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Messages - kaywhyn

#1
The NL V12 list has now been updated to include Festival Millas 2024. The Excel spreadsheet in the OP has accordingly been updated to reflect that and is also attached! :thumbsup:
#2
Quote from: kaywhyn on January 13, 2025, 12:19:56 AMAttachments in PMs don't always seem to be working consistently. I have had a few cases with some members via PM who said they've sent me an attachment of a replay, level pack, etc, only for me to find nothing was posted in the attachments section at the bottom of the message. I tell the sender that I don't see anything, and then they tell me it's odd because they're very certain they did attach it before sending the message. It's only been a problem when others have sent me an attachment. I don't think my recipients ever had a problem when I send a PM attachment. They always went through and received them just fine.

Ok, I have noticed the following with hitting "preview" when I was testing something with PMs earlier: After putting attachments, for some reason the checkboxes are ticked, meaning when you send the PM the attachments won't send because ticking them means you don't want to attach the files anymore. When clicking preview a second time, the checkboxes are now unticked. Finally, clicking preview a third time removes the attachments completely. However, if you untick any of the checkboxes after clicking preview the first time, then the next time you click preview the attachment for which the tickbox is unchecked will not appear anymore. Meaning, it will only take two clicks of preview to remove an attachment if you manually untick the checkbox for the attachment after clicking preview the first time to have them appear.

I haven't confirmed with the users who had a problem with sending me an attachment via PM not appearing for me, but maybe this is why? I'll have to ask them how many times they have clicked preview before sending. In any case, I haven't heard a problem from my recipients not getting an attachment from me, it's always been me not receiving an attachment when people send me PMs in a few cases.

Forum posts don't suffer from this problem of attachments not being sent correctly, even when clicking preview, as I guess it's different due to clicking browse in PMs whereas for Forum posts you "click or drag files to attach them."
#3
Hello @Colorful Arty,

I have solved all of the pack :thumbsup: My replays are attached. Also link to my LP: Kaywhyn's LP of Colorful Arty's Reverse Lemmings (New Formats NL). Enjoy! :P

Even though this pack is all of the L1 official levels with all exit(s) and entrance(s) swapped, I absolutely enjoyed this pack from start to finish! :thumbsup: I would agree here that this version is harder but also many times better than the SuperLemmini version you released years prior to this one :) It's been a while since I played the latter, though I will try and get video solutions up to that sometime ;) It's clear why this pack is harder, due to being on NL and how there's more options for solutions than on SuperLemmini, as this pack uses NL skills too instead of being restricted to just the classic 8 skills which SuperLemmini only supports, for example. Indeed, the difficulty jumps all over the place in each rank throughout the entire pack. Hence, there are even tough levels in both the nuF and ykcirT ranks which definitely feel out of place for the rank as a result. At the same time, there are still breathers here and there mixed in between all the difficult levels in every rank. Needless to say, the pack can't seem to make up its mind on the difficulty and hence applies "schizophrenic difficulty" according to TV Tropes  :P

If you load up the pack in NL, you will see that not only are the rank names spelled backwards, but the reading order for level titles is now from right to left instead of the normal left to right. The exact same thing goes with both the post-results victory/fail text for the levels, as well as the DMA congratulations message you get when you beat mehyaM 30 successfully, though I missed my opportunity to read it in the forward direction! :forehead: As a matter of fact, for about the first half of the LP I didn't read the level titles in the forward direction :XD: I pretty much started doing that in about the second half of the LP! :laugh: :thumbsup:     

As usual, if not bothering with the talisman (if present) then the levels are not as difficult, but some are significantly harder if going for them! Even then, a lot of them were very satisfying to figure out! :thumbsup:

Hardest levels IMO:

nuF 10, nuF 12, nuF 29, ykcirT 5, ykcirT 14 (definitely fits the level title of MENACING!! better here! ^^), ykcirT 16, ykcirT 19, ykcirT 25, ykcirT 30, gnixaT 2, gnixaT 4, gnixaT 5, gnixaT 14 (not hard but a real time cruncher), gnixaT 17, gnixaT 23 (one of the easiest levels of the pack if you don't bother with the talisman, but is a significantly harder challenge if so!), gnixaT 29, mehyaM 6, mehyaM 15, mehyaM 21, mehyaM 22, mehyaM 23 (I would consider this the hardest level of the entire pack!), and mehyaM 27

Favorite Levels

nuf 10, nuF 14, ykcirT 4, ykcirT 7, ykcirT 15, ykcirT 20 (somewhat difficult), ykcirT 22, ykcirT 23, ykcirT 30, gnixaT 1, gnixaT 3, gnixaT 7, gnixaT 9, gnixaT 15 (though more for its graphics and that it plays my favorite version of the AWESOME track, but that's because I preassigned it the PC Canadian music track :P), gnixaT 29, mehyaM 2, mehyaM 8 (would be a lot better if it wasn't really tight on time, though I acknowledge that I might had made it far tighter than it needs to be. If there's a much easier solution that allows you to finish the level comfortably with more time to spare, I would love to see it! ;)), mehyaM 13, mehyaM 16, mehyaM 18, mehyaM 20, and mehyaM 25 (see spoiler for my favorite part!)

Spoiler
That's especially a very nice added touch with using a miner to tank the steel in order to make the Lemming turn back towards the exit after bridging the final gap! :thumbsup:

Well done with this pack Colorful Arty, and thank you for porting it over to NL! :thumbsup:       
#4
NeoLemmix Levels / Re: Lemmings Plus Series
March 26, 2025, 08:51:52 PM
@namida

Since you've done it for all of your packs, would it be possible for you to list the LPVII music sources and add them to the second post of the topic under the "Music Sources" heading? In particular, I'm still not sure where crypt1 and dungeon1 come from. All the others I had some help in identifying, but for completeness let's list them for all 9 tracks :)

edit: It has been done. Thanks namida! :thumbsup: 
#5
NeoLemmix Levels / Re: Lemmings Redux [Easy-Medium]
March 26, 2025, 11:57:56 AM
I have finally played and solved all of the most recent version of Lemmings Redux, and so I just wanted to attach my entire replay collection! :thumbsup:

Also link to my LP of the pack in case anyone is interested: Kaywhyn's LP of Lemmings Redux Enjoy! :P

Many thanks for Lemmings Redux and job well done to the Lemmings community on a wonderfully put together pack! :thumbsup: This was a great trip down memory lane, and as it turns out I have played pretty much all of these levels before, with the only new ones I haven't seen or played before are the ones from the ZY Spectrum and NES/SNES ports, except for the SunSoft ones in the last one. So really, there were only like 2 or 3 levels in total in the entire pack I hadn't played before! :) At the same time, there were also a lot of Genesis and Special rank PSP levels I couldn't recall or remember well enough, as I have pretty much played through them only once, and that was a really long time ago. Same thing with Holiday Lemmings, though I think I might had played it a few times, but that was way back when I was in high school. However, I do remember the Holiday Lemmings levels that are in the pack, I just don't recall the ranks they're found in. Needless to say, I've played and spent far more time with L1 and ONML, to the point I remember all of the levels in these two games and which rank they're found in, at least for Dos, though not necessarily the level number memorized. At least for L1 I don't have the level numbers memorized as well as I do with ONML. The latter game I have pretty much all the levels in order memorized, while L1 not as well.

Because I'm pretty much familiar with practically all of the levels, I decided to rise to the challenge and go for all of the talismans even though I normally don't go for them ;) A lot of the challenge solutions are completely new to me and were huge struggles for me, and I must say they were very satisfying to figure out! :thumbsup: If anything, they have opened my eyes to new solutions that I haven't ever found or used before whenever I have played the level. Not sure why Manic 14's talisman took me a long time to figure out, though! :XD:

Of course, if I remembered anything interesting to tell regarding my history with certain levels of the pack, I made sure to do so in my LP! One very good example is with Zany 10, where I remember the solution came to me one summer morning when I was lying awake in bed. When I first reached Havoc 10 probably about a week(s)/months prior, I couldn't for the life of me figure out how to do it, so to have the solution come to me not too long afterwards was really a crowning moment for me. Yea, you can imagine the 10-year-old kid in me feeling really smart at the time with that level! :laugh: :thumbsup:

During my LP, I made the connection of how a lot of the level numbers match the number of the level from the game they're in. For example, going back to Zany 10, which is Flow Control, which is Havoc 10 in ONML. I really like this association with many of the other levels in the pack doing that a lot! :thumbsup: 

This trip going through Lemmings Redux will be super helpful for me in making further progress with new level ideas for my upcoming pack Lemmings Memories! :thumbsup: I haven't done any level making in a while now, so I'm hoping to get back into it soon ;) Stay tuned of course for when I post more future updates on it in my level pack topic!         
#6
Lemmini / Re: [RetroLemmini] Level Packs Index
March 24, 2025, 08:11:38 PM
Added Pacguy765's Challenge pack to the OP list, as that has finally been converted by eric ;)
#7
@WillLem

I've now stickied this topic so that it's easier to find! :) The thought came to me, hmm, I remember there being a topic for SuperLemmini records, and indeed I did recall correctly, but I had trouble finding it. So, I wondered why it hasn't been pinned yet! :laugh: It also came about due to how I'm currently going through Lemmings Redux! :thumbsup:

The topic title was originally noted for SuperLemmini, but I assume you'll be using RetroLemmini for level records, so I changed the topic title to "RetroLemmini." I have not verified any of the records, so I don't know if any of these which were originally for SuperLemmini will be affected by changing to RetroLemmini. If you want, you could put "Super" and "Too" in parenthesis in order to cover all SuperLemmini engines, though it might not be necessary since very likely any record that holds in RetroLemmini will likely also hold for all of them, especially as only the official Lemmings games are concerned in this topic. 
#8
Hi @David,

Thanks for the reply to my solutions and feedback! :thumbsup: I've now went ahead and recorded videos of your intended solutions to the three levels. Same playlist link as before in my post above :) Thanks for the replays so that I can make a side-by-side comparison with my overcomplicated solutions! :laugh: :thumbsup: 

Quote from: David on March 16, 2025, 05:18:05 PM
Spoiler
The pillars of success: This level is not hard. ;) You could just cancel the miner by turning it into a fencer! Your solution works well, but it's very difficult to execute.

Ack, can't believe that cancelling the miner the way you described went completely over my head! :forehead: Indeed, after seeing your solution I have made my life much harder than it needed to be :crylaugh: As for the difficulty, one other user who PMed me for help on this level, for which I supplied my replay to them after I too struggled for a time, so we both say otherwise about it not being hard :P I would go further and say it's quite deceptively difficult despite the very minimal skillset ;) It's very easy to fall into this trap as a designer of underestimating/overestimating the difficulty of one's levels. I myself fall victim to this all the time, thinking my stuff isn't hard but then I get told otherwise from the feedback I get by others! :laugh: :evil: 

Spoiler
That cancelling the digger with a miner can be really hard to pull off and even might be one that some aren't aware of, so that alone already increases the difficulty a lot! :P
 
Quote
Spoiler
First steps: I made sure the lemming had plenty of time to build a bridge before the blocker was released. Your solution is interesting, but perilous. :evil:

Magical arches: I like your solution; you managed to save a basher. But I think the intended solution is easier!

After seeing your solutions to these two levels, yea, I agree with you that I overcomplicated all three of my solutions to your levels in comparison to the intended way! :crylaugh: Oh well, sometimes that's the way it goes: We don't know any easier way to solve a level and just go with a hard to pull off or overcomplicated solution even if we're certain that it's not intended! :laugh: 
#9
General Discussion / Re: General Comings and Goings
March 17, 2025, 08:38:36 PM
Tomorrow afternoon, I'll be driving up to LA to visit my brothers' place to hang out and spend some real quality time with them :thumbsup: I'll be back sometime Wednesday evening. So, less activity from me during that time, though I don't usually post often or a lot these days anyway :P
#10
NeoLemmix Levels / Re: Lemmings Plus Series
March 15, 2025, 09:53:41 PM
@namida

I have solved all of your Lemmings Plus VII levels that you ended up completing and released :thumbsup:  My replays are attached.

Also link to my playlist video solutions which contains both mine and videos of your intended solutions: Kaywhyn's Playlist of Lemmings Plus VII Solutions

There was one replay of yours I needed to fix, which was Hall of Damnation

While some of these are clearly backroutes, most of these were much harder than I thought. For example, All For One, Bad Ideas, Shuffle, The Forgotten Zone, and The Lemming Gambit were the hardest ones for me. At the same time, after seeing your solutions to the last two, it appears that I made my solutions much harder than needed! :laugh: Dungeon of Defright is kind of harder than it needs to be as well, though probably a nicer alternative to the intended :P

Believe it or not, Magician's Tomb was the last level I solved, but only because I thought there was going to be a lot of fiddliness involved, when in actuality there isn't. I had the overall general gist of the solution down fast, but I thought executing it would be really difficult. Luckily it isn't, just some really clever usage of the skills given.

Even then, I still enjoyed the levels you ended up completing for what would had been Lemmings Plus VII. I especially like the Organic set the most out of the other two styles, including the music! :thumbsup:   
#11
Hello David,

I have solved these three levels of yours. My replays are attached.

I also recorded my video solutions. Link to playlist: Kaywhyn's Prince of Persia The Palace Custom Lemmings Levels by David Playlist

I tried to @ your YT channel with my videos, but it doesn't seem to work, I think because of how your channel doesn't have that many subs at the moment.

Great levels, though honestly they would be better if your solutions didn't rely on so much precision. As I have mentioned before, just because you can doesn't mean you should! ;)

For example, for The pillars of success,

Spoiler
That second digger needs to be spot on or the basher won't be able to get through at the bottom for the final button to unlock the exit. Consider moving the terrain closer so that it's not as much of an issue. Similarly, for the first digger, there's not much leeway in placing it in order to cancel it with a miner, as depending on where the digger is the miner might break through to the floor instead of continuing further to the left in order to cancel him with the second digger, which again is already super precise! Getting that fencer to continue without the miner stopping him is also tricky!

All of this being said, I do acknowledge that I might had made my solution harder than it needs to be! :P

For First Steps, it's not as much of an issue, though

Spoiler
That timing with releasing the blocker is super tight, especially as the builder just barely makes it across before the blocker and the basher who frees him arrive. This can easily be fixed by increasing the Lemming count. Even then, getting that basher timing right can be tricky since a pixel or so can determine whether he continues bashing or stops after one stroke.

Magical Arches was probably my favorite one out of the three! :thumbsup: However, you again want to squeeze out as much as possible on the NL mechanics in regards to the constructive skills, which isn't necessarily a bad thing, but remember that it might not be as enjoyable as it should be for others. Even then, my favorite part of the solution is the crowd delay! :thumbsup:

Thank you for sharing your levels in this style! :thumbsup:   
#12
Hello Dexter and tan x,

I have completed the 20 new levels of the brand new Safe and Treacherous ranks of the pack update :thumbsup: My entire replay collection is attached, but you only need to check the Safe and Treacherous replays :) In addition, I simply included the replay for which I obtained the talisman to make things easier ;)

Link to my LP, start at part 6 :)

Kaywhyn's Lemmings Faithful LP Playlist

Enjoy! :P

In the last video, I went back to get any talismans I missed, as I apparently missed them for both Safe 3 and Treacherous 2 without realizing it! :XD: :-[

As usual, the levels are intended to be easy and open-ended if one doesn't bother with the talisman challenge solutions. Some of these are far harder when going for the talisman, significantly in some cases! Even then, a lot of them were very enjoyable and satisfying to figure out! :thumbsup:

Safe Rank Feedback

The Safe rank is now the second rank in the newest update that includes the 5 brand new tilesets of Dexters' that were released earlier this year. It's essentially the same as the Simple rank in that they consist of the easier levels of the brand new tilesets, as also indicated by the connotations of the rank name.

Spoiler
Safe 1 - Let's Get Down to Business Very nice level to start off the new pack update. As mentioned, you made me really happy for including a reference to the "Be a Man" song from the Disney film Mulan in both the level title and talisman name! :laugh: :thumbsup: I think I could had made things easier by holding the crowd in that pit around the middle of the level and then later release them at the right time to also get the talisman.

Safe 2 - Bed of Roses Wow, this level is significantly harder without the use of either floaters or lasers! :lem-shocked: Really nice challenge, although I'm wondering if I made the level harder than it needed to be when it comes to getting the talisman ??? I'll have to check your replay. Also I realized too late that I didn't even need to bash to the left where I also bashed to the right near the bottom of the level :-[ :forehead: The part of the level I especially like was the basher to the right just above the level where everyone arrives and gets compressed in order to avoid the splat pads elsewhere in order to get down safely! :thumbsup:

Safe 3 - Diamond in the Rough Another awesome level with a reference to a different Disney film, this time Aladdin, in both the level title and talisman name. Both Mulan and Aladdin are big favorite Disney films of mine! :thumbsup: This was one of the levels where I missed the talisman without realizing it due to a grave miscalculation error on my part! :-[ So, I went back and obtained it at the end of the final LP video, though that time I encountered a bug where the post-results screen wouldn't load until I clicked with the mouse. I edited that part of the video out so that it comes up after about 5 seconds or so, though I also clicked out of the results screen very quickly so that I didn't see if I obtained the talisman or not. I have confirmed that I met it from the level select screen, as well as pausing the video at the right spot :) Nice level, though certainly a significant challenge due to the zombies and how I used a very heavy timing based solution in order to get everyone to the exit before the zombies could infect them! :laugh: At the same time, I tend to struggle with zombie levels when playing and solving them! :P I also partially loaded up my replay for the level and took it from there to erase the bomber assignment I used since even one loss doesn't net you the talisman. You have to save all of the regular Lemmings plus all cloners!

Safe 4 - Brass Tacks Much easier than the previous level, whether or not the talisman is considered. I especially like the part near the exit where one needs to do reverse mining in order to get the crowd up to the exit :thumbsup: Same thing with platforming over the wrong way force field! :)

Safe 5 - Enchanted Hmm, didn't realize it at the time, but would this be another Disney reference in the level title? I have seen Enchanted a long time ago, though the thing that makes me think it isn't is due to the talisman name, as I'm certain that it's not a reference to the Enchanted film in any way. Wow, this was a really great talisman! :thumbsup: That 1 minute time attack really made think, how's that possible? Ah, the power of the quick laser and basher! :laugh: :thumbsup: The talisman was very satisfying to figure out :thumbsup:

Safe 6 - Doors and Gates Looks intimidating but this one wasn't as bad as I thought. I think I could had made things easier if I had sent the right amount of Lemmings to get the buttons to unlock the exit so that perhaps it wouldn't be necessary to put the blocker in front of the locked exit who gets rescued once it unlocks. I'm glad you both like that part of my solution! :thumbsup: Remember it, it comes in very handy, though I think I remember it featuring in a LemRunner level? ???

Safe 7 - Lepidopterophobia Ah, this is a new word I learned, that being the fear of butterflies as indicated by the talisman name. Yea, the talisman isn't my cup of tea due to stoner staircases not being a favorite of mine in NL :P I wasn't even sure if the normal route would work but it does, and just barely with the right amount to save. Perhaps things could had been made easier by using the maximum width of the stoner possible by jumping to get in the right spots so that stoners aren't quite touching when arriving but will be once stoned. I think the talisman essentially leaves only one possible way to do the level, though I'll have to check your replay to make sure.

Safe 8 - Cursed Treasure Much easier than the previous one, regardless of whether or not the talisman is considered. This was pretty fun to figure out, especially with making sure you apply the right permanent skills to the Lemming before he gets turned into a neutral for which you wouldn't be able to assign any skills. That was really good! :thumbsup: I'm also barely realizing that going under should still be feasible to obtain the talisman, though that would mean sacrifices would need to be made :P

Safe 9 - Unstable Egress Wow, this talisman was really good too! :thumbsup: It really reminds me of Epsilon 3 from Integral Lemmings with there being so many exits in many ways but they're like considered traps :) Also, I'm wrong about the other exits being fake, they're just locked with exit limits, as I did see the button in the level at the very top but it took playing Treacherous 1 for me to realize that :P They can indeed be used, but they're impossible in regards to the talisman since lasers are prohibited. The part to help the neutrals avoid the exit on the right side after turning back to the left was especially good! :thumbsup: Time attack condition shouldn't really be a problem here ;)             

Safe 10 - RIDE THE PIPES! Nice level to finish off the rank, though not too difficult, even with the talisman considered ;) It was really all about building over the traps to help the neutrals over before the neutrals arrived. Getting down out of the water was great :)

Treacherous Rank Feedback

Essentially the equivalent of the Tricky rank, where the levels here are the harder ones but in the 5 brand new tilesets released earlier this year instead. Some of these levels are especially much harder when it comes to the talisman but were great challenges nevertheless! :thumbsup:

Spoiler
Treacherous 1 - Rift Walkers Nice first level of tan x's of the new pack update to start off the rank. Without bashers is a tad bit harder but still shouldn't be too much of a problem. This was the level that made me realized the other exits on Safe 9 aren't fake but rather are just locked with exit limits :laugh:

Treacherous 2 - Long Shot Another one where I misremembered the talisman requirements :-[ Hmm, I'm wondering if Dexter got inspiration from Icho's Skyfall here for it? ??? The concept of lining up the bomber holes features here, just like Icho's level. Very nice level where only the neutrals can be saved, regardless of whether you go for the talisman or not. I know of at least one Festival Millas level where only neutrals can be rescued while all the regular Lemmings are sacrifices.

Treacherous 3 - Pumping Station Nice concept of making sure the pre-assigned swimmer Lemmings at the very top fall into the water so they don't splat, just takes a while to get everything to work out due to the getting high up in the level to get the button and a lot of building. Even then, the talisman of no floaters is a far more significant challenge but a great one! ;) The time limit can be a problem, but only if you allow it to be. Luckily you have an excessive amount of surplus skills in case the timing doesn't work out. Also took me a while to realize that sliders need to be used in order to get into place around the middle of the level to keep building up :laugh:

Treacherous 4 - Sacred Cloisters Difficult one, but that's because I struggled the most with figuring out how to get the buttons to unlock the exit while also struggling with not running out of skills and/or not meeting the save requirement :XD: The frog traps are also difficult to get past since they're quick triggering, similar to the chameleon trap of the ONML Rock style, but that wasn't the hardest part for me. Took me a while to realize that one can laser from the right side in order to release a climber from the crowd to get the buttons in an efficient manner. Apparently fell for the trap of trying to laser through to get the button on the far right, when in fact you can simply shimmier to get over the water gap. Also it took me a long time to realize only one needs to survive the gauntlet instead of two, as one is enough to get the rest of the level solved and to obtain the talisman. I always like builderless/no constructives talismans! :thumbsup:

Treacherous 5 - Bamboo Grove Much easier than either of the previous two, though here I forgot about the time attack requirement for the talisman! :XD: It's all about realizing to send someone over the top but instead of bashing from the other side, you simply have someone from the crowd bash to release the crowd. Nice level! :thumbsup:

Treacherous 6 - Pushing Up Daisies Harder than the previous one, though I also made my solution more precise than it needs to be when I platformed near the exit to allow the sliders to turn back towards it :P I had a feeling that the intention is to platform all the way at the top, I simply didn't realize how to do it :laugh: Nice level, and I especially like how the flower trap just wilts and falls over when being disarmed! :laugh:

Treacherous 7 - Dragon's Nest Looks somewhat intimidating due to the size and many dragon head traps, but as usual the level is much harder when going for the talisman. Even then, I didn't find this one too bad, though I was inefficient with my constructives in one area, when in fact a better way is to go under the trap so that they can be saved for elsewhere :forehead: Another nice level!

Treacherous 8 - Subjugation Wow, this is like the third submarine level I've played! :laugh: Somewhat difficult, though I kind of miscalculated when it comes to the talisman as well :forehead: It's a far harder challenge when going for the talisman. I kept trying to find ways to see if I could reduce the amount of cloners used for the water section, before I had realized the neutral at the start is a disarmer :laugh: Once I noticed it thanks to a restart of the level due to not noticing the disarmer icon before, then I was able to plan out the level better to get the talisman. As I suspected, I did indeed make some parts harder than it needed to be. Platforming over the wrong way force field to catch the others was especially nice, and same thing with releasing them with a laser.

Treacherous 9 - Heard it through the grapevine Not a terribly difficult level even with the talisman, but still significantly harder when going for it since you cannot destroy the level in any way with the destructive skills. I was really close in a lot of my earlier attempts, when in fact I was simply missing the shimmier at the bottom to isolate a worker. This does allow you to simply build to turn around in order to make the splatform going to the left, therefore one doesn't even need to go to the far right at the top :P Before realizing this, I kept trying to see if the start can be done with less than 4 builders in order to save that crucial builder to release the crowd at the bottom of the level, but that turns out to be impossible. Also can't believe I never realized the shimmier in order to glide onto the leaf to turn around at the top right! :forehead: Nice level and great job to tan x for stumping me for a while here! :laugh:

Treacherous 10 - Ring of Fire Wow, an excellent level to finish off the new update to Lemmings Faithful! Quite possibly the best puzzle and level in the entire pack IMHO! :thumbsup: The save all talisman requirement was especially satisfying to figure out. I love how the solution all comes together as you piece it one by one. The skill-deassigner is especially a nice puzzle and allows you to give the "powered down" Lemming a glider as it no longer is a pre-assigned floater. It also gets rid of the nuisance of the slider skill which can be a pain to work with both as a level designer and player. Pretty much all skills are accounted for, though I managed to save a shimmier but is likely not a problem at all. When I figured out nearly all of the level, the remaining problem to solve was coming up a basher short, but that was simply due to realizing only one worker Lemming is needed rather than two, as the one who gets the jumper pickup can save himself rather than needing assistance from another. The part with building in order to get high enough in both directions with the worker is quite nice! :)             

Overall, the new Lemmings Faithful update is a very worthwhile addition and I can highly recommend giving the new Safe and Treacherous ranks a look! :thumbsup: The 5 brand new styles in particular are all very good :) Thank you Dexter for the new styles and also to tan x for the brand new levels! :thumbsup:

My favorites here were Safe 1, Safe 3, Safe 4, Safe 5, Safe 8, Safe 9, Treacherous 2, Treacherous 5, Treacherous 9, and Treacherous 10 :thumbsup: As mentioned, IMO Treacherous 10 is probably my favorite in the entire pack! :thumbsup:       
#13
Contests / Re: Level Design Contest #32
March 10, 2025, 06:59:41 PM
One more clarification for my rule which I remembered at some point after I submitted mine to Icho but I forgot to mention! :-[

In order to keep with the LPVII theme, the tileset you use to make your R2 determines which music track you can use. There are 3 music tracks per LPVII tileset. For example, if you made your R2 with namida_crypt, then you can only use crypt1, crypt2, or crypt3 as the music for the level! Similarly, for namida_dungeon you can only use one of the three dungeon tracks and for namida_organic you can only use one of the three organic tracks. Pick ONE!

I've attached the music tracks as a zip file in Icho's post, as the total number of tracks exceeds the maximum number (6) the Forum allows for individual file attachments :)     
#14
NeoLemmix Levels / Re: Lemmings New Worlds
March 08, 2025, 10:46:15 AM
Hello Mobiethian,

I have solved all of the pack. My replays are attached. Also, link to my LP: https://youtu.be/yqYYd7JDQpA?si=8ZMkNIH-IDiEHM46. Enjoy! :P

General Feedback

Lemmings New Worlds is Mobiethian's second level pack, after Lemmings Heritage, but before Holiday Lemmings 2024, which is a collaboration level pack with Armani. I have played both of those packs already, but I haven't played Lemmings New Worlds yet. Now I have, and while the levels aren't super difficult, the levels are a fair bit more challenging and is many steps up in quality from his first level pack Lemmings Heritage :thumbsup: Thus, like all the others who have played this pack before me, I do agree that it's an excellent pack and can recommend it for others to play :) However, I do partly disagree about it being a "beginner" pack, though if what is meant by that is the pack overall is of Easy - Medium difficulty, then that I agree with.

The levels are more challenging in the sense that there are way more limited skillset levels than ones that are easy and/or open-ended. Both level types in this pack still generally have at least a few solutions. The former still aren't very difficult, as it tends to be quite clear what the general solution is. As such, they're levels with low to medium entropy due to how many of the skills can be "locked" at a specific location/area.

Regarding the time limits, there are some that are unnecessarily very tight, but I'm in agreement that IMO none of the levels in the pack really need one. To clear up something in an email Mobiethian sent me, no, time limits aren't bad and therefore they aren't something that is considered a "do not do" for level packs, but rather it's generally standard practice in NL to provide infinite time unless the time limit serves to fix backroutes and/or is the main challenge of the level, or is possibly for some kind of theme to the level, eg, "All the Sixes" from L1 being all about the number six, hence the six minute time limit for the level. If the time limit doesn't do any of these, then one generally provides infinite time. There are also some people in this community who are very vocal in their dislike of time limits. I'm not one of them, as I don't mind time limits in general, but a lot of very tight time limits, especially if it's several in a row, can get very annoying.

Lemmings New Worlds consists of 30 levels across 3 ranks of 10 levels each.

Breezy Rank Feedback

Generally a lot of the levels are quite straightforward for the most part, though the hardest is most certainly the rank finisher, though one thing I'm not certain about is whether it's intentional for not all of the terrain to be covered by OWAs at the top.

Spoiler
Breezy 1 - Golden Hills Nice level to start off the pack! :thumbsup: Great design too!

Breezy 2 - Lemming Power Another great level! :thumbsup: Especially very nice use of the fire traps in Dexter's Circuit tileset! :) Now that I'm looking at the level again, I think the top route might be a possibility. Haven't tried it to be sure that it would work, though :laugh:

Breezy 3 - Broken Pieces Another great level! :thumbsup: Easier than the previous level, especially as it's a bit more open-ended.

Breezy 4 - Just a Bunch of Junk Back to a limited skillset level and hence is a bit more difficult than the level before it, but it still shouldn't be too much of a problem. There still might be a few ways to do this too, although the only other possibility I see is perhaps the builder can be swapped out for the bomber to get them out of the starting area, though once again I haven't tried it to see if it actually does work :P Great level

Breezy 5 - Wood and Marble Room Nothing special here IMO and we're back to quite an easy level here. However, nice design in Dexter's Palace tileset! :thumbsup:

Breezy 6 - The Blue Palace Also nothing special and is still easy, though only a tad bit harder than the previous level. Very nice design in the Mosaic set! :thumbsup:

Breezy 7 - Steel Scrapyard Excellent level! :thumbsup: Very nice use of a climber/swimmer who gets the button while sending another ahead to build to the exit while containing the crowd with a blocker and then bombing him to release them in the end.

Breezy 8 - Electric Avenue The only thing I'm confused about here is why we're allowed so many losses, though if it's meant to be a really easy level then it's fine. That's a nice concept of containing the crowd with both a stoner and a blocker.

Breezy 9 - Gentle Flowing Waves A bit more challenging than the previous level but still an easy level. Another nice design in Dexter's Autumn tileset! :thumbsup:

Breezy 10 - Maze of Circuitry The hardest level in the entire rank. I didn't find a use for the laser, and if the wall is meant to be covered entirely with OWAs then I'm not sure how the level would be solved with the given toolset. I haven't exactly tried long enough to know whether it's still possible, though :P


Windy Rank Feedback

The levels here aren't much harder than the ones in the previous rank, though there's still some pretty good levels here! :)

Spoiler
Windy 1 - Comin' Around the Mountain Nice level to start off the rank, though the time limit is somewhat unnecessarily tight. It's still not too much of a problem in the end, though the player wouldn't know that it's really tight until one has played it long enough in order to judge when to release the crowd.

Windy 2 - Travel by Electricity Very nice level with the use of a teleporter! :thumbsup: While you could max out the RR at some point, it would take longer for the level to finish and there's a greater risk of running out of time this way. Luckily the RR is just right so that no one slips by the teleporter if you leave it untouched.

Windy 3 - Let's Go Rock Climbing! Essentially your standard build across gaps and either climb over obstacles or destroy the terrain to get through. Only thing I'm not certain about is whether it's intentional for the final obstacle before the exit to have a nook that prevents climbers from being able to get over it.

Windy 4 - Battery Acid Nearly related to the previous level, except this time the only way to clear it is to have everyone be both a floater and climber. Love how the batteries are in the water (acid) and hence the level title fits! :laugh: :thumbsup:

Windy 5 - Autumn Swim Time! Great level! :thumbsup: I especially love how the level can be done as a save all once you have the swimmer/climber get the button to unlock the exit and if you wanted to you can block in front of the locked exit so that it'll jump into it once the exit unlocks. I'm sure this last one isn't necessary, though, but still a nice one to keep in mind that you'll remember that I used for Armani's level in Holiday Lemmings 2024 ;)

Windy 6 - Just Look At This Mess! Intimidating looking level due to the huge size but is actually a really easy level. The biggest problem is just making sure not to run out of time, but if you choose your spot to contain the crowd carefully then the seemingly tight time limit won't be a problem at all.

Windy 7 - Marble Staircases This level is great! :thumbsup: I do suspect that it's possible to go over the top, though that is likely because I didn't go through the correct area in order to be able to reach the exit with the given tools. I just needed to go higher than I actually did, which would require building almost right away after breaching the stairs at the top. I still like how there's a few different ways to go about the level! :thumbsup:

Windy 8 - Battery Warehouse Area I have to suspect this is a major backroute, as it's just three skills and done :P If it is deemed one, my solution luckily is easily blocked by putting more stuff and/or another steel block in the way. It really does look that one is meant to take the long way around here and use more of the map.

Windy 9 - Encased Exit Door This is another case of an unnecessarily tight time limit of an otherwise great level in another nice design in Dexter's Palace tileset ;)

Windy 10 - Compactor Chaos Love how it's a no constructives level, though 4 times might be a little too repetitive in getting under the trap triggers by mining and then cancelling with a fencer. The part at the end with getting under the steel wall in order to reach the exit is the best part of the level IMO! :thumbsup:         


Stormy Rank Feedback

Despite being the final rank of the pack, the levels still aren't very difficult. If anything, one can still get through these fairly quickly ;)

Spoiler
Stormy 1 - Maximum Overdrive Nice level to start the rank! :thumbsup: The hardest part is certainly the area right before the exit, but that's just building to get higher with blockers to help turn as necessary. The 99RR can also be difficult to deal with here, combined with the teleporter, but luckily you have the right tools, in particulars the blockers to help with unnecessary deaths. Bombing the wall to reach the exit was especially a nice touch! :thumbsup:

Stormy 2 - The Arrows Point To You Another great level here! :thumbsup: It should be obvious that the only way to reach the exit is to go over the top, though the best way to do so isn't quite as straightforward as it should be given the tools. I especially like how the floater/climber gets the button to unlock the exit for everyone and then he makes his way back through the route he prepared for the crowd.

Stormy 3 - Rusty Ol' Pipeline This one is great too, though probably if I had platformed lower then the builders I used to make the splatform would be unnecessary. The hardest part is certainly how to keep the crowd safe at the start while preparing the route with a worker.

Stormy 4 - The Cobra Cave This one can be difficult but is an excellent level IMO! :thumbsup: I almost thought about building over all obstacles and traps, but I believe there isn't enough builders to do so. Using some jumpers to clear them and hence save the builders for elsewhere is especially clever! :thumbsup: Well done Mobiethian :)

Stormy 5 - Golden Hills II Another standard build over the gaps and destructive skills to get through terrain to make the path while holding the crowd back with a blocker and release him by either bombing or remove the ground below him so he is freed. As such, easy level.

Stormy 6 - Guillotine Gallery Another really easy level, though isn't anything special. At least the design is nice! :thumbsup:

Stormy 7 - Royal Wooden Palace Excellent level! :thumbsup: It can still be unclear how to get the crowd up with the given toolset, but it's just your typical reverse miner level. I especially like the added touch of only two builders provided while there's a really big gap that clearly can't be gotten across with just those builders :thumbsup: Once you figure out the reverse miner the rest of the level isn't too difficult. In contrast to the previous level, essentially it's all the brown/darkish pieces of Dexter's Palace tileset.

Stormy 8 - Rusted Out Walkway Back to a really easy level here and another one that isn't anything special. There's still a few ways to go about the level at least ;)

Stormy 9 - Lem Lem Mayhem Great level! :thumbsup: Despite the somewhat intimidating looking level, it's easier than it looks with still plenty of different ways to go about it. I certainly could had made my solution a bit easier with careful management of the crowd, as it's definitely possible to maybe only lose two in the level if you do it correctly. Looking at the level, I wonder if it's possible to go under the water and hence bypass the fire trap as well without sacrificing anyone. The time limit is unnecessarily tight, though it likely just comes down to containing and compressing the crowd correctly so that it's not a problem.

Stormy 10 - The Way It Goes A really nice level to finish off the pack! :thumbsup: One that's appropriately challenging too :) I really like how you need to think about how to get the climber back safely to the others once he gets the button in order to prepare the rest of the way for them. I don't think there's any other way to do the level, as at least in my solution all the skills are used.


Now that I've played Lemmings New Worlds, I'm now all caught on Mobiethians' packs for the time being, until the next pack, More New Worlds. Thank you for the pack, and well done with Lemmings New Worlds and great use of Dexters' new tilesets he released last year! :thumbsup:     
#15
Quote from: Swerdis on March 05, 2025, 12:17:47 AMHaving completed QFK today, here is my final assessment. I can make it short: I love this pack. It's a puzzle-centered pack right from the beginning, no fillers, everything is very well-thought. Moreover, this pack proves that great levels still can be made with the original skills only, the potential is not exhausted at all. It's hard to name favourite levels as there are so many. "Rescue Rodents", "Boxed in", "How's It Hanging?" are some to name a few. What I also like about it is the progression of difficulty which feels about right. The levels are well-placed, the final rank is really the hardest one, no doubt about it - which can't be said about every pack. The custom music is also nice, but that's just my personal taste. One of my favourite packs I played so far, along with Lemmings Destination, Insane Steve's World and Lemmings Reunion. Thank you for providing this!

Excellent review and congratulations once again on completing QFK! :thumbsup: I'll make sure to pass this review of yours on to kieran millar. I'm sure he'll appreciate the kind words you had for him and his pack! :thumbsup:

You'll be happy to know that Fiat Lem!, the pack you're playing next, is all classic 8 skills, except for one level in the second rank which has the walker skill available. That same level also has a pre-assigned swimmer hatch. So, other than the pack pretty much being a classic 8 skills one, the pack does use NL features. In particular, I remember one level using teleporters, and a few that uses a locked RR, to name a few examples.

You'll also be happy to know that my upcoming level pack Lemmings Memories will be classic 8 skills only ;) Furthermore, I don't think I'll be using any NL features for the most part, it'll just be a pure "classic" pack for NL. Maybe when it comes to backroute fixing I'll use pickups, but that will be as a last resort ;)