Lemmings Plus Series

Started by namida, December 15, 2014, 11:57:16 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Which level did you find harder?

Lemmings Plus Omega II, Sharp 18 "Insanity Plea"
3 (50%)
Lemmings Plus Alpha, Obliteration 14 "Wasted Talent"
3 (50%)

Total Members Voted: 6

joshescue18

I finished Holiday Lemmings Plus.

namida

Watched Omega.

Puzzling 5, I honestly don't know how this was never noticed before (or maybe it was, and I just forgot?).
Puzzling 14, this might be the first time I've seen someone actually use the teleporters. This was the originally intended solution, although it's early enough in the pack to be an "anything goes, if it works" level.
Puzzling 19, I found it amusing that you set up that containment with the builder, when there's a Stoner available. :P
Perplexing 4 seems to have glitched during conversion and I didn't catch it before. I'll have to fix that. The preplaced lemmings are meant to be blockers. Presumably, the preplaced lemmings aren't perfectly on the ground (they often weren't due to a misleading sprite in older graphic sets), and the code that automatically moves preplaced blockers to ground level (if they're close) must have been culled. (Interestingly, Perplexing 18 is not glitched.)
Mental 14 is a major backroute.
Mental 16 is a new approach, I think - if I remember correctly, most solutions don't pick up that stacker near the bottom-right.
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

Watched OmegaII.

Fluffy 13, I think you're the first person to actually find the intended solution exactly here. :O
Spiky 1, you definitely overcomplicated that one a bit. There's no need for such precise timing; just a bit more creativity in containing the crowd. ;)
Spiky 3 is another case where you found the intended solution in a level often solved by alternate means, although this isn't the first time someone's found the intended way here.
Sharp 18, while your solution is not unique as such (you got the intended solution), you're only the second person to ever solve this level (after IchoTolot) as far as I know, so well done there! :)
Sharp 19, while nowhere near the first to solve the level, as far as I know you're the first person to get the talisman here, so well done! :)
Sharp 20, interestingly, your solution is much closer to the original version of this level (never released publicly, but most of the pre-release testers saw it) than the intended solution for the current version. I would still consider it acceptable though, as the biggest trick in the solution (the one with the first miner) is still involved in your solution.
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

Uploaded V12.01 of Lemmings Plus Omega and Lemmings Plus V.

Lemmings Plus Omega
- Fixed preplaced lemmings that should be (but weren't) blockers in Breezy 3 "You Shall Walk Again!" and its repeat, Perplexing 4 "Borrow A Bit Of Freedom?".

Lemmings Plus V
- Fixed incorrect music on Blissful 10 "Stop Or Go?".

The download of all Lemmings Plus packs in one ZIP has also been updated accordingly. Lemmings Plus Compressed is unaffected as none of the relevant levels are in 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)

joshescue18

Here are the replays.

namida

#215
I really didn't like the fact that the Mac-style music rotation (as it was called back when it was an option), so I made an update that uses some (totally, extremely clever) music.nxmi tricks to get the old music ordering back for LPI and LPII. Other packs are unaffected, though Compressed has been updated to reflect the new old musics for the levels in it. Likewise, the "all Lemmings Plus packs" download has also been updated with the updates to LPI and LPII. (And yes, I made sure no LPVI stuff leaked into it, don't worry about that. :P)

Just to be clear, the only thing these updates change is the music rotation; it restores them to how those two packs originally were.
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

The level lists on the NeoLemmix website have finally been updated to reflect the new-formats versions of the Lemmings Plus packs. Enjoy.
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)

Akseli

#217
Okay, after almost 5 years I'm re-tackling the classic debut pack of Lemmings Plus series. Here's how I initially reacted to LPI (then LP Dos Project). There's more comments of mine in the following pages in that thread. I didn't bother to hassle with my old replay solutions and played this pack now completely fresh in NeoLemmix saving replays (attached to this post), so I didn't have to care about physics updates, for example. I remembered well most of the levels, but V7 was the latest version I had played and there was also something new for me after the updates to date. So, I'm most probably trying to refresh my whole LP series repertoire in the near-ish future, playing the updated versions of every pack.

General comments:

- The three first ratings have lots of X-of-everything levels that have repeats later on, this is something I didn't like because the first parts of these level pairs feel redundant. They're meant to be fun action for less experienced players, though by today's standards they tend to be considered as filler levels. Unique levels in those ratings were the most interesting (and memorable) probably just because of that you didn't need to revisit them later. For example, I'd recall that Mild 30: You Just Lost the Game!!! was even voted for the best level in Mild rating in LP pack voteoffs. LPI is the most prominent level pack with this kind of level structure, having levels that are mostly created at first and after that those levels have got their Fun/Tame counterparts.

- That being said, there were level pairs that I liked much, because they really had different and interesting solutions, not just more restricted skill sets compared to the easier counterparts. Examples are Medi 28: Way Up High and Psycho 22: Twins; Danger 27: The Deadly Climb and Psycho 12: Not gonna work.; Danger 28: Coalburner and Psycho 9: Coalburner (Part II). Even tutorial levels Mild 10: Take Your Time... and Mild 22: Blow Down! made great level pairs with their repeats Danger 3: Backdraft and Wimpy 27: Ready, Aim, Fire!!!

- In general, NeoLemmix mechanics have cut a great amount of backroute solutions. Anymore I couldn't steel dig, neutralize trap trigger areas, or climb through terrain. I found lots of new solutions (for me) for the later levels in the pack.

- And, if the first half of the pack isn't that fun for experienced players, I can completely honestly say that there's lots of levels in the second half of the pack that are really good even by today's standards, there's quite a few timeless classics there! I could add Psycho 24: Gone In A Flash to the list I had in my first forum post for this pack.


My comments on some of the levels (contain spoilers):

Spoiler
Medi 11: Long Road to Lemming High - Is actually harder now when the broad empty spaces around the level are gone and the edges are deadly.
Medi 20: The Diving Board - I found this backroute-feeling solution. I looked at this level again and I think the correct solution is to turn a digger around with a blocker at the lower platform and immediately build with the digger to the left. Has this always been the intended solution for this level? Would've been Danger-Psycho-worthy probably.
Medi 26: So that's the plan - Steel digging isn't possible in NeoLemmix, can't take the shortcut anymore. :P

Danger 8: Cavern of Chills - I played this level in V7 but climber physics (can't climb the top left corner of the hill) in NeoLemmix forced me to find even harder solution.
Danger 12: When Life Gives You Lemmings - In NeoLemmix mechanics, the climbers won't climb through the builder from the alcove to the right, a completely new and harder solution needed to be found!
Danger 13: Breakthrough - Still a beast LPI level, Psycho-worthy, only 1 miner now when there were 5 earlier.
Danger 17: Perfectionism - The lower right hatch doesn't drop the lemming facing right anymore - makes the level again harder!
Danger 21: It's the Latest Craze! - If I recall correctly, this replaced the somewhat clever but overly repetetive Phase Rotation Syndrome. This level is easy-feeling for Danger, and the normal solution saves well over the requirement.
Danger 22: Die the Death of the Damned - Still one of the most legendary LPI levels for me, and this is the one I asked you help for ages ago because I couldn't solve it.
Danger 25: Use The Pen!!! - Ooh, this has changed so the climber needs to be turned around from the steel with bashers so he doesn't splat!
Danger 26: With Love, From Trogdor - A completely new level for me! I like this more than Overheat, and it took surprisingly long from me to find the working route.
Danger 28: Coalburner - This version of the level was new for me, and it's great!

Psycho 2: The Parking Lot - Lol, my solution takes like 1:00.06 minutes but I still saved enough? :D I remember using the leftover builder and basher in Lemmix version to reduce ascender and faller frames in the bottom right corner, didn't need them now for whatever reason.
Psycho 3: Express Lane - A cramped level with a tight solution, resembles The Shed from LPVI.
Psycho 4: Think Outside The Square! - In Lemmix you could use one builder to build on to the topmost red horizontal layer because of the ceiling check mechanics. In NeoLemmix this level is harder.
Psycho 5: Lightspeed Lemming - One roadblock level in this pack if one really doesn't realize to put the blocker on to the builder, like I didn't when I first played this...
Psycho 6: The Bulldozer - This was my solution also in Lemmix, before I heard that it's intended to do via direct drop. Updrafts kind of break the basic pattern of the whole pack, but they belong to the nature of this level. :P
Psycho 9: Coalburner (Part II) - It was possible to build between the flamethrowers in Lemmix. Not anymore. This is a masterful level!
Psycho 13: Go High Go Low - A rare level in LPI I never have solved intendedly, the top route works still even though steel glitches aren't present anymore.
Psycho 15: Where Anything Goes - This is a level that's really Psycho-worthy now, it's pain to mine to a basher tunnel a crevasse big enough to build up in NeoLemmix mechanics.
Psycho 16: Crosswork - This is somehow a bit painful in NeoLemmix with vertically wonky basher mechanics, huh!
Psycho 19: A Perfect Nightmare - Steel digging isn't helping anymore, the key for solving this level is the digger-builder setup in the middle section of the level when you realize that it's doable with 5 builders.
Psycho 23: Death Row - Never really worked in Lemmix version, the trap trigger areas were avoided easily. This version of the level was completely new for me, and I liked the level a lot!
Psycho 24: Gone In A Flash - Wow, what a great level now in NeoLemmix! I had solved this via steel digging and guiding the whole crowd to the left and over the level to the exit on the right.
Psycho 26: Oblivion - It's good, even though it still has the backroute turning the last guy around with a builder and making him a blocker, so the crowd can go back and forth when the hero lemming does the path.
Psycho 29: No Salvation V - I think I abused the blocker field neutralizing the trap trigger area in Lemmix, and now in NeoLemmix, there's no shortcuts, this level is harder!

Akseli

#218
I re-played Lemmings Plus II next. I had solved everything but Genius19: "Wrong Way, Mister Lemming" in two weeks, and after another two weeks beated that one, too. Solutions are attached.

My comments on the earlier playthrough in the initial topic for the pack.

Comments on some of the levels (contain spoilers):

Spoiler

- Cheeky 2: Double Dipping: I still went for 2 skill solution, but now I think I see a more intended one (block the crowd, hero bashes, builds, and again bashes to the exit, release the crowd with a bomber).
- Cheeky 8: Just Breathe - Haa, I remember this being in late Genius with a more strict skillset!
- Cheeky 9: OH SNAP! - The first level where I had to think some more, nice!
- Cheeky 15: To The Treehouse - Still a good level.

- Sneaky 13: When Only A Lemming Will Do, Cunning 5: Maximum Security and Genius 19: Wrong Way, Mister Lemming were the hardest ones in the entire pack somehow, not surprised about the last one, but oddly enough the first two were hard to find even one working solution.
- Sneaky 14: O RLY? - Backrouted probably, and I probably even don't know what's the intended solution.
- Sneaky 18: A Two-Pronged Approach - Backrouted, and for this level I actually remember the intended solution, which I consider pretty great!
- Sneaky 20: The Impssible Level - Super hard now when a digger turning from blocker can't release him, huhhuh! Late Genius worthy.

- Cunning 8: The Takeover - Pretty damn good idea! Somehow the execution was harder than anticipated with the basher.
- Cunning 10: Shotgun Run - Backroute works.
- Cunning 18: The Upwards Mission - Probably harder in NeoLemmix now than in Lemmix back then.
- Cunning 20: A Lemming's Worst Nightmare - A new level, and wow this was challenging!

- Genius 7: Another Fall Survival Puzzle - Backrouted most probably, this level belongs to those rare levels I'm pretty sure I don't how it should be solved intendedly.
- Genius 8: Panic Attack - Always great namida classic, always worth mentioning.
- Genius 11: Dungeon of Death - Somehow one of the most memorable LPII levels for me, it's quite unique in level design scene overall I'd say.
- Genius 15: If A Lemming Should Come By - Easy, but not that easy as earlier if I recall correctly.
- Genius 18: An Unexpected Journey - A simple layout and a simple skillset, yet I love the solution for this one, that's nicely hidden and not that ordinary.
- Genius 19: Wrong Way, Mister Lemming - Clearly the hardest level of the pack, but I somehow managed to make my earlier solution to work with slight timing adjustments.
- Genius 20: Cactus Central - Not sure if you're supposed to save the right group making them climbers, but even with that, a great level.

Akseli

#219
In a bit over two weeks I finally managed to beat the entire LPIII. This actually is a pack that I've really wanted to re-visit for a long time, because I beta tested it in 2014 but never actually played it after the release, probably because of me getting stuck in some high rating levels already when testing. I tried to find my comments and feedback of this pack for namida, but they're missing, so it seems I actually never posted about this pack in the topic, but discussed with namida through PMs. And I didn't remember that forum PMs from January 2014 - December 2014 are missing (because of the forum migration?) [EDIT: inbox messages are all safe, the PMs I have sent during that time are missing], so I didn't find even the PMs. So, I'm probably giving my thoughts of this pack now for the first time.

So this is the pack that introduced pick-up skills, locked exits & buttons, those anti-splat air objects, and force fields I guess. In the latest version there's no gimmick and secret levels anymore, like they were cut from the new format NeoLemmix version from LPII, too. Compared to earlier packs LPIII has fewer levels, but I actually liked a lot more the quality of these levels, and no level felt "filler" level like a bunch of levels felt in LPI and LPII. The playing time was quite similar to earlier releases because of higher diffifulty overall!

I actually forgot to save a replay for Timid 5 when I went through the solutions after finishing the pack, but then realized that it was saved in Auto-save folder, NeoLemmix is pretty neat! As usual, my solutions are attached to this post.

My comments on some of the levels (contain spoilers):

Spoiler

Timid 5: The Rickroll Level - Hah, it's legendary, even Flopsy made a level in SEB Lems with this tileset. :P
Timid 6: The Rebound - An interesting talisman solution, I went for it.
Timid 16: Locked Out! - Boss level music I guess? Yeah, it was a hard one for Timid!

Dodgy 1: Boost Jumper - Yeah I fiddled around with this a while to get the talisman. :P
Dodgy 6: Seven-Way Security - I don't remember this from the beta testing, maybe a bit newer level? Anyway, it's a delightfully clever puzzle.
Dodgy 10: The Duck Level - It's hard, I think I didn't solve this in beta testing phase. The key to victory is to realize that those steep slopes with 7 pixel high walls are possible to ascend with putting one pixel of a building brick there. :P
Dodgy 12: Extra Skill Required - It's genious, wasn't that quickly solved from me!
Dodgy 13: Speak of the Lemming... - Another large-ish roadblock in Dodgy rating after The Duck Level, I tried quite a bunch of stuff before using this two-miners-trick at the beginning, pretty nifty, not sure if intended?
Dodgy 16: Critical Point - Okay, I would get the talisman using builder and basher-builder-midstroke for both of those walls at the left, and not using builder-blocker-builder at the lower level.

Rough 2: A Perfect Storm - This was a toughie, no spare skills remained at all, being optimal with the left hatch at the beginning proved to be challenging!
Rough 3: System Shock - I don't have a slightest idea how there could be enough builders, except for this very backroute-feeling solution.
Rough 6: The Lemming Redemption - I skipped this one and solved it as fourth last level in the pack. It's finding about the correct digger spot and release rate. In the end I found this simple solution.
Rough 8: They Say A Hero Will Save Us - A new level for me, wasn't around in beta testing phase, maybe? Or maybe it was in Fierce that I didn't really play that much back then. :P
Rough 11: The Nyancat Level - I remembered this to be too hard for me, but I solved this now very straightforwardly, I think it's easier than The Duck Level.
Rough 14: Shmooth Shailing - I didn't solve this intendedly in the beta testing phase. Now this level contains lots of steel and it lead me to this faller-bomber solution!
Rough 16: Plan 10 From Outer Space - I skipped this one and solved it as third last level in the pack. A good boss level, I didn't know what to do at first!

Fierce 3: The Soft Scale - These really hard Sky levels among System Shock and Shmooth Shailing that I didn't solve 4 years ago, this is phenomenal! I don't know if basher-cancelling-miner-trick is intended, but but woow what a level, I've now used to release basher-midstroke-blockers with bombers because in NeoLemmix it isn't anymore possible to release blocker with a digger turning around from him.
Fierce 4: Lost In Translation - I had this solution in the testing phase, but due to time limit it didn't work. My replay lasts for 11 minutes in this, because of the bunch of guys going to the teleporter. :P
Fierce 5: Unpredictable Reaction - This is awesome. The trick is GREAT. IT'S A GOOD LEVEL.
Fierce 6: Double-Crosser - Never solved this intendedly during testing phase, and I remember this level being even in the Rough rating at first. I skipped this and solved it second last in the pack. There's lots to try, my solution was a time-cruncher. It's HARD.
Fierce 8: No Time To Die Even Now - I feel backrouting this using only one hero lemming and saving over 30 seconds and, well, yeah.
Fierce 9: Curiosity Killed The Lemming - Yeah it's hard because of the timing issues. It's a timing level! Uh oh.

The rest of the Fierce I hadn't even seen before (except for Crossover Arena).

Fierce 11: Lem At Your Own Risk... - Was actually easy-ish feeling compared to levels around it, I wonder if my solution is intended.
Fierce 12: The "Lemming" Experiment - I didn't get one pick-up skill, this might be a backroute.
Fierce 13: We Lem In Peace - Lovely, just lovely bomber trick with the climbers, yet I saved extra lemmings and skills so I wonder if it's intended.
Fierce 14: Crossover Arena - Goddammit, finally solved this! And the solution even isn't even remotely unfair, I just didn't realize to dig the left side of the wall. :D The talisman text probably makes the level easier, because it tells that 3 of the skills aren't needed. :P
Fierce 15: You Knew It Was Coming... - The beginning is okay, but the real deal is that house-thing at the right that you need to ascend, woow!
Fierce 16: The Final Stand - I solved this last, it's tough and quite a good final level like all final levels seem to be in your packs. :)

namida

#220
I've added solution replays for Lemmings Plus VI in the first post.

Lemmings Plus VI has also been added to the "all Lemmings Plus packs" download.
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)

Akseli

#221
I played Lemmings Plus Omega through holidays in 9 days, my solutions for all 120 levels are attached to this post. In my initial run in December 2014 I solved 115/120, not beating Mental levels 12: Cave of the Cactus (I somehow think this really works differently now), 17: Recycled Lemming Syndrome, 19: Splittin' Like Crazy (new features helped here), 21: Adventure Time!!! and 29: Through Thick And Thin...

Omega originally introduced the 8 new NeoLemmix skills and stoner and bomber 10-second-countdown objects, but those objects have been removed from this new formats version. Also, Playtime rating consisting of 15 gimmick levels is removed from new formats version. I seemingly never commented much on this pack derivering from my personal messages and topic posts, probably because doing lots of beta testing like for LPIII earlier, too.

Omega was harder than I remembered, and now I skipped Perplexing levels 15: Bouncing Back and 25: That's Quite A Lemming!, and Mental levels 5: (insert clever title here), 18: ...wait, what? and 29: Through Thick And Thin... and came back to those when solving everything else in order. The same thing that LPI and LPII had was present in Omega, too, having level pairs where the first version feels a redundant X-of-everything filler, and the second version is fine. The music track composition was interesting, there were these custom tunes and also L1 and ONML tunes, I don't remember if this is intended. A nice detail in the final level post level screen (in the old Omega, not anymore in new formats version) was a mention of Omega being the last LP pack there will be, but we know that this didn't hold true. :)

Some comments on the levels:

Breezy 6: Mechanical Approach - Why the 5 minute time limit, you can't spend even one in that level? :D
Puzzling 5: No Rush... - Stoner object missing makes this level different than intended. :P
Puzzling 23: Eco-Friendly Lemmings - A great moderate difficulty puzzle level!
Puzzling 24: I Swear Upon A Lemming - Stoner object missing makes a different kind of a level.
Perplexing 9: Stone System - Even without the stoner object, this was a solid level.
Perplexing 12: That's Just How It Is - A very good level, where the solution is easily overlooked!
Perplexing 17: An Urgent Search For Shelter - A fantastic level, might be my favourite of the pack. :)
Perplexing 22: Pick-a-Plan - Somehow this level always felt like having more potential, but the solution is easyish.
Perplexing 23: What a Treevil Level! - A backroute probably. I watched my old solution and indeed, it was more reasonable.
Mental 14: The Strange Construct - Replaces the bomber object level "Something For A Lemming To Do". It's a good level, like namida's replacement levels usually are!
Mental 25: Night Of The Lemming Dead - Replaces "Terrible Sky", heh.

Akseli

In 11 days I played Lemmings Plus IV through, I have attached my solutions to this post. Before this, I hadn't solved Insane 17: "If They Only Could Jump..." and 19: "Overclocked Lemming". I wasn't a beta tester for this level pack back in 2015, and my initial comments for the levels are here.

LPIV introduces single-use traps, like mines in Wasteland, and splat-pads and anti-splat pads. The latter objects are quite rarely used in level design scene, I'm not sure how potential they are for good puzzles.

However, LPIV is in my opinion one of the strongest LP games. Namida knows how to make enjoyable easy and moderate difficulty levels, too, and X-of-everything levels are pretty much missing. "Over the Edge" level pair (Smooth 20 and Bumpy 18) is fantastic.

Just realized, the sound effects for single-use traps and teleporters are missing? I'm not sure if it's just for this pack or some others, too.


Comments:

Smooth 10: Having A Lem Of A Time - This level replaces "It's Opposite Day!", so it was a new one for me!
Smooth 14: Cogs of War - "Not Quite Missing the Point..." talisman is funny.
Smooth 20: Over The Edge - The epic Pokémon song isn't there anymore, and the same goes to other rating finales. :( At least the very last level, Insane 20, has the special tune!

Bumpy 2: Cosmic Ray Zone - Has a new good solution, because the radiation object doesn't exist anymore.
Bumpy 6: Chocoholics Anonymous - Brutal difficulty just as I remembered. :D Somehow always roadblocking before Insane rating, even though after knowing the solution it doesn't seem that bad.
Bumpy 9: Mechanical Split - A nice level, the climber is a red herring?
Bumpy 10: Zip-Zap Zone - Just like in my old comments, the tiny builder-platformer-puzzle is a delight !
Bumpy 18: Lem Your Lem Could Smell Like - The absence of the radiation object makes this easier, initially this was quite a challenging roadblock level.

Twisted 3: Crank It! - This level replaces "Minesweeper", so it was a new one for me!
Twisted 8: Oh No! More Ricks! - In 2015 I didn't know to appreciate Rick Sanchez, now I appreciated it, a lot. :P
Twisted 14: A Universal Production - This level is obviously easier without the radiation object.
Twisted 17: Climber's Edge - I love these levels that have simple layouts but there's lot going on in that terrain!

Insane 4: Toxic Tales - This level replaces radiation object level "Ooh, Shiny!", so it was a new one for me!
Insane 7: Dopefish Lives! - The special tune is absent. :/
Insane 17: If They Only Could Jump... - This one I hadn't solved before! Unfortunately I didn't go the long road yet with my first solving. :P
Insane 19: Overclocked Lemming - I hadn't solved this before, and looking from my old solution I was just plain dumb there. :P An excellent level!
Insane 20: Goodbye Galaxy - It's phenomenal. In my old solution I took advantage of solid level edges, new formats solution is a bit harder. Probably my favourite final level of LP packs, not just for the Pokémon tune and Commander Keen reference. :)


This was the last main LP pack that I had saved replays in old LRB-format, my solutions for LPV and LP Omega II are saved in NXRP-format.

namida

Thanks for the comments! :)

I'll have to look into the music / sound issues at some point.

QuoteInsane 4: Toxic Tales - This level replaces radiation object level "Ooh, Shiny!", so it was a new one for me!

This level isn't actually outright new as such. If you remember the Lemmings Plus III Bonus Pack, there was a level in it called "Gotcha Again", a special graphics Rick Astley-themed level like Timid 5 and Twisted 8. "Toxic Tales" is a non-special-graphics remake of that level.

QuoteHowever, LPIV is in my opinion one of the strongest LP games.

This is interesting to me, because I always felt LPIV was the weakest main series pack (and second only to Holiday when side packs are included).
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)

Akseli

In eight days I managed to gather replay solutions for all 75 Lemmings Plus V levels, most of them I had saved in NXRP-format in my initial run. My solutions are attached to this post. I found this post of mine, but apparently I haven't beta tested LPV and haven't PM:d about it.

LPV was really satisfying to beat, I had left many many levels unsolved 2 years ago. Comments for some of the levels (contain spoilers):

Spoiler
Touchy 8: World is a LEMMING - This early rank level I had to re-solve due to backroute fix, and my new solution feels obscure, could be a backroute again.
Touchy 9: Dangerous Detour - Another re-solve, no idea if this is intended, feels hard.

Edgy 4: What Could It Bee... - I didn't solve this before. Yes, it's simple when you know how to do it, but the solution is somehow hard to spot, a nice level.
Edgy 7: Insert Bee Pun Here - Just like Edgy 4, I didn't solve this before, it's simple and genious!
Edgy 13: The "What The Lemming" Machine - I didn't solve this before. This is a rare level I dislike, fiddling around with the lower lemmings was painful trial and error stuff. There could be a simple way to do it, though.

Unruly 2: The Quick Skip (Part 2) - I had to re-solve this due to backroute fix apparently. Solved 4th last in the whole pack, not sure if my solution is intended, I dug a holding pit for the crowd.
Unruly 3: The Furnace - I didn't solve this before for whatever reason. :P New features surely easened this.
Unruly 15: Abstract Art Gallery - I didn't solve this before, solved 3rd last in the whole pack. What an excellent level, the key was to realize how to build the bridge over the acid.

Outrageous 1: Insert Coin, Receive Lemming - I didn't solve this before, the key was to time the mid-air builder.
Outrageous 4: Simplistic Nightmare - I didn't solve this before, solved the last in the whole pack. Found out the solutions pieces one by one, and even when I knew what to do, there was much going on in the details. Nice and original level, and it wasn't made unnecessarily precise.
Outrageous 7: Code GREEN - I didn't solve this before. It's good, and I might have learned the main trick from Integral Lemmings. :P Also, a different kind of every-rank-repeat with its isolated areas compared to LPI and LPIII-LPVI (LPII didn't have an every-rank-repeat!).
Outrageous 10: No Time To Die x 2 - I didn't solve this before, solved 2nd last in the whole pack. Probably the hardest No Time To Die level ever, the key was to save a miner/basher by releasing a digger with another digger making a step at the same time.
Outrageous 13: Lost in Blue - I didn't solve this before. It's ingenious, not too hard to spot because it becomes quickly clear that you have to contain the crowd. So very good!
Outrageous 14: Shift Over - Oh yeah, this shouldn't need a replay, yet a replay can be saved that doesn't do anything. :P
Outrageous 15: To Infinity, Beyond And Back! - I didn't solve this before. This was intensely fun, and the key to victory was to go around the whole level before pushing any button. :P

Now I have posted each month starting from September my solutions from re-playing for LPI-LPV and LP Omega (LPVI was also in September as a new release). Among the large namida NeoLemmix packs I have only LP Omega II left then! Not sure if I have time to delve into it so I'd have solutions already in March. :P