[NeoLemmix] Lemmings United [Difficulty: Hard-Extreme]

Started by IchoTolot, February 18, 2019, 08:48:42 PM

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IchoTolot

Quote from: kaywhyn on July 04, 2022, 08:04:39 PM
Hello Icho,

I have attached another solution to Genocide 39. This doesn't seem like a backroute, but rather a challenge solution that saves a skill :P

I would agree here. :)

HerpDerp

I finished the Neutrality rank today! The last level that I solved from the set was 37 - Another One Bites The Dust.
Really liked the levels, here are a few that stood out for me (with a few spoilers).

My favourite levels:
Spoiler

2 - Let it Krachen
14 - 3791980 - Because it's a 1 of all skills level, I took it on pretty early and got stuck hard. Very clever one!
40 - To The Control Room - I've been trying to avoid "big difficult levels with lots of skills" and this was one of the first of that kind that I solved and really enjoyed throughout.
41 - Neutral No More

Absolute mind-benders:
Spoiler

10 - Racing Hearts - made me quit and come back overall the most. Taught me to try lots of different openings when in trouble!
29 - Tonight it's Showtime - taught valuable stacker-cloner combos, but pretty hard to figure out.
35 - Revenants - lots of puzzling/logic combined with trial and error!
39 - FREEDOM!!

Levels I didn't like:
Spoiler

3 - Arkon - very sneaky use of a platformer. Well I don't exactly dislike the level, but not noticing where to use the platformer made me mad!
6 - Cyclic Crowd Control - difficult for me to plan exact crowd movements for the "builder" part of the level.


IchoTolot

Quote from: HerpDerp on July 07, 2022, 11:49:16 AM
I finished the Neutrality rank today! The last level that I solved from the set was 37 - Another One Bites The Dust.
Really liked the levels, here are a few that stood out for me (with a few spoilers).

My favourite levels:
Spoiler

2 - Let it Krachen
14 - 3791980 - Because it's a 1 of all skills level, I took it on pretty early and got stuck hard. Very clever one!
40 - To The Control Room - I've been trying to avoid "big difficult levels with lots of skills" and this was one of the first of that kind that I solved and really enjoyed throughout.
41 - Neutral No More

Absolute mind-benders:
Spoiler

10 - Racing Hearts - made me quit and come back overall the most. Taught me to try lots of different openings when in trouble!
29 - Tonight it's Showtime - taught valuable stacker-cloner combos, but pretty hard to figure out.
35 - Revenants - lots of puzzling/logic combined with trial and error!
39 - FREEDOM!!

Levels I didn't like:
Spoiler

3 - Arkon - very sneaky use of a platformer. Well I don't exactly dislike the level, but not noticing where to use the platformer made me mad!
6 - Cyclic Crowd Control - difficult for me to plan exact crowd movements for the "builder" part of the level.



Thanks for the feedback and glad you liked the pack so far! :thumbsup:

IchoTolot

V 13.2 is out!

An older backroute by Gronkling has been fixed:

- 2 19 (a blocker is now a pick-up)

Swerdis

Having played through several shorter (but nonetheless good!) packs in the recent days, I decided to dare something and dive into Lemmings United. This is gonna be a long-time project. I'm conscious about the difficulty of this pack, which is widely considered the peak of level-making within the community, but for me, I believe, the time is ripe for this. I expect to get stuck very often. In this case, I leave the door open to start and play other and most likely easier level-packs parallel. I did this only once before - while playing SEB Lebs. But it's reasonable, cause everyone needs a feeling of success at times.


Spoiler
Pacifism

1 - Biolab Bootup

There are two things I generally like about Icho's levels. They often tend to be long. And they make use of a large variety of tilesets. You never know what's next if you play it blind (I never preview forthcoming levels, even when I'm stuck). This level-pack begins with the Biolab-tileset which is one of my favourites. It's a one-of-everything level - no real puzzle, but more of a tutorial. It's easy to see where every skill has to go.

2 - Innocent Flowers

This one introduces some of the Neolemmix-skills, but is also a tutorial for collecting pickups. The player starts with almost nothing, but every pick-up leads to the next - so it plays a bit like on rails. I really like the winding paths the Lemmings often have to go in Icho's levels. And I like the music here as well.

3 - End Of An Empire

A ten-of-everything-level that is easier than it actually looks. It also proves how strong - and maybe a bit overpowered - walkers are. Some people don't like this kind of levels, but I'm not among them. For me, they are a nice change from time to time. I like the little "devil-heads" in this level.

4 - Water Maze 2

Huge one that fills out all of the available terrain. First builderless level of the pack. It's fun to curve around all the obstacles. The only danger-potential is naturally linked with the digger and its deep holes - but this is more of a theoretical problem.

5 - Fencing High Into The Sky

This level illustrates the small challenges of fencing upwards when the direction must be changed. Fortunately, enough platformers are provided.

6 - Island Of Dreams

Yeah, Surfin' USA. A typical old-school pioneer-level - one Lemmings does all the work, the crowd is held back by a blocker. Pretty easy and straightforward.

7 - Routine Keeps Me Alive

It doesn't help, the far side has to be travelled. Very long ten-of-almost-everything-level which is a bit trickier than those before. The building-skills can run out here, if the players acts stupid. The climber is good for isolating the pioneer.

8 - 10000 B.C.

This one is a bit trickier as the glider has to build to the right instead to the left after he has landed - hence the second walker. I did it wrong in the beginning and was surprised that I wasn't able to gain enough height to provide a safe landing-platform for the crowd.

All my solutions can be found here: https://www.youtube.com/@Swerdis