Sealing off the small gap after cloning seems very timing heavy, but here I believe it's necessary for the clone to not turn around before he gets a chance to shrug. I'm amazed that I manage to get the second builder placement correct on my first tries every time for a fencer to continue :crylaugh:

Rapture 17 - Milly's Lair Another easy one, although I struggled only due to incorrectly bashing to the right to release the blockers instead of the other way. This is a nice level and another favorite.

Rapture 18 - It REALLY Sucks to be Flopsy!!! At least if someone else had made a hard level for you in your style. This one is hard, but it wasn't as bad as I thought. Surely my solution isn't intended, especially since I have a few skills leftover, one of which was a pickup skill. My solution nearly fails anyway, had the builder not been able to seal off the miner tunnel to the left. The digger and miner had to be placed very precise in order to get the crowd up. The digger needs to happen immediately upon landing, while the miner needs to happen pretty much at the first possible moment the crowd can get up.

Rapture 19 - Keep Up the Riff-Raff Second zombie level of the pack I believe. This one was a hard one for me, but only because I really overcomplicated the solution. I ended up using a brute force solution and even ended up with a spare digger. Good to see that the very tight timing to get the lemming to glide to get the top left button is intended when I saw that Icho did the same. However, I like his solution far better than mine. It's easier and much cleaner.

Rapture 20 - Final Rush As mentioned before, this is nowhere near the hardest level of the main pack. I had already solved this level over the summer when I was helping eric to get the talisman, but even then it still took me some time to try and remember how I solved the level due to the lapse of time. Still, great level to finish off the rank and the main pack, especially with a timer to fit the level title. It's really funny how I said that I wasn't going to bother with the talisman in the video, yet I ended up getting it anyway. I wasn't even sure if I would, since I don't remember how much time needs to be left on the clock.   

Now that I've gotten through the 6 main ranks of the pack, I got to say that overall the Murder rank is harder than Rapture. There were way more Murder levels that were harder for me. A lot of Rapture levels are hard due to a lot of extreme precision needed. Then again, I felt I overcomplicated a lot of the solutions.

Having said this, I'm in complete agreement that Murder 9 should be moved up again, up to the Rapture rank. As I mentioned in my feedback, there were plenty of easy Rapture levels compared to the Murder rank. In particular, I found Rapture 16 quite easy for its position. Or, it could even possibly swap with Rapture 8, which is probably the easiest level in the entire rank.

In addition, since I have now solved the entire main ranks of SEB Lems for the very first time, I'm now in agreement that I really overestimated the difficulty when I said the pack's difficulty is up there with United. SEB Lems does not reach the 4th or 5th rank of United in difficulty at all. I think the highest the pack goes in terms of United difficulty is late 2nd rank or even early 3rd rank. I definitely should had waited to complete the Rapture rank first before comparing the difficulty to United :-[ Bittersweet is far below the 1st rank of United difficulty, while around mid-Revolution I would consider 1st rank United difficulty. Stormy would probably be late 1st rank United difficulty.

Overall, great job with the pack that I absolutely enjoyed even when solving times slowed to a crawl considerably later on and where I felt the puzzle quality suffered somewhat. I definitely enjoyed being able to solve all of the levels without any hints, although honestly I felt the quality of the puzzles somewhat took a dip due to so many needing a lot of precision in the later ranks, especially with Rapture. Don't get me wrong, a lot of the Rapture levels were great, although the precision could be lessened on many without the overall puzzle being harmed greatly. The same goes with some of the levels in the earlier ranks as well. This was pretty much the thing I noticed Gigalem likes to do in his packs: Unnecessary pixel precision with a lot of skill assignments. I don't mind it on occasion, but too many of them in a row will definitely quickly annoy me in the same way too many hidden traps in a row will. Then again, I'm definitely being hypocritical, since I seem to be a fan of timing heavy solutions which end up resulting in a lot of my solutions being extremely fiddly on so many levels in this pack. It's not completely deliberate, though. I mean to keep my solutions as simple as possible, but it seems that I can't help myself by resorting to fiddlyness in them.

Since the next two ranks are like side ranks and not main ones, I think I will take another break before I come back and solve the remaining 40 levels. I could definitely use one. I will come back and finish the LP at a later time ;)     
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Strato Incendus on January 14, 2021, 11:28:16 AM
Quote from: kayhwynHaving said this, I'm in complete agreement that Murder 9 should be moved up again, up to the Rapture rank.

I don't know who you're in agreement with, because the only other person playing this pack, as of recently, was me. ;) And I certainly don't think this level should go higher! :P

Quote from: kayhwynRapture 3 definitely got me quite upset with myself and I had contemplated leaving the community due to feeling worthless if I couldn't solve the level.

So you were beating yourself up over not being able to solve a level that an estimated 80% of the forum members have never even attempted, because they haven't gotten that far into the pack in the first place? ;)

QuoteNow that I've gotten through the 6 main ranks of the pack, I got to say that overall the Murder rank is harder than Rapture. There were way more Murder levels that were harder for me. A lot of Rapture levels are hard due to a lot of extreme precision needed. Then again, I felt I overcomplicated a lot of the solutions.

That gives me hope for the last 5-6 levels of Rapture, I should probably attempt them again soon... 8-)
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: kaywhyn on January 14, 2021, 08:30:14 PM
Quote from: Strato Incendus on January 14, 2021, 11:28:16 AM
Quote from: kayhwynHaving said this, I'm in complete agreement that Murder 9 should be moved up again, up to the Rapture rank.

I don't know who you're in agreement with, because the only other person playing this pack, as of recently, was me. ;) And I certainly don't think this level should go higher! :P

Have you considered the fact that some people post only after they finish an entire rank or even the entire pack? Or even not at all? I have been told there are some other people who are currently playing through the pack, although probably not as fast as I am or they're going through other packs in the meantime because SEB Lems is stumping them badly. Indeed, this pack even had me trembling, and you already know that I'm considered one of the more adept solvers in this community.

You totally underestimate the difficulty of Murder 9. You likely have not seen the videos where I really struggled with this level. If anything, if it does end up going into the Rapture rank it should probably be in the early part of the ranking, as some of the Rapture levels are quite easy for their position.

Quote
Quote from: kayhwynRapture 3 definitely got me quite upset with myself and I had contemplated leaving the community due to feeling worthless if I couldn't solve the level.

So you were beating yourself up over not being able to solve a level that an estimated 80% of the forum members have never even attempted, because they haven't gotten that far into the pack in the first place? ;)

Some levels have that effect of making me feel bad about myself as a solver. Rapture 3 was one of them. It sent me into a depression that was a bigger deal than it needed to be, where it got so bad to the point that I was thinking of leaving the community and never showing my face again. Again, it was more due to not used to being very stumped and how I didn't mind the getting very badly stumped at first, but after some time in the same pack it wasn't really funny anymore with me making a fool of myself on-camera. Once more, I say a psychological thing is at work here, where I acknowledge that solving well and recording yourself solving on camera are both difficult to do well! I'm aware of what I signed up for since day 1 of LPing packs. Honestly, you should try putting yourself in that position and give it a go and you'll see. In any case, taking a week break from the game and playing other non-Lemmings games in the meantime really helped me get myself out of my slump, and I returned a lot sooner than I thought I would. So really, I stand by what I said and it was really me being too hard on myself. I have a bad tendency to doubt myself a lot, just so you know!

Quote
QuoteNow that I've gotten through the 6 main ranks of the pack, I got to say that overall the Murder rank is harder than Rapture. There were way more Murder levels that were harder for me. A lot of Rapture levels are hard due to a lot of extreme precision needed. Then again, I felt I overcomplicated a lot of the solutions.

That gives me hope for the last 5-6 levels of Rapture, I should probably attempt them again soon... 8-)

My assessment of the final 6 levels:

15 - Somewhat difficult. I thought it was going to be really hard since it gives a lot of stackers and I'm generally really bad with such levels, but it wasn't as bad as I thought. Really you can say these are hard for kaywhyn levels :crylaugh:
16 - Easy
17 - Easy as well even though I struggled with it longer than I needed to but that's because I thought of the solution the wrong way
18 - Somewhat difficult, but it's not too hard. I'm pretty sure my solution is a backroute, and mine nearly fails anyway. I don't think there's much that Flopsy can do to block it, though
19 - Very hard, although here I really overcomplicated mine. It can be easy as long as you know what you're doing :crylaugh:
20 - Definitely nowhere near the hardest level of the main pack. It's somewhat challenging, but it's quite easy for the most part. At least when you're doing the normal solution. The talisman solution is considerably harder, and I ironically went for it even though I stated in the video that I wouldn't! :crylaugh:

As for 14, as you have seen the starting area is very hard to do. And yes, it's supposed to be very precise. Interestingly enough, I was able to figure it out and after solving it I compared my solution to Icho's, and it turns out we did the starting area the exact same way. Once you are successful in getting it to work, the rest is quite easy, although the tight timer doesn't really help matters. I assure you, it's really not as bad as you're making it out to be! :P 
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Strato Incendus on January 15, 2021, 06:01:20 PM
I already solved Rapture 14 a while ago, but I haven't made any further progress since then.
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: kaywhyn on January 15, 2021, 06:47:36 PM
Does that mean you're currently struggling with Rapture 15? :P
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: Strato Incendus on January 15, 2021, 07:09:27 PM
I haven't been playing SEB Lems for a while, that's what it means ;) .
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: kaywhyn on January 20, 2021, 06:29:06 AM
MegSEBytes rank completed. Replays up through MegSEBytes 20 attached. As you know, I've already played and solved the entire MegSEBytes pack for Old Formats months ago, and so except for the two exclusive MegSEBytes levels found only in the New Formats version, I'm already familiar with all the levels in this rank. Because of this, the rank as a whole was easy for me. The hardest ones for me were MegSEBytes 14, 17, and 19. I was trying very hard to remember the solutions I used in the Old Formats version of these 3 levels. Even if I wanted to, I wouldn't be able to use the Old Formats replays, because apparently some of them don't work, like with MegSEBytes 15. I think the only reason it fails is just due to the compatibility going from Old Formats to New Formats. Doesn't matter, because I eventually was able to figure out the levels again myself. However, I show cased my Old Formats solution for MegSEBytes 14 as well, and as you will see in the video I definitely didn't remember that solution before I solved the New Formats version. In this case, I like the new solution I came up with much better. My previous solution is just way too fiddly and very timing heavy and far tighter on time.

AFAIK, the levels were mostly the same, except for MegSEBytes 17 and 19. In the case of MegSEBytes 17, I checked the Old Formats version after solving, and it would appear the New Formats version is significantly harder, due to how you are allowed 1 less loss than the corresponding Old Formats version. The other change is with OWAs. Once again, timing heavy solution galore. :crylaugh:

After solving MegSEBytes 19, I tried to showcase my Old Formats solution, but that one doesn't work. I just checked my Old Formats solution, and now I know why it fails. In that version, I ended up having a miner leftover. However, in the New Formats version all skills are required.

Spoiler

MegSEBytes 1 - Collaboration Station Nice and easy level to start off the rank! :thumbsup:

MegSEBytes 2 - Target Training Course Another very easy level. I especially love the design here. These first two levels are definitely reminiscent of the Paradise rank with being X-of-everything levels. The buttons in this tileset look cool.

MegSEBytes 3 - Stay BUBBLY From this point on, it's pretty much several X-of-everything in a very wide landscape. So really it's just enduring long and complicated layouts. Still easy, though.

MegSEBytes 4 - Brothers in Arms Now we're up to the maximum amount that we were given for the skills in some Paradise levels. Just like the Paradise rank, these levels aren't complete pushovers. Great variety here. This is another one where I really like the design. I say the hardest part would be getting through the maze with the steel blocks as the outside. I especially love the large variety of obstacles that can be gotten past, and the result is a very interesting puzzle. Nice job, Flopsy and Wafflem! :thumbsup:

MegSEBytes 5 - Into the Woods I remember this level being challenging in the MegSEBytes pack. Then again, it was the final level of the first rank there, so it was expected to be challenging. Even more so due to how I hate the weasel trap is quite difficult to see in that pack. Here, it's very easy due to the secondary animations. Were they recently added? Nice challenging puzzle that's not quite a true X-of-everything level. I like how the right side needs to help out the left side by collecting the swimmer pickups so that they can go through the waterfall. That's quite genius! :thumbsup:

MegSEBytes 6 - Scrambled Lemmings Now we're on the second rank of the MegSEBytes pack. This would be the first level of the second rank IIRC. Easy level to start off that rank, but it's still an easy level. All that's needed is to isolate a worker swimmer lemming to do the work.

MegSEBytes 7 - Never Let Me Down Quite a challenging X-of-everything level. This level does a really great job in teaching the lesson of conserving your skills whenever possible. In particular, conserving your constructive skills is very important here, but the same goes with the destructive skills.

MegSEBytes 8 - Mummies Alive! Much easier than the previous level. I really like this one! :thumbsup: Very nice solution.

MegSEBytes 9 - Groovejet Hangar I believe this is the penultimate level of the second rank of the MegSEBytes pack. Though somewhat bare, I still love the design here. I remember this level being a bit challenging, but it's still not too hard. Nice puzzle where you need to get a lemming from the left hatch to come rescue the hatches on the right.

MegSEBytes 10 - Come With Us Once I saw this level, I'm sure I remember this being the final level of the second rank of the MegSEBytes pack. Despite being an X-of-everything level, this is not trivial at all. It's a challenging level. I especially love how the tileset has an extremely great mix of colors. I say the most difficult thing about this level is being able to get to all the buttons while making sure you have enough skills to complete the level. Figuring out how to do so is not easy at all.

MegSEBytes 11 - The Outbreak As you told me over the summer, this was probably the only level in the pack to break due to the changed glider physics. Indeed, Icho reported this level breaking when he saw that his replay didn't work. Nice puzzle using the preplaced lemming as the worker to do the entire level for the crowd. The only difficult part is the middle with the castle, especially with getting to the updrafts in the sky near the top.

MegSEBytes 12 - SEBpphires I remember this one being difficult in the Old Formats version. Now that we're in the third rank of the MegSEBytes pack, the pack's definitely done playing around now. Here, we're probably around the Stormy rank of SEB Lems in terms of difficulty. The hardest part is definitely the right side of the level after collecting the pickup. Nice challenging puzzle with lots of good red herrings here with where to use the platformers.

MegSEBytes 13 - Running Circles Around The Moon I say somewhat easier than the previous level, made harder due to being a huge level with three entrances, two of which will head into danger if nothing is done. I don't remember if this is how I solved the Old Formats version, but I think it's more or less that solution, since I definitely remember using a timing heavy solution here, especially with the two builders at the end by doing it at a time when I didn't have any lemmings nearby to drop off and go splat.

MegSEBytes 14 - A Pirate's Life For Me I definitely remember being stuck on this level for a very long time in the Old Formats version. Indeed, that's exactly what happened here in the New Formats version as well. The strict timer here adds to the challenge even more. I'm guessing it's not really to block any backroute but rather to prevent taking all the time in the world to solve the level. Then again, this is the final level of the third rank of the MegSEBytes pack, so it's definitely supposed to be hard. I say we're now around the Revolution rank or possibly even Murder rank here.

This was one of the levels where I was trying so hard to remember how I solved it in the Old Formats version. This is also another level where the solution came to me after I had gone to bed for the night. Definitely not the same solution as the Old Formats one, since I definitely remember relying on a very timing heavy solution and digging to get to the first button to the left of the entrance. Indeed, my solutions are different, as I decided to showcase my Old Formats solution, which fortunately works here. In any case, I like my New Formats solution better, and it's also the same as Icho's. It's not as tight on time either.

MegSEBytes 15 - Lights, Camera, Action! This was another level I remember struggling with in the MegSEBytes pack. I believe this is the first level of the 4th rank in that pack. Probably now around the Murder rank. I ended up assigning a blocker to the basher midstroke. Due to where it's standing, the climbers will be able to get past it. I really love how there's an actual camera in the level. Great design here. I checked my Old Formats solution after solving, and I used a far cleaner and easier solution. Too bad it doesn't work in the New Formats version for some reason.

MegSEBytes 16 - Lemsels in Distress Very nice level here in terms of the puzzle. It's somewhat challenging, but it's not too difficult. It's amusing how I made the incorrect assumption that lemmings couldn't step out to the right where the OWW is where the green moss is. The problem here is that I didn't even notice it, hence why I kept trying to see if I could save a skill somewhere. Also the amusing climber falls back into the water thing. I already showed that to namida, and he says it's not a bug, which I agree with.

MegSEBytes 17 - Digital Ice Age As mentioned outside the spoiler, this is one of the few levels that is different from the Old Formats version. Other than the higher save requirement, I believe the skillset is a bit different as well. There are also OWAs on the green bottle. I definitely remember struggling with this one. Then again, it is the first level of the final rank of the MegSEBytes pack. Here, we're either late Murder or even early Rapture. I ended up with a climber and bomber leftover.

My Old Formats replay apparently fails here as well. I'm not sure why, although I think it's once again an incompatibility issue between Old Formats and New Formats. I also remember in the Old Formats version where lemmings don't immediately exit if they use the teleporter going to the right. Here, lemmings are able to exit regardless of which direction they come out of the receiver. Maybe because the exit was shifted a bit here? Or maybe it has a larger trigger area?

MegSEBytes 18 - Can You Hear Me? One of the two levels exclusive to the New Formats version of SEB Lems. This is definitely not an easy level regardless of the solution you do, but then again perhaps the reason I had problems was how I went for a 100% solution. Indeed, you kind of told me that the two MegSEBytes levels found only in the New Formats version are difficult. Also, I'm not sure if it's supposed to happen, but when the climber was climbing at the top I thought he was going to die due to going off the top of the level. Is there a tiny piece of terrain or something? If there isn't, it's probably a bug. I did turn on CPM to see if I could see some light gray there, but all I see is the level border brown.

MegSEBytes 19 - Circuit Breakers Definitely another level I remember struggling with in the Old Formats version. Indeed, that's what happened here as well. I don't remember if it was due to how I didn't realize that there's solid terrain at the top where the teleporter is in the Old Formats version. I must had been aware that it was solid between the steel blocks up there. When I was working on this level off-camera, it was kind of an oopsie in that I accidentally activated CPM and saw a light shade of grey up there. That's what I get for thinking I knew everything that is to know about the tileset. Then again, can you really blame me for not realizing it? From what I remember, there hasn't really been any level in the tileset where you interact with that terrain piece via destructive skills. Not to mention that it's very different from the usual green/turquoise pieces, and not helped by the fact that it has a black border around it. I had to check the Old Formats version to make sure it wasn't an issue with the changed glider physics.

I tried showcasing my Old Formats solution as well, but the replays also fails here. Indeed, I checked not too long ago, and it turns out there are some other differences besides the OWAs at the top where the receiver is. The middle platform is also shorter so that it's not possible to glide on there from the OWW. My Old Formats solution has me doing that, and as a result I had a miner leftover. Here, I'm sure it's not possible to solve without using all skills.

MegSEBytes 20 - Spaced Out The second level exclusive to the New Formats version of the SEB Lems pack. No relying on any of my replays for this here! Of course, doesn't matter, since I eventually figured it out. The third level in the rank to require more than one video to solve. In the end, I used quite a timing heavy solution in order to be able to have no one besides the climbers slip past the stacker at the top. Here, I needed to find the right timing to do the stacks so that one lemming was far enough ahead to be able to have enough time to make a full stack. I definitely felt uneasy about using a stacker and a platformer to collect the stacker pickups in midair, since a builder is the most efficient without wasting a lot of skills. I still liked the level and puzzle, though. Especially with a great music track on top of it! ;)

As I suspected, there is indeed a much cleaner and easier solution that doesn't involve all of the crowd walking aimlessly about at the top. I watched Icho's solution after solving this level, and I definitely like his solution way better compared to mine. It simply never occurred to me to trap everyone at the bottom. Not to mention that I wasn't able to figure out how to get them out with the tools provided.

All rightie, down to the final Unrequited rank and the final 20 levels of the pack. So far, I've only done the first two levels of the rank, but I will post one final time with my replays after I complete the rank. After finishing this rank, I'm still unsure of whether I want to tack on the cut Deep Cuts rank from the Old Formats version. However, since you mentioned that those levels will eventually be released in some form or another, I think I'll just wait and simply not bother with tacking it on at the end.     
Title: Re: [NeoLemmix] SEB Lems [Difficulty: Medium-Hard]
Post by: kaywhyn on January 23, 2021, 04:17:10 AM
And, after almost a month and 75 LP videos (technically 76 since one of the videos for my Murder 5 attempt is missing but I foolishly didn't have OBS open, therefore I struggled with the level far longer than what you'll see in the LP), the SEB Lems pack has fallen! All 160 levels completely solved, and without hints. Here is my entire replay collection for your pack, Flopsy.

Also, link to the complete LP of SEB Lems: Kaywhyn's LP of Flopsy's SEB Lems for NL New Formats (https://www.youtube.com/playlist?list=PLbp2m4KlFpJtoW2wmB9gs0V0dea8WO6Be)

As mentioned in my thoughts in the final LP video, I really liked a lot of how the Unrequited levels turned out. You and Wafflem did a nice job with taking bits of unfinished levels and making great ones out of them.

Spoiler

Unrequited 1 - Smells Like Team Spirit Nice level to start off the Unrequited rank. Even though it's a 5-of-everything level, the rank already starts off a bit difficult. Therefore, this tells me that the rank isn't going to be a complete pushover right away. This would definitely be around late Paradise rank.

Unrequited 2 - Just 1 Word I Want You To Know Another excellent level, and as the title suggests it's a 1-of-everything level. Probably early Bittersweet rank. I really like this level! :thumbsup: Ironically wasn't the bane of my existence, given my history of struggling with 1-of-everything levels throughout the pack :crylaugh: Then again, it's only the second level of the pack, so this one wasn't too difficult at all.

Unrequited 3 - We Will Rock You! I'm not sure if the intended route involves going through the bottom left area, since it seems that what's intended, and I didn't do that. However, I later saw Icho's solution, and he didn't go through that area either. This would suggest that the level is open-ended. Another nice level that can be difficult but can also be easy if you know how.

Unrequited 4 - The Universe and the Maths Whizz Somewhat easy level. The only difficult would be timing the climbers so that the one bashing to the right finishes in time before the one coming back to the left after cloning the miner at the end arrives. I do have a digger leftover, so I wonder if it's simply to delay the lemming coming back to the left in case the timing is a bit off?

Unrequited 5 - This Is What You're Getting Easy level. One of my favorites as well. Very nice long miner to free the crowd and all the preplaced lemmings with the exception of the bottom rightmost two.

Unrequited 6 - Heads, Shoulders, Knees and Toes Nice reference to the song in the title. One of the way more challenging X-of-everything levels, especially with how to get to the buttons at the bottom. Once I figured out to use a glider, the rest of the level was somewhat smooth sailing. Probably late Bittersweet or even early Revolution rank. I love the design of the level here with how there's 3 lemming sprites: One walking to the left, one standing still (you can imagine it being a blocker but without the arms stretched out), and one walking to the right. Can definitely never go wrong with this version of Pachabel's Canon ;)

Unrequited 7 - In Between Worlds I surprisingly struggled with this one. All sections were easy, but I especially struggled with the top left area. Once again, I made the incorrect conclusion that the climbers would splat after climbing the wall on the left before I even tried it. It looks like I made the solution difficult in that quadrant, as the bridge nearly fails to connect from the left. I watched Icho's solution after solving the level, and it never occurred to me to build in such a way so that when cloning the right facing builder the left facing one will fall after the trap trigger, which in turn will make it easier to bridge and connect with the bridge from the other side.

Unrequited 8 - The Story of the Missing Present Easy level. There wasn't anything too difficult about this one.

Unrequited 9 - 99 Ways to Die Somewhat easy, although the hardest part IMO is getting up in the middle area at the bottom. I definitely like this tileset. And of course, I like the music here. It would be more appropriate had I played it several weeks ago around the Christmas holiday, but this one I feel is a great one to listen to anytime of the year.

Unrequited 10 - How's The Island Punch? I also ended up struggling with this one, surprisingly. I think in one of my early attempts I was trying to do the blocker on a builder staircase to turn the climber on the platform above. It turns out that I simply had it going the wrong way and didn't think about doing it going from left to right. I like this trick right here of the climber still being able to turn around on a blocker even though the latter is not on the same level as the climber. This is definitely something new I haven't seen before. I guess in a way it's counterintuitive, since we're generally used to blocking on the same level rather than different elevations. Still, very nice level! :thumbsup: Same music twice in a row. Not a problem, since I like this track anyway.

Unrequited 11 - Mapperley at the Tree Tops Nice and easy level here. I love the design here, along with a very nice music track :)

Unrequited 12 - Are You Really The Devil? Another nice and easy level. The key here is realizing there's enough time to platform across the lava pit before coming back to make the splatform for the crowd and being able to save enough. I believe here one can platform and then build as well.

Unrequited 13 - Can't Have It All Somewhat difficult, but not as hard as I thought it would be. This seems to be a backroute, especially since I don't even use the blocker pickup I collected. I watched Icho's solution after solving, and he doesn't use the blocker either. This would probably indicate that the level didn't change at all since the time he uploaded his video solution to when I started playing the pack. I would say that the most difficult part is getting up the level. Also it wasn't really clear whether or not the fall is survivable after digging to get to the bottom in the exit area.

Unrequited 14 - The Lemming Disaster Suite Somewhat difficult. The part at the beginning is probably the hardest and potentially very fiddly, but once you figure it out the rest is somewhat easy. I also realized that I could had made the end easier by having the climber worker make his way back up via swimming and climbing to bomb the wall before releasing the crowd.

Unrequited 15 - 30 Probably the hardest level of the entire rank. After the second video attempt, a thought came to me after I was done for the night, which was to dig down the gold pillar at the end so that the crowd can get up the miner tunnel. I pretty much timed it so that no one gets trapped in the pit on the other side of the builder, as well as build at the maximum height lemmings can still step up. It's also necessary to bash so that he can build a little further back and still make it up to the exit and so the crowd can get up the miner tunnel. These ended up being quite precise.

Another level where I watched Icho's solution after solving. As usual, I really overcomplicated the solution. I really like what he did at the beginning to contain the crowd while also sparing the builder that I was really trying so hard to save. It would had made the ending area easier for me. I also resorted to the timing heavy element of mining out the wall at the top while a builder was in progress. What is with me with overcomplicating solutions :XD:

Unrequited 16 - The High Cube Not too hard but at the same time not trivial. Once again, after solving I watched Icho's solution, and I like his solution compared to mine. I resorted to using a basher tunnel in progress to turn the second climber around to mine out the crowd. Can be very tight on time, although it should be clear that the left crowd needs to be released earlier than the right entrance due to being farther away from the exit.

Unrequited 17 - Machinery Another great level. Not a hard level as well, although it's amusing how I kept trying to get through with just one basher with the wall at the top. I incorrectly determined that two bombers were needed for each floor near the exit, when one bomber is enough to start bashing the wall on the second floor. The only hard part is getting the timing right. Time here is especially very tight. As can be seen in the LP, I kept releasing the crowd too early before the basher breaks through the wall at the end. That took several tries to get right. Also I'm quite confused why building at the edge of the conveyor belt doesn't turn lemmings around but building a bit further back does. This seems to run contrast to the one seen in MegSEBytes 20. I guess I don't know when it's considered an object and when it's not. Perhaps if I had activated CPM it would had given me the answer.

Unrequited 18 - I'd Give You Anything Nice level, although once again I really overcomplicated this one. I pretty much had the right solution in mind for a while, it was just working out the timing so that it works. Very timing heavy solution here! After solving, watched Icho's solution, and I have no idea why I failed to realize another spot to dig at the top of the tree so that I didn't need to resort to a digger cancelling another one :forehead:

Unrequited 19 - Hot For High Times Great level here. Solution is obvious, just getting the timing right and executing is quite difficult. Fortunately, there's only two outcomes for platformers, either they turn around after hitting terrain in front of them, or they can build the full platform even when it's slightly touching terrain. That was the key part, making sure no one turns around too early before any gap is done being platformed over. Also, it's important that the final gap to the left of the OWW is finished before the climber on the other side arrives, and he also needs to bash before anyone is able to climb and die to the flamethrower.

Unrequited 20 - How Does It Feel? Even though I needed two videos to solve the final level of the pack, I still think this is an excellent level! :thumbsup: Very nice level and quite fitting for the final level of SEB Lems. I pretty much got the solution fairly quickly here. I simply was missing how to work out getting a climber worker lemming ahead to forge the path for the rest before coming back to mine out the crowd. As it turns out, I mined to the right at the top on the left side at the wrong spot, which caused me to unnecessarily use a blocker in the wrong place. I worked on the level off camera for a bit before coming back to quickly record the solution. It should had been obvious to me that a blocker is needed to turn the other climbers around to give the worker lemming enough time to forge the path after I found out that using a builder and then mining into the OWW would had resulted in not enough skills to solve the level. That didn't occur to me due to using the blocker in the wrong place and hence I had no blockers at that point to consider it. I kept trying to time it so that the worker lemming could bridge the gaps before the other climbers arrive. As it turns out, they will always arrive before he finishes.       

Overall, I absolutely enjoyed this pack. Other than the levels that required a lot of precision, which I don't mind if there isn't that much and on occasion, but if there's too many in a row, that caused me to perceive a decline in level quality. I definitely felt that a lot with the Rapture rank and to an extent the Murder rank. Nevertheless, there's just so many great levels in the pack that the positives definitely outweigh the negatives here. Nice job with this pack! Now that I've solved the entire pack, I definitely understand why everyone struggles with it, especially when they're in the Murder and Rapture ranks. Even the first rank of Paradise is no complete pushover. I felt some resistance in it, and so that was the earliest sign to me that I signed up to LP a difficult pack. However, as I said before the Paradise rank is not a throwaway rank at all. Those easy and open-ended levels were very much a welcome sight. I ended up struggling on levels that I probably shouldn't had, and I obviously don't feel good about that, but at the same time there were also plenty of levels that others had trouble with that I didn't. Everyone's roadblocks are different, and difficulty is very subjective and varies from person to person.

Now that I think about it, I'm pretty sure there would had been far more levels I would had struggled with had I not gone through the NL Tutorial Pack way beforehand. I started SEB Lems months after I finished the aforementioned pack. The pack was a tremendous help with getting through United. Nevertheless, I made it through SEB Lems all without hints on any level. So, I'm now officially another of several people to have solved all of the pack. I was definitely beating myself over the head and being way too hard on myself when I sank into that depression with being stuck on Rapture 3. Since I managed to get myself unstuck on that level on my own and made it through the entire pack, I'm definitely here to stay. It's just like you said, I shouldn't worry about being stumped on levels, as it will happen and hence it's natural to get stuck. SEB Lems definitely gave me a good run of my solving abilities. Although I eventually felt like I stopped enjoying myself during the LP of SEB Lems, I still tried to downplay myself getting stumped and take it in great stride whenever I could.

With SEB Lems completely solved, I'm ready for another break from LPing. Perhaps I'll use this break to play around with the editor and make my first contest level. I still haven't done anything in regards to designing yet, so I should get on it soon, particularly with the deadline fast approaching. Thanks again for all the support and comments on the LP videos and some level solutions thus far. I'm looking forward to reading the rest of them when you're able to get to them! :thumbsup: As usual, no hurry and take your time. I understand you're busy and that time is quite limited.