Lemmings Plus III

Started by namida, July 21, 2014, 08:25:40 AM

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namida

Moderator Note: The links and downloads in this topic are all out of date, please refer to this topic for the Lemmings Plus series

http://www.lemmingsforums.net/index.php?topic=1922.0




<span style="font-size: 16pt;" class="bbc_size"><strong>Lemmings Plus Games Index</strong></span>
<strong>Lemmings Plus DOS Project</strong>
A Lemmix-based pack of 150 levels using the official graphic sets. Lemmings Plus DOS Project mostly stays true to the original mechanics, even including glitches, but did introduce the staple Lemmings Plus feature of having non-timed bombers.
<a href="index081e.html?topic=283.0" class="bbc_link" target="_blank">(Topic)</a> | <a href="http://www.neolemmix.com/old/lpdos.zip" class="bbc_link" target="_blank">(Download)</a>

<strong>Lemmings Plus II</strong>
A Lemmix-based pack of 100 levels + 5 secret levels using five new graphic sets. Introduces the concepts of Frenzy and Gimmick levels, as well as secret levels; though the engine is a modified version of traditional Lemmix, not NeoLemmix.
Has a bonus pack of 30 levels + 2 secret levels focusing on repeats and gimmick/frenzy levels.
<a href="index5aec.html?topic=879.0" class="bbc_link" target="_blank">(Topic)</a> | <a href="http://www.neolemmix.com/old/lpii.zip" class="bbc_link" target="_blank">(Download)</a> | <a href="http://www.neolemmix.com/old/lpiibonus.zip" class="bbc_link" target="_blank">(Download Bonus Pack)</a>

<strong>Lemmings Plus III</strong>
A NeoLemmix-based pack of 60 levels + 9 secret levels using four new graphic sets. Lemmings Plus III is the first pack in the series to use the NeoLemmix engine.
Has a bonus pack of 35 levels + 7 secret levels focusing on repeats and gimmick levels.
<a href="index55ce.html?topic=1036.0" class="bbc_link" target="_blank">(Topic)</a> | <a href="http://www.neolemmix.com/old/lpiii.zip" class="bbc_link" target="_blank">(Download)</a> | <a href="http://www.neolemmix.com/old/lpiiibonus.zip" class="bbc_link" target="_blank">(Download Bonus Pack)</a>

<strong>Holiday Lemmings Plus</strong>
A small NeoLemmix-based pack of 12 levels exclusively using the Christmas graphic set. Holiday Lemmings Plus is the first pack in the series to use the new NeoLemmix skills and vertical scrolling.
<a href="index81b1.html?topic=1079.0" class="bbc_link" target="_blank">(Topic)</a> | <a href="http://www.neolemmix.com/old/lph.zip" class="bbc_link" target="_blank">(Download)</a>

<strong>Lemmings Plus Flashbacks</strong>
An NeoLemmix-based collection pack featuring 32 of the best levels selected from Lemmings Plus DOS Project, Lemmings Plus II and Lemmings Plus III.
<a href="index81b1.html?topic=1079.0" class="bbc_link" target="_blank">(Topic)</a> | <a href="http://www.neolemmix.com/old/lpf.zip" class="bbc_link" target="_blank">(Download)</a>

<strong>Lemmings Plus Omega</strong>
An NeoLemmix-based pack of 135 levels using the Lemmings Plus II and Lemmings Plus III graphic sets. It is the last entry in the Lemmings Plus series.
<a href="index280c.html?topic=1217.0" class="bbc_link" target="_blank">(Topic)</a> | <a href="http://www.neolemmix.com/old/lpo.zip" class="bbc_link" target="_blank">(Download)</a>

<hr />
<span style="font-size: 15pt;" class="bbc_size"><a href="indexea48.html?topic=1109.0" class="bbc_link" target="_blank">Lemmings Plus III Bonus Pack Level Voteoff!</a></span>

Following on from <a href="index081e.html?topic=283.0" class="bbc_link" target="_blank">Lemmings Plus DOS Project</a> and <a href="index5aec.html?topic=879.0" class="bbc_link" target="_blank">Lemmings Plus II</a>; I've now made a third (fourth if you count LPII Bonus Pack) Lemmix-based entry in the Lemmings Plus series, with the incredibly creative, original and unpredictable title, "Lemmings Plus III". <img src="http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />

Lemmings Plus III is a bit shorter than the previous packs, at 60 levels plus <del>8</del> 9 secret levels; divided into four ranks of 15 levels + 2 secret levels each (3 secret levels in one of the ranks), titled Timid, Dodgy, Rough and Fierce. It's also the first entry in the Lemmings Plus series to be built from the ground up for NeoLemmix, instead of just having a NeoLemmix conversion as a kind of "bonus" release. Hopefully, the use of new NeoLemmix features, and the increased difficulty and complexity especially in the fourth difficulty rank, should make up for the lower amount of levels. Lemmings Plus III has also, unlike the previous packs, gone through pre-release testing by a few other players, so - while I'm not saying it'll be 100% free of problems - should be a bit more backroute-proofed than the initial releases of LPDOS and LPII. <img src="http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />

Like Lemmings Plus II did, Lemmings Plus III features completely new styles - four of them this time - making use of NeoLemmix's extended palette capability, new object types, and other features. It also features four VGASPEC levels; the kind of thing that was a staple feature of the Cheapo Lemmings Plus packs, but has not been used in the Lemmix ones until now.

<strong>Bonus Pack</strong>

Just like LPII had one, LPIII also has a bonus pack. This pack contains 28 original levels and 14 repeat versions of levels from LPIII, with the original levels mostly being gimmick levels, and some of them indeed being secret levels. Unlike in past packs, the secret levels are in their own seperate rank instead of being tacked on to the end of the rank they're found in. Also unlike the LPII Bonus Pack, half of these repeats are easier versions rather than harder ones. The levels are split into 6 ranks, including the secret levels rank, of 7 levels each:

<strong>Breather</strong> - Features easier versions of 7 of the hard levels from LPIII.
<strong>Rehash</strong> - Features harder versions of 7 of the easy(ish) levels from LPIII.
<strong>Moonwalk</strong> - Features levels using the Backwards Walkers gimmick.
<strong>Teamwork</strong> - Features levels using the One Skill Per Lemming gimmick.
<strong>Party</strong> - Features levels using combinations of gimmicks; many of these use LPII gimmicks as well as LPIII ones, though each combination includes at least one LPIII gimmick.
<strong>Secret</strong> - Features the 7 secret levels. There are a variety of concepts here, including the remaining two LPIII gimmicks, a Frenzy, and levels based on successful concepts in LPDOS and LPII that weren't used in LPIII.

Like with the Lemmings Plus II Bonus Pack, these are not intended to be progressive with one rank's difficulty starting roughly where the previous left off (although I would say that, excluding Secret of course, overall each rank is harder than the previous - but the early levels in each rank are usually fairly easy). Instead, each rank is just for a different type of levels. However, <strong>within</strong> each single rank, the difficulty is progressive. The Bonus Pack stays true to LPIII's high level of difficulty, and especially in the gimmick ranks the difficulty gets up to Rough/Fierce level very quickly.

<strong>Downloads</strong>
DropBox Folder Links - <a href="https://www.dropbox.com/sh/z1h2vwtu90w8igs/AAB2sphgKtISB2TKNQJ_OG2ia/LemmingsPlus/Lemmings Plus III" class="bbc_link" target="_blank">Lemmings Plus III</a> | <a href="https://www.dropbox.com/sh/7ljqu4rn49ruky6/AADp-m7x0oaVe7M1O-nvUtUaa?dl=0" class="bbc_link" target="_blank">Lemmings Plus III Bonus Pack</a>

Lemmings Plus III NeoLemmix Player - <a href="https://www.dropbox.com/sh/z1h2vwtu90w8igs/AAB1Io2R8fL4Cjl0s3UCLPjMa/LemmingsPlus/Lemmings Plus III/LPIII.zip" class="bbc_link" target="_blank">Download</a>
Version: Levels V3 | NeoLemmix Engine V1.15n*
<strong>This version is considered the official version (even though newer versions have been "unofficially" available) until further notice.</strong>
<span style="font-size: 8pt;" class="bbc_size">Note: On the title screen, the player claims to be "Levels V2 Player V1.15n"; but if the player version is V1.15n, it's definitely also Levels V3. It's just an incorrect text.</span>

Lemmings Plus III Bonus Pack NeoLemmix Player - <a href="https://www.dropbox.com/s/1w1fbf1al44t5bq/LPIIIB.zip" class="bbc_link" target="_blank">Download</a>
Version: Levels V2 | NeoLemmix Engine V1.23n-C
<strong>This version likewise is considered the official version until further notice.</strong>

Lemmings Plus III Solution Replays - <a href="https://www.dropbox.com/sh/z1h2vwtu90w8igs/AABdDk_q3sxiN5myKKEXD60ja/LemmingsPlus/Lemmings Plus III/LPIII_Solutions.zip" class="bbc_link" target="_blank">Download</a>
Version: Levels V3

Lemmings Plus III Bonus Pack Solution Replays - <a href="https://www.dropbox.com/s/x7zlag54deugi1s/LP3B_Solutions.zip" class="bbc_link" target="_blank">Download</a>
Version: Levels V2

Lemmings Plus III Levels - <a href="https://www.dropbox.com/s/gzb4qpax2zvog0j/LPIII_Levels.zip" class="bbc_link" target="_blank">Download</a>
These are the raw level files of all 69 LPIII levels. Please note that these use an older version of the level format. Although the newer versions of NeoLemmix and the NeoLemmix Editor <em>are</em> able to open them, they cannot automatically identify the correct graphic set in the same way they can for levels created in newer versions. The graphic sets must be identified by their number; these files use the LPIII numbering and not the NeoCustLemmix one; see the included readme for more info.

Lemmings Plus III Styles - <a href="https://www.dropbox.com/sh/z1h2vwtu90w8igs/AAAStR72bVytzS4d8slmgfuga/LemmingsPlus/Lemmings Plus III/LPIII_Styles.zip" class="bbc_link" target="_blank">Download Ground/VGAGR and VGASPEC Files</a> | <a href="https://www.dropbox.com/s/my2zdrwmnagq4jt/LP3B_VGASPEC.zip" class="bbc_link" target="_blank">Download Bonus Pack VGASPEC Files</a>
Note that these are numbered with the LPIII numbering scheme. Check the NeoLemmix topic and download the Updated Styles zip if you want them, along with all the other styles, in the NeoCustLemmix numbering scheme. Also note that these are already included in NeoCustLemmix, the NeoLemmix Flexi Player, and NeoLemmix Editor.
These are partially updated versions (ie: the pickup skill objects include the new skills added in NeoLemmix V1.15n; but the slight trigger area adjustments made in V1.25n have not been applied).
<em>Note: The source files have been removed, as with the newer versions of LemSet you can simply decompile the styles to obtain the source.</em>


All LPIII content may be used freely (with credit given).

Special thanks to EricLang and ccexplore for the base version of Lemmix, and to the four people who helped with pre-release testing; Akseli, DynaLem, minimac and Nepster. <img src="http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />

The cheat code for LPIII is <strong>HEARTBLEED</strong>. The cheat code for the bonus pack is <strong>FISHSTICKS</strong>.

<strong>List of levels containing secret levels (LPIII)</strong>
<div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><span style="color: #dee7ef;" class="bbc_color">Timid 4 "Roundabout Run"
Timid 9 "The Acid Vat"
Dodgy 1 "Boost Jumper"
Dodgy 14 "Party In The Skies"
Dodgy 17 "The North Korean Method"
Rough 7 "Hardwired!"
Rough 13 "Shmooth Shailing"
Fierce 4 "Lost In Translation"
Fierce 10 "Lem At Your Own Risk..."</span></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>
<strong>Update Schedule</strong>
LPIII updates are complete.

LPIII Bonus Pack (note: other updates may occur solely to update to a newer NeoLemmix version)
<del>First release - Initial release.</del>
Second release - Backroute fixes. This will only be done ONCE.
Third release - This will come a bit later, and enable things like challenge mode, secret levels via cheat codes, etc.


<strong>Level name references</strong>
<div class="codeheader">Code: <a href="javascript:void(0);" onclick="return smfSelectText(this);" class="codeoperation">[Select]</a></div><code class="bbc_code">Timid 1 "Here We Go Again!" - An appropriate name for the first level of a new pack.
Timid 2 "Welcome To Lemlab" - A reference to the 3D Lemmings levels "Lemlab" and "Tower of Lemlab"
Timid 7 "Oh No! More Oddstacks!" - A reference to Medi 16 from LPDOS, though the level's resemblance is purely visual (this level is MUCH easier)
Timid 10 "What Does This Button Do?" - A reference to Dexter's Laboratory
Timid 11 "A Digger Would Be Handy" - A reference to Tricky 3 (and, I guess, Wimpy 13 and Wimpy 20 from LPDOS)
Timid 17 "Just A Garden-Variety Lemming" - A reference to Genius 16 from LPII; the gimmick in this level is more or less the inverse of the one in Genius 16

Dodgy 2 "If The River Runs Red..." - "...take the dirt road." If you don't know what that means, you probably don't want to. :P
Dodgy 3 "Flea Market" - It's another name for a garage sale; this level kind of has the "pick what you want" concept
Dodgy 5 "A Lemming For Your Thoughts" - A play on "A penny for your thoughts"
Dodgy 6 "Frantic Frenzy" - A reference to LPII's "Floater Frenzy" levels, which this level is extremely similar to
Dodgy 12 "Speak of the Lemming..." - A play on "Speak of the devil"
Dodgy 17 "The North Korean Method" - A subtle hint at the solution to this level
Dodgy 18 "The United States Method" - Both a subtle hint at the gimmick, and a not-very-subtle reference to the level through which this one is accessed

Rough 2 "The Perfect Storm" - A reference to the movie of the same name
Rough 4 "I'm Going To Try Science!" - An XKCD reference
Rough 6 "The Lemming Redemption" - A reference to... something, I'm not actually sure what, I know I've heard "the ____ redemption" somewhere and thought this play would sound cool
Rough 13 "Shmooth Shailing" - A reference to Final Fantasy X-2
Rough 15 "Plan 10 From Outer Space" - A reference to Plan 9 From Outer Space

Fierce 1 "Dead Is The New Black" - A play on "Red is the new black"
Fierce 5 "In The Frenz-zone" - A play on "In the friendzone" and this level being a frenzy level
Fierce 7 "Another X-Of-Everything Puzzle" - Both a lampshading of the amount of X-of-everything levels in LPIII (even if most of them aren't exactly a very high value of X), and a reference to Genius 7 from LPII
Fierce 8 "Curiosity Killed The Lemming" - A play on "Curiosity killed the cat"; also because this level is in Martian style and that robot on mars is called Curiosity
Fierce 10 "Lem At Your Own Risk..." - A play on "Enter at your own risk"
Fierce 12 "We Lem In Peace" - A play on "We come in peace"
Fierce 14 "Symmetrical Warfare" - A play on "Asymmetrical warfare" and this being a symmetrical level
Fierce 15 "The Final Stand" - An appropriate name for the final level of what will very likely be the last numbered entry in the Lemmings Plus series
Fierce 16 "Limited Requests" - Refers to only being able to make one "request" from each lemming


-= Bonus Pack=-
Breather 3 "Multimethodical" - Refers to one solution involving 20 climbers and 20 floaters via different paths
Breather 4 "Space Invasion" - A reference to Space Invaders
Breather 5 "The Complete Connection" - A play on "The Complete Collection"

Rehash 1 "Here We Go Again... Again." - A reference to Timid 1 "Here We Go Again!", which this is a harder repeat of
Rehash 3 "Lemming & Paeroa" - A reference to a New Zealand soft drink called L&P, or "Lemon & Paeroa"
Rehash 7 "Door To Tomorrow" - A reference to an item from Final Fantasy X

Moonwalk 1 "Red Remix" - Refers to the level being a remake in the Martian (red) style of an earlier NeoLemmix test level

Party 2 "What A SNEAKY Level!" - A play on Taxing 15 "What an AWESOME level", as well as a reference to the Sneaky rank of LPII, which had a level featuring one of the gimmicks used in this level
Party 3 "Gotcha Again! :P" - You'll know why when you play it.
Party 5 "Teamwalk" - A combination of "Moonwalk" and "Teamwork", as this level combines the two gimmicks from those ranks

Secret 1 "You Knew It Was Coming..." - This level's underlying concept is a Lemmings Plus staple, and probably the first thing people expected when I mentioned the use of "concepts from LPDOS and LPII that were missing in LPIII"
Secret 4 "Seven-Way Security" - Refers to the use of 7 unlock buttons for the exits
Secret 6 "Hero Frenzy" - Refers to Mayhem 3 "It's Hero Time", the original 1-of-each-skill level, combined with "Frenzy"</code>
<strong>VGASPEC Level References</strong>
The Rickroll Level (LPIII) / Gotcha Again! <img src="http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" /> (LPIII Bonus) - <a href="https://www.youtube.com/watch?v=dQw4w9WgXcQ" class="bbc_link" target="_blank">This GTA4 trailer</a>
The Duck Level (LPIII) - <a href="https://www.facebook.com/pages/Duck/445560262212393" class="bbc_link" target="_blank">This Facebook page</a>, and to a lesser extent, <a href="https://www.facebook.com/bobthebobsta" class="bbc_link" target="_blank">this one</a>, music comes from <a href="https://www.youtube.com/watch?v=MtN1YnoL46Q" class="bbc_link" target="_blank">this video</a>
The Nyancat Level (LPIII) - <a href="https://www.youtube.com/watch?v=QH2-TGUlwu4" class="bbc_link" target="_blank">This video</a>
The Troll Level (LPIII) - <a href="http://knowyourmeme.com/memes/trollface-coolface-problem" class="bbc_link" target="_blank">This meme</a>, music comes from <a href="https://www.youtube.com/watch?v=sTSA_sWGM44" class="bbc_link" target="_blank">this video</a>
The Lemmings Forums Level (LPIII Bonus) - ...really? <img src="http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" />
Trivia Time! (LPIII Bonus) - No references.

<span style="font-size: 16pt;" class="bbc_size"><strong>Lemmings Plus III Trivia</strong></span>

<strong>Development related</strong> (Note: All first/last level points are excluding secret levels, though most remain true even if those were included)
- Lemmings Plus III is the first content to be made specifically for NeoLemmix, excluding one test level which was eventually remade for the LPIII Bonus Pack.
- The order the styles were made in was Circuit, Sky, Martian, Lab.
- Circuit was both started and finished before the Sky style, though both were worked on simultaneously. The Martian and Lab styles were only done after these two were both complete, and were done one at a time.
- The first Timid level to be made was Timid 4 "Roundabout Run". The last one to be made, which was also the last LPIII level altogether to be made, was Timid 12 "No Floaters, Guaranteed".
- The first Dodgy level to be made was Dodgy 11 "Extra Skill Required". The last one to be made was Dodgy 13 "Flag Games".
- The first Rough level to be made, which was also the first LPIII level altogether to be made, was Rough 1 "Viva Las Lemmine". The last one to be made was Rough 4 "I'm Going To Try Science!".
- The first Fierce level to be made was Fierce 4 "Lost In Translation". The last one to be made was Fierce 12 "We Lem In Peace".
- The final levels of each rank were made in the order the ranks themself are in.
- The first update (Levels V2) included in its allowance backroute fixes for Rough. This almost wasn't nessecary; Rough 5 was fixed in the update, but in fact this level had already been fixed before release - it's just that somehow the unfixed version ended up in the final product. However, this update did also fix a few backroutes in Fierce as well - all three levels in question being levels that had been backrouted multiple times during the testing period, but the correct version was included in release and it was simply a matter of yet more backroutes being found.
- Lemmings Plus III has been confirmed to be the last <strong>numbered</strong> entry in the Lemmings Plus series; there will not be a Lemmings Plus IV. There have been two entries since ("Lemmings Plus III Bonus Pack" and "Holiday Lemmings Plus"), and two future entries planned (currently known only by the codenames "Lemmings Plus C Project" and "Lemmings Plus Z Project"), but these use / will use non-numbered names.

<strong>Level / Style related</strong>
- Like with LPDOS and LPII, a voteoff between all LPIII levels was held. The winner of this was Rough 7 "Hardwired!". This level, however, failed to get even a single vote when it was then played off against the all-time winner from previous voteoffs (Genius 8 "Panic Attack" from LPII).
- Level 9 uses a different style in every rank. Purely by coincidence, this was also true for LPII.
- Level 11 also uses a different style in every rank - and in this case, they are also in the same order the styles are numbered in.
- Level 13 too uses a different style in each rank, though there is no other special point to mention on this one.
- Level 17 as well, also uses a different style in each rank. In this case, they are in the same order the styles were made in.
- Level 18 also technically uses a different style in each rank. <em>Technically</em>; because only one rank (Dodgy) even <em>has</em> a level 18.
- Lemmings Plus III has a total of 11 symmetrical or very-near-symmetrical levels. (To give some reference points - Timid 11, Dodgy 6 and Fierce 1 all qualified for the count; while Timid 3 and Fierce 13 did not.) The most common style for these is Lab, but they occur in all four styles.
- There are 25 levels in Lemmings Plus III - that's more than a third of the levels - that have an X-of-everything skillset (not counting pickup skills). This is not counting levels like Timid 4 and Rough 9, where the skillset is a very slight variation on an otherwise X-of-everything skillset.
- If you include levels which deviate from an X-of-everything skillset on only a singe skill, that number rises to 31. It rises even further if you allow cases like Timid 5 (10 of most skills with <em>two</em> which there are zero), Dodgy 9 and Dodgy 15 (both of which have X each of the first five skills and Y each of the last three).
- Rough 5 requires the lowest percentage saved of any Lemmings Plus III level, requiring only 20%. However, this is not the lowest ever for Lemmings Plus (which would be Genius 11 from LPII, which requires only 1%).
- The Lab style is the only style without any object that is unique to it - the Sky style has updrafts, the Circuit style has locked exits and buttons, and the Martian style has triggered traps.
- The Sky style is the only style without one-way arrows.
- Of the new object types in NeoLemmix, the updraft is the only one without a proper tutorial level.
- The lowest frequency of a style being used within a rank is Circuit style levels in Dodgy; there are only two (even including the secret levels).
- There are only three levels that use triggered traps - Rough 5, Rough 15 and Fierce 12. Out of these, Rough 15 is the only one that only has a single one - Rough 5 has five, and Fierce 12 has two.
- Lemmings Plus III is the first Lemmix-based entry in the Lemmings Plus series to feature a 1-of-everything level that requires, or is even possible to acheive, 100% - Fierce 13.
- There are three levels that do not contain any trapdoors, relying instead entirely on pre-placed lemmings - Timid 8, Rough 5 and Fierce 9. Dodgy 16 was also meant to be like this - it was created before pre-placed lemmings were added to the Lab style, and I never ended up replacing the trapdoor with a pre-placed lemming.
- All but three of the levels that require 100% provide at least one bomber in the skillset.
- Fierce 1 is the only Fierce level that was solved by all four testers prior to the official release.
- Not including the two Frenzy levels that give you unlimited floaters and builders respectively, the most you're given of a single skill in one level is in Rough 13, where you have 30 each of climbers and floaters. You are also given 30 bashers in Rough 5.
- Again excluding the Frenzies, the most skills you're given in total for a level is 200, in Timid 16.
- Fierce 4 has the highest time limit, at 10 minutes. Originally (including in the version sent to testers), this was only 6:30, but it was increased because even with this much time, the level was very tight.
- When the decision was made to reduce LPIII to 15 normal levels per rank instead of 25, Rough already had 17 non-secret levels at this point. The two that were moved to other ranks ended up as Dodgy 5 "A Lemming For Your Thoughts" (the save requirement on this one was also reduced; when it was in Rough it required 98% whereas the final version requires 96%, everything else is unchanged), and Fierce 3 "The Soft Scale" (no changes were made to this one).
- Timid 5 "The Rickroll Level" is the only one of the VGASPEC levels that does not require 100%. It is also the only one that has zero of any skill (blockers and bashers). Dodgy 9 "The Duck Level" is the only other one that has any amount of any skill that is not 10 (1 each of bashers, miners and diggers); both Rough 10 "The Nyancat Level" and Fierce 9 "The Troll Level" have a 10-of-everything skillset.
- Timid 5 "The Rickroll Level"'s terrain was completely drawn from scratch, although an image of Rick Astley was used as a guideline. The other three have at least some parts that were copied and pasted.
- The V3 update changed the positions of 5 levels - one set of three was rotated, while a set of two was swapped. The former is Rough 8 -> Fierce 6 -> Rough 14, the latter is Fierce 1 <-> Fierce 8.
- Excluding Frenzies and secret levels, Fierce 8 was the last level to be confirmed as having been solved.
- The save requirement in Fierce 11 has changed in every new version released - it was 95% in the testing version, 94% in V1, back to 95% in V2, and back to 94% again in V3.
- The Circuit style contains two copies of one terrain piece. It is quite obvious that the second one was meant to be flipped horizontally, but I accidentally didn't do this. However, the newer versions of NeoLemmix negate the need to have horizontal flipped versions of terrain pieces anyway.
- At the time of writing this, Dodgy 18 and Fierce 16 still remain unbeaten to the best of my knowledge.

<strong>Rank related</strong>
- Timid is the only rank with more than two levels where 100% is possible but not required.
- Dodgy has the most levels that require 100%, at 9 levels.
- All the non-secret levels in Rough either require 100%, or are impossible to acheive 100% on. (One of the secret levels, however, can be 100%ed but does not require it.)
- The VGASPEC levels for Dodgy and Rough were swapped during the testing period - originally Dodgy had "The Nyancat Level" and Rough had "The Duck Level". Nothing else about these levels was changed.

<strong>Music related</strong>
- Lemmings Plus III uses a 7 track rotation. These tracks are, in order, (1) the normal in-game music from Bust-A-Move 4, (2) "Burning Blood" from Final Fantasy Legend II, (3) the windmill theme from Legend of Zelda: Ocarina of Time, (4) the Bubbly Clouds music from Kirby's Dream Land, (5) the special stage music from Super Mario Land 2, (6) the overworld music from Final Fantasy Legend, (7) "Don't Give Up" from Final Fantasy Legend II
- Lemmings Plus III features a special track for the final level of each rank, except Fierce, where it's used on the second-to-last level. This music is the final boss music from Final Fantasy Legend.
- The final level of Fierce has yet another special track, which is the final boss music from Final Fantasy Legend II.
- Unlike NeoCustLemmix and the NeoLemmix conversions of previous packs, LPIII has new gimmick and frenzy musics instead of re-using the LPII ones. These are the bee level music from Crash Bandicoot 2 for gimmick levels, and the Screech's Sprint music from Donkey Kong Land 2 for frenzy levels.
- The four VGASPEC levels also have unique themes, in each case at least somewhat relating to the level's theme.
- Altogether, this gives a total of 15 different musics used in LPIII. This is more than LPII (8 tracks), but less than LPDOS (17 tracks).

<strong>Comparisons to other Lemmings Plus entries</strong>
- Lemmings Plus III is the first time a Lemmix-based entry in the main Lemmings Plus series has either a first or final level of a rank that requires 100%; with Timid 15 "Locked Out!", Rough 1 "Viva Las Lemmine" and Fierce 1 "Dead Is The New Black" all requiring 100%.
- Lemmings Plus III sets new records for both the lowest and highest time limit in a Lemmix-based Lemmings Plus level; with Rough 6 having the record for lowest limit at 40 seconds (previous record was 1 minute in many levels; or if you count NeoLemmix conversions, 45 seconds in Trial 5 of LPII Bonus), and Fierce 4 having the record for highest limit at 10 minutes (previous record was 9 minutes in a handful of levels) - although this record only stands if you don't include the levels from LPDOS that were removed in V7; as the former Wimpy 12 had a time limit of 42 minutes.
- Lemmings Plus III also sets a new record for the most lemmings in a single level, with 500 in both Dodgy 6 and Fierce 5. The latter is even possible, theoretically, to save 100% on. (However, LPII still holds the record for most lemmings in a normal (ie: not gimmick, not frenzy) level, at 250; on both Cheeky 6 "Raindrop Lemmings" and Sneaky 8 "Lemming Surge".)
- Lemmings Plus III is the first Lemmix-based entry to have four difficulty ranks instead of five. However, the Cheapo-based entries all had four ranks, except for the first one.

<span style="font-size: 16pt;" class="bbc_size"><strong>Lemmings Plus III Bonus Pack Trivia</strong></span>
- LPIII Bonus Pack has the highest secret levels to non-secret levels ratio out of all Lemmings Plus packs; 1 in 6 levels (16.67%) is a secret level (compared to just under 1 in 8 (13.04%) in LPIII, 1 in 16 (6.25%) in LPII Bonus Pack, and 1 in 21 (4.76%) in LPII - all others don't have secret levels at all).
- The gimmick ranks have a three-track rotation seperate from that of the non-gimmick ranks, which features the LPIII Gimmick music, the LPII Gimmick music, and a third track which is new. This track comes from the sewer levels in Crash Bandicoot 2.
- There are two secret levels that are gimmick levels; despite the level numbers suggesting one should have the LPII Gimmick music and the other the new one, both of them use the LPIII Gimmick music.
- LPIII Bonus Pack had one backroute-fix update before being finalized; all levels that were modified in this update were in Moonwalk.
- Breather 3 is the only Breather level that doesn't come from either Rough or Fierce.
- Breather 4 is the only level in Lemmings Plus so far that has two secret levels hidden within the same level.
- Timid 8 "Scatterlem" was considered for use in Rehash, but did not make the cut as no sufficiently challenging solution could be found without requiring an excessive amount of precision.
- Rough 4 "I'm Going To Try Science!" was considered for use in Rehash, but did not make the cut as while a very good solution was found, it was impossible to de-backroute it without modifying the layout of the level.
- Moonwalk 1 "Red Remix" is a remake of the first dedicated NeoLemmix level to ever be created (which was originally in the dirt style).
- Moonwalk 3 and Moonwalk 6 were originally in the opposite positions to each other (though this change was made before release).
- The trick used to solve Teamwork 5 was originally intended for use in Teamwork 2, but the layout here gave rise to backroutes that would have been too complicated to fix in the Sky style, so a new level was made to use the trick and Teamwork 2 was made into an easier level.
- Party 3 is the only completely new non-secret level that does not have a gameplay-affecting gimmick.
- Party 4 was inspired by a trick in a (since fixed) backroute to Party 7.
- Party 5 was originally going to be Party 1, but was moved due to the gimmick combination turning out far more difficult than expected. Even after this relocation, it was still determined to be too hard so had some modifications to the layout to decrease the difficulty.
- Party 6 was originally going to also use the No Gravity gimmick, but this gave rise to backroutes that were easiest to fix by simply removing that gimmick.
- Party 7 was originally also going to be Frenzy in addition to the set of gimmicks it did end up using, but this was ditched due to the level requiring some quick-reaction moves at certain points.
- Secret 5 is a VGASPEC level (although most of its design uses pieces from a normal graphic set), but does not use a special music unlike other VGASPEC levels in LPIII and LPIII Bonus Pack. It just uses the LPIII gimmick level music.
- Secret 6 is the only Frenzy level in LPIII Bonus Pack.
- Out of all gimmicks that were used in either LPII or LPIII, there are two that are not used in LPIII Bonus Pack, both of which were from LPII - the Unalterable Terrain gimmick and the No Gravity gimmick. The latter was planned to be used in one level (as mentioned above) but was later removed; while the former was not considered for any level.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

Levels that remain unbeaten
This is a list of levels that, as far as I am aware, no one has beaten yet (other than myself).

Lemmings Plus III
Dodgy 18 Beaten on 12/21/14 by DynaLem
Fierce 16 Beaten on 12/22/14 by DynaLem

Lemmings Plus III Bonus Pack
Moonwalk 5
Moonwalk 6
Moonwalk 7

Teamwork 5
Teamwork 6
Teamwork 7

Party 6
Party 7

100%ability list

For levels where 100% is not possible, they are bolded if it is possible to save more than the requirement.

Lemmings Plus III

Timid: 2 required, 1 impossible, 14 optional
Timid 1:  100%able
Timid 2:  100%able
Timid 3:  100%able
Timid 4:  100%able
Timid 5:  100%able
Timid 6:  100%able
Timid 7:  100%able
Timid 8:  100%able
Timid 9:  100%able
Timid 10: 100%able
Timid 11: Record is 98% (98 lemmings)
Timid 12: 100%able
Timid 13: 100%able
Timid 14: 100%able
Timid 15: 100% required
-----------------------
Timid 16: 100%able
Timid 17: 100% required

Dodgy - 9 required, 7 impossible, 2 optional
Dodgy 1:  100%able
Dodgy 2:  100% required
Dodgy 3:  Record is 92% (92 lemmings)
Dodgy 4:  100% required
Dodgy 5:  Record is 98% (49 lemmings)
Dodgy 6:  Record is 88% (443 lemmings) *theoretical*
Dodgy 7:  100% required
Dodgy 8:  Record is 90% (9 lemmings)
Dodgy 9:  100% required
Dodgy 10: 100% required
Dodgy 11: Record is 97% (39 lemmings)
Dodgy 12: Record is 84% (59 lemmings)
Dodgy 13: 100% required
Dodgy 14: 100% required
Dodgy 15: 100%able (Nepster)
-----------------------
Dodgy 16: 100% required
Dodgy 17: 100% required
Dodgy 18: Record is 98% (49 lemmings)

Rough - 7 required, 9 impossible, 1 optional
Rough 1:  100% required
Rough 2:  100% required
Rough 3:  Record is 48% (48 lemmings) (Nepster)
Rough 4:  Record is 92% (37 lemmings) (Akseli)
Rough 5:  Record is 20%
Rough 6:  100% required
Rough 7:  Record is 95% (19 lemmings)
Rough 8: Record is 96% (29 lemmings)
Rough 9:  100% required
Rough 10: 100% required
Rough 11: 100% required
Rough 12: 100% required
Rough 13: Record is 95% (38 lemmings) (minimac)
Rough 14:  Record is 96% (29 lemmings)
Rough 15: Record is 94% (71 lemmings) (Nepster)
-----------------------
Rough 16: 100%able
Rough 17: Record is 62% (31 lemmings) (DynaLem)

Fierce - 5 required, 11 impossible, 1 optional
Fierce 1: 100% is required
Fierce 2:  Record is 95% (19 lemmings) (Nepster)
Fierce 3:  Record is 93% (28 lemmings) (Nepster)
Fierce 4:  Record is 82% (33 lemmings) (Nepster)
Fierce 5:  100%able *theoretical*
Fierce 6:  Record is 95% (76 lemmings)
Fierce 7:  100% required
Fierce 8:  Record is 92% (65 lemmings)
Fierce 9:  100% required
Fierce 10: Record is 99% (99 lemmings)
Fierce 11: Record is 97% (97 lemmings) (Nepster)
Fierce 12: Record is 91% (91 lemmings) (Nepster)
Fierce 13: 100% required
Fierce 14: Record is 90% (45 lemmings) (Nepster)
Fierce 15: Record is 90% (45 lemmings) (Nepster)
------------------------
Fierce 16: 100% required
Fierce 17: Record is 72% (36 lemmings) (DynaLem)


Lemmings Plus III Bonus Pack
Note: At this point, some levels have not been thoroughly tested for 100%ability

Breather - 1 required, 6 optional
Breather 1: 100%able
Breather 2: 100%able
Breather 3: 100%able
Breather 4: 100%able
Breather 5: 100%able
Breather 6: 100% is required
Breather 7: 100%able

Rehash - 3 required, 4 impossible
Rehash 1: Record is 94% (47 lemmings)
Rehash 2: 100% is required
Rehash 3: Record is 95% (38 lemmings)
Rehash 4: 100% is required
Rehash 5: Record is 75% (15 lemmings) (DynaLem)
Rehash 6: Record is 96% (48 lemmings)
Rehash 7: 100% is required

Moonwalk - 3 required, 3 impossible, 1 optional
Moonwalk 1: 100%able
Moonwalk 2: Record is 96% (48 lemmings)
Moonwalk 3: 100% is required
Moonwalk 4: 100% is required
Moonwalk 5: 100% is required
Moonwalk 6: Record is 95% (19 lemmings)
Moonwalk 7: Record is 98% (49 lemmings)

Teamwork - 1 required, 5 impossible, 1 optional
Teamwork 1: 100%able
Teamwork 2: Record is 95% (38 lemmings) *97% might be possible?*
Teamwork 3: Record is 86% (52 lemmings) *more might be possible, though definitely not 100%able*
Teamwork 4: 100% is required
Teamwork 5: Record is 98% (49 lemmings)
Teamwork 6: Record is 99% (149 lemmings)
Teamwork 7: Record is 90% (63 lemmings) *more might be possible, though defintiely not 100%able*

Party - 5 required, 2 impossible
Party 1: 100% is required
Party 2: 100% is required
Party 3: Record is 96% (48 lemmings)
Party 4: 100% is required
Party 5: Record is 72% (72 lemmings) *almost definitely improvable, I'm fairly sure 100% is impossible*
Party 6: 100% is required
Party 7: 100% is required

Secret - 5 required, 1 impossible, 1 optional
Secret 1: 100% is required
Secret 2: 100% is required
Secret 3: Record is 99% (99 lemmings) (DynaLem)
Secret 4: 100% is required
Secret 5: 100% is required
Secret 6: 100% is required
Secret 7: 100%able
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

So, rather than arbitrarily deciding for myself what and when to release; I'm just going to arbitrarily decide the when part, and let you guys decide what. See the poll in this topic. I won't run these polls for very long before actually acting on the results, so get your votes in quickly. http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" />

The current options should be self-explanatory, but just in case:

-= Style files =-
The raw GROUNDxO.DAT and VGAGRx.DAT files, so that others can make custom levels in the LPIII styles. Of particular interest is the fact that this will allow custom levels using some new object types. Once these have been released *and* final version (ie: no more backroute fixes will occur) has been finalised, level files will be added as an option in the next poll after this.

-= Timid replays =-
Replays for Timid. Once these have been released, Dodgy replays will be added as an option in the next poll after this.

-= The cheat code =-
The code that needs to be entered to unlock cheat mode (ie: being able to enter codes like TIMID7 and to skip levels by pressing 5). Keep in mind that until a later release, cheat mode can only be used to access non-secret levels.

-= List of levels containing secret levels =-
Self-explanatory. Once this list has been released, replays of how to access them specifically will be added as an option in the next poll.


By the way - I'll put the 100% list up soon, though for some levels I may not have exact maximum %s, just "this level can't be 100%ed".
EDIT: Done. And rather than that, I just put what my record is for those levels. The only level I specifically tested to try and get the highest possible score while doing this was Dodgy 12; though most others I had previously tested already. Those that haven't been tested too thoroughly and are thus probably improvable, I've marked as such. The two Frenzies are theoretical maximums; I doubt either of these scores will ever actually be acheived in practice (especially Dodgy 6).
For the most part I've only used my own results, though two that really stuck out from the testing period, I've put on, along with the person who acheived them.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

As per the poll results, here are the styles:

http://www.mediafire.com/download/w4i5v6lw9948rly/LPIII_Styles.zip" class="bbc_link" target="_blank">http://www.mediafire.com/download/w4i5v6lw9948rly/LPIII_Styles.zip

They're numbered 15 Sky, 16 Circuit, 17 Martian, 18 Lab; this is the numbering that NeoCustLemmix uses for them (as opposed to 0 / 1 / 2 / 3 used internally by LPIII itself). Any editor should be able to use them (though those that display trigger areas probably will display them inaccurately), though NeoLemEdit would need to be used to exploit the full extent of their capabilities. I would not reccomend trying to use them in traditional engines as they're specifically designed for NeoLemmix (they don't even use a dual-compatible palette unlike the Sega style, even without going into the custom object types); though you're welcome to try. These are full-featured versions of the styles; completely identical to the ones LPIII has internally (except for the numbering).

Obviously the level files can't be added yet (as I don't want to release those until the levels will definitely have no further modifications); but I added the next option to replace the styles - the VGASPEC files. Whatever's highest voted in a few days, I'll release next.

And just so you know - NeoCustLemmix already contains these internally, and has done so since the latest release (actually, only the Lab style was newly added in the latest release; the other three have been in there for quite a while).

As usual (obviously, if I'm releasing them), you're more than welcome to create and release levels using them. You can attempt to convert them to other engines if you want, though I doubt any of them will fully support the features of them.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

I only just realised, the wrong (old) version of Rough 5 was included in the release. As far as I can tell, none of the other levels are the wrong versions. 100% is actually possible on this version; it isn't in the fixed one (though I won't say for sure that nothing above 20% is, just that 100% definitely isn't). I'll make sure to include the fixed one when I update it, but first I'll wait to see more replays, as the furthest I've got successful (not just attempt) replays up to for the released version (as opposed to the test one) is Rough 7.

Quite impressed with Rough 8 - as far as I remember, it wasn't solved by anyone during the testing window either. I actually thought it was one of the easier Rough levels myself.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

Nepster

Yes, Rough 8 is even harder than Fierce 15, where I am back to 88% http://www.lemmingsforums.com/Smileys/lemmings/devil.gif" alt=":evil:" title="Evil" class="smiley" />.

Some selected replays attached and some comments here:
Fierce 4: Your fixes created a new solution, though it's now likely to be closer to the intended one. I hardly ever found such wasteful (but necessary) uses for diggers.
Fierce 11: My solution still works and got even nicer. Though I wonder whether the skill changes didn't simplify the level, as one has fewer possiblities to pass the obstacles.
Fierce 12: Were you aware that one can easily omit one builder in my solution as well? There is now a certain part in my solution where the large number of lemmings is slightly annoying.
Fierce 15: I am confused about this one. My usual approach can be modified to work as well for this version (and saves again 88%). But I had to change the part I thought you referred to when you wrote in PM, that I solved about half of the level in the intended way? Btw. I liked the previous version better, because it felt cleaner.

As for those, who wonder how I got so far in Fierce:
Quote from: Spoilers
The officially released and the test version use the same level codes and cheating was allowed in the test version http://www.lemmingsforums.com/Smileys/lemmings/winktounge.gif" alt=";P" title="Wink-Tongue" class="smiley" />.

namida

Dodgy 15 - Congrats on the 100%! After watching a replay from Akseli (which didn't get 100% but had a fair few spare skills left over) I suspected it might be possible, but you got around to proving it before I could. http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" />

Rough 3 - Nice work on improving the percent saved. This is very close to the intended solution (despite bypassing the updrafts), so I wouldn't consider it a backroute.

Rough 15 - Again, very close to the intended solution, but nice going on the improvement!

Fierce 2 - Again, nicely done!

Fierce 4 - That is a lot closer to the intended solution. It's also of similar complexity, so I'm actually happy to leave this one in. You should watch my replay, though. http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" /> (Testers got early access to all of these as a thanks, that's how Nepster has them.)

Fierce 11 - This one, I'm going to have to fix... I have one last idea for a simple fix (-1% required, -1 blocker, +2 bombers), if that doesn't work, I might have to try looking for a more complex fix...

Fierce 12 - This one is also going to have to be fixed... one possible way is putting several traps along the bottom instead of just one. The intended solution does in fact save slightly higher than the requirement (89%, vs 88% required), but not enough that raising the requirement would block this backroute... An alternative approach may be using uneven terrain to prevent building across the trap at the top-left, though that may be hard to do well without hiding the trap, which is something I'd rather avoid. Actually, now that I think about it, maybe simply increasing the release rate to 99 would take care of this approach... not sure on that one... though this would make the intended solution a bit harder to pull off (though far from impossible).

Fierce 15 - I *think* a steel block on the other side of the one-way too would take care of that? Though geez, your solution is suprisingly resilient against backroute fixes. o_O


Also, *technically*, cheat codes are allowed in the released version. They just can't be set in the INI file and I haven't revealed the code. http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" />
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

Nepster

Dodgy 15: Actually I already got this solution when DynaLem asked whether 100% is possible during the pre-testing period, but I forgot to send it to you until now.
Fierce 11: This fix won't work. In fact, it would make the solution even easier:
Quote from: Spoilers
Stop the basher with the additional bomber and then you can send another climber late enough such that it turns in the miner tunnel instead of the blocker.

namida

I'll have to think about something for Fierce 11. As for Fierce 12, I thought of an even better way - replace the bottom trap with a gap. xD This won't even destroy the level's status as one of the few with triggered traps, since it still has the one in the top-left.

Also, I added a list in the second post of which levels remain unbeaten (or only beaten via backroutes that will be fixed). Interestingly, both Fierce 1 and Fierce 13 are on the list, despite these two being in a demo. In all fairness, Fierce 13 is probably the hardest level of LPIII (apart from maybe, ignoring backroutes, Fierce 15), but I didn't think Fierce 1 was that hard - certianly not as hard as some of the ones that have been solved.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

Fierce 15 - I *think* a steel block on the other side of the one-way too would take care of that? Though geez, your solution is suprisingly resilient against backroute fixes. o_O

Okay, this was a very blonde statement. xD That would block the intended solution too, though a slight variation on this idea wouldn't... (but it would look messy... hmm...) (EDIT: I found something else that should block that solution). With each update your solutions actually get closer and closer to the intended one - but the biggest problem is that the one trick that's unique to this level (rather than just a matter of combining non-unique tricks at the right places and figuring out which ones to use) is not present in any of your solutions so far. If you've watched my replay (though I'm guessing you haven't due to wanting to find the intended solution yourself)...
Quote
I'm referring to the one done just to the right of the one-way wall, involving a bomber, a builder and a miner, before the climber arrives.

Anyway, I've made (but so far haven't yet tested - about to do that now) fixed versions of Fierce 12 and Fierce 15. Fierce 12 shouldn't even need a new replay, my existing one should work; Fierce 15 will need a new one.

EDIT: Indeed, my existing replay for Fierce 12 still works. http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />
EDIT: And, confirmed that Fierce 15's intended solution is still possible with the fix.

Now I just have to decide what I'm going to do about Fierce 11... though I'll still wait a bit longer in case more backroutes show up, especially for the levels that haven't been solved at all yet (Fierce 10 in particular; I'm pretty sure 1 and 14 are solid, and more or less 100% sure that 13 is airtight).
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

Votes for the next thing to be released were evenly split between the VGASPEC files and the list of levels containing secret levels. I figured the latter would be more useful, so I'm releasing that one now.

Those of you who've reached the finish screen (ie: probably no one except the testers) will have noticed that it mentions there is in fact a 9th secret level hidden somewhere. This list does not say where to find *that* level; only the 8 which their existance was already known.

List of levels containing secret levels
Quote
Timid 4 "Roundabout Run"
Timid 9 "The Acid Vat"
Dodgy 1 "Boost Jumper"*
Dodgy 14 "Party In The Skies"
Rough 7 "Hardwired!"
Rough 13 "Shmooth Shailing"
Fierce 4 "Lost In Translation"
Fierce 10 "Lem At Your Own Risk..."

* Sorry about this one! I know I said I wouldn't put them in levels that were in the demos, but I forgot about that when I placed this one...

LPIII's ones are generally a bit easier to find than LPII's, especially if you know what levels they're in. Unlike LPII's which were almost arbitrary, LPIII's generally (but not always) has terrain features hinting at their locations.

What I will say about the 9th secret level is that it's accessed in the same way as any other secret level (ie: by finding a secret trigger), but it's significantly harder to reach than any of the other ones (probably on par with the Sneaky and Cunning secrets in LPII) and does not have terrain hinting at its location (but there may be other features of the level that do hint at it).
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

Not at home at the moment, but when I get home I'll upload the VGASPECs. I won't add the next option for this space (the level files) until both:
a) The levels have been finalised (no more backroute fixes will be done)
b) All levels have been completed by at least one person

However, I've updated the poll so you can start voting for the next thing you want. Just remember - the cheat code will NOT allow you to access the secret levels; only the normal ones. You still have to access those the proper way (or with their specific codes).

http://www.mediafire.com/download/bwi5rqa5xn2993d/LPIIIVgaspecs.zip" class="bbc_link" target="_blank">http://www.mediafire.com/download/bwi5rqa5xn2993d/LPIIIVgaspecs.zip

Keep in mind that they are not numbered in the same order as they are in-game. The ordering of these files is (again also, these files are numbered with the (Neo)CustLemmix scheme, not LPIII's internal one - also notice that these are just as compatible with CustLemmix as they are with NeoCustLemmix, as NeoLemmix doesn't have any special extra features relating to VGASPECs):

VGASPEC6 - The Duck Level (Dodgy 9)
VGASPEC7 - The Nyancat Level (Rough 10)
VGASPEC8 - The Rickroll Level (Timid 5)
VGASPEC9 - The Troll Level (Fierce 9)

If you're wondering about the number ordering - it's the order they were made in. http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" />

EDIT: Sorry, I forgot about this! Uploaded now. http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

Lemmings Plus III first update has been uploaded. http://www.mediafire.com/download/ozmgwl327bzvfvc/LemmingsPlusIII.zip" class="bbc_link" target="_blank">Same link.

This fixes backroutes in four levels:
Rough 5 "Dense Packing"
Fierce 11 "The "Lemming" Experiment"
Fierce 12 "We Lem In Peace"
Fierce 15 "The Final Stand"

As well as upgrading to the NeoLemmix V1.12n engine.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

Wafflem

Up to how many updates do you plan to do? What's your limit on how many times you will de-backroute a level?
YouTube: www.tinyurl.com/YTWafflem
Twitch: www.twitch.tv/Wafflem467

Have level designer's block right now? Have some of my incomplete levels for LOTS of ideas!

namida

Levels V5 will be the absolute final levels update, but there's also restrictions on *which* levels can be updated, and those get stricter with every subsequent release.

V2 allowed for fixes to the Dodgy secret levels, and all of Rough and Fierce.
V3 will allow for fixes to the Rough secret levels, and all of Fierce.
V4 will allow for fixes only to Fierce 11 onwards (including 16 and 17).
V5 will allow for fixes only to Fierce 14 and/or 15, nothing else.

If a significant amount of time passes without further updates, I'll probably finalise it at that point without doing further updates (eg: if no more backroutes show up after V3 for long enough, I won't make a V4 or V5). Whatever version of NeoLemmix exists at that point (or at the point of V5) release, combined with the last levels update, will be considered the "official and final" version of LPIII, just like V7 of LPDOS / V4/1/3 of LPII / V2/1/2 of LPIIB (unless some kind of major bug is discovered in the NeoLemmix version at that time) though "unofficial" updates to newer NeoLemmix versions will continue just like they are with the other three.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)