MegSEGAbytes (A 2nd collab pack by Flopsy and Wafflem) [Difficulty: Medium-Hard]

Started by Flopsy, May 02, 2019, 02:40:13 AM

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Flopsy

4/4/23: it is now ok to video LP this pack again, the ban has been lifted

v1.01 (5/12/20)
Fixed an oversight with the save requirement in "In A Slipstream", the save requirement is now set to 54/60
Pack cleansed


Here it is, the sequel to MegSEBytes.



Like MegSEBytes, this pack was made using the formula where one of us would create the terrain, then the other would add the objects, name the level, create the solution, skillset etc.
Whoever is named first in the author field: created the terrain layout.
Whoever is named second: adds in objects, created the solution, named the level, created the skillset.

It's been such an honour to work with Wafflem on another collaboration pack and this has been a lot of fun to create. We hope you enjoy this pack.
The pack contains 40 levels :)

Download the music pack here (141MB)
https://www.dropbox.com/s/kxfvhxexg17iyqo/MegSEGAbytes%20music.zip?dl=1
(Extract this to your "music" folder)

The level pack zip file is attached to this post at the bottom, extract this to your "levels" folder.

This pack contains 5 ranks: Slow-Mo, Speedy, Dashing, Lightspeed, Supersonic
Each rank contains 8 levels.

Slow-Mo

Jewel Quest (Flopsy/Wafflem)

Speedy

The Point of No Return (Wafflem/Flopsy)

Dashing

Don't Get Greedy Now (Wafflem/Flopsy)

Lightspeed

Let's Head Back To Camp (Wafflem/Flopsy)

Super Sonic

Take Us Home (Flopsy/Wafflem)

joshescue18


Nessy

A little late but congratulations on the release :thumbsup: It was a huge honor to help you guys test the pack :)

IchoTolot


IchoTolot


Flopsy

v1.01 released (5/12/20)
Fixed an oversight with the save requirement in "In A Slipstream", the save requirement is now set to 54/60
Pack cleansed

LemFan

Sadly I cannot LP this pack myself due to being a tester. I wish I could LP this pack though, because it looks like a high quality one!

kaywhyn

Hi Flopsy/Wafflem,

I have solved the first three ranks. Replays attached and some feedback. Also, link to the LP: https://www.youtube.com/playlist?list=PLbp2m4KlFpJtE2umu9GRbe5sUr9fZfUg_. Enjoy! :P

General Feedback

I must say, I'm enjoying this pack a lot! :thumbsup: This pack definitely needs more attention and loving. A lot of the very early levels are Wafflem's, but as I've been told by Flopsy, the later ranks tend more towards the levels being Flopsy's, but overall the amount of levels from each one pretty much evens out. Indeed, pretty much every level in the Dashing rank is Flopsy's.

Due to MegSEGAbytes being a sequel collaboration pack between Flopsy and Wafflem, I expected the difficulty to be higher than MegSEBytes, and it definitely shows. Already on the very first level, it is a save all, therefore showing that they're not messing around here. The only major stumper so far was Dashing 8 - Nice To Be Out!, since that's the only level in this batch of replays that needed more than one video to solve, but that's due to me dismissing a route that I didn't bother to try and thought wouldn't work.

Plenty of levels are long, with very few short ones, but honestly I wasn't too bothered by the huge level lengths in my LP all that much. I'm enjoying myself playing and solving through the levels too much to notice it, especially since the puzzles are quite good. I especially love the custom tilesets/backgrounds, something which I will always welcome with open arms, as they add a lot of variety to the levels. Plenty of pretty landscapes to look at and admire :)

I'm happy to hear from Flopsy that he has been enjoying my LP of the pack very much. I also wish that Wafflem was here to hear this, as I know he would appreciate someone playing through the pack. Wherever he is, we here at the Forums miss him and hope he makes a return sooner rather than later.

Slow-Mo Rank Feedback

Not much to say here other than this rank is mostly X-of-everything levels, and it definitely reminded me very much of the Paradise rank of SEB Lems. Here, I would say that already with Slow-Mo 1 - Collaboration Nation this is equivalent to around close to the end of the first half of the Paradise rank. Despite having a somewhat high difficulty, it's nevertheless still quite easy due to having far more skills than you need and a 21-of-everything skillset. Even then, consider that this is simply a sample of things to come and things will quickly become very puzzly.

The first 3 levels are X-of-everything levels, and just like the Paradise rank of SEB Lems, I like the puzzle variety in them so that they're very interesting levels/puzzles which make them far more interesting than the Tame levels of ONML. They're not just levels where it's 2-3 skill assignments and then done. You have to do way more than that. These are also nicely designed levels. Both Slo-Mo 1 and Slo-Mo 2 have the common level concept of going around to various parts of the level to free the blockers due to the save all requirement, except the latter is much more restricted in the skillset, having about half the amount of every skill than what Slo-Mo 1 provides, as well as different skills available. Slo-Mo 3 - It's A Trap!!! features the level concept of both entrances being splat hatches and hence is somewhat harder than the previous 2 levels, but it's still not that hard due to the generous save requirement.

Slow-Mo 4 - Jewel Quest is the first level to break the X-of-everything pattern, and is therefore a step up in difficulty, but this is generally a trademark of Wafflem's levels, where a lot of times the skillset is such that you have equal amounts of some skills, while the most powerful skills are very limited and you aren't provided any or just 1 or a few. This was probably one of my favorites of the rank, as it's a really good puzzle and also a very nicely designed level! :thumbsup:

Slow-Mo 5 - Princess in Another Castle is the second level I have played in the Persia tileset. Very nice level with a lot of zombies everywhere in the level, and a 2-Lemmings level where you must rescue both and have to send the only lemming from the hatch to free the other due to him being a pre-placed blocker. The hardest part is avoiding infection, but once you figure out how the rest is easy. This level also returns to being an X-of-everything

Slow-Mo 6 - The Candy Lem can is the first level in the pack that is credited to Wafflem, Flopsy, and Lucia. This is probably the hardest X-of-everything level up to this point in the pack, although it's still not that bad as long as you know of various ways to get up and past various obstacles the level throws at you. I really love the design here, especially since the Candy tileset is one of my favorites to play levels in.

Slow-Mo 7 - The Fortress Somewhat difficult, but not that hard if you know how to hold back the crowd, which I feel is the hardest thing to figure out. I suspect it might be possible to solve without doing so, but why make your life harder? Once again, there are pre-placed blockers that you must go and free due to the save all requirement.

Slow-Mo 8 - Dial T-A for Tetris Attack! This was my favorite level of the entire rank to figure out and solve! :thumbsup: I especially love the various puzzles in different areas to figure out and the route the crowds must take. That was a very nice trick at the end of the level to catch a glider and make a splatform for the crowd. Don't let the huge maze confuse you here. It might look like a hard level to finish off the rank, but once you realize the path the crowds need to take, then it's not so bad at all. Same thing with the skillset, as it might seem like you have plenty of tools available, but they will run out very fast. Above all, a very nicely designed level! :) Tetris also happens to be one of my favorite games growing up.



Speedy Rank Feedback

Slightly harder levels here, although still nothing I couldn't handle.

Spoiler

Speedy 1 - Ready to Crumble! I totally didn't expect this one to stump me badly. Somewhat difficult level which I might had overcomplicated in some places. I checked Icho's solution after I solved this, and I didn't think the basher he used at the end to get to the exit would stop. Guess I didn't check that carefully here :laugh: Mine seems to be more intended, though. Another very nice design here with a great tileset!

Speedy 2 - Hurricane MegSEGAbytes Not that hard, but at the same time not easy. This one was a bit enjoyable to play and solve, particularly since the zombies weren't that much of a threat at all except for the top left-most entrance. I like how the pack name is spelled out with the terrain.

Speedy 3 - Long Live The Rickroll! Ah, the Rickroll level of the pack. SEB Lems also had one, and both of these are timed. Somewhat hard, but still an open-ended level, given the skillset, but don't be fooled. The amount of platformers may be a lot, but they pretty much are all used or almost all. In one of my attempts, I fortunately caught myself that I would run out of time, but in my successful attempt, I thought I had maxed out the RR too late, but nope. Very interesting I managed to finish with 2 seconds to spare :laugh:

Speedy 4 - Deadly Eggs of Death This was a hard one for me. I kept running out of skills, as well as trying to figure out the best way to get the crowd up to the exit by making a path for them at the bottom and the right side of the level. I didn't realize that that was destructible terrain on the right side, as some parts of it looked like steel. Flopsy told me my solution is a backroute, particularly how I got to the exit.

Speedy 5 - Which Way Is Up? This was somewhat hard for me as well. It's obvious everyone in the bottom entrance needs to be a climber, while the top entrance simply needs to find a way to get down safely to the exit. The solution and route I took was very different from Icho's.

Speedy 6 - Green Thrill Zone Somewhat challenging, but a very nice level. That's a very interesting partially vanished trap at the beginning there. I'm told that my solution might not be intended with going over the top, but since it's Wafflem's level Flopsy told me he won't be touching it.

Speedy 7 - The Point of No Return This was a bit difficult as well, although it's still an open-ended level despite the very restricted skillset that only seems that you have a lot available. Another nice level in SQron's tileset, with a different solution for each entrance. I might had made my solution harder than it needed to be, particularly with using compression to get through the trap on the left side to be able to have enough builders for the end.

Speedy 8 - Lem Till Dawn I really struggled here. I constantly had to rewind to see where I could save skills at various places in the level. I kept running out of skills. Honestly, I'm not too much of a fan of this tileset, especially with it being difficult to tell who you're assigning a skill too, as well as it being impossible to tell who has a permanent skill due to no color shift. That's just my gripe, though. To each his own here. Of course, I compared with Icho's solution after solving, and I really overcomplicated my solution. Nevertheless, nice level to finish off the rank. 



Dashing Rank Feedback

Even harder levels here, but honestly I felt the really good stuff starts here! :)

Spoiler

Dashing 1 - Don't Get Greedy Now! Somewhat hard, but a very nice level to start off the rank, especially since Raymani's Food tileset is one of my favorite tilesets to play and solve levels in. It's just a very nice tileset overall IMO. Nice puzzle variety of obstacles to get through.

Dashing 2 - Let's Go For A Space Walk One of my favorites of the rank. Very nice trick of having a glider bounce around in a digger tunnel so that he goes out to the left to mine the crowd out. This is hard to do, requiring the right spacing of the climbers to assign, one of which is given to the glider, who collects the pickups. I kept thinking that I needed a blocker to turn the digger around, but it took a while to realize that it can't be done due to how the blocker has to be used in the starting platform.

Dashing 3 - In A Slipstream This level didn't play the wrong track, but that's because I found out in the editor during my LP that the track name is prefixed wrong. I edited that part of the video out so that you do hear the custom track on this level. I didn't find the level hard at all, although the hardest part was figuring out how to get the crowd up the huge OWW. Also, Flopsy told me my solution is unintended and that I was correct in determining the intended way sends Lemmings up the left side past the exit.

Dashing 4 - Freedom Shrine This is, by far, my favorite X-of-everything level in the pack! :thumbsup: Really good level/puzzle figuring out how to get through the variety of obstacles. Difficult, but the really good kind of challenging. I absolutely enjoyed playing and solving this one :) Great job here, Flopsy!

Dashing 5 - Going Deeper Underground Somewhat difficult, but it wasn't that bad at all. I like the trick of releasing the blocker later and they both need to be climbers to get out of the pit later to be saved. I checked Icho's solution after I solved this, and it appears I made a few parts harder than they needed to be. In particular, the very far right with building to get up the level, as I said that part was super precise. I also needed to go back a few times to see where I could possibly save some skills. Very nice level in the Medieval tileset!

Dashing 6 - Castle Crashers Another great level. Bit difficult, but really good solution. Quite easy to figure out the various parts. That was a good trick of using a basher to delay the crowd in order to platform over the fire pit. I might had made the timing of the climbers harder on myself than I needed to, but overall my solution is the same as Icho's. Also a nice level in the Castle tileset.

Dashing 7 - Toys in the Attic Another one of my favorites. Hard level, but very good level/puzzle. I especially love how this is a builderless level, which tend to be my favorite type of level. A bit excessive on the precision IMO, but I really love the tricks needed here: Platforming inside a digger tunnel to get past the exit, backwards basher to make a climber friendly wall, and climbing on top to dig to get the crowd down to the exit safely. Not only is the solution hard to figure out, timing the climbers correctly is hard as well. This tileset is also one of my favorites. I also liked your sequel level in you Modular Lems pack :)

Dashing 8 - Nice To Be Out! The first level that needed more than one video to solve. Hard level due to the very restricted skillset despite being a 4-of-everything. The main trouble came about due to doing the part with the huge wall with two massive steel blocks incorrectly. I kept thinking to go over the top there, when in fact the most efficient way is to go through the bottom and then get back up. The start is a bit excessive on the precision as well. However, nice trick of backwards terrain destruction to get a climber up. Getting the timing of the climbers was a bit difficult as well in order to have the necessary worker lemmings forge the rest of the path and not lose any before the gaps at the bottom are sealed up. Great level to finish off the rank, as well as a pretty tileset of Gigalem's.



Again, I'm enjoying this pack a lot, and I look forward to the future challenges that await within. I'm currently halfway through the Lightspeed rank, but I think I will post again my replays and feedback once I get through the rest of the pack instead of post after I finish the Lightspeed rank. The pack just gets better and better the further I get :)
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

I have solved all of the Lightspeed and Supersonic ranks, so I'm back with more replays and feedback :) I attached two replays of Lightspeed 5, one where I saved the requirement, while the other one is my latest success due to having replayed the level twice due to the unfortunate event of not having two original recordings of me solving the level :(

Lightspeed Rank Feedback

Even harder levels here, with solving times having pretty much slowed to either 1 or 2 levels per video. Still, I quite enjoyed some of the levels in this rank

Spoiler

Lightspeed 1 - Little House of Horrors Really nice level to start off the rank. Somewhat difficult, although I say the parts after the start were hard. In particular, I found getting past the grim reaper trap hard, as I didn't expect it to be quite a fast triggering trap. I checked Icho's solution, and I made that harder on myself than I needed to. Solutions are quite different.

Lightspeed 2 - It's a Super Lemmio World! My favorite level of the entire rank! :thumbsup: Another great tileset, and another great level by Flopsy, Lucia, and Wafflem, but especially to Wafflem for a really great solution. I love how the pieces of the solution all came together one by one. That's a very nice trick with cloning a climber without a glider to stone so that you can build over the water gap with the clone, who you assign a glider to just before he splats on the stoner, and similarly cloning the climber as he reaches the top and then assigning a glider after he falls for a bit to collect the disarmer pickup. Also cloning a basher to get through the OWW at the end after digging. Very well done to the three of you! :)

Lightspeed 3 - Emerald Excavation Another awesome tileset, particularly since it has a lot of green, and that happens to be my favorite color. The traps are new, as I'm sure I haven't seen them before. Then again, the only time I have played a level in this tileset is from Destination. I think that was a good choice to use the dripping animation of the retractable tileset to indicate where the traps are, as they blend in quite well with the terrain. My only gripe here is that there are some things here that can easily be mistaken for solid terrain. For example, I mistook the background for solid terrain right where the two right-most entrances are. I wonder if they can be more lightly shaded? I don't think it's any fault of Flopsy's, as I think this might simply be ripped graphics from a game.

As for the level, I found this one a bit difficult. My solution is kind of a timing heavy one, as I got a disarmer to get to the traps before anyone can get killed by them. Once again, a very different solution to Icho's, and as you said possibly a backroute due to the platformers I had left, but as it's Wafflem's level, it won't be touched or fixed. This was still a great one to figure out and solve, though.

Lightspeed 4 - There's Madness in the Metalthod Deceivingly difficult level despite just 4 skill types, with the digger as the only destructive skill, while you have both of your bridge building constructive skills, and the rest are cloners. Another level that managed to stump me, although in my first video it turns out that I nearly had the solution, I simply did a part near the right-most exits wrong that prevented me from solving it. Once again, checked Icho's solution after solving, and in his solution the weird glitch also occurs where a glider is able to make it past the thin OWW. I honestly have no idea why it happens. I can't believe I didn't see that easier way of getting a lemming to that button trapped on the other side of the OWW :forehead: Mine pretty much had to be done at the exact positions/time, as otherwise the builder doesn't build far enough for one of the clones to be able to land there and push the button. Earlier than that and he doesn't push the button at all, or the builder seals off the gap preventing anyone from reaching it. Nice job to Wafflem for stumping me here :laugh:

Lightspeed 5 - Let's Head Back To Camp First video where I don't have the original recording. A sound on Discord went off, where I paused the recording to close it off. Seems that I forgot to unpause the recording. Even then, turns out that it wouldn't had mattered, as you cannot hear my voice or the music. So, in the next video I manually recreated the solution by hand and didn't load up my replay. However, as it turns out I wasted yet another hour after getting Lightspeed 6 solved. It turns out that OBS has reset my audio devices to "nothing." I don't know why it does that sometimes. From this experience of having lost two original video recordings, it got me paranoid enough to check my OBS settings from now on before I start recording. I did that for the rest of the LP.

Anyway, for this level, this was a difficult one, especially since I tend to be very bad with stackers when playing/solving. This level took close to an hour,  I believe. What also got me in trouble was interalizing saving everyone, when in fact it's acceptable to lose some if the level allows you to. Once I realized that, then that made it easier for me, but I still had trouble in some parts of the level. There was a lot of rewinding to go back and see where I can save up builders whenever possible. My first success had me meet the save requirement, as I sacrificed a lemming to the frog trap by stacking and then he climbed over it. In my next two successes where I quickly and manually recreated the solution by hand, I ended up going 1 over the requirement. So, I'm not sure why that happened, but I'm thinking it's simply due to how I only used one builder to get up on the far right side.

This is one of my favorite L2 tilesets, because once again there's a lot of green, which is my favorite color. I also agree the music here is really nice, so I didn't mind this one being on repeat at all. Very nice, soft, and soothing.

Lightspeed 6 - The Thing That Should Not Be... Another level where I don't have the original recording, but this one I only replayed once rather than twice with Lightspeed 5. Once again, I manually recreated the solution by hand, and another that took almost an hour as well, I believe, although this one didn't take as long as the previous level. This was another difficult one despite the X-of-everything skillset except for builders where you have double the amount. I recognized the buttons here, because some of the levels in this tileset I have played from David's "The Lemmings Have Grown" pack. You have told me that this solution is a backroute, as it wasn't intended to go through the ceiling to get to the exit. So, it seems that this is another level where I dismissed going to the right from the bottom to get to the exit is indeed the way to go. In that case, it seems that some places will need to be free of builders in order to have enough to get up to the exit. I can't see how at the moment, but I generally don't bother to go back and resolve patched up levels :P Yet another level with great music. I didn't know this was from the Toy Story game of the Genesis version.

Lightspeed 7 - Welcome to Lem Vegas After the series of mishaps of not having the original recording for the previous two levels, I finally had success starting with this level and for the rest of the pack/LP after realizing the OBS setting not being configured for the audio devices. A really hard level here. It was really difficult to figure out how to get both crowds to the exit, as well as containing the crowds while a worker goes on ahead to forge the path in both halves. As expected, I didn't think all of the heavy precision used in my solution was necessary, as once again I checked Icho's solution after solving, and his seemed easier. Still, this is quite a nice tileset, although my only gripe here is simply due things that can once again be mistaken for solid terrain when they're actually background. The only thing that gives it away is due to the animation. One of your contest levels is in this tileset, so I've already seen this one before.

Lightspeed 8 - Where All Discarded Ideas Go... Deceivingly difficult but really nice level to finish off the rank. I really like the level concept of the two lemmings taking different paths in the level and helping one another get through the level to reach the exit. There's a lot of distractions here that can mislead you from the true route to take, which is what makes the level hard, along with how there's a lot of possibilities to try. Still, I applaud Wafflem for a great level, puzzle, and solution! :) The only time I've played levels in this tileset is from Casualemmings. I think I like some of the earlier levels in the rank better, but this is still on my favorites list.



Supersonic Rank Feedback

This rank features some of the hardest levels in the entire pack, although despite really struggling a lot with these levels they didn't take me as long as I thought they would :P

Spoiler

Supersonic 1 - All Airships - Full Power! Very hard level but quite a nice one to start off the pack. Nothing in the level is obvious right away with where the skills need to go. I was a dummy and kept trying to seal off the gap before the miner could break through and fall to the bottomless pit, when it's far easier to give a walker to the final lemming to turn around and put a stack so that everyone can turn back to the left.

Supersonic 2 - Piston 'Em Away! The only easy level in the entire rank, I thought. The only thing I had trouble with was making sure the non-climber doesn't get stuck below the exit where the last button is. Turns out that I did the part with the updrafts wrong, where you don't build or platform so that the glider's stuck in that infinite loop. Once I realized what needs to happen, the rest fell into place. Very nice level here.

Supersonic 3 - The Anit-Aether Foundation Another deceivingly difficult level by Wafflem. It seems like it wouldn't be a problem, but I think the large entropy makes it surprisingly hard. For a very long time, I thought I would need 3 builders in order to prevent everyone from splatting to get to the exit safely, but that turns out to be wrong. Honestly, even though it's not required at all, I felt quite proud of coming up with the fact that diggers briefly are in midair to make him build to create a splatform for the crowd. I know about this behavior from the Dos version of the game, but it took a while to come up with this, as this level managed to stump me for a long time. This level is definitely one of my favorites, though! ;)

Supersonic 4 - Cursed with Nightmares Possibly the hardest level in the entire pack. There's a lot going on in this level, so the huge entropy increases the difficulty considerably. The hardest part, by far, is getting past the super fast hooded man trap, as it seems that if the lemmings are offset even just a little the one behind still gets zapped and killed. Even after that, it's still very hard to get up the level, especially with the very limited amount of builders. Once again, another level where I pretty much had the solution, but I stopped simply because I was exhausted and burnt out from a very long solving session in order to bother myself with refining more things until I got a working solution. Turns out that I didn't use the holes in the terrain to my advantage to stop a basher so that a blocker isn't necessary. Very nice level here, especially since zanzindorf's Agony tileset is one of my favorites. I especially love the animated water. The two human traps I don't think I've ever seen before, so they're new to me.

Supersonic 5 - Run The Gauntlet! Easier than the previous one, but still somewhat challenging. Another great tileset here, and there's one level per rank of this in United. As Flopsy has said, I made my solution much harder than I needed to. I think it's due to how I didn't think going up where the dangling terrain is would work, as I was possibly thinking it would take too many builders. I think I was trying to do it with just one builder, but I think I kept seeing that it wouldn't work. Well, now I know, after checking Icho's solution :laugh: It sucks that one of my attempts would had worked but unfortunately the final lemming gets to the exit about a nanosecond too late or something >:( Still, I don't mind time limits. And yes, it was funny how I correctly predicted the music track that would play here, as I remember levels in this tileset from SEB Lems using it :P

Supersonic 6 - Take Us Home Another very hard Wafflem level which I also nearly had the solution to, I simply needed to make the timing work out in the bottom right. Flopsy sent me his replay after I solved it, and turns out that's not needed at all. In both his and Icho's solutions, they simply dug underneath the trap trigger at the top left, something I completely overlooked :forehead: Definitely would had made my life easier. Not to mention my solution uses a lot of pixel precision everywhere. And yes, I saw extending a fencer with a builder very quickly. The part at the top just seemed to be a perfect candidate to do so :P Still, nice level for Wafflem's final one in the pack.

Supersonic 7 - The Tomb of the Lemming Mummy Looks quite overwhelming and hence very hard, but honestly this wasn't as bad as I thought it would be. Indeed, I thought I was going to be stuck here for a while, so I surprised myself by solving this one somewhat fast. The walls with the up OWAs immediately screamed bombers to get the right hatch further to the exit, especially since you don't even have any fencers. Once again, some parts I made way more precise than I need to. Platformers may seem quite plentiful, but don't be fooled. They run out very fast. I didn't know that zombies couldn't infect lemmings under a platformer bridge. Or, I might had known it, I simply forgot. Working out getting through the zombie areas were a bit difficult. Nice challenge of a level here, Flopsy! ;)

Supersonic 8 - Inside the Flopsy Disk Drive A very nice level to finish off the pack, and another favorite of mine! :) Once again, I love the green in the tileset, although I don't think I have played a level in this tileset before, so this is new to me. It was really fun to figure out the different parts of the level here in order to get the crowd to the exit, as it cannot take the route the climbers can, therefore making it necessary to send them ahead to destroy the terrain to allow them to. The smiley faces are somewhat fast triggering, but they're easier to get lemmings past with compression, but still need them quite close to one another. As I'm one to prefer to play without CPM, it took a while to figure out which was the exit, although ultimately the thing that gave it away was simply due to how its appearance is different from everything else, although it still doesn't stand out too well, especially since it is the same size as some of the terrain here. Not to mention that you start at the very far end, so naturally I expected the exit to be all the way across somewhere. Also very nice music, which I definitely recognized from SEB Lems. 



Overall, an excellent sequel collab pack by Wafflem and Flopsy that I absolutely recommend playing through. I really enjoyed myself a lot playing through and solving this pack. I really loved all the custom tilesets/backgrounds, something which I welcome with open arms anytime, especially since they add a lot of variety, diversity, and even can bring life to the levels. Of course, I don't recommend this pack if difficult levels aren't your thing, as it gets quite difficult quite early on. A lot of the levels in the final two ranks here are very hard, especially the Supersonic rank. Still, if you're feeling up to the challenge, definitely give this pack a go! I can't recommend this pack enough, as IMO it's a high quality pack with a lot of great puzzles. Once again, I must iterate that we here at the Forums miss you Wafflem and hope that you return at some point, sooner rather than later.

Thanks so much for this pack, gentlemen! :thumbsup: Go play this pack now! Or, at least give Flopsy's newly released GGF a go. I will get to it eventually, but it won't be for another few months or so. Like Flopsy, I look forward to getting on with that pack when I do! :)
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