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NeoLemmix => NeoLemmix Levels => Topic started by: mobius on December 02, 2018, 05:33:38 PM

Title: [NFNL] Insane Steve's World
Post by: mobius on December 02, 2018, 05:33:38 PM
Insane Steve's World

---UPDATED OCTOBER 10, 2021: version 3---

Insane Steve's World is a level pack of 150 levels for up to date NeoLemmix. These levels are all created by InsaneSteve and compiled from Custlem, old Lemmix, Cheapo and Lix, some dating back 10+ years. These levels were compiled by mobius and wafflem.
See us for questions about this pack.

I want to thank wafflem for working with me on this pack and doing a lot to make it possible. Also big thanks to all the testers.

wafflem; level updates/fixes, graphics, menu and title creation, backroute testing, music selection and level order.
Nessy, IchoTolot & joshescue: backroute testing, fixes and suggestions

Current version number is: 2 Jan 1, 2019

DOWNLOAD: see attachment:

MUSIC PACK: https://www.dropbox.com/sh/mlygubngtfpi5vq/AABzGucJogEZvDCwHSawrzv7a?dl=1


INSTRUCTIONS
-extract "InsaneSteve'sWorld" into a folder called "Insane_Steve's_World" in your levels folder. *I zipped the individual files instead of the whole folder*
-Dump the music files into your music folder.


everything else should be included with NeoLemmix by default. If there are any problems please report them here.
Title: Re: [NFNL] Insane Steve's World
Post by: Akseli on December 03, 2018, 11:10:41 PM
Ohhoh. Time to get hyped yet again. You people did so good job with Clammings so I expect A LOT. It's lovely to see the legendary content of these old level makers for the modern engines these days! I'm very much fearing how much time playing this would consume from my schoolwork...
Title: Re: [NFNL] Insane Steve's World
Post by: Proxima on December 04, 2018, 01:04:22 AM
Comments and a few replays for the Peaceful rank:

Spoiler
3 - Building Block Maze: This looks really great in the chosen tileset!
4 - The Binary Level: I don't remember ever having seen this one before.
11 - Get Down from There: Nice to see this included, since it got removed from the Lix set in the end.
17 - Bridge Out: Replay attached. This is out of place and should be in the next rank.
18 - Back With Ye!: This is a lengthy execution-difficulty level that is trivialised by NeoLemmix. I don't think it belongs.
22 - It's Hammer Time: Brute-forced by digging under the traps, saves 100%.
24 - Dangerous Plane: Another brute-force solution. Replay attached.
28 - Give a Little Bit of Help: Is the torture animation really necessary? Had a builder left over, replay attached.
29 - Another brute-force solution. Replay attached.
30 - The Shaft: I just sent everyone to the far left exit.
Title: Re: [NFNL] Insane Steve's World
Post by: Proxima on December 04, 2018, 02:39:08 AM
Comments and more replays for Difficult:

Spoiler
2 - Infrastructure Budget Cut: Different from the Lix level of the same title, but still a neat puzzle.
3 - ?: This looked extremely daunting at first, but wasn't too hard.
4 - It's a Pipe Dream: My solution was extremely tight, but in retrospect, this is easily avoided by building the bottom bridge right-to-left.
5 - Exodus: A gentle introduction to "I am A.T."-style levels. As the step is so small, you don't have to time the climbers very precisely.
7 - The Pit: Not sure whether this was intended. Then again, what else can you do?
8 - Preventative Maintenance: The trap to the right of the hatch doesn't hurt the lemmings as its trigger area is above the floor. Intended?
12 - Beat the Clock: This is extremely demanding as the time limit is so tight.
13 - Flugtag: A complete joke after the previous level, especially as Infrastructure Budget Cut already used the same trick.
14 - NO MAS!: Neat introduction to the "One Step Off" trick, which will appear later in the rank.
15 - The Lobby: Flugtag trick again. Having too many of these makes the trick very easy to spot.
17 - Triple Threat: What's the point of the time limit? The most obvious solution finishes well within time.
18 - The Perch: The staircase trick is neat, but it's exhausting to have to do the same thing so many times.
20 - Wood Puzzle: Much easier than some earlier levels.
21 - Another Beast of a level: I had to come up with containment tricks using the bomber and blocker, as there are only just enough bashers and diggers for the staircase.
23/24 - Twin Paradox: "One Step Off" strikes again. It feels okay to have these levels placed here, given the trick was shown earlier. However, I'm not happy that the gap is large enough to require bridge-stretching, and in Part 1 where the builder needs to turn, this is only just possible by one pixel.
26 - Need a Boost: This time I had to squeeze every possible vertical pixel out of the skills given. The Lix version isn't anywhere near this tight.
29 - Time is of the Essence: Brute-force solution saves 100%.
Title: Re: [NFNL] Insane Steve's World
Post by: Proxima on December 04, 2018, 09:11:05 PM
A couple of minor points:

D19 The Nifty Fifty has the author set to "InsaneSteve" with no space.
M4 Level F. Random Terrain Pieces, now that NL allows titles up to 40 characters, "Featuring" could be written in full.
C8 Obevat Yriy should presumably be Obevat Yriry to match the writing on the level.
Spoiler
It's rot13 for "boring level".
C20 Phone Call from Outer Spac, is the missing "e" deliberate or a typo?
H15 Crown Jewel Heist is credited to "I.S. / geoo", H20 Empty space is hardly a waste to "ISteve and geoo". geoo is okay with including these levels (I asked in chat), but the credits should be written the same way (probably the first way, for consistency with Lix).
Title: Re: [NFNL] Insane Steve's World
Post by: Proxima on December 05, 2018, 02:45:04 AM
As I'm not happy with my solution to Twin Paradox (part 1), I had another look to see if there was a "cleaner" solution. I haven't found one yet, but I found an alternative solution that works and is even more fiddly -- instead of stretching bridges to the max, you now have to stretch them exactly the right amount but not too much (or you won't get high enough).

If there is an intended solution that's less fiddly, these solutions should be eliminated -- though hopefully without making them fail by only one pixel, which is, if anything, even worse.

EDIT: Found clean solutions to both parts. :thumbsup: These solutions still work if the exit platform is moved further away from the vertical wall, which would prevent my fiddly solutions.
Title: Re: [NFNL] Insane Steve's World
Post by: Akseli on December 09, 2018, 08:52:04 PM
Insane Steve's levels were some of the first ones I ever played from Lemmings Level Database in summer 2012, so early that I didn't even realize to save replays for them at first. In addition to Lemmix levels, I had played the notebook sets from Cheapo, and Lix Community Level Set, so most of the levels I remembered well. My replays for all the 150 levels are attached.

Here's Insane Steve's packs from Lemmings level database (http://lemmings-db.camanis.net/levelpack/list?sort=name&filter=ISteve). Levels from ISteve01-10 Lemmix packs that are not on the NeoLemmix pack:

Spoiler

1-4: Turning around demo #172
1-5: BLEEEEEEEEEGGGGGGH!!! (cheap)
1-9: Having fun yet? Good.
1-10: Why can't they just run? (glitches)
2-6: Is So Easy! (steel glitches)
2-7: Rip your hair out Mr. Lemming ("The Obstacle" replaces this)
2-8: Multi-Task Lemmings
2-10: The Magician's Secret (glitches)
3-3: The Plight of Icarus (similar to "Vertically Challenged Lemmings")
3-6: The Unprofessional Looking Level (steel glitches)
3-10: 4 Pixels (or so) from Victory (glitches)
4-4: The Joke's on You! (steelified terrain)
4-7: Go Yaffa!
5-2: The decending pillar scenario
5-3: ... Now what?
5-5: The Lemming Mental Institution
5-10: Let's see what you've learned (glitches)
6-2: Hanukkah Lemmings
6-4: A BeastIII of a level
7-2: _-=~Up In The Stars~=-_
7-6: Surrealism
7-7: Annoyance (Part 2)
7-10: If only they could swim
8-3: 3/4
8-6: A Tribute to Masonry (Part 2)
8-10: I Traded Them for Climbers (glitches)
9-4: Undermined


Lix Community Level Pack levels that are not on the NeoLemmix pack:

Spoiler

Impetus (cubers)
Snowball Battle (with Proxima, jumper)
Snowjump (cubers)
Infrastructure Budget Cut ("The Springboard Level" replaces this)
Don't Look Back (jumper, runner)
Well OK Then (jumpers, cubers)
Railroad Plot (jumper, cuber)
Derailed Level (cuber)
This is Too Much Stepping Stones ("Irregularly Placed Pole Level" replaces this, I guess)
To Destroy is to Construct (jumper, runner)
Endeavor (jumper, gas object), same title has a different level in NeoLemmix pack
Lixster Quadrille (with Proxima, a repeat, jumpers)
Trapeze of the Weird Blue Blocks (jumpers, runner)
Merde, Merde, Merde! (jumpers, runners)
Wait Why is There a Tree ("The duct rise lemmings." replaces this)
Dream the Impossible Dream (with Proxima, a repeat, jumpers)
Chasm (runners, jumpers, cubers)
No More Heroes (jumper, runner)
Path of Wickedness (with Proxima, a repeat, jumpers, runners, cubers)
Love is Over (jumpers, runner, cubers)

Somehow level previews didn't work when I ran my Cheapo, and it takes loads of times to load a level there, so I didn't look at all 90 or so
Steve's notebook levels there which were included in NeoLemmix pack and which were not.

____________________

Comments:

Peaceful 1: Any Way You Want It - Basher solution doesn't work (they fall to death unlike in Lix version), see also repeat level (Just Stop the Bleeding).
Peaceful 2: Jus' A Warm Up - I was missing the good cheapo track here, no idea still what's that awesome tune, I even remember asking it from Steve himself and he didn't remember it either if I recall correctly.
Peaceful 4: The Binary Level - Same as Proxima, I haven't seen this level before, where does it and its repeat come from? Actually, where do the levels come if they aren't from ISteve01-10, Lix, Cheapo notebook sets, or forum contests?
Peaceful 10: Snow Really - Just realized, why wasn't the original Snow tileset used in Snow levels in this pack?
Peaceful 23: The Obstacle - This apparently replaces ISteve02-7: "Rip your hair out Mr. Lemming"
Difficult 8: Preventative Maintenance - Like Proxima mentioned already, the trigger area of the fire trap in the right edge of the starting area is so high that lemmings won't die there, I'd think this is not intended?
Difficult 26: Need a Boost? - Yeah this was pretty hard!
Difficult 29: Time is of the Essance - The title should be EssEnce, not EssAnce.
Menacing 1: They just won't climb that wall. - The Lemmix title is "They Just Won't Climb the Wall", is this a cheapo title?
Menacing 14: Fire Exit - This was also hard!
Menacing 25: The Runaround - Hahaha this must be the smallest level I've ever seen. :D Also, a backroute?
Chaotic 18: I Challenge You to a Dual! - Originally meant to be a glitch level, it seems it's possible in an honest manner. :P
Chaotic 25: Just Stop the Bleeding - The only level in this pack I skipped, played the rest through, and came back to solve it as the last level, see the comment in Any Way You Want It.
Hopeless 15: Crown Jewel Heist - This I remember not beating in Lix Community Set, it's quite ferocious!

Spoilery comments:

Spoiler
Chaotic 16: A Tribute to Masonry - Considerably easier than Lemmix version, the guys drop to the splatform when bashing left.
Hopeless 3: Bowser's Revenge - Maybe my favourite level from cheapo pack, but does the exit really have that possibility to build to turn around? Backrouted most probably.
Hopeless 13: The Walk-in Closet from Hell - This I remember not solving from cheapo version. I used stepover-turnaround trick twice here.
Title: Re: [NFNL] Insane Steve's World
Post by: geoo on December 10, 2018, 01:12:48 AM
I started playing this pack to bring back some nostalgia...
Insane Steve's Cheapo levels were the first big pack I was playing, and I remember it taking me months to complete most of it, with individual levels haunting me for even longer. I still remember my fascination with the Mon0lith, and I'm happy to see it as the final level of the pack.
Thanks a lot for compiling this!

I went through Difficult and Chaotic so far. I forgot a decent amount of solutions, yet at the same time it's surprising that for some levels that I played over 10 years ago I still have a faint memory of some main tricks. Though I think the main reason for being much fast than ~12 years ago is that I also got a lot better since then.

A few comments on individual levels so far:

Spoiler

Difficult 12: I solved it with 15 seconds to spare, not trying particularly hard to optimize, so I don't think it's that bad.
Difficult 18: Referring to Proxima's comment, I didn't use any staircase trick, just 2 miners.
Twin paradox 2: My first solution relies on max bridge stretching, a variation of it uses moderate bridge stretching. I haven't looked too deeply for alternative solutions, but I think I remember the Cheapo version also employed some bridge stretching? At least I remember that Twin Paradox was a definite stumbling block for me back in Cheapo.

Chaotic 11 (I am IS part 2): I don't remember my old solution, maybe it was the same?
Split complementaries 1 seems to be harder than 2?
"I challenge you to a Dual" Is Dual a typo or word play? Key trick (glitch) to doesn't work anymore as Akseli said, but I'd argue the solution is even more interesting now.
3 Separate Paths: Very precise timing in my solution, I wonder if that's intended.
Title: Re: [NFNL] Insane Steve's World
Post by: mobius on December 12, 2018, 01:40:24 AM
thanks everyone for all the replays. :thumbsup:

I'll look at them eventually, but it may be a little while as I needed a break from working on this pack and I've been busy with other things like upgrading my PC.
Title: Re: [NFNL] Insane Steve's World
Post by: mobius on January 01, 2019, 07:57:19 PM
UPDATE on 12/30/2018

See original post for download links. Music pack has also changed.

all changes are listed in the changelog (included in the main folder for download)
Also includes updates to styles needed.
Title: Re: [NFNL] Insane Steve's World
Post by: mobius on January 04, 2019, 09:51:54 PM
I just uploaded again to fix two minor issues; the outtakes rank should not have existed (it was only the levels that had gotten replaced) and Nin10do'Addict's style was missing from the folder.
Title: Re: [NFNL] Insane Steve's World
Post by: Swerdis on January 15, 2020, 10:13:18 PM
Beat it today. And what can I say? This is my favourite pack so far. The level design is just great - I learned a bunch of new tricks, some that I never encountered in the other packs I played so far. I can't even name all of my favourite levels here - there are too many. Just to name a few:
"The placement is the key" (so elegant and simple if you know how), "No Mas" (great and not so often found idea), The Razor's Edge (maybe 1 or 2 levels too many of this kind, but the first one was a revelation), "Obevat Yriry" (not a boring level as the name suggests), "Crown Jewel Heist (absolutely unique), Having your Cake (brilliant) and "The Top Shelf" (completely new trick for me and therefore hard to figure out)

I also liked the music pack and the fact that there is no loop - you never know which tune is next (though while playing I thought the connection between a specific tune and a specific graphic style was not completely arbitrary)

My solutions can be found here. https://www.youtube.com/user/Vidusaka
I backrouted some: "Hey that's not cool guys" or  "The Decent Descent" for example


Title: Re: [NFNL] Insane Steve's World
Post by: mobius on January 16, 2020, 11:40:58 PM
thanks so much for the videos and feedback! :thumbsup:
Title: Re: [NFNL] Insane Steve's World
Post by: jkapp76 on July 27, 2021, 01:41:05 AM
I just found this level pack yesterday and I wanted to say thank you for releasing this!

I also included a Zip file of files to copy into the pack's folder that will fix the Level select sign and add the matching arrows, resize the scroller and fix the background so it doesn't split into four parts.
Title: Re: [NFNL] Insane Steve's World
Post by: kaywhyn on August 19, 2021, 12:51:58 AM
Hello mobius/Insane Steve,

I have completed the pack up through the Menacing rank. Replays attached.

edit: Forgot to provide the link to the LP: https://www.youtube.com/playlist?list=PLbp2m4KlFpJurdBlWbWTwJ6L7L5Nh8iA6 (https://www.youtube.com/playlist?list=PLbp2m4KlFpJurdBlWbWTwJ6L7L5Nh8iA6). Enjoy! :P

General Feedback

As mentioned in the introduction, I've already played many of these levels of Insane Steve's when I downloaded and played his mini 10-level Dos packs. With some sleuthing around on my hard drive, it appears that I downloaded all 10 of the mini-packs. I thought I had more of the packs fully solved, but it seems I only have two of his packs completely solved. Other than the Dos packs, I have also played several of Insane Steve's levels through the Lemmini version of RotL. Therefore, there's a lot of familiar levels in here, especially since I've also browsed through the Lemmings Database. I don't remember all of them, nor have I played all of them, as there's still many new ones in this pack I haven't played before, but there's a huge handful of ones I've already played before LPing this pack.

This is a really great pack that I'm enjoying a lot. There's been some hard levels here and there, but nothing super hard yet. I've been told that this is a level pack held in very high regard, so many thanks to mobius and Wafflem for converting this pack to New Formats NL. I'm looking forward to the challenges that lie ahead in the final two ranks of the pack.

I got to say I really love the choice of tilesets used here in this pack. The only thing I'm not sure about is why were some of the levels recreated in another tileset instead of using the original level? mobius can answer this when he gets the chance. There's also a lot of traps that I'm seeing for the very first time. For example, the fire pinwheel spinning trap and like some kind of blood drop trap in the Minimal tileset by Gronkling. I didn't even know about these traps, as I've never seen them before. Also, there was the same fire pinwheel spinning trap in a Circus tileset level, as well as a fire trap with circles on both ends, but I'm thinking it's simply due to tileset mixing here, as these traps seemed to have been taken from another tileset and put in the Circus level, as in my research when I was fixing up my contest level that happens to be in the Circus tileset I'm amazed there's no traps for it other than the water object.

Peaceful Rank Feedback

This is a very solid first rank. The rank is mostly X-of-everythings, with the occasional one that has some at least one skill with more or less than all the other skills. This definitely reminds me of Clammings in a way, as the first rank was more or less the same. I think the difference is that Clammings increased in difficulty in the first rank much faster than the Peaceful rank does, though I think both first ranks already start getting into some puzzly levels around the halfway point. This also reminds me of SEB Lems in a way, where there's still a lot of variety in the X-of-everything levels so that most of them aren't just a few skills and done. In particular, 1-of-everythings tend to be my favorite type of level. Peaceful 18 - The First of Many, Peaceful 19 - Pitfall, and Peaceful 20 - The Obstacle are all pretty good ones, with the last one being somewhat of another twist on "Keep your hair on Mr. Lemming."

Another favorite of mine in the rank was Peaceful 7 - Low Clearance, as well as Peaceful 14 - Waste Not, Want Not. For the latter, I really like how it's a 2-of-everything except for builders, where you only have 1, therefore creating a somewhat difficult level. It's still not too hard.

I would say Peaceful 6 - Four Corners is the first hard level of the pack, though it's an open ended level, so any solution that solves the level goes. The lack of floaters definitely increases the difficulty by a bit. I really like the design of the level in this tileset, though! :) The only other hard level in the rank is Peaceful 30 - The Shaft, but it appears that everything I did in my solution is completely unnecessary

Spoiler
because it was pointed out to me that there's an exit on the very far left, so it appears that the wooden pillar at the top on the right side was made shorter to try and prevent the right exit route. However, as my solution shows it's still possible :P Still, it's very difficult to get it to work

Another level I seemed to have overcomplicated was Peaceful 12 - Snow Really, as it is possible to finish the level in far less time and not need to take the long way around. Honestly, I think it's simply due to overthinking and for some reason thinking the middle wouldn't work :XD:

Peaceful 15 You'll Get Over It is yet another I did unnecessary work on. Not sure what was on my mind at the time. Even after having LPed so many level packs, I still very much fall victim to overthinking and unnecessary skill assignments :laugh:

I think Peaceful 28 - Give a Little Bit of Help is the only level in the rank that I have played before. There's way more levels I recognized later on in the pack in the other ranks. I remember the level was originally in the Pillar tileset.



Difficult Rank Feedback

Levels are only a bit of a step up in difficulty, but still nothing too hard. The name of the ranking is a bit misleading, as the levels here aren't hard, at least not to the extent of levels in later ranks. Even more great levels in this rank. Still a lot of X-of-everythings in this rank, although levels with very restricted and minimal skillsets are prominent here as well. I like how Difficult 1 - And they're off! and Difficult 2 - Infrastructure Budget Cut are both 1-of-everythings with pretty much the exact same level concepts, which I think is why they're grouped together. Once again, I tend to like these types of levels.

Difficult 3 - ? I wonder if it's due to Insane Steve not being able to come up with a level title here, or if it's intentional. This is the first time I'm seeing the fire pinwheel spinning trap for the tileset, if it does come from the Minimal tileset. Other than getting the crowds down safely, nothing too hard here.

Difficult 4 - It's All a Pipe Dream The only hard part was rescuing the top hatch quickly before you lose too many. Really nice level, though!

Difficult 5 - Exodus Definitely very similar to "I Am A.T" in the solution that needs to be used, just far shorter and way more than enough skills and also can eliminate the timing completely, although I've seen that it's still possible to solve the level without getting the crowd tightly packed together.

Difficult 6 - Bitter-er Lemming Very nice remake of "Bitter Lemming"/"With a Twist of Lemming Please" from the OL.

Spoiler

Here I used more or less the same solution from the United version

Difficult 7 - The Pit Nice 2 Lemmings level that's a 1-of-everything on top of it.

Spoiler

Only hard part was building in such a way after mining so that it doesn't block the lemming coming from the right entrance from being able to climb up to the exit

Difficult 8 - Preventative Maintenance Nice 1-of-everything with 6 skill types. I was a bit of a dummy here, as the level is easier than I made it out to be :crylaugh:

Levels that I remember and have played before: Difficult 9 - The Placement is the Key, Difficult 11 - A Tribute to Flagpole Sitting (original is in the Marble tileset as I recall), Difficult 12 - Flugtag!, Difficult 13 - NO MAS!, and Difficult 22 - The Annoying 1-Pixel Gap. Difficult 9 was a favorite of mine and can be difficult, but it's quite easy once you know how.

Spoiler

Using a builder staircase to stop climbers from going out the left from the right is especially clever ;)

I particularly loved the last 3, Difficult 12 due to being a 1-of-everything, Difficult 13 and Difficult 22 for both being builderless levels, which is another type of level that I tend to like a lot. The latter is especially clever, as providing even 1 builder would render the level way too easy (simply build over the tiny gap before the exit and done)

I think I played Difficult 15 - Bolero (layout somehow seems/feels familiar) before, but I'm not sure. The hardest part is simply being quick enough to rescue the hatches that are over the lava. I think I might had played Difficult 21 - Another Beast of a level before as well, but I don't remember. It simply uses the layout of "A Beast of a level" from the OL. I especially love how this is a builderless level, therefore increasing the difficulty by a lot. For a moment I had trouble thinking about how to turn the climber around, but

Spoiler

it's all about going over the exit by the top. The funny thing is that I don't think I ever realized that you can always do that on this level, which probably means I haven't played this version of the special graphics level before.

Difficult 14 - The Lobby Another great 1-of-everything level in the Toy tileset! Here I think I made my solution more complicated than it needed to be, as I definitely could had done the level so that no timing was needed at all to make sure everyone survives by swapping the digger and miner. Somewhat hard but really good puzzle.

Difficult 16 - Triple Threat Yet another 1-of-everything. This is pretty good too. Easier than the previous 1-of-everything IMO. Time limit isn't a problem here at all.

Difficult 17 - The Perch I like how it's a 20-of-everything except for builders where you only have 1. That alone increases the difficulty by a bit, but there's still nothing too hard about the level. The builder is usually the skill that you have less of in an otherwise X-of-everything level, or you're not even given any, though on rare occasions you might be given more builders than all the other skills.

Difficult 19 - Wood Puzzle Really nice 1-of-everything level that is also a 2 Lemmings level. I can see how this level can still be a problem for some, but I didn't think this one was too bad at all.

Difficult 20 - Time is of the Essence Indeed it is, as finishing the level on time is the hardest part. It's definitely easy due to the 5-of-everything skillset, but the very strict time limit forces you to be quick. I do like how it's a 1 minute level, as I tend to like these a lot too.

Difficult 23 - The Razor's Edge One of my favorites, as it uses a trick that I first learned in a Pimolems level, although it's not really the best level to teach it, since it's far harder, but that's my history with the trick, which explains why I found this level quite easy. This is also the first of several iterations of levels with the same title but numbered as sequels (part 2, part 3, etc)

Difficult 24 - --> Wrong Way! --> I like how the level has the title outside of the main playing area. This level is a pretty good introduction to getting your way through to the exit when faced with a OWW with arrows pointing in the wrong direction and you cannot go over the top in any way. It's not too hard at all, especially since you far more than enough skills to be able to get through. Also it's easy to save everyone, I simply didn't bother to :P

Difficult 25 - Round Trip Nice puzzle here. The only hard part here was near the exit with clearing a path for the crowd and turning the worker around. Seems a bit precise around that area.

Difficult 26 and Difficult 27 are title Twin Paradox and Twin Paradox (Part 2), respectively. I have watched some other solutions to the former and it seems the trigger area of the fire spinning pinwheel trap being a bit off from the wall so that the climber/floater doesn't die is intentional. The latter was a quicker solve than the former, although both were still quick ones.

Difficult 29 - Beat the Clock Took a totally different route here, as for some reason I didn't think the normal way would work due to thinking it would take too much time.

Spoiler

I failed to realize the wall on the other side is climber friendly :forehead: Funny I realized it for the left side though, which is the route I took. I also could had simply lost just 2.

Difficult 30 - Rainbow Road This is quite similar to the "Wooden Puzzle" or some level with a similar title from RotL I played with a very similar layout, just not in the Pillar tileset. Easy one, but only because I recently played RotL a few months ago. Also much shorter and about the same difficult as the previous rank finisher (that is, if you decide to take the easy route instead of the challenge route I took :crylaugh:)



Menacing Rank Feedback

Levels start to get more puzzly and gnarly, with solving times slowing considerably starting with this rank.

Spoiler

Menacing 1 - They just won't climb that wall. I've played this level before, so another one I recognize. Very nice puzzle to start off the rank.

Menacing 2 - Persistence Builds Character Not as hard as I made it out to be for several minutes. It's funny how I didn't think to simply brute force it here by repeatedly building until they are able to get over the gap, when I did that for Peaceful 29. Very nice level, with a great basher usage to delay that particular lemming so that no one slips into the water.

Menacing 3 - Wait and See... Another great level that's a 1-of-everything in 5 different skill types. I seemed to have used a very cool and creative solution here of getting everyone into the bomber hole once the climber was high enough so that everyone else coming from the right entrance would turn around.

Menacing 4 - Level Featuring Random Terrain Pieces Yet another level that I remember and have played before. Pretty good level that isn't too challenging either. Seems a bomber is enough to get the right entrance down safely. Why 99 blockers here?

Menacing 5 - The Texas Lemming Massacre Once again, another level I recognize and played before, though I recently played this in RotL. I think I used a completely different solution here than the Lemmini version I uploaded to my Youtube.

Menacing 6 - Razor's Edge (part 2) Another sequel level. Good one as well using the same builder step past a thin wall, but this level also features the trick of sending on a worker ahead to builder over the water gap and plugging up the hole so that no one else can follow him. The hardest part is making sure no one slips out before he can lay that first builder brick to plug it up, and to do this requires stalling the two lemmings after him with the skills provided.

Menacing 7 - Nosedive Another great level. It's not as hard as I made it out to be. The 99 RR is what makes the level hard, but even then it's still not too hard. After getting both crowds at the top down safely, then it's about sending two on ahead over the top. Which side doesn't matter.

Menacing 8 - Detour Somewhat hard, although the hardest part is making sure not to lose anyone, as you need to save everyone here. I wasn't sure if my solution was the way to go, but after solving I watched Icho's solution and he used the exact same solution I did, with even the digger and one of the miners in the exact same spots.

Menacing 9 - Need a Boost? A level that I made far harder on myself than I needed to. In some earlier attempts, that was pure evil that my solution fails by about a pixel or two. I watched Swerdis's solution after solving, and I can't believe I didn't even think to send the climber over the top :forehead:

Menacing 10 - Athena's Revenge Nothing hard here other than how you need to be very careful with your destructive digging skills. You do have enough builders to be able to build up and get over obstacles if need be, therefore sparing some skills that you would otherwise run out on.

Menacing 11 - Pesky Plumbers Probably another level that I made harder on myself than I needed to. Here I solved with just one climber. I think I know how to use the other climbers, and that is it needs to be timed so that you get all the climbers up before you build over the small gap a few levels higher. Even then, I'm wondering if that would block or get anyone trapped in between the wall and builder step.

Menacing 12 - It's not that easy, I'm afraid Indeed, I had problems with this level. I kept thinking to send over a climber to the right side to mine the crowd out and a miner or digger on the left side to connect with the miner tunnel from the other side, but this wouldn't work. Instead, it was a simple matter of mining out the ceiling so that the builder won't hit his head and thus he will continue. Pretty nice level that is deceptively difficult for a 2-of-everything except no bashers.

Menacing 13 - The Narrows Somewhat easier than the previous level. Seems the idea here is to widen the gaps and dig away the terrain that's in the way in order to build up and hence use less builders. Nice level idea!

Menacing 14 - STEEL BALL DA-DA-DA One of my favorites that I overcomplicated the starting area. I think it's just a simple matter of sealing off the gap with a bomber on the very far left side so that no RR tweaking is needed at all. I really like how you need to build out to the right to send a climber over the top to the left side in order to dig and release the crowd.

Menacing 15 - wAy uP YoNder! Just a huge builderfest, with the hardest part making the splatforms for all the top entrances on the right side. Here I used the builder step past a thin wall, which isn't really required at all, but it does come in real handy here.

Menacing 16 - Annoyance This level somehow looks familiar, so I feel like I played this level before. I was a dummy here for a long time before I saw that it needs builders for one very long "extending" the basher. I kind of vaguely remember the solution requiring that, but since I didn't remember it for a long time it likely means I haven't played the level before. Or, it might just simply be due to the huge lapse of time since I last played the level. In any case, it doesn't matter how much time has passed, as I do eventually figure the levels out on my own. Anyway, this was a really awesome level and one that's very satisfying to figure out once you do spot the solution/trick.

Menacing 17 - Mental Process The only hard part here is the time limit, so it seems that some sort of multitasking is required in order to not run out of time. Once you figure out how to get past the trap at the bottom, the rest is easy and simply a builderfest.

Menacing 18 - The Thin Red Line (Colorblind) I think I've played this level before, or at least similar levels to this. Had some trouble here for some very odd reason despite having played levels like this before. I definitely could had better ensure survival if I had scooted the staircases over a bit.

Menacing 19 - A JUGAR! I remember this level. The only hard part is being quick enough to use the nook on the left side to seal off the gap before you're not able to save the requirement. Otherwise, nice level!

Menacing 20 - Not My Hardest 1-of-each Level I like how the title refers to the skillset being 1-of-everything. Sure enough, this level is quite easy. The only hard part was the builder and miner combo, as these seem quite precise.

Menacing 21 - Irregularly Placed Pole Level I think I've played this level before as well, as I do remember a remake of "Poles Apart" where the ceiling route is used. The only hard part is juggling the crowd so that no one falls past the blocker and making sure not to lose too many here at the start. Otherwise, this is a pretty good level.

Menacing 22 - Herzeleid I have no idea if the level title is an actual word and if it is what it's referring to. One of my favorites of the rank! :thumbsup: Super clever builder brick past a wall trick for a climber to land on from the top and to forge the rest of the path. Brute forcing the level seems like it might work by keeping the crowd moving, but it seems that you'll lose too many this way, as I couldn't get it to work at all.

Menacing 23 - 4 Pillars and a Trap Appropriate level title. Not too hard of a level, but can still be a bit challenging. Compression FTW!

Menacing 24 - The Runaround Very nice level! I was a dummy here and didn't think to have a second digger join the first one. That's really the only hard part, finishing on time and making sure to not leave anyone stuck in an endless loop.

Menacing 25 - Mass Pandemonium I'm certain I've played this level before. Challenging but very nice puzzle. I think the intention might be to go through both OWWs, but here I sent the two right-most entrances over the top. Not a very hard level at all.

Menacing 26 - Fire Exit It should had been very obvious from the get-go that the only way is to go over the top, but nope, I was a dummy for the first few minutes. I really like how the key here is realizing that it's not absolutely necessary to seal off the gap completely on the left side at the bottom, as only enough needs to be built to catch the crowd and ensure everyone goes out in just 1 direction. This spares the critical builder you need to finish the level.

Menacing 27 - I am I.S. I think I played this level before, but I don't remember. Clearly a twist on the "I Am A.T." level, only this one is far easier and less annoying. This level can still trip you up if you're not careful, though.

Menacing 28 - Bad Maniacs Another one of my favorites in the rank. That's really clever with sending two out to the left to forge the path for the crowd before it arrives. Also very nice trick of bombing a blocker free.

Menacing 29 - Endeavor Easier than it looks, particularly since the save requirement is quite lenient. The hardest part is simply being quick enough before you lose too many.

Menacing 30 - The Ob3lisk Rank finisher that's certainly harder than either of the previous ones. Fortunately no timing is needed among any of the blockers at all. Quite a nice level, although it's much more obvious that everyone needs to be a climber to reach the exit, as you have nowhere near enough builders to get up to where the exit is.



Overall, I'm enjoying this pack quite a lot and look forward to continuing on with the final two ranks. Nice work here to Insane Steve and to mobious/Wafflem again for the conversion to New Formats NL :) Cheers!
Title: Re: [NFNL] Insane Steve's World
Post by: kaywhyn on August 20, 2021, 07:34:04 AM
Chaotic rank completed, so back with more replays and feedback. Also just modified the previous post and linked the LP of the pack there. I generally do that in the first post where I give feedback, but I forgot to this time :XD:

Chaotic Rank Feedback

Even harder levels here, with solving times slowed considerably, but plenty of great levels here.

Spoiler

Chaotic 1 - Rhapsody I remember this level, especially since I recently played this on the Lemmini version of RotL. I struggled a bit to remember how I solved it, but I eventually managed it. The time limit can be tight.

Chaotic 2 - Betcha can't save just one! I also played this level before. Saving one is easy, but saving more is harder, which we'll see in Hopeless 2.

Chaotic 3 - The Loser's Loop Seems that it's intended to make a builder wall to turn everyone around to the left to go to the exit. Only 5 should slip by by the time it is ready.

Chaotic 4 - The Razor's Edge (Part 3) This is definitely my favorite of all "The Razor's Edge" levels I've seen so far in the pack. It's especially clever to modify how much of the builder step is past the wall each time so that he can land on the very bottom one. Also getting down and getting back up is done in quite a clever way!

Chaotic 5 - A Towering Proposition I also remember playing this level before, and it's also in RotL. I was struggling to remember how to solve this one, but again, I managed to figure it out again. Here, it's not required to cancel a miner at all, especially when they're both climbers, as this is nearly impossible to do. Instead, one just needs to have the second one turn around while the miner tunnel is in progress.

Chaotic 6 - Leave your sanity at the door! I think I remember playing this before too. I kind of remember it being harder on Dos when I first played it, but here it wasn't as bad as I thought. Almost a breather in a way, although there's still some juggling that needs to be done.

Chaotic 7 - Boss on Parade Yet another one I remember. Much harder on Lemmini due to how you don't know if you placed the builder correctly or not to prevent anyone from following the worker. I think I remember the bashing being a bit easier on Lemmini, though. On NL, the level is only slightly easier due to skill shadows. However, the bashing is probably harder on NL due to how it's more sensitive.

Chaotic 8 - Obevat Yriry I have no idea what the title means. I think I remember playing this before. One of my favorites of the rank! Here I was a dummy and built at the top instead of in the narrow corridor to temporarily hold the crowd. Bombing the staircase so that no one goes out to the left can be hard. I really like bashing to the left-most entrance so that they can climb out!

Chaotic 9 - Split Complementaries I think I remember playing this before, but I'm not sure. Certainly the hardest part is rescuing all the entrances as quickly as you can before you lose too many. One is a splat hatch, the other 3 are all over bottomless pits. Honestly, I'm not a huge fan of having to constantly scroll back and forth to check on different parts of the level. This quickly gets annoying for me.

Chaotic 10 - 98... 99... Ok, this elicited a huge "is this level even possible in 1 minute?" reaction out of me. Now that I think about it, I kind of vaguely recall playing this level with the very tight time limit. It's easier on Dos due to how the clock is slower, as well as the pause before the hatch opens trick for more time. Of course this level is possible, otherwise why would it be in here? Just barely possible, as everyone in my solution just barely made it in with a second to spare.

Chaotic 11 - I Am I.S. (Part 2 Nice twist on the "I Am A.T." level, but with miners instead and not diggers or bashers. Definitely seems to be the easiest out of the original level that it's based on and Part 1. Just need to make sure to destroy all the terrain in the way, as well as keeping the spacing of the miners such that when the steel stops them the slope is such that the crowd can still go towards the exit later.

Chaotic 12 - Vertically Challenged Lemmings I'm already familiar with the building and digging to move horizontally trick from Dos, as I grew up with that version. Therefore, this level was easy for me. Also, I've played this level before.

Chaotic 13 - A Tribute to Masonry I don't recognize it, so I'm sure I haven't played it before. Maybe from the original tileset it was made in I will, but if it was originally part of another engine besides Lemmix/Dos then I won't recognize it. I totally thought the blocks with a question mark on them was steel. I'm already familiar with bombing and bashing in the hole to make a turn around point, so this was also easy for me. This is another favorite of mine in the rank!

Chaotic 14 - 3.1.1.1.1. Not sure what the title is referring to. I was a dummy here and overthought the end part, as I missed that one just needs to dig out the first triangular terrain piece you get to at the bottom so that the crowd can walk up to the top. Really great level here! Once the crowd is contained in the starting area, the rest is easy. Now that I'm thinking about it, I think I do remember the poles here on the right side, I just don't remember what tileset the level was originally in.

Chaotic 15 - It Could Happen to Anyone I totally underestimated this one. It's not too hard, but the time limit is the biggest enemy here. Even then, I don't mind time limits at all, especially since I love math/numbers. I ran out of time with the last few exiting, but I had already saved more than enough when that happened. Seems the key is getting everyone in the digger pit ASAP so that they don't have as far to walk. Also saving the hatch that's over acid ASAP before you lose too many.

Chaotic 16 - Laser Deathroom Once again, I'm already familiar with the "dig as soon as a builder brick is laid down and then building to turn around" trick, so this was somewhat easy for me. Seems that it's absolutely needed here. Very nice puzzle.

Chaotic 17 - Split Complementaries (Part 2) This is a fine puzzle involving having to figure out how to rescue those who can't get a floater since there's only enough for half of the Lemmings, but honestly I hated this due to all the constant scrolling back and forth. Perhaps that was just simply me making things harder on myself than I needed to, but I did quickly get annoyed from having to do that all the time here. Definitely need to keep a cool head here. Might had played this before, but I honestly can't recall.

Chaotic 18 - I Challenge You to a Dual! Now here's a level I remember playing before! The hardest part here was simply catching all the climbers from the bottom hatch. Once you're successful there, the rest is easy.

Chaotic 19 - Honey, I shrunk the Levels... Definitely remember playing this before. Not too hard of a level, but once again annoyed with the constant scrolling back and forth. I do like how this level is 4 mini-levels in one: Origins and Lemmings/The Crankshaft, Don't let your eyes deceive you/If at first you don't succeed..., Save me, and Been there, seen it, done it/The ascending pillar scenario.

Chaotic 20 - Phone Call from Outer Space I don't think I've played this level before. Another great one and a favorite of mine. The only hard part is getting another climber to turn around due to the work of another climber in order to bash the crowd out. Fortunately, there's enough time to build to the exit.

Chaotic 21 - Agitator Very easy. Complete breather here.

Chaotic 22 - 3 Separate Paths I really love the level concept and solution here, but the most frustrating part was getting the timing of two of the lemmings correct in order to get a climber up the final pole on the right. I definitely remember how very annoying this was on Dos. It just requires so much restarting/rewinding.

Chaotic 23 - Fall and no Life (Part 3) Nice twist on the "Fall and no Life" level. I don't think I've ever played this version before, only the two original ones. This one's just as good as the other two. Improper skill sequencing got me in trouble here. One is supposed to send the floater down the left side, not the right side, first. Then he needs to come back up to get to the right side to bash them out. The trick of building and then mining to hit steel to turn around is needed here. Also, need to build on the far left in such a way so that it blocks the lemmings from below from going up and over to the left.

Chaotic 24 - Separation Anxiety Ugh, I definitely remember how very annoying this is on Dos. I also remember the time limit being very strict here. Indeed, I checked and it has a 2-minute timer. It's very annoying due to how on Dos there's no directional select, therefore it results in a lot of incorrect builder placements to get the crowd down. I'm guessing that's why there's a lot of builders. The level would had been fine otherwise if it wasn't for the very frustrating parts of selecting the right lemming and being able to get the builder blockades correct.

Chaotic 25 - Just Stop the Bleeding Probably the hardest level in the entire rank due to the 99 RR and how the Lemmings go out in both directions. This one took a long time before I solved it. Seems the key for the left is to build and dig so that no one else can slip out to the left. For a while, I kept thinking to use a miner on the starting platform to prevent slipping out to the left, but it turns out that the builder needs to be placed very carefully, not the instant a lemming steps up on the grey/silver terrain piece. I don't recall if I ever played this version ever. Really nice repeat of Peaceful 1 with a lot of tileset mixing.

Chaotic 26 - The Base 10 Level Very nice repeat of Peaceful 4. I especially love the miner/builder combo and bashing to free the right entrance. I made the left side harder than I needed to, where it can be made easier by bashing inside the miner tunnel higher. This took me a while to see for some reason.

Chaotic 27 - Sacrifice for the Dragon I very well remember this level. Nothing too hard here either, other than being quick enough to save both hatches before you lose too many. Almost a complete breather here.

Chaotic 28 - It's One or the Other I completely ignored one of the Lemmings from the left entrance. This one wasn't as hard as I thought. Might had played this before, but I don't remember at all.

Chaotic 29 - Toy Story Returns! I wonder if this is a reference to the Pixar movie Toy Story. I love that movie a lot. Somewhat difficult, but it wasn't too bad at all. I had to fiddle with the RR a bit to get the blocker to turn the builder at the bottom just right, though. I also could had made the top a bit easier by sending out a climber to dig out the second half of the OWW first before sending another climber out to dig the other half out. That way splatting wouldn't be a problem. Also there are some extra diggers to help with it. Another way to turn someone around would be to bash so that there's still terrain to help the other climber turn around, but blocking out of the way is the easiest way to turn a Lemming around to mine and bomb the bottom crowd out.

Chaotic 30 - Back and Forth Definitely not a very hard level, but it gave me more problems than I thought it would. Certainly the hardest part is making sure the right-most entrance doesn't all go out and drown in the water on the right. Builders ran out far faster than I thought they would, so that's the main puzzle: Figuring out how to make the most of the very limited builder supply you're given. I've also learned from Swerdis that it's possible to plug up the tiny gap so that he doesn't get trapped in between the wall and builder. It needs to be done the instant the climber finishes hoisting so that it makes a nice climber friendly wall. Seems that it's absolutely necessary to bash out to the left with the entrance on the right and start building up to the exit to prevent too many losses. So, some multitasking is needed.

I'm continuing to enjoy this pack a lot and only have the Hopeless rank to play through! Be back with the rest of the replays once I get through it ;) Hope the LP has been enjoyable.
Title: Re: [NFNL] Insane Steve's World
Post by: Proxima on August 20, 2021, 10:00:42 AM
Quote from: kaywhyn on August 20, 2021, 07:34:04 AMChaotic 8 - Obevat Yriry I have no idea what the title means.

https://rot13.com/
Title: Re: [NFNL] Insane Steve's World
Post by: kaywhyn on August 23, 2021, 07:43:57 AM
And, Hopeless rank completed and hence the entire pack. Back with replays and feedback for just the Hopeless rank.

Hopeless Rank Feedback

Possibly some of the hardest levels in the entire pack, and the rank where some levels finally require multiple videos to solve. I think there was only a few easy ones, but a lot of these were difficult. Nevertheless, there were truly some great ones that are my favorites here!

Spoiler

Hopeless 1 - The Shaft (Part 2) I prefer manually recreating the solution, hence why I didn't load my replay for Peaceful 30. So really, it's just repeat my Peaceful 30 solution, although obviously there's still some differences. In particular, the end part is a lot easier due to the wooden plank at the top being the original long length again. I acknowledge that it was an attempt to dissuade going for the right exit in Peaceful 30, but alas that wasn't enough to prevent me from going for it :P

Hopeless 2 - Betcha can't lose just one! Another repeat, except this time you need to save 3 instead of 1! Exact same skillset with the exact same layout, just the challenge is saving 3. Definitely harder. This is one I haven't played before, I think. I've only played the save 1 version, from RotL. This one was difficult for me. Here, the hardest part was timing the Lemmings so that I could use one to block at the end of the builder staircase to turn the builder around at just the right time. Also destroying the triangular slope terrain to get everyone else up, as I think the builder staircase on it has to be pretty precise in order to be able to reach the exit platform with a builder.

Hopeless 3 - Bowser's Revenge! Difficult one but a favorite of mine! Very good puzzle with a really good solution. There's some tempting red herrings to take that eventually don't work due to taking too many skills. That's super clever with using a faller to bomb to make a hole for another climber to climb into to bash the crowd out. Also with timing the climbers so that the second one turns around in the basher tunnel to clear the path for the crowd. Very well-done here! :thumbsup: The only thing is that the builder to the ceiling on top of the structure at the bottom is precise so that he turns around to mine through it.

Hopeless 4 - A Matter of Perspective This was a difficult one for me, but that's because I was a really big dummy here for a long time. This level does a great job of making you think that certain skills go in certain locations. However, if you do otherwise from the intended solution, you will always lose at least someone to splatting. Even though the builder is slower than the platformer in sealing off gaps, the correct skill for the first gap the right entrance gets to is a builder. You need to do it in such a way so that the wall is still too high by the time the gap is sealed off so that a lemming and the builder himself turns around. I have used this trick before in some solutions to some other custom levels, but this escaped me for a while here. Once you do that, the rest is easy. This was another great level that I enjoyed when I finally figured and solved it.

Hopeless 5 - Welcome to the Warp Zone! Very easy. This is just like that one Clammings level near the end of the final rank, as it requires the exact same thing near the exit area. Building to prevent lemmings from splatting, but also a builder wall to turn everyone back towards the exit.

Hopeless 6 - The Perch (Part 2) Very nice level, although here I had visualizing how the solution should look for a while. I'm already familiar with the level idea, as there is a level that requires nearly the same thing in United, hence why I knew the ideas needed pretty much right away. It just simply took me a while to think about how the solution should look. The fact this level doesn't provide builders increases the difficulty significantly from the original version in the Difficult rank. However, I love builderless levels.

Hopeless 7 - Having Your Cake... One of my absolute favorites! :) I can definitely see this one giving casual players problems. I struggled with solving this only due to how you have two obstacles, so shouldn't you be given two miners? Nope, you simply use the fact that the destruction mask of a miner is quite high so that you can release the top crowd from below! Not only that, I love how the miner uses the builder staircases to mine through the terrain to get to the exit. This is just a really good level that I struggled for some time but had that awesome eureka moment! The athletic skills and top right are complete red herrings.

Hopeless 8 - Tribute to Benny Hill Not too hard of a level, but still challenging. Somehow I feel there are easier ways to solve the level than the solution I found. I'm very confused by the 30 minute time limit. Since I managed to finish just barely under 30 seconds, perhaps you meant a 30 second time limit instead?

Hopeless 9 - Razor's Revenge Another great level. As expected, it uses the same level idea of leaving a builder step past a wall. Not only that, it requires it be done from both sides! I thought this one wasn't hard at all.

Hopeless 10 - Out of Luck Nice level idea where you have to ignore one entrance completely. In this case, the right entrance is ignored. Easy one, although here I was successful in cancelling out the miner so that I saved 1 over the requirement. Guess I got lucky :laugh:

Hopeless 11 - Out of Luck Again Almost the same layout. There's a modification around the left entrance area, where they cannot land on the platform before falling into the pit. Instead, they fall off the bottom of the screen. So, the left entrance is ignored this time. It still took me a while to solve this one. Seems the bomber and miner are very precise here in order to make a safe drop for them. Also, I could had made it easier by having a lemming in the pit be a climber to start building to really ensure the staircase doesn't block the other climbers.

Hopeless 12 - Out of Luck Yet Again This time, it's pretty much combining parts of solutions to the previous two levels, as well as something else that wasn't done in either of them. They all have to use the right exit this time. These 3 all had interesting level concepts and were a great series.

Hopeless 13 - The Walk-in Closet from Hell I surprisingly struggled so much with this one. In the end, I found a very fiddly solution that has a lot of pixel precision and also needs some really good timing so that you finish on time. This avoids using any of the climbers. I still occasionally hit myself for missing the much easier solutions that I saw both Icho and Swerdis move :forehead: I think it's because I kept thinking that more than 10 Lemmings would be trapped at the bottom and hence I would need more than 10 climbers.

Hopeless 14 - Jumping the Shark I guess easier than the previous one in my case, although if you found the easier solution for that one then this one would be more difficult. Really, the only hard part is making sure that the only builders are used for the gaps and splatform. In other words, one shouldn't use a builder for getting the crowd up to where the water gap is, or you won't have enough to solve the level. Nice level, nevertheless, and one which I remember playing on Dos first.

Hopeless 15 - Crown Jewel Heist There's the repeat of "Laser Deathroom" where it seems that the main trick is enforced here. I refer to this as "air dropping." Very nice level concept here! The only hard part was working out the top part to fall down from and keep the builder staircases going until the exit can be reached safely.

Hopeless 16 - Bash and no time This was one of the levels that I couldn't solve when I first played it on Dos. If you take the normal route by bashing into the open windows every time, you're not going to be able to save enough before time runs out. Then, when I came back to this level years later, I was able to figure it out and get it solved. Very nice nuke solution for a level that provides only bashers!

Hopeless 17 - Watch ye Step! A really great 1-of-everything level that involves blocking a basher midstroke so that only 1 lemming goes on ahead to forge the path. It has to be done at specific spot so as to be able to release the blocker later. I think my solution on the Lemmini version for RotL is different from this one, although if I'm not mistaken, the save requirement is relaxed for it?

Hopeless 18 - Obscene Polarization Another great level! I absolutely love the solution of connecting the bomber holes together so that the Lemmings from the hatch will splat all the way at the very bottom of the level. Well done here! :) Now that I think about it, I might have played this level before, as the layout seems familiar here with the level concept, but I'm not so sure.

Hopeless 19 - Segmentation Fault Even though this still took me some time, nothing very hard here other than rescuing the left hatch as quickly as possible before you lose too many. Seems that it's absolutely necessary to give a walker to the very first Lemming on the right hatch right away in order to achieve this. Nice puzzle here.

Hopeless 20 - Empty Space is Hardly a Waste I surprisingly struggled with this one. In earlier attempts, I thought I had the solution, only to find out that I would save 1 less than the requirement. I really love how leaving a builder step past the wall serves as a splatform for the ones on the left side. The bomber is quite precise, but other than that a great level here.

Hopeless 21 - The duct rise Lemmings Another level I remember playing before. Another favorite of mine as well. The only hard part is cancelling a digger with another digger so that one of the climbers turns around to build over the gap and then bomb from the other side to release the crowd from the other side. Solution is just so awesome! :thumbsup:

Hopeless 22 - Parallel Rotation Another very hard one for me and second level to require more than one video to solve. The biggest problem I had were the climbers, as well as the correct way to go about the level. There were some gaps I have would be sealed before the next Lemming arrives, but unfortunately at least one would always slip by or splat. The eventual solution I found is quite precise, especially with the builder at the very far left to get to the exit. Pretty much the miner to get the crowd out of the pit, as well as the bomber and builder, are precise. Same with the builder on the far right. Still a nice level IMO, I just didn't expect this level to give me so many problems.

Hopeless 23 - Now that's just silly I really like the level concept of mining and repeatedly blocking to turn the miner around and releasing a blocker each time, but this level would be one of those where I'm generally not a fan of repeatedly spamming the same skill over and over several times in a very short amount of time. At the same time, much easier than the previous level. The only hard part here is building in the right place so that a bomber removes the overhang and still makes it a climber friendly wall for the others that need to get up the wall.

Hopeless 24 - Mazeochism I have no idea what the level title means. A level that wasn't as bad as I thought, and quite a nice one too. I'm not sure if the second lemming drowning is intended, but that was the only way I found to spare a skill to be able to solve the level.

Hopeless 25 - Get Hype Another favorite of mine in the rank. I pretty much had the solution down, just had a misconception of which Lemming to bomb. You need to bomb the climber to stop the miner, not the miner gets bombed. I already know this trick from United, just took me some time to realize this.

Hopeless 26 - The Decent Descent I struggled here for a while. I remember not having as many problems with this level on Lemmini. Indeed, I checked my solution after I solved this, and the biggest reason for why it's somewhat easier is due to how when a miner hits steel or OWAs going in the opposite direction, they keep going in the same direction they were walking before they started mining instead of turning around. The mining to get the crowd down safely without splatting seems very precise, but that's something I brought onto myself. Also took me a while to see that a bomber is enough to have everyone go out to the right but turn back to the right when hitting the left side so that no one walks into the rope trap.

Hopeless 27 - This is a gate level Another level I remember playing before. This is a really good one. Fortunately, I was able to remember the solution fairly quickly on this one. Very nice trick of bashing away the first thin bar so that climbers can be released to forge the path. The only hard part is timing them so that two of them will turn around while a basher tunnel is in progress, and then the first one going back to the right bombs so that the other climber can fall through to forge the path at the bottom.

Hopeless 28 - The Top Shelf Another really good one and a favorite of mine! :) I figured out the solution very quickly, just had the misconception of sending out climbers to the left instead of going out to the right. Once again, same idea with having two turn to the left at the top. Uses the trick of bombing a faller in midair to release a blocker, which is a trick I first learned in United. I recently saw another a level in Lemmings Plus 3 that would make the level easier but the solution I found doesn't use that. I also love how this is a builderless level. Now that I think about it, I feel as if I've played this level before, as the layout seems familiar. If I have played it before, I don't remember the tileset it's originally in.

Hopeless 29 - Hey that's not cool guys If I'm not mistaken, this level is found in the NL/Lemmix version of RotL. I think the solution here is different from the one I found when I played through said version of RotL, as I don't remember using this solution for it here. The only hard part here is sealing off the gap on the very far left side before anyone arrives and drowns. Seems that it's necessary to interrupt the basher midstroke early in order to achieve this. Otherwise, nice level and not too hard at all. That is clever to dig down and bash into the wrong direction of the OWAs to turn around to mine to get the crowd to the exit.

Hopeless 30 - The Mon0lith I was told by Swerdis that this wouldn't be bad at all, but I'll have to disagree here, as I thought this level was difficult, so it's fitting as the final level of the rank/pack. This is the third and final level that needed more than one video to solve. During my break, I thought about using a digger to stop the miner at the top. in this way, I would spare a builder from being used that would help get the level solved. From there, it was all about placing the miners correctly so that it's possible to build up without leaving a gap. The time limit seems generous, but it is surprisingly tight here. I do like how the crowds need to be compressed so that a basher needs to be used to turn everyone around. Seems to be required twice here. I think I would had saved 1 over the requirement had a Lemming had a head start to bash at the top first so that only 1 basher was needed instead of 2 to turn everybody around. Still a cool level to round off the pack.

Overall, I absolutely loved and enjoyed LPing this pack. Lots of tricks to be learned here, and plenty of nice challenges that were very satisfying to figure out. Since I learned a lot of these tricks from United long before I played this pack, I wonder if Icho got a lot of inspiration for his United levels from this pack. If it was the other way around, i.e, I played this pack before playing United, I'm not sure if there would had been some levels that I wouldn't had been able to figure out, due to learning the trick from an Insane Steve's level first instead of learning them from United first, which was the case for me. I think that's pretty much the reason why I had somewhat of an easier time on the levels that required those tricks because of how I already learned them from playing United.

Anyway, good job to both mobius and Wafflem for converting the pack to New Formats NL. This is another great and favorite level pack of mine :thumbsup: This is a bit on the large side, 150 levels in total, the first of this kind that I have LPed in quite a while, after the last one of David's The Lemmings Have Grown pack that I finished LPing several months ago earlier this year, as well as LPI before that several months prior. I think at this point Strato's LWT is really the only very big level pack left to LP, although there's still several others, including Lemmings Redux, Pimolems, and Dovelems. Once I do those, then I think the remaining packs will all be 100 levels or less.

Hope the LP of the pack is/has been enjoyable, and I look forward to reading any feedback on my solutions! ;)
Title: Re: [NFNL] Insane Steve's World
Post by: mobius on August 23, 2021, 11:49:01 PM
thanks so much for the extra super detailed feedback and of course the videos! :thumbsup: I' ve started watching the videos. Major update likely to come to this pack after I finish with that :P
Title: Re: [NFNL] Insane Steve's World
Post by: mobius on October 10, 2021, 03:44:07 PM
update to fix several backroutes and position changes. See first post for download.

VERSION 3: October 2021
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Level set was cleansed and all styles should be present and working. Should work as is.
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Peaceful 28 - decoration changed slightly.

Menacing 29 Endeavor increased save requirement to 74.

Chaotic 11 - I am I.S. part 2 - has a few slightly easier solutions but no fixes atm.
Chaotic 16 Laser Death Room -- removed all diggers.
Chaotic 27 Sacrifice for the Dragon - moved to near the beginning of rank
Chaotic 28 - small terrain change.

Hopeless 8 Tribute to Benny Hill - some small changes and lemming count to remove backroute.
Hopeless 26 - small terrain changes.
Hopeless 29 - one-way-wall added
Hopeless 30 - small decoration change; bashers reduced to 10.

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A couple level positions were moved but I forgot to write them down.
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other notes:
mass replay check says a few of the replays failed; yet they work fine when played manually.

thanks to Kaywhyn and Swerdis for these recent backroutes :P