[NeoLemmix] Lemminas II (50 Levels) [Difficulty: Medium]

Started by WillLem, February 22, 2022, 10:22:04 PM

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kaywhyn

Solved the remaining two ranks and hence finished the pack. Replays attached and of course more feedback ;)

Crystal Planet Feedback

The fourth and penultimate rank of the pack, I felt the pack went back to easy with this rank, after the hard previous rank. Even then, these levels were still enjoyable! ;)

Favorites of the rank: Crystal Planet 4 - 6 and Crystal Planet 8. Crystal Planet 10 was kind of a favorite too.

Hardest level of the rank for me: Crystal Planet 9. In general I tend to have a hard time solving zombie levels :laugh: Granted, I've seen some excellent zombie levels myself, but in general I tend to not be a fan of such levels. Just me personally ;)

Spoiler

Crystal Planet 1 - Lemminas: The Platform Game Nice level to start off the rank, although the problem I can see with this one is that it likely won't be obvious to players that the round things are buttons that must be collected in order to unlock the exit. If anything, I think players will mistaken them for decoration. I certainly didn't realize it until a few minutes in that we're supposed to go for them. It's still a nice level, especially since it's an anything goes level.

Crystal Planet 2 - Copycats Probably a bit hard for its position, this was nevertheless an ok level. I'm not sure if a save all is possible here, which you can clearly tell I was trying so hard to do but I didn't succeed.

Crystal Planet 3 - E = Lem C Squared Love the title here. Hmm, Lemmings/Lemminas can be converted to energy or vice versa lol. I would reduce the precision in this level, as I had to keep adjusting the position of the stoner in order to get the remaining Lemminas across the gap successfully. However, as it turns out I seem to have made the solution more complicated than it needed to be. For example, I checked Swerdis' solution where the jumping was done to get the stoner in place and the next one glides onto it, platform, and then close off the remainder of the gap with the stacker. D'oh, can't believe I missed that :forehead:

Crystal Planet 4 - The Builderfest Nice level! I really love the variation of the Dolly Dimple trick in which you set it up in some way that doesn't involve the final Lemmina coming out of the entrance. This is certainly the hardest to see but it should be clear it's the only way to get the level solved since you only have builders and also the very high RR.

Crystal Planet 5 - Lemmina Colada Another excellent level IMO! I especially love releasing both blockers with a miner. A bit precise and again the hardest part is the beginning, but once you figure it out successfully the rest should be smooth sailing from there.

Crystal Planet 6 - DiReCt PoP!!! Ah, you sure level your direct drop :P Third great level in a row! :thumbsup: The hardest part to see here was the use of the cloner. This definitely reminded me of that "tall pillar" level from Lemminas, as the cloner there was also very hard to see. Now that I think about it I believe I unnecessarily made that more precise than it needed to be :forehead: The jumper isn't needed before cloning at all. Even at the current RR, the lead lemming will have enough time to explode to make a hole for everyone to drop down safely to the exit ;)

Crystal Planet 7 - The Needle Very easy for its position and could certainly be in the first half of the rank. Nothing special here other than a real breather of a level, as the digger is the very first skill that's locked in as there's no escape otherwise and there isn't anything else to do until you do that.

Crystal Planet 8 - Stephanie's Problem I'm not sure who Stephanie is referring to here. Great level here, I especially love how the save all is nontrivial and containing the crowd in this case is not easy to figure out! Other than that, as long as you land over the anti-splat pads you should be fine here.

Crystal Planet 9 - THE UNEXPECTED SPIDER!!!!! Hardest level for me in the rank, though it seems to be that I made the solution unnecessarily frustrating and was only looking for trouble :forehead: Again, I checked Swerdis' solution and from what it appears his solution should still work on this version. I'm not sure if this was one that's updated, though. I must say the spider killing the worker completely took me by surprise as I accidentally stumbled on the trigger area without the help of CPM to check where it is. Great level, but if you want a hard time by tangling with the zombie, then by all means go for it :laugh:

Crystal Planet 10 - The Midnight Swimmers To contrast the very hard level 9 (if you decide to disturb the zombie, that is), this is quite easy for the rank finisher. The splat pad seems to suggest the intention is to go for the locked exit, but as long as you make sure that no one transitions to a faller where the unlocked exit is, you're golden. Another solution where I had some extra unnecessary stuff, but oh well :laugh:

Quote from: Swerdis on March 04, 2022, 12:37:01 PM
Crystal: A surprisingly easy rank. There was no level here I really struggled with. If any, Crystal 8, is a candidate for it's not easy to trap the crowd here. And it introduced a new concept for me. I never played a level like this before.

Once again in agreement here. With the Crystal Planet rank, I felt the pack went back to easy after the previous hard Slush World rank. So, if anything, I agree with you that the third rank is the hardest of the pack.

I can also agree with Crystal Planet 8 being a hard level, though I actually found Crystal Planet 9 the hardest of the rank :laugh:



Classic Dimension Feedback

The final rank of the pack, as usual the difficulty resets with the start of each rank and therefore the levels here aren't necessarily the most difficult of the pack. In fact, except for Classic Dimension 4 which I struggled longer than I thought I would, I found these easy. There were some levels that are a bit too long for my liking, such as Classic Dimension 3 (unnecessarily long and wide level for its own good) and Classic Dimension 8 (too much buttons and the time limit is unnecessarily very tight, though I do like how it uses the unused parts on the sides of Havoc 1), and especially Classic Dimension 10 (all the tilesets that had made an appearance in the previous 9 levels all come together for a "final level" feel to the pack which I felt certainly achieved that, but yea, it's very long and once again the time limit is unnecessarily very tight here). Classic Dimension 5 also has an unnecessary tight time limit, though I brought this onto myself of not multi-tasking efficiently :XD:

Spoiler

The specialty of this rank is that the levels are all made in the L1 and ONML tilesets before they are all featured together in one level in the rank finisher. In earlier NL versions, this was known as the Epic tileset, but now it's not a thing anymore, as it is now just your classic tileset mixing that is natively supported in modern NL.

Classic Dimension 1 - The Great Escape Nice level to start off the rank! It might be a bit hard for its position though, especially for novices, as how to contain the crowd isn't obvious at all. Not for expert players, but those who aren't as familiar with the game will likely struggle here with the beginning.

Classic Dimension 2 - The Unnecessarily Short Pillar Ah, there's the counterpart to the Lemminas level of the "unnecessarily tall pillar" :laugh: NIce level. In contrast to that level, this level is easier, though it's still challenging in a way. I'm guessing both exits are possible, but I especially love how the save all is non-trivial :thumbsup:

Classic Dimension 3 - Amazeballs One of the levels that I mentioned that is a bit too long for my liking. It's an easy level, but it can certainly work as a smaller level. Even then, I like how you made a level out of just the ball terrain pieces of the Crystal tileset! :thumbsup:

Classic Dimension 4 - Deja Lemmings Nice level which I struggled with for some time before I stumbled upon the solution. I had trouble with the part of releasing the crowd and the blocker and making sure no climber gets into danger after, but that is because I had the wrong idea of thinking the worker mines a hole above the exit for others to drop down safely to it. This way would allow the clone Lemmina (the one that makes the splatform for the crowd) to catch up too soon. Instead, the laser to do so was very hard to see here but is quite good! I especially love how the solution involves a return of the Mayhem 21 tricks of mining the staircase away to allow the climbers to escape and also to mine the blocker free. Overall excellent level even if it stumped me for a time.

Classic Dimension 5 - Oh No! It's... THE GIANT MARBLE EXIT Already played this level from the Random Sharing Level Topic on the Forums, but it seems that the level was modified further before inclusion in this pack. Certainly more of a challenge now than it was before, though unnecessary tight time limit. However as explained I didn't really multitask too much here, so I brought trouble onto myself.

Classic Dimension 6 - Oops... Easy level and maybe for its position too, though I think it's fine here. Nothing too special.

Classic Dimension 7 - aLL fOr OnE! Nice mostly bombers level that pretty much guides you on rails here for the most part. This reminds me of another level that is also a bomber puzzle, though I can't remember which pack it's from. I think RotL?

Classic Dimension 8 - Tubular Lemminas Nice Havoc 1 remake, though again a bit too long for my liking. As long as a save all is possible it's fine, but if going for that then the time limit is quite tight here. I made a mistake of not speedjumping here. It is an easy level in all regards, with quite a nice challenge of going for a save all if you fancy that. Like some other levels previously, too much buttons, though this seems to mostly be true of the remakes of the official levels.

Classic Dimension 9 - Where Lemminas Dare! Havoc 17 remake, though nowhere near as hard as the original level (in ONML, it is the 4th to final level of the game and is one of the hardest). I was able to save a lot of skills by going over the top. It seems the intention was to take the bottom, as I found out from checking Swerdis' solution. However, this still seems to be an anything goes level, despite how I saved a lot of skills by taking the route I did.

Classic Dimension 10 - Lemminadelica Nice grand conclusion to the pack with a level that unifies all the L1 and ONML tilesets all seen once in the previous 9 levels of the rank into the same level. Way too big for my liking, but I understand this is supposed to be a special level for a "final level" feel to the pack. It might not be anywhere near the hardest level of the pack considering it's the final one, but it still fits the final feeling well. I feel WillLem achieved this successfully with this level. Again, a very unnecessary tight time limit. I don't think I've ever complained of time limits this much, considering that I don't mind them and am a math/numbers person. However, owing to how the levels which have them are quite big, I can see players raging about them as it's very hard to judge how long the solutions will take and hence one can't tell when to start releasing the crowd. Even moreso with them being quite chaotic in some ways.

Quote from: Swerdis on March 04, 2022, 12:37:01 PM
Classic: Though a familiar environment, this was my least favourite rank. There were hardly any puzzles here, the difficulty came from the execution in most cases. The hardest level was Classic 5, it was a real challenge to solve it within the time-limit. The by far easiest one was Classic 7. Maybe because I saw this concept elsewhere, but I think it's a bit like Honey 10. It plays almost automatically, there are no real decisions which must be made. My favourite level in the final rank and probably in the entire pack was Classic 4. A very good puzzle which uses up all the available skills (at least in my solution).

I think this rank was fine considering the specialty of the levels here (spoiler tagged above just in case since in the OP WillLem said it's a secret ;)), though yea I can agree somewhat with the final rank being a disappointment. Even then, in general I find the remakes of the L1/ONML levels some of WillLem's best and hardest ones, even if I prefer to play new levels rather than just remakes from the official games. There were still a lot of unique levels anyway, so it's fine.



Overall, I enjoyed this pack very much, even if it's on the easy side! :thumbsup: Thanks again for Lemminas II WillLem, and I look forward to your comments on my solutions. I will get to some of your remix packs later down the line, though I can't exactly say when. Hopefully not too long from the time I last played a pack by you to this one ;)
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