[NeoLemmix] SEB Lems [Difficulty: Medium-Hard]

Started by Flopsy, May 14, 2018, 09:36:56 PM

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Strato Incendus

Quote from: kayhwynHaving said this, I'm in complete agreement that Murder 9 should be moved up again, up to the Rapture rank.

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

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

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

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

That gives me hope for the last 5-6 levels of Rapture, I should probably attempt them again soon... 8-)
My packs so far:
Lemmings World Tour (New & Old Formats), my music-themed flagship pack, 320 levels - Let's Played by Colorful Arty
Lemmings Open Air, my newest release and follow-up to World Tour, 120 levels
Paralems (Old Formats), a more flavour-driven one, 150 levels
Pit Lems (Old Formats), a more puzzly one, 100 levels - Let's Played by nin10doadict
Lemmicks, a pack for (very old) NeoLemmix 1.43 full of gimmicks, 170 levels

kaywhyn

Quote from: Strato Incendus on January 14, 2021, 11:28:16 AM
Quote from: kayhwynHaving said this, I'm in complete agreement that Murder 9 should be moved up again, up to the Rapture rank.

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

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

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

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

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

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

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

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

My assessment of the final 6 levels:

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

As for 14, as you have seen the starting area is very hard to do. And yes, it's supposed to be very precise. Interestingly enough, I was able to figure it out and after solving it I compared my solution to Icho's, and it turns out we did the starting area the exact same way. Once you are successful in getting it to work, the rest is quite easy, although the tight timer doesn't really help matters. I assure you, it's really not as bad as you're making it out to be! :P 
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

Strato Incendus

I already solved Rapture 14 a while ago, but I haven't made any further progress since then.
My packs so far:
Lemmings World Tour (New & Old Formats), my music-themed flagship pack, 320 levels - Let's Played by Colorful Arty
Lemmings Open Air, my newest release and follow-up to World Tour, 120 levels
Paralems (Old Formats), a more flavour-driven one, 150 levels
Pit Lems (Old Formats), a more puzzly one, 100 levels - Let's Played by nin10doadict
Lemmicks, a pack for (very old) NeoLemmix 1.43 full of gimmicks, 170 levels

kaywhyn

Does that mean you're currently struggling with Rapture 15? :P
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

Strato Incendus

I haven't been playing SEB Lems for a while, that's what it means ;) .
My packs so far:
Lemmings World Tour (New & Old Formats), my music-themed flagship pack, 320 levels - Let's Played by Colorful Arty
Lemmings Open Air, my newest release and follow-up to World Tour, 120 levels
Paralems (Old Formats), a more flavour-driven one, 150 levels
Pit Lems (Old Formats), a more puzzly one, 100 levels - Let's Played by nin10doadict
Lemmicks, a pack for (very old) NeoLemmix 1.43 full of gimmicks, 170 levels

kaywhyn

MegSEBytes rank completed. Replays up through MegSEBytes 20 attached. As you know, I've already played and solved the entire MegSEBytes pack for Old Formats months ago, and so except for the two exclusive MegSEBytes levels found only in the New Formats version, I'm already familiar with all the levels in this rank. Because of this, the rank as a whole was easy for me. The hardest ones for me were MegSEBytes 14, 17, and 19. I was trying very hard to remember the solutions I used in the Old Formats version of these 3 levels. Even if I wanted to, I wouldn't be able to use the Old Formats replays, because apparently some of them don't work, like with MegSEBytes 15. I think the only reason it fails is just due to the compatibility going from Old Formats to New Formats. Doesn't matter, because I eventually was able to figure out the levels again myself. However, I show cased my Old Formats solution for MegSEBytes 14 as well, and as you will see in the video I definitely didn't remember that solution before I solved the New Formats version. In this case, I like the new solution I came up with much better. My previous solution is just way too fiddly and very timing heavy and far tighter on time.

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

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

Spoiler

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

All rightie, down to the final Unrequited rank and the final 20 levels of the pack. So far, I've only done the first two levels of the rank, but I will post one final time with my replays after I complete the rank. After finishing this rank, I'm still unsure of whether I want to tack on the cut Deep Cuts rank from the Old Formats version. However, since you mentioned that those levels will eventually be released in some form or another, I think I'll just wait and simply not bother with tacking it on at the end.     
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

kaywhyn

And, after almost a month and 75 LP videos (technically 76 since one of the videos for my Murder 5 attempt is missing but I foolishly didn't have OBS open, therefore I struggled with the level far longer than what you'll see in the LP), the SEB Lems pack has fallen! All 160 levels completely solved, and without hints. Here is my entire replay collection for your pack, Flopsy.

Also, link to the complete LP of SEB Lems: Kaywhyn's LP of Flopsy's SEB Lems for NL New Formats

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

Spoiler

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

With SEB Lems completely solved, I'm ready for another break from LPing. Perhaps I'll use this break to play around with the editor and make my first contest level. I still haven't done anything in regards to designing yet, so I should get on it soon, particularly with the deadline fast approaching. Thanks again for all the support and comments on the LP videos and some level solutions thus far. I'm looking forward to reading the rest of them when you're able to get to them! :thumbsup: As usual, no hurry and take your time. I understand you're busy and that time is quite limited.
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0