Lemmings Plus Series

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

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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

namida

Regarding V12.12 - I do intend to release an update at some point to make use, where suitable, of the automatic screen start position. However, this would be purely a cosmetic update - no levels, and none of my replays, were broken by the 12.12 update.
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)

kaywhyn

Lemmings Plus 3 completed. I have attached my entire replay collection for the pack. I already told you on Discord, but I'll go ahead and link the LP of this pack here: https://www.youtube.com/playlist?list=PLbp2m4KlFpJujyg6sVKIzQQCg2Y-x7BeS Enjoy! :P

General Feedback

I really enjoyed this pack. It's definitely harder than either Lemmings Plus 1 and Lemmings Plus 2, although it's still not over the top super hard. That would go to Lemmings Plus V and Lemmings Plus Omega 2, both of which I have yet to play and won't for a while, as there's still the other entries in the series that I need to play first. Nevertheless, there were a lot of challenging levels that were quite satisfying to figure out. In some levels, I definitely made my life harder than I needed to, but a solve is a solve, so I take whatever solution works, even if I made a huge mess of it and resorted to very fiddly stuff :P

While this is the third pack in the series, this is actually the 4th of namida's packs that I've completely solved: LPI, LPII, and now LPIII, and also Lemmings Plus Alpha. As I'm planning to tackle the packs in chronological order, that means Lemmings Plus Holiday will be next, but won't be for a while, as I generally don't LP packs by the same author until at least 2-3 months after the last one from that particular author. I might not even do it until close to the Christmas holiday.

Timid Rank Feedback

Not much to say here other than it's pretty much just X-of-everythings. It is still quite a solid rank with plenty of variety in the puzzles. In particular, the biggest strength of the rank is how the Neolemmix features are introduced. This is the first pack in the series that, while still only using the classic 8 skills, starts using the Neolemmix objects, such as updrafts, buttons, preplaced lemmings, etc. I thought all the levels that introduce them are very well-done. They're fairly simple levels but at the same time aren't completely trivial to solve. To round off the rank is Timid 16 - Locked Out!, which I'm quite certain that I played before in the Recycle Bin pack, though I'm certain that it was much harder than this. Still, this one was a great level to finish the rank.



Dodgy Rank Feedback

Levels are a tad bit harder here, and I surprisingly struggled with a few levels in this rank, as evidenced by how there were some levels that needed more than one video to solve.

Spoiler

Dodgy 1 - Boost Jumper Hard level to start off the rank. The hardest part is getting up the level to the exit.

Dodgy 2 - If The River Runs Red... A deceivingly hard one, although I used the waiting game and had the lemmings all clumped up as one single lemming in four separate groups before I started building up. I watched Icho's solution after solving and yea, I can't believe I didn't see that with bashing in such a way so that a climber can go over the OWW, especially since I recently solved a contest level that requires that :forehead:

Dodgy 3 - Flea Market Nice introduction to pickups. Somewhat challenging, but not very hard. Just need to think about which ones will help to solve the level.

Dodgy 4 - Excavation Expedition II The once-per-rank level in this pack, second iteration of the one found in the Timid rank. I had the crowd go out and up the right side on the bottom.

Dodgy 5 - A Lemming For Your Thoughts Easy level despite the 2-of-everything skillset. Just got to make sure no one gets trapped on the other side of the one-way field. Then again, it might be possible to collect everyone inside the field and still be able to solve the level, but I'm not certain.

Dodgy 6 - Seven-Way Security Somewhat hard, but it's not too hard. I was a dummy and failed to realize there's an exit on both sides, which explains why I kept being at least a skill short :laugh: Really nice 2-lemmings level, though!

Dodgy 7 - Experimental Materials Easy one. I like how there's a wall with arrows going in 3 different directions. Perhaps you should had added up OWAs as well :P

Dodgy 8 - Flying On Broken Wings Another easy one, as this is very straightforward, made only hard because of the very tight time limit.

Dodgy 9 - Synergistic Effect Somewhat hard but one of my favorites! :thumbsup: I like the solution of sending a few lemmings down to the left and out to the right to forge the path and splatforms for the crowd.

Dodgy 10 - The Duck Level Hard one. I really struggled with this one. It was quite difficult seeing that using the bottom part of the level between the very big duck and the hill with a duck on top of it and building up was the way to go. It was very interesting that it was a super quick solve in the second video I try solving it. I do think it's cool how it's a level that features ducks.

Dodgy 11 - Dreamy Drift This on the other hand is quite easy.

Dodgy 12 - Extra Skills Required Somewhat hard but yet another nice one and favorite of mine. I like the trick of using a miner to chip off the builder staircase to release the crowd, as well as making the wall low enough so that everyone can walk back to the left and into the pit.

Dodgy 13 - Speak of the Lemming... Can be difficult, but it's really not. I tried some incorrect things in my earlier attempts, but later realized that instead of collecting a builder pickup which would force you to spend a builder to turn him around since he would be a climber and simply exit otherwise, the way to go is to mine to get to the bottom quickly to rescue the hatch before you lose too many Lemmings. This is a really good level and puzzle.

Dodgy 14 - Flag Games I really struggled with this one. Several times I kept trying going underneath the level despite saying for sure it won't ever work. This always falls short by 1 skill or by at least a pixel. I'm not sure why it took me a while to see the chipping a hole in the wall with a miner, especially since I've recently played a level that requires this in Lemmings Destination. I eventually stumbled upon it while trying to keep a builder going by removing the ceiling with the other lemming so that the builder doesn't hit his head, but then one of them won't have a way to escape. Very nice level here! Can't believe I was a dummy here for a long time :crylaugh:

Dodgy 15 - Party In The Skies Another favorite of mine in the rank! I really like how the solution all comes together. Somewhat challenging but not too hard. I did get taken by surprise with all the steel on the starting platform with the top entrance. It honestly doesn't look like steel at all with the light shade of grey. I think this can be very misleading.

Dodgy 16 - Critical Point Hard level to finish off the rank, so this was an appropriate one to end the difficulty, as this was certainly the hardest of the rank besides Dodgy 10. The most difficult part is getting up the level with an extremely limited amount of builders. This definitely reminds me of the rank finisher of either the second or third rank from Lemmings Plus 2 where you have an equal amount of all skills except you had no builders. Not difficult if you know the trick of keeping staircases intact when interrupting a destructive digging skill midstroke.



Rough Rank Feedback

Levels get even harder here, but I surprisingly didn't have too many problems with this rank.

Spoiler

Rough 1 - Viva Las Lemmine Somewhat hard level to start off the rank, but one of my favorites! :thumbsup: I really like how the level features three different ways to release a blocker: A climber that bashes, just bashing, and finally mining. Very nice satisfying puzzle to figure out and solve! :)

Rough 2 - The Perfect Storm Somewhat hard despite primarily being a builders level. You absolutely cannot waste any at all, as all of them are used in the level. Making that splatform for the left crowd was great, as well as bouncing a builder off a one-way field.

Rough 3 - System Shock Another hard one. It's all about managing the right crowd so that you don't lose too many. The bomber to release them is quite precise. Don't be fooled by the unusually low save requirement. The losses will add up very quick, especially with a very high RR. The puzzle here is really good, though.

Rough 4 - I'm Going To Try Science! Somewhat easy. This one wasn't as hard as I thought. The mining and then interrupting midstroke with a builder is a bit precise, but it can be done.

Rough 5 - Dense Packing Easy one as well. There's a surplus amount of builders and bashers to help compress the lemmings so that only one lemming dies to a trap, leaving the sole survivor to get to the exit.

Rough 6 - The Lemming Redemption The level itself isn't hard, it's the timing and execution that's hard and frustrating. It took so many tries to get the RR tweaking and digger position correct so that everyone but one makes it inside the digger pit on time. I do like the level idea concept, though.

Rough 7 - Hardwired! Hard one but yet another really good one and favorite of mine! It was hard to figure out how to stop the climber from dying, until it clicked due to figuring out what to do with the digger. Extremely great puzzle here.

Rough 8 - They Say A Hero Will Save Us Somewhat easy. I kept confusing myself here and thought I would run into more problems while solving, but it turns out I worried for nothing :crylaugh: Nice level here.

Rough 9 - The Sacred State The fact there's only one builder makes this level quite difficult. It's still a great one, though. I might had made the middle harder than I needed to.

Rough 10 - Collection Pit The only hard part is figuring out how to turn the climber(s) around that gets the outer buttons. Otherwise, nice puzzle.

Rough 11 - The Nyancat Level I knew this song would play on this level :P Too bad there's no scat vocals, although I think I can see that it would quickly get annoying just hearing the same thing being sung over and over, especially since this is a harder than it looks level. This appears to be the VGASPEC level of the rank. It's definitely easier than the Duck level in the previous rank, but you still have to be careful with your skills here. In particular, it seems that the builders will always run out. Therefore, you need some way to hold back the crowd and release the blockers without using builders.

Rough 12 - Excavation Expedition III With how it's now a 3-of-everything, this has increased the difficulty significantly. There might be easier solutions than the one I found, though.

Rough 13 - Livin' It Up One of my favorites. There wasn't anything too hard about this one.

Rough 14 - Shmooth Shailing Nice level title pun :laugh: This definitely wasn't "smooth sailing" for me. I made my life far harder than I needed to, particularly since I used the extremely fiddly trick of blocking to turn a basher around but the blocker gets released at the same time a few times here. This resulted in a no climber and no floaters solution but is just a mess. I watched your intended solution after solving this level, and I can't believe I didn't see that at all so as to make the wall climber friendly for the bottom hatch :forehead:

Rough 15 - Lem Particle Easy one. The tight time limit is what makes the level hard.

Rough 16 - Plan 10 From Outer Space Somewhat difficult but a really good level to end the rank. This would also be another rank finisher favorite of mine! Once I did figure out the solution, the hardest part was getting the starting area to work out so that the miner doesn't break through all the terrain on his right to provide a turning point for the bottom crowd and lemmings. Once again, I really love builderless levels :thumbsup:     



Fierce Rank Feedback

The entire rank was very slow going for me, but I interestingly didn't struggle as much as I did with the Dodgy rank. The levels in this rank are still very hard, though.

Spoiler

Fierce 1 - Dead Is The New Black Your level does a much better job at teaching this trick than the United levels, where I first learned about it. Because I learned this trick in the third rank of United, that's why this level was very easy for me. I think if I had played this level first before the United level I learned the trick, I likely would had struggled longer here. However, I think it's very clear that the digger needs to be stopped somehow, as otherwise both crowds would fall to the bottomless pit. It still might take a while for someone to think of assigning a bomber to a digger whose center is on nothing, though, so I still think this can be a potential roadblock.

Fierce 2 - Excavation Expedition IV The final iteration of the level that's found once-per-rank and is similar to No Salvation levels from LPI. This one took a while before I found the going to the left solution. After having the crowd go to the right twice in the previous two iterations, it was only natural that I thought it would work here too. I say you did a great job with this type of level, as the solutions were all unique and different. Unlike the No Salvation levels, where you can literally use the same solution for a couple of iterations.

Fierce 3 - The Soft Scale Somewhat hard. Once again, I watched you solution after I solved this, and I made my life harder than I needed to. The timing here is still very trick to achieve, though.

Fierce 4 - Lost In Translation Somewhat difficult. My solution is different from yours. The save requirement seems generous, but it's not that generous.

Fierce 5 - Unpredictable Reaction That's a really nice trick with digging the staircase away to release the crowd but still leaves it intact so everyone can still use it. Indeed, I was taken by surprise that it works, although I'm somewhat already familiar with it. I think it's because I've always dug the staircase in a way so that no one can use it, when it actually works by assigning the digger the very first instant a lemmings gets on the staircase. Nevertheless, this level has now made me completely aware of this trick and that it does work but only in a very specific way. Here, building as a lemming steps up on the steel block to make an insurmountable wall is already well known to me.

Fierce 6 - Double-Crosser The only Fierce level I really struggled with here. There was a part in the LP that I thought I had the level solved but I realized too late that I wouldn't save enough. I found a solution that doesn't use the bashers at all. Mine comes closer down to the wire on time than your solution by about a second or so. I'm definitely aware of bombing a faller in midair to create a small dent in the floor, but I totally didn't see to do that here to release blockers :forehead:

Fierce 7 - Another X-Of-Everything Puzzle Arguably the hardest level of the pack, and if not, definitely one of the hardest. Getting up the level is the hardest part of the level. It's clear that everyone needs to use the teleporter and needs to go into it coming from the left so that they walk into the exit instead of into oblivion. I think I might had still been able to salvage the solution in some of my earlier attempts by being able to save the climbers. In my successful attempt, I was lucky that the teleporter got them before they were able to slip past them.

Fierce 8 - No Time To Die Even Now There's the No Time To Die level that's found in each of the Lemmings Plus packs. This one is easier than any of the previous NTTD levels found in either LPI or LPII. The time limit still being super tight took me by surprise though.

Fierce 9 - Curiosity Killed The Lemming Somewhat difficult. I used the waiting game here to achieve the right spacing to be able to block on the builder staircase at the right time. I also simply blocked at the bottom and no one was able to slip by.

Fierce 10 - The Troll Level The final VGASPEC level of the pack. It's hard only due to the juggling that needs to be done to all of them being preplaced lemmings, as well as the wonky and weird terrain to navigate. Lots of scrolling needed. I definitely remember playing this in the Recycle Bin pack, although I don't remember if they were all preplaced lemmings as well.

Fierce 11 - Lem At Your Own Risk... Very close to Deceit's Lemmings level with the same title, except it's "Enter At Your Own Risk..." Also, the solution is nothing like the Deceit's Lemmings level one. This is somewhat difficult but it's one of my favorites. Very good puzzle here! I made the mistake of assigning the climber to the preplaced lemming at the bottom left as soon as the pickup is collected. Instead, the solution is to assign him the climber later so that he can turn around while a tunnel is in progress and after the splatform for him has been made.

Fierce 12 - The "Lemming" Experiment I definitely remember this level from the Recycle Bin pack. I did check my solution after solving this, and I used a way different solution. Here, I only collect one digger pickup and used timing to have everyone survive once the digger pit is low enough.

Fierce 13 - We Lem In Peace Not too hard of a level, although I think the left side around the middle and top is the hardest. Everything else was easy. Before I was successful, I kept being a builder short.

Fierce 14 - Crossover Arena I definitely agree that this is a very hard level, although I wasn't stuck here as long as I thought I would. As already discussed on Discord, I found the talisman solution and avoided the very difficult to pull off trick used in your intended main solution. As a matter of fact, I was very surprised to see it does work. There was a few times I was thinking of trying it, but I kept thinking in my mind that it won't work. I'm wondering how in the world does the basher move upwards while not destroying any of the builder staircase. It seems to be due to how the basher isn't in the process of taking a stroke. It also appears that this must be done with a very specific builder gap, in particular a digger pit width gap and the building must be done at a very specific time. I'm not sure if the basher position is important as well.

I was thinking of skills crossing one another, but this is not quite it. Instead, the level title is a reference to the Psycho level from LPI that requires something very similar with the basher and builders, although here they're required to keep the bashing going.

Fierce 15 - You Knew It Was Coming... This is in reference to how the Lemmings Plus packs have an X-of-everything but no builders level near the end of the final ranks. This one is definitely easier than the LPII level, probably because it's nowhere near as wide.

Fierce 16 - The Final Stand Very hard level, but a very nice one and a big favorite of mine to finish off a great pack! :thumbsup: Lots of red herrings here that I fell for. I figured out the start fairly quickly due to using the same thing on Fierce 12. You can do the same thing with a climber and bomber, but it renders the level unsolvable if you do it that way. After that, the hardest part was figuring out the mining and bashing the OWW so that the lemmings from below can get into the miner tunnel. I nearly had the level solved, when I realized that I need to keep the climbers alive and not have them block. Once I got the timings right to have non-climbers get past them to block and another non-climber to bomb, the rest of it was easy.

It's definitely one of the hardest, if not the hardest of the pack. In my opinion, I felt Fierce 7 was even harder, as well as Fierce 14, though it really depends on what solution you find to the latter. Even then, it's still a really hard level. These 3 I would consider the hardest of the pack, so it's difficult for me to say which one was the hardest for me. However, if I had to choose, I say Fierce 7 was the hardest, although honestly some of the Dodgy levels could be considered for hardest of the pack too, like the two main ones I struggled with :crylaugh:



Overall, nice job with this pack. Definitely a step up from your previous two packs, especially LPII. I'm looking forward to playing the rest of your packs in this series, as well as the Omega side entries. Lemmings Plus Holiday is next for me, as I'll be taking on the packs in chronological order. This won't be for a while, as I generally don't LP a pack from the same author until at least 2-3 months have passed since the last pack from that author. I might even wait until around Christmas to start it :P
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

namida

#272
I'm still watching your LP, and in Dodgy at the moment, so won't read the feedback for the later ranks until I've got past them in the LP.

However, re: Timid:

QuoteTo round off the rank is Timid 16 - Locked Out!, which I'm quite certain that I played before in the Recycle Bin pack, though I'm certain that it was much harder than this.

The recycle bin had a harder repeat of this level, which was originally from the Lemmings Plus III Bonus Pack. (Said bonus pack contained 7 easier versions of late LPIII levels, 7 harder versions of early LPIII levels, and a bunch of gimmick levels - a couple of which have been adopted back into LPIII, modified into a gimmick-free form, to replace levels that had to be culled.)

In LPIII itself, the only level that gets repeated at any point is Excavation Expedition.
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 through Dodgy (and most, but not all yet, of Rough). Yeah, Flag Games is usually one of those levels that catches most players out - you're not even close to alone there.

QuoteDodgy 7 - Experimental Materials Easy one. I like how there's a wall with arrows going in 3 different directions. Perhaps you should had added up OWAs as well :P
They didn't exist yet at this time (as there was really nothing that could destroy them other than bombers - none of the new skills existed yet at the time of LPIII, and the first one that destroyed terrain upwards - the Fencer - came years after the first batch).
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)

kaywhyn

Thanks for the remarks. I'm glad to hear that you're continuing to enjoy my LP of LPIII very much :)

Quote from: namida on August 12, 2021, 07:26:08 PM
QuoteTo round off the rank is Timid 16 - Locked Out!, which I'm quite certain that I played before in the Recycle Bin pack, though I'm certain that it was much harder than this.

The recycle bin had a harder repeat of this level, which was originally from the Lemmings Plus III Bonus Pack.

I remembered right, then. When I played Timid 16 in LPIII, I was thinking in my mind I remember the skillset being far more restrictive than that in the version I played from the Recycle Bin pack. It looks like I simply played the harder repeat of Timid 16 from there. One thing I'm not sure about is if all the LPIII levels in the Recycle Bin pack are all the ones that used to be in either the LPIII main pack or the LPIII Bonus pack and therefore I didn't miss anything in LPIII's current state at all by playing through the Recycle Bin pack.

Quote
Watched through Dodgy (and most, but not all yet, of Rough). Yeah, Flag Games is usually one of those levels that catches most players out - you're not even close to alone there.

I think I can see why for Dodgy 14. What about "The Duck Level"? I found that level hard as you have seen in the LP. Interestingly, I didn't have as many problems with the Rough rank, before struggling again greatly with the Fierce rank in general.

Quote
QuoteDodgy 7 - Experimental Materials Easy one. I like how there's a wall with arrows going in 3 different directions. Perhaps you should had added up OWAs as well :P
They didn't exist yet at this time (as there was really nothing that could destroy them other than bombers - none of the new skills existed yet at the time of LPIII, and the first one that destroyed terrain upwards - the Fencer - came years after the first batch).

Yea, you're right. It's very easy for me to forget NL's very extensive history, particularly since I came long after very Old Formats NL, and I think I came at just about the time when NL was just about to transition into New Formats
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

namida

Finished watching the LP now. Well done! :) I was very surprised how quick you solved Fierce 9; that one took a long time after LPIII's release before anyone solved it.

Holiday Lemmings Plus should be a very, very short LP - maybe even a single video. ;)
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)

kaywhyn

Quote from: namida on August 15, 2021, 03:44:50 AM
Finished watching the LP now. Well done! :)

Nice job and thanks for watching! :) I'm glad you enjoyed it a lot. Also, thanks for posting your remarks/feedback on the LP here. I always like reading the pack author's feedback on the LPer's thoughts/solutions, and putting it here is a great way to preserve it and to look back on at times ;)

Quote
I was very surprised how quick you solved Fierce 9; that one took a long time after LPIII's release before anyone solved it.

I looked through the LPIII topic for Old Formats, and like you I didn't think Fierce 9 (Fierce 8 in Old Formats) was that hard, so I'm surprised that even people like Nepster found it hard. I don't know if it's simply due to all the experience I have gained from the many level packs I have solved (I've solved so many packs in between the time I LPed LPII and LPIII), but here the only hard part is just simply getting the timing correct, as I think the solution itself is somewhat obvious. Even then, as you have seen there's some tricks that still manage to catch me off guard, such as in "Flag Games." The funny thing was that I played a Lemmings Destination level that required this, yet it still took me a very long time to see it here even though I played that level a few weeks before I started LPing LPIII. So, yes, experience from playing many level packs absolutely helps in learning these tricks, but it doesn't mean that applying these tricks will be "automatic" in other level packs.

Quote
Holiday Lemmings Plus should be a very, very short LP - maybe even a single video. ;)

Since Holiday Lemmings Plus is a very short pack, I'll likely do Omega right away after finishing it. 
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

Proxima

I solved all the levels.

kaywhyn

Holiday Lemmings Plus completed. Replays attached. Also, namida has told me he's already watched my LP of it, but just in case anyone else here wants to watch it, here's the link: https://www.youtube.com/playlist?list=PLbp2m4KlFpJuIYQH_Iw_JVK6HSeTgH8vw. Enjoy! And yes, when you click the link there is indeed only 1 video :P That's how quickly I solved the pack.

This is also the first pack to start using NL skills, but if you ignore this, then Lemmings Plus Omega is the first entry to start using NL skills.

General Feedback

This is the smallest pack in all of the Plus series, being only 12 levels long. Even then, it's not an easy pack throughout. The Glitter rank should essentially pose little to no problems for anyone, as they are easy X-of-everythings. Even the Arctic rank itself isn't much harder than the Glitter rank, except for 2, possibly 3, levels in it. I still enjoyed the pack very much despite its very short length, if only for the fact to ring in the holidays early, being 20 days away from Christmas. All the music is Christmas tunes.

Glitter Rank Feedback

All the levels in this rank are X-of-everythings. In addition, the save requirement is very lenient for all of them. Thus, these levels will likely present little to no problems for anyone. Therefore, there's nothing to really say here, other than I would say the hardest levels are probably the last 3, Glitter 4, Glitter 5, and Glitter 6. They're still not very hard thanks to the very wide skillsets, rather I mean relatively speaking to the other levels in the rank, hence they're appropriately placed as the final levels.



Arctic Rank Feedback

Only a slight step up in difficulty for the most part, so should still be quite manageable. However, the hardest levels in the rank are definitely Arctic 4 - Miracle Drop and Arctic 5 - Dream Parade. These two levels took me a while to figure out, although my solution to the latter is very different from namida's intended solution and is quite a hackish/backroutish one :P The former reminds me of Psycho 8 from Lemming Plus 1. The hardest part is figuring out how to get down safely from a very high place when you don't even have floaters, gliders, or swimmers.

Spoiler

For Arctic 5, I simply went through the bottom and didn't send anyone over the top. Thus, it was quite difficult to figure out how to solve this level, especially since a lot of things fail by at least a pixel or so. However, the one thing that would had helped is if I had realized that the fall after the second pillar from where you platform isn't fatal :forehead: Thus, this added to my struggles.

Arctic 3 - 23:58 12/24 I really like the title here, and I believe it's a reference to the Holiday Lemmings level 2 minutes before midnight if I'm not mistaken or misremembering a level with some other title. Even more, it's also 2 minutes before Christmas Day. This also has the potential to be difficult, but in the end I severely backrouted the level :P I at one point went the intended route, but I couldn't find a way to get it to work.



Despite the short length, I still enjoyed this pack as mentioned before. Thank you namida for this pack. Great way to ring in the holidays early. Glad to hear you've enjoyed my LP of another pack of yours.

I'm currently in the process of LPing Lemmings Plus Omega. I'm currently 54 levels into it, so almost halfway already after two videos. I will likely post replays to LPO after finishing the Puzzling rank and then another time each for the final two ranks.     
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

kaywhyn

Finished the first two ranks of LPO. Replays attached. Also, the link to my LP of the pack: https://www.youtube.com/playlist?list=PLbp2m4KlFpJvCbPPPTjHGIiPMl7vVy4Lm. Enjoy! :P

General Feedback

If Holiday Lemmings Plus is ignored, then LPO is the first pack of the series to use the NL skills. Due to this, they have really showed me that they really add variety to the puzzles for the game in combination with the classic 8 skills. Even then, I'm still a diehard fan of the classic mode of the game: classic 8 skills, time limits on every level, etc. However, I will admit that LPO has definitely opened my eyes to the limitless possibilities of puzzles with the addition of the NL exclusive skills. There's a huge amount of diversity in the puzzles here, and I think that's the reason I've been enjoying the pack a lot even in the very early stages of Breezy despite the X-of-everythings. In contrast, it got quite boring with LPI and LPII, with the former after about the 3rd rank or so, while for the latter after maybe close to the end of the first rank or beginning of the second rank.

The pack has the exact same structure as the OL, in that there are 4 ranks of 30 levels each. Hence, what I expect is that the difficulty should more or less follow the same flow, where the pack is quite easy for the most part, probably up until halfway through the second rank and then it will probably only get harder from there. It definitely felt great to be plowing through so many levels very quickly, the first in a while that this has happened for me. Yes, I love playing and solving hard levels, as those are the types I like the most, but I welcome levels of any difficulties. Easy levels are certainly no exception, and are certainly a very welcome sight for me after playing nothing but medium and higher difficulty levels for so long.

Breezy Rank Feedback

Not much to say about this rank other than the rank starts off with several tutorial levels on the NL skills, and then pretty much the rest of the rank are easy X-of-everythings, with the occasional level where you have the same amount of every skill except for one skill where you only have 1 or some quantity that doesn't match the others. Thus, I breezed through the rank very quickly. Here, my favorite of the rank would have to be Breezy 22 - Swap Magic



Puzzling Rank Feedback

The difficulty is only a bit higher than in the previous rank, and there's still a lot of X-of-everythings, although it's not an entire rank full of it. Still a lot of really good diversity and variety in the puzzles here! We already get the very first repeat with Puzzling 7 - More Than Just A Dream, though the once per rank level already appears at Puzzling 6 - Traptastic!.

My favorites of the rank: Puzzling 5 - Listen To Your Lemming, Puzzling 13 - The Martian Lake Beast (especially the design here, wow!), Puzzling 15 - Pass The Lemming, Please and Puzzling 23 - Eco-Friendly Lemmings.

Spoiler

For Puzzling 15, I really like how you need to isolate one of the final lemmings to go over the top while everyone else is contained at the bottom by building to reach the OWW, digging down the right edge of the OWW to get down safely, build over the gap, and then bash through the OWW to release the crowd.

For Puzzling 23, I really like how you need to send two workers on ahead, and the platformer must be the floater. He will hit the blocker at the bottom to turn around and make a splatform for the crowd. Very nice puzzle here! :thumbsup:

Hardest levels of the rank IMO: Puzzling 10 - A Little Bit Of A Lemming (it's not a hard level, but I can see how the inverted teleporter can throw newbies off), Puzzling 17 - Can Your Lemming Do This?, Puzzling 19 - A Split Task, Puzzling 21 - The Lower Branch, Puzzling 24 - I Swear Upon A Lemming, and Puzzling 26 - The Castle Towers. Puzzling 24 was especially a very hard one, so I would say that's the hardest one of the entire rank. All the other levels listed aren't as hard, but they're still challenging.

Spoiler

For Puzzling 17, it's especially hard to find a way to contain two of the lemmings while one goes on ahead to forge the path. Thus, a save all solution is difficult, but it is possible.

For Puzzling 19, it can be hard to find a way to get through the OWW to release the crowd, although some might not think to also bomb through the remainder of it after the miner is done to get the crowd home.

For Puzzling 21, it has the appearance of a difficult level due to the size, but it's really not too hard. You have plenty of skills to get everyone down safely.

For Puzzling 24, I thought the skillset might had been a mistake, but it seems that the intention is to accept losses as they come from splatting, and possibly some to the bottomless pit. It was especially frustrating to make sure no one is lost to the bottom edge of the level. I'm going to have to make sure I check namida's intended solution to this level, as I'm quite curious if there's an easier and cleaner way to solve it.

Finally, Puzzling 30 - Drop Them Lems is the biggest offender of the rank for giving the appearance of a very daunting level due to the sheer tallness of the level. However, the save requirement of 1 might be very surprising. It's actually quite easy to save everyone. The hardest part is just getting to all the buttons scattered all over the level.

Spoiler

Here, I used cloners on gliders to reach some of the buttons that would otherwise require builders/platformers if using floaters to do so.



I'm enjoying this pack a lot! :thumbsup: I've already managed to finish a little over half the Perplexing rank, so it seems that this LP will be done pretty soon as well, barring any level(s) that really stumps me here. I will post more replays/feedback after I finish the rank, and then one final time after I finish the final rank.
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

kaywhyn

Perplexing rank completely solved. More replays attached and also more feedback.

Perplexing Rank Feedback

Due to the pack having a similar structure to the OL with 4 ranks of 30 levels each, I expected this rank to be about Taxing difficulty. However, many of the levels here are a big step up in difficulty, so some of these could even be early Mayhem difficulty. Sure, the Taxing rank was where things started getting dicey in the OL, but a lot of them were still quite manageable for the most part. Here, for the Perplexing rank, solving times slowed considerably. However, I was able to get through each level of the rank in just one video. Even then, it still took longer than the previous two ranks.

Spoiler

Perplexing 1 - Purple Pools Difficult level to start off the rank, but that's because I thought to go through the OWW just like in the original. Instead, the answer is to go below and around it. Very nice level to start the third rank ;)

Perplexing 2 - The Enclosure One of my favorites. I especially love the trick of using a stacker inside the digger pit to make a splatform for the top entrance. It is somewhat precise, but fortunately there's still plenty of leeway so that no one splats.

Perplexing 3 - Make Lem, Not War Back to hard with this one. I'm not sure if there are easier and cleaner ways so that the timing isn't as tight to turn everyone around before the left miner breaks through.

Perplexing 4 - Borrow A Bit Of Freedom? Repeat of the walker tutorial and favorite of mine. It did a great job of making me react with "How in the world do you do this?" I do have a climber leftover due to the way I assigned the miner so that it wasn't necessary, since the blocker was able to turn around in the miner tunnel when he got released. Very nice puzzle/level! :thumbsup:

Perplexing 5 - When They Need It Most... Another favorite of mine here. I love the way a platformer is used to get the crowd down safely so they don't splat. Other than that, the solution is pretty much the same as the one I used in the original, except for a stoner to turn everyone to the left, while sending a worker lemming to the right and over the top to bash through the OWW to release the crowd.

Perplexing 6 - Security Bypass Easy one, so can pretty much be considered a breather here.

Perplexing 7 - Dial "L" for Lemming Another repeat. Somewhat hard. I used a faller to bomb the blocker free to release the crowd, meaning the blocker has to be pretty close to the entrance to do so. The timing can also be difficult to get a miner to make a hole in the stack so that everyone can step up to the exit, but it's a nice trick that I've already seen before in United.

Perplexing 8 - Oh No! More Megalemmings! This reminds me of another level that had lemming sprites, which I think was either in your LP3 or LP2. Or, it might had been in someone else's pack. I believe it was also an X-of-everything. This I would say is a big step up in difficulty, especially since you only have platformers to bridge gaps. Luckily, the skillset isn't too restrictive. Very nice level, especially with the lemming sprites. I like how the exit is on the swimmer :laugh:

Perplexing 9 - With A Lemming's Touch Hard one. This one took a while. The bombers were very precise to get the lemmings into the exit. The first bomber was also used to release the first blocker. I managed to solve without the builder :P

Perplexing 10 - Pillars of Pandemonium This one I also kept overthinking because I was a dummy here, especially since I struggled to figure out how to contain the crowd when it's just a simple stoner and blocker :XD: It's really not as hard as I made it out to be! Though the fact you don't even have any destructive digging skills increases the difficulty significantly.

Perplexing 11 - Tightwire City Clearly a tribute to "Tightrope City" from the OL. The biggest difference is that here you're not given any blockers to hold the crowd back. However, a builder wall acts as a blocker substitute, so here you have enough to make two of them. At the same time, I suspect it might be possible to simply keep spamming builders until you get to the exit, using walkers as appropriate to delay and stall.

Perplexing 12 - That's Just How It Is I was also a dummy here, but this is a really good one and another favorite of mine. It was a quick solve, just took me a while to figure out how to do the start correctly so that you don't lose too many, and the answer is to use a passthrough blocker after 1 drowns, which is enough time for the worker to seal off the gap to the water.

Perplexing 13 - Nothin' But A Lem Thang Another repeat, although the only hard part here was timing the next climber to block at the very end of the miner tunnel once he breaks through the wall. I had to keep rewinding and adjusting the second climber assignment. Otherwise, the rest is straightforward. Again, not sure if there are cleaner and easier ways to solve.

Perplexing 14 - Traptastic! The third iteration of the level with the same title and the once-per-rank level in the pack. This time, you're not given any bashers, which means the way to solve the level is to go through the top. Once you realize that, the rest should be easy.

Perplexing 15 - Down In The Craters Looks difficult due to the tall size, but it's not that hard at all. I ended up going down the right side with everyone. I wasn't sure if my solution would finish on time, but luckily the time isn't too tight.

Perplexing 16 - Wiring Defect Another repeat, though it's pretty much just repeated climber bombing through the obstacles. The difficulty is somewhat increased as a result. For the first obstacle, I bombed high enough so that no one can follow the workers. I used another bomber to allow the crowd to get to the exit later without it destroying the bulider staircase, though I had to use a platformer for this.

Perplexing 17 - An Urgent Search For Shelter Another great puzzle and favorite of mine. My favorite part is sending up two climbers to the left, digging with the first one to turn the second one around, and then platforming to get past the blocker. The time limit looks very scary, but fortunately it's not too tight.

Perplexing 18 - Bouncing Back Another favorite of mine! The miner is a bit precise, but it's necessary to contain the crowd while isolating a worker to the right to dig and use the teleporter to climb and collect the pickups. I like how you need to bounce the builder off the preplaced blocker from the left side so that you can get to the exit and so the crowd can use it to get to the exit. Well done here! :thumbsup:

Perplexing 19 - Rushing Up Another repeat and more or less the same solution is used here as I did in the original. The time limit is especially very tight. I managed to finish with just a second left. I used the worker to platform from the left, as I thought that would be the quickest way. I think you would run out of time otherwise using someone from the crowd.

Perplexing 20 - Current Affairs Another favorite of mine! :) Looks very hard due to the tall size, but once you realize there's a glider pickup then it isn't as bad. I like how they both use the updraft to get to the top, and one of them is able to glide into the exit on his own, while the digger needs to platform twice to reach the exit. Very nice puzzle! :thumbsup:

Perplexing 21 - Wirebreaker Another really good puzzle and one where I was a dummy for failing to realize to clone the glider/climber twice quickly at the start, as that is the fastest way to rescue the crowd from splatting. I think I might had been able to save the platformer going to the right at the bottom with some tweaking, but fortunately this was good enough to get the level solved. I really like how the solution comes together here.

Perplexing 22 - Pick-a-Plan Pretty much a breather here, though I can still see how the exit area can trip people up. Nice level.

Perplexing 23 - What A Treevil Level! Yup, I was stuck here for a while, but at the same time I was a dummy. I definitely could had saved way more time and made it far less tight on time by bouncing the miner sooner. I thought to use a builder to isolate a worker at the top, but then I realized to simply contain them between the tree and the nest. The level is definitely appropriately titled :laugh:

Perplexing 24 - Grab Life By The Lemming Can be considered a breather here as well, with the time limit once again being the main obstacle. It really came down to the wire on time, but I definitely can see what the second climber I avoided is used to speed things up.

Perplexing 25 - That's Quite A Lemming! I was also a dummy here and didn't realize to platform from the right instead of from the left so that it wouldn't make it so tight on turning everyone around in the miner tunnel. At the same time, instead of the worker lemming from above, I could had used a lemming from the crowd instead to mine for everyone to turn back to the right so as to make the timing less tight :forehead: Oh well, this works too :XD:

Perplexing 26 - Whisper Of The Wind Another favorite of mine, where I especially love the multitasking needed here in order to beat the clock. I can also see this one being a stumper is one isn't aware of the stoner/stacker trick to get past a low enough wall. I have Icho's NL Intro pack to thank here, as that's where I learned about the trick.

Perplexing 27 - A Calamity Waiting To Happen This level reminds me of Psycho 2 from LPI due to the very tight time limit, as well as to turn everyone to take the shortest and fastest route to be able to finish on time. The second stoner is absolutely necessary to finish on time. Nice job here!

Perplexing 28 - Jumping Into The World Due to the lack of digging destructive skills, the path should be obvious, though it still took me some time to realize it. I tend to be very bad at using stackers to solve levels, so you can consider these "hard for kaywhyn levels" lol. Probably easier and cleaner solutions than mine, though I think I could had made the release of the crowd at the start easier by stacking somewhere else so that it's easier to platform over it. I also used the trick of platforming on top of a stack so that you can stack underneath the bricks to get over a stack at the bottom right. Still, great level here.

Perplexing 29 - From Endings To Beginnings I'm not sure what I did different in my two attempts here so that I was able to save a constructive skill the second time that I was short one in the first attempt. I'll have to watch the video to see what I did differently in order for that to happen. Difficult level, but certainly a nice one. Not sure what the regular preplaced lemming is for, as I just allowed him to exit and I simply used a walker to turn the climber/floater around to set off the splitter again. Being a pixel short for either a platformer or builder at the top right was evil, though :evil:

Perplexing 30 - Lemming Treety Nice title :thumbsup: Can be hard, but this is a really good level and a favorite of mine to end the rank. I love how a glider is stuck in an infinite loop in the updraft pit and he's later released by bombing the blocker on the right side. I especially like the timing of the release of the glider so that he overtakes the worker in order to set up the platformer at the bottom to catch the floater from above. Great work here, namida! :)

Enjoying this pack very much after 3 ranks. I'm currently halfway through the Mental rank already, so this pack might be finished in a few more videos. We'll see! Perhaps there'll be some real stumpers near the very end of the rank. 
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

MASTER-88

Quote26 Oblivion 18/20

Psycho 26 Oblivion. I got 19/20 saved. Its might new record or this page is not updated for while

Replay video with my camera. Bad quality but idea were simple.
https://www.youtube.com/watch?v=efTfIocBW6w
Video games player.
See my youtube: Several games videos includes lemmings
http://www.youtube.com/user/metroidmaster88?feature=mhum

My Huge Lemmings Projects

Lemmings Custom + Triology 394 Levels
Custom +1 (120 Levels)
https://www.lemmingsforums.net/index.php?topic=5840.0
Custom +2 (124 Levels)
https://www.lemmingsforums.net/index.php?topic=5993.0
Custom +3 (150 Levels)
https://www.lemmingsforums.net/index.php?topic=6014.0
Amiga Classic Special (30 Levels)
https://www.lemmingsforums.net/index.php?topic=6345.0

Lemmings World 150 Levels
https://www.lemmingsforums.net/index.php?topic=6751.msg102567#new

My SNES Lemmings MAX Points Project
https://www.lemmingsforums.net/index.php?topic=4539.0

kaywhyn

Mental rank solved and hence I have solved all of LPO. My entire replay collection is attached.

Mental Rank Feedback

As this is the final rank of the pack, the difficulty would essentially be the equivalent of the Mayhem rank and then some. I didn't think it was that bad, especially since a lot of the levels in the rank are repeats. Really the only hard level that I struggled with greatly was Mental 16, which was the first and only level in the entire pack that needed some off-camera time to get solved, as I wasn't able to get it solved after two videos. I was so close to getting the entire pack solved without a level needed multiple videos to get solved! :sick:

Spoiler

Mental 1 - Be A Tidy Lemming! Somewhat difficult level to start off the rank which is a repeat. With only two miners to get through terrain, the route should be obvious, but I can still see this one tripping up less experienced players. It's more or less the same as the original, except you need to start moving upwards after destroying the first two walls to the left you get to in order to reach the exit instead of being able to go all the way across thanks to access to a more varied skillset that allowed you to do so.

Mental 2 - Goin' The Long Way Pretty sure this is like a reference to "The Far Side" from the Mayhem rank of the OL, as just like in that level both the exit and and entrance are separated by a steel wall, except in that level the exit is on the right while the entrance is on the left, while in this level it's the reverse. Nothing hard here other than possibly finishing on time, but from what I remember the timer isn't too tight.

Mental 3 - Doomblock 42 Difficult one but one of my absolute favorites! :thumbsup: It does look impossible on first glance, but it was a very satisfying one to hash and figure out. I really like how the solution comes together, as well as nice uses of the walker to turn everyone back to towards the exit so they don't walk into the fire traps, but also in one case to platform up the gap before anyone falls through and splats. The miners are used to ultimately turn everyone back towards the exit, although one needs to use walkers in the meantime to stop anyone from getting into danger as mentioned. Nice job here ;)

Mental 4 - Trade of the Tricks I liked the original, I also like the repeat here, where the challenge of getting the floaters and climbers to their respective exits is different here. The solution can be somewhat hard to figure out, but once you do the main obstacle is finishing on time. I'm sure I could had avoided time coming down to the wire by blocking sooner. I really like the use of the digger to reduce the height and make it a safe drop for the climbers.

Mental 5 - (insert clever title here) Another nice one which is a repeat too. I like the use of a bomber and bashing inside it to turn everyone back to the right, as well as having a lemming that turns around in the basher tunnel mine out to the right to get our worker lemming and everyone else gets contained. Perhaps with some better timing I could had prevented some or possibly all losses besides the bomber at the start. Nice use of the platform at the bottom to serve as a splatform, and here I bombed very carefully so that no one walks out to the left.

Mental 6 - Two Step Program Great level here as well, although my only complaint here is that the part near the exit is very precise. Both diggers and the platformer to get to the exit, as well as the builder to stop the left digger on the pillar, are all pixel precise. It could definitely be reduced.

Mental 7 - Traptastic! The 4th and final iteration of the level with the same title. This one is the most interesting, as this strips you of the most powerful and useful skill for the level, the disarmer. Now, you must find creative ways to get past the traps without losing too many to any of them, as well as rush to get the path ready to avoid too many losses. No miners this time, so pretty much back to using the middle route. I didn't use the diggers :P

Mental 8 - Silica Valley Another repeat and favorite of mine here. Now that I think about it, I could had sworn I played this level before, maybe the Recycle Bin pack? I certainly remember the solution being something like this. I really like how if you attempt to solve it in any other way you will always end up at least a skill short. My only gripe here is the builder used at the top to catch the lemmings coming from above, as it's not clear at all that they will land on the staircase. Solution can be difficult to spot, but then again it is the final rank.

Mental 9 - Codependency Yet another repeat and favorite of mine here too! :thumbsup: I really like that trick of bombing a climber from the other side so that you can send a climber from the right entrance through the opening and glide to land on top and forge the path on the far right side. A gripe I have here is that it isn't clear that two platformers and a builder are enough to stop the ones from above from splatting. However, it's not a huge problem here. Once again, I feel as if I've played this level before, again, maybe from the Recycle Bin pack, now that I'm thinking about the solution here, as I kind of remember solving a level this way too.

Mental 10 - Project Thataway Third repeat in a row (excluding the Traptastic! level). I like the solution's concept here, but the precision is super tight here. It definitely got me wondering "how in the world is this possible?" reaction. I think the bridges have to start at a very specific point or you won't be able to land and get up on the exit platform even with the extension of the stackers and stoners. This does seem to require the use of the stoner/stacker combo that was taught in the previous rank.

Mental 11 - No Way Around It This Time Another repeat here. The only hard part is containing everyone at the start. It's quite precise. Otherwise, it's pretty much the same as the original, except you can bash through the OWW. The timer isn't a problem even though it looks like it might be.

Mental 12 - Cave of the Cactus Somewhat hard, although the only hard part here is getting the glider to the very top of the updrafts. It took me a while to see that a blocker is needed to help with that. Nice trick there! :) The rest of the level is easy once you achieve that.

Mental 13 - A Different Kind of Hero I think this is a reference to Mayhem 3 - It's Hero Time! from the OL, as you have a 1-of-everything skillset, although no 1 minute timer here even though it's possible to finish in under a minute too. I ended up saving everyone :)

Mental 14 - The Strange Construct I'm almost very certain I played this level in the Recycle Bin pack, as I do recognize the layout. I think I used the same solution here as from that pack. It's hackish and cheesy, but it does solve the level :P

Mental 15 - Cave Raid Another repeat and favorite! I deduced the solution here fairly quick. Great solution! I really like the releasing of the crowd and having them be contained in the pit before the slope right by the exit and the miner goes on to collect the disarmer pickup. Nice job here! :thumbsup:

Mental 16 - Skill Factory As mentioned, this was pretty much the hardest level for me in the rank. I checked namida's intended solution and Icho's after I solved the level. Theirs are similar and avoided the platformer pickup by the exit, while I ended up going for it and only used it to get the builder and miner pickups that they got to using the digger. I can't believe I overlooked mining to the left right by the exit :forehead: That thought came to me while I was eating my lunch. I'm happy to see that was the missing key to solving the level, as well as the two stacker pickups in very bad places being red herrings indeed are.

Mental 17 - Recycled Lemming Syndrome A repeat which is a somewhat difficult level, although maybe not as difficult as the previous level. Once again, I overcomplicated the solution here. Being able to save the lemming that I kept losing to the bottomless pit was the key to getting the level solved. The other thing is making sure you have enough constructive skills to get the level solved. I sometimes kept running a skill short there.

Mental 18 - ...wait, what? Repeat here as well, and one that I kept overthinking. It's easier than it looks, but it's still challenging. Mine came all down to timing, and it seems the intention is to bash and bomb over the exit to drop into the exit platform, but a basher is enough if you do it in the right place.

Mental 19 - The Embiggening of the Cromulent Hard one but one of my favorites too! :thumbsup: Contest level of namida's that ended up winning a LOTY contest alongside a United level. I really like the basher/cloning part, where the left basher releases the climber/floater that's trapped at the top in an infinite loop. Also sending him up to platform so that you can send another climber from the crowd who can glide over the top and prepare the route on the right side. Nicely done! :)

Mental 20 - Not Even A Minute! Repeat, and a little difficult, but the very strict time limit is the main obstacle. I really like the solution here, though, and it was very satisfying beating the clock. The major drawback of the miner being super slow really shows here, and once you realize that that's not the way to go, then the solution should click, although it can still be difficult to see how to get up to the exit. Instead, the miner is used to make a turn around point so that the lemmings don't have too far to walk.

Mental 21 - Adventure Time!!! Repeat as well, and one where I was able to deduce fairly quick too. Should be very obvious that everyone needs to use the teleporter. I was simply a dummy near the exit, as it took some time to realize that I could dig and platform to turn everyone back towards the exit. The exit area's solution is nice, though, where you put the blocker at one end and dig and platform on the other.

Mental 22 - Treet Yourself! Nice pun here. Third repeat in a row. The only hard part is cancelling a digger with another. Everything else should fall into place, and you'll have to accept the losses and splattage as you go. I could had saved more had I stopped the digger earlier, though.

Mental 23 - Lemmin' Like The Wind 4th repeat in a row, and pretty much the only difference is how to contain the bottom left entrance, using a miner and a bomber. Everything else was pretty much the same, although you definitely have to multitask because of the timer.

Mental 24 - Branch Out A Little! 5th repeat in a row, and possibly my biggest favorite in the entire pack! :) Absolutely wonderful solution that I was able to piece together one at a time quite nicely. I was a dummy and didn't realize that no platformer is needed for the glider to be able to use the updrafts if you bomb high enough. Also realizing how to get up, which is with the big tree in the middle, where you mine through at the top and then can use a platformer and builder. Nice use of a bomber to blow through the stoner terrain to release the crowd, as well as a stoner right by the exit to turn everyone back towards it.

Mental 25 - Night of the Lemming Dead 6th repeat in a row, although here the pre-placed lemmings got replaced with zombies. The hardest part was the area below the force field. Some good timing is needed in order to get a lemming on top of the bar and to bomb a faller to stop the zombie from climbing up to infect the others. Once you realize through the top of the bars is the way to go, the rest should be smooth sailing from there until you get to the exit with the zombie guarding it. I used a blocker to contain him and then platform over to drop on the other side of the exit. Nice level which felt easier than the original for some reason.

Mental 26 - Will It Be Enough...? 7th repeat in a row, and another nice one here. I really like saving everyone with the swimmers you have available until the platforming over the water at the start is done, as well as blocking to the left of the teleporter and releasing him with the final one going to the left with a miner. The most frustrating was finishing on time, as well as making sure the teleporter catches the climber(s) without them being able to make a long round. This required some tweaking and fiddling around to make sure that doesn't happen. I'm pretty sure the video of me solving this one will give you a nice chuckle, particularly when I kept failing by about a second and my big "No!" reactions :laugh:

Mental 27 - Six-Lem Situation 8th repeat in a row and the final one in the pack. If you try doing it in the most logical straightforward manner, you'll always lose at least 2 lemmings, and you can't afford that, since you can only lose 1. The clicking moment was when I realized all lemmings on one side need to be climbers. This helps save up on the bashers which you can use to join with the first one as delays to give the lead lemming enough time to bridge the gaps on either side to the exit. The sacrifice here is due to walking into a trap.

Mental 28 - The Troublesome Trio Another favorite of mine! I really love how the solution comes together quite nicely here. The best part is getting a lemming to different parts of the level to do work to prevent anyone from getting into danger. Platforming over the first gap and having one drop down to bash through to allow the other one that comes from the right side through, and digging down the balloon so that one turns around while the other one is able to go through to the right once he's low enough to platform up the gap to catch the digger when he's done. The balloon part is the hardest part, but that's simply due to when you assign the floaters in the updrafts.

Mental 29 - Through Thick And Thin... Hard one mainly due to the very strict timer. The puzzle is a bit hard as well. Once I had the solution, I kept running out of time, so I had to keep on rewinding and seeing where I could speed things up. I checked namida's intended solution afterwards, and his is just as hard, though his manages to finish with an extra second to spare compared to mine. I did try what namida did with digging away the final pillar before the exit, but I kept losing several lemmings and instead tried a different approach. I climber bombed it instead, which is certainly easier, but this solution seems far tighter on time. Definitely like "Save Me" from the OL in that the penultimate level was the hardest of the rank rather than the final level.

Mental 30 - The Final Tower Very anti-climatic for the final level but a really nice one to finish off the entire pack. Pretty much brings it to a full circle to the Breezy rank, which was pretty much the rank that has X-of-everythings. It's the same here. Thus, a very easy one for the final level, being a 20-of-everything. For an added challenge, go for a save all solution, which I quickly dismissed as not being possible but later changed my mind and decided to go for it shortly before I had done too much of the level :laugh: I didn't read the talisman before playing the level, I found out long after I got it solved that it is indeed save everyone. I also give a tip in my LP that is possibly easily overlooked: Getting up the level with the miner/walker combo, since builders are the most obvious way to do so. Granted, it's not an effective way of doing so, but it will work if you're given plenty of them. Obviously it can work for bashers/walkers too.



Overall, I really enjoyed this pack very much despite it being on the easier side. This pack really opened up my eyes to limitless possibilities in the diversity and variety of the puzzles when you are allowed NL skills instead of just limiting oneself to the classic 8 skills. Even then, I'm still a diehard fan of classic lemmings, i.e, classic 8 skills, time limits on every level, etc. However, I've now used NL for a little over two years now, and I got to say I'm definitely quite used to the controls and the QoL features by now: framestepping, skill shadows, time skips, etc.

I look forward to tackling the remainder of the Lemmings Plus entries, especially LPOII, although that one has me a bit worried. Even then, I'm willing to rise up to the challenge for when I eventually get to it, and will do my best in my LP of it and see how far I can get. I did, after all, get through my entire LP of Uncharted, even though I thought I would eventually crumble under the difficulty. It's still going to be a while, as I still need to get through LPIV and LPV first, since I'm tackling the packs in chronological order rather than by order from easy to hard difficulty.

Thanks again for LPO, namida! :thumbsup:
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

Swerdis

Hello Namida,

I am currently playing through Lemmings Plus Omega and I'm stuck at a level called "Stormy Ascent" which is in Mental-rank, Number 9. Now I realized that I unintentionally play an outdated version of this pack and this level has been substituted by a different one.

My two questions:
1. I found out that Puzzling 5 ("No Rush") has also been replaced. Are there any other levels that either don't exist anymore in the latest version or have been reworked or have different skillsets now?

2. What's the reason for discarding "Stormy Ascent"?

Thank you, Swerdis.

namida

Quote1. I found out that Puzzling 5 ("No Rush") has also been replaced. Are there any other levels that either don't exist anymore in the latest version or have been reworked or have different skillsets now?
From memory, the one other level that's been replaced is later in Mental; there was a level titled "Splittin' Like Crazy", which was replaced with (originally a contest entry) "The Embiggening Of The Cromulent".

Quote2. What's the reason for discarding "Stormy Ascent"?
Physics changes broke the official (and probably most others, too) replay, and the level was annoying as hell anyway, so I figured I'd rather just get rid of it. Especially since I got a pretty good idea for a level to replace it. ;) (Unlike Embiggening, which was repurposed; Codependency was a completely original made-to-replace 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)