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

MASTER-88

Okay its time to back play lemmings again. Finally since november 2021 i finally got beat Lemmings Plus 1 pack. Post all Psycho mode levels in playlist. I think i got find some backroute solutions too. Not sure is those new ones or not.

1-30 levels in order. recorded with OBS studio (good quality)

https://www.youtube.com/playlist?list=PL-Cn2MW-VOj1V21CA0B3izcG7WBAhF2eD

About back track routes?
Psycho 13 Go High and Low
You can beat this level very easily used only roof route. I think gamecreateor not are intented make its like this. Its possible avoid those metals using two lemmings. I think you can even save more lemmings using that way.
https://www.youtube.com/watch?v=CJVyn8ve9JA&t=8s&ab_channel=metroidmaster88

Psycho 27 No time to die part two. Really massive backroute. I beat level in 1 minutes 13 seconds. 2 minutes time limit.
https://www.youtube.com/watch?v=yxOU2LfWxFk&t=1s&ab_channel=metroidmaster88

Also pretty similar way Psycho 20 No time to die part one. Its not really that time saver.
https://www.youtube.com/watch?v=U1soJGXKtMA&list=PL-Cn2MW-VOj1V21CA0B3izcG7WBAhF2eD&index=20&ab_channel=metroidmaster88
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

Hello namida,

I have completed the first two ranks of LPIV. Replays attached and feedback incoming. Also, the link to my LP of the pack: https://www.youtube.com/playlist?list=PLbp2m4KlFpJuZZJslLqFjrOYrNnAyjK_k. Enjoy! :P Although, I'm not sure how much of it you've been able to watch due to how you said that your internet access has been very limited for the past few weeks. In any case, I think you've been aware of my LP (I've pinged you on Discord as well!), so it's available whenever you're able to view at your own leisure and time :)

General Feedback

The 6th pack in the series chronologically (after LPI, LPII, LPIII, Holiday Plus, and LP Omega), this is slightly shorter than LPO, and according to the OP of this topic, it seems that this pack isn't as hard as LPIII. Indeed, I'm nearly through with the Twisted rank, and save for the odd level or two which I struggled with longer than necessary, it definitely hasn't felt too hard. Perhaps things will change for the final few levels of the Twisted rank, as well as the final rank? Even then, I will absolutely look forward to the next pack, which is LPV, as that is considered one of namida's hardest packs, as well as the pack after it, LPO2, which is arguably even harder than LPV, as I shall see how much of my solving skills will be tested and challenged. The high difficulties of them do worry me somewhat, but then again I've gotten through both United and Lemmings Uncharted, although I can't say the same with Nepsterlems :-\

Despite LPIV's supposed lower difficulty, I'm still enjoying the pack very much! Once again, I must emphasize that while hard levels are the type that I love playing and solving, I enjoy levels of all difficulties and hence pretty much enjoy any pack :P

Smooth Rank Feedback

These were all very quick solves, although Smooth 20 was pretty much the only level that took a while, if you consider taking 18 minutes to get it solved a long time :laugh: Nevertheless, there were still some gems in this rank. Smooth 10, Smooth 16, and Smooth 20 were my favorites in this rank! :thumbsup:

Levels that I see which can be challenging for less experienced players: Smooth 8, Smooth 13, Smooth 18, Smooth 19, and Smooth 20.

More detailed feedback on some Smooth levels

Smooth 2 - The Minefield Nice short level with the one-time mine traps. I wonder if newbies would be thrown off with these traps, as if they play all the packs in this series in chronological order all traps they've encountered are infinite. The only way these players would know is from activating CPM and mousing over them if they're aware of it. However, one can't rely on them doing so. Other than this, I don't know if there's any other way to indicate that they're harmful for just one lemming and after that won't hurt future lemmings once it goes off.

Smooth 3 - Splatwire Nice level featuring both the antisplat pad and splat pad. I think these objects can easily be taken for a trap instead, although perhaps players will quickly learn to associate red = bad and green = good. Once again, other than CPM, the only other way is to simply see what happens when lemmings fall into the trigger areas.

Smooth 7 - The Lonely Island I like how I temporarily delayed the crowd with digging and then bashing them out while one went on ahead to build and platform to the exit. If you do it correctly, the worker will be done before the basher is done. However, one could stop the digger with a walker and hence there's absolutely no need for timing. Then one just needs to stop the worker basher with the remaining platformer to reach the exit.

Smooth 8 - Post-2012 I wonder what the title is referring to here ??? Other than how I started my post-baccalaureate/Master's that year, I don't quite remember any significant events that year. I can see this level being challenging, especially if going for a save all solution like I did. Here I already know about stopping a basher midstroke with a blocker and freeing it with a nearby lemming with a digger and bashing to stop the digger. Alternatively, one could bomb a nearby lemming to free the blocker and repeat that way, or use a combination of freeing the blocker/bombing a nearby lemming to free it.

Smooth 10 - Having A Lem Of A Time One of my favorites of the rank! I love how the bomber is used to contain the crowd, but it has to be done near the left edge where the steel plate is, as well as getting a worker over the top and onto the other side to bridge the gap and then bash both the crowd and blocker free. Nice job with this level!

Smooth 11 - Wow! Such Level! Nice level with dogs and hence the appropriate "How Much Is That Doggie In The Window?" music ;) I've used the Canadian PC version of the track for this level :P I like how a platformer is used to get far enough to the right to stop the crowd from splatting.

Smooth 12 - Just A Snack Another nice level, although my only gripe here is that the timing is super tight with finishing the bridges on time before the first lemming arrives from the left side and falls through and drowns. You almost literally cannot waste any time assigning the walker to the floater to turn around.

Smooth 13 - Trophy Cabinet Another level that I can see which can be challenging for less experienced players. Indeed, even I got caught off guard here with how the platforming needs to be done, which is do it lower on the second builder staircase if you decide to make it level with the top of the terrain. Or, if you done it in such a way that lemmings can still step up to the platform because the wall isn't high enough, then you can just platform at the highest point, although you might still need to adjust the positioning of them slightly so that it's not splat height. Thus, the precision can easily be avoided by readjusting the terrain a bit.

Smooth 14 - Cogs of War I've seen this concept fairly enough to identify this as such, with using stoners to extend the digger, and so this one was very easy for me. I believe I've seen this in one of Gigalem's levels, although I think it was at a time when he was still imitating designs of other people before reanalyzing and reflecting back on his work and coming up with his own design philosophies.

Smooth 16 - I'll Be Back From the level title, that just brought up memories of the soundtrack that features this vocal a couple of seconds in that Shmoley really likes. I really like this level! :thumbsup: Very nice 1-Lemming level, and I especially like how you must prepare the route ahead of time so that he can climb out to the left later by digging away the terrain and making a climber friendly wall for him. The puzzle to navigate to the pickups is quite nice too ;)

Smooth 17 - Never Touching Down Nice bombers only level with the concept of constantly bombing away the terrain so that gliders never land and touch the ground even once until they arrive at the exit platform. The level title is the biggest clue as to how the bombers need to be used, although I didn't realize it was one until long after I got the level solved :XD:

Smooth 18 - Treat Time Another level that I can see which could be challenging for less experienced players. It was a bit unclear visually that a builder and platformer is enough to be able to glide over to the right side. Nice use of a cloner on the glider to get a lemming to the left of the exit to mine out the crowd so that you don't need to spend a constructive skill to get over the exit to its right. A builder needs to be used to stop the miner anyway.

Smooth 19 - Warp Zone I found this level to be a bit difficult, mostly due to the very high RR. The start is especially hard with getting just one lemming to go on ahead to the right on the top platform to use the teleporters to get into place to make the splatform for the rest. I used a combination of digger cancelling and platforming and then mining through it to contain everyone but the worker lemming. Then I delayed the crowd even more by bashing and then releasing them with a miner later. Nice level, although I'm wondering if I made the solution harder than I needed to.

Smooth 20 - Over The Edge A level that I ended up struggling with for almost 20 minutes. I kept thinking to platform at the top and then on the hanging platform on the right. Even then, I can still see this one being challenging for anyone. Once again, the timing to release the crowd and get everyone down before the platformer reaches the hanging platform is super tight, though here I think I could had eased that up a bit by platforming lower on the island such that the bricks don't even show up because it's hiding behind the water. Nice use of the climber to get back up to dig and then platform to the hanging platform. A really nice level/puzzle to finish off the Smooth rank! :)



Bumpy Rank Feedback

Levels are a tad bit harder here, though they're still nothing too difficult or over-the-top hard. In particular, I'm amazed that I figured out the repeat of Smooth 20 far faster :laugh:

Spoiler

Bumpy 1 - Chocblocked! Nice level to start off the rank. I had the misconception that I needed to dig in such a way so that the climber can get back up to dig and then mine out the crowd. This turns out to not only be impossible but the wrong way to do the level. Instead, you just need to mine to the crowd and once he's near dig with someone from the crowd to release them so that they drop into the miner tunnel to walk to the exit. I really like that part of the solution! The crowd does need to be released at a time so that those who fall out to the left all turn around in the miner tunnel in time before he breaks through and dies.

Bumpy 2 - Cosmic Ray Zone Another nice level, although the only hard part is timing the climbers so that they the second turns around in the digger pit to the left to mine the crowd out. Once you're successful, then it's just bombing either the digger or a lemming on the right side of the digger shaft to bomb the rest of the terrain away to clear a path to the exit.

Bumpy 3 - Chocolate Drops A bit harder than either of the previous two levels due to the splat hatch, but given that you have stoners it's very easy to stop the splatting. The rest of the level after that is easy too, although perhaps avoiding the trap and having enough time to plug up the gap on the far right can be hard to do. There's still multiple ways to do so, I would think, such as maxing out the RR and having the basher go through a lot of terrain.

Bumpy 4 - Star Watch Almost like the Smooth level, except the exit is in a different spot and there's an entrance on either side of the one-way forcefield. It seems that being able to bypass the forcefield was completely intentional instead of a big backroute. Indeed, the time limit is definitely not a problem here, although I'm one of those who doesn't mind them.

Bumpy 5 - Space Race Great level. I like how the climbers need to be timed so that the first one goes on ahead to bash to the exit and the second turns around in the tunnel-in-progress to go back and bash through the OWW to release everyone.

Bumpy 6 - Chocoholics Anonymous I found this level a bit hard. Getting the crowd down safely and the solution weren't that obvious. I completely easily overlooked that it's possible to mine the final platform and still be able to platform to the exit. I think I was caught off guard by the thin pillar holding it up since it isn't much room to work with. I do like how a platformer can be used to get the crowd down safely after digging for a bit. I have a climber/floater left :P

Bumpy 7 - Sweet As! Another favorite of mine! I love how the crowd takes a very long detour to give the climber enough time to do the rest of the work and mine through the wall before anyone arrives and turns back to the left and drowns. I really love how all the timing works out and the solution comes together quite nicely. Great job here!

Bumpy 8 - Lemmania Looks difficult, but it's not that bad at all. I love the concept here of getting as many lemmings to turn around in the miner on time before he breaks through and then you lose the rest which haven't. Here, I've already solved the level even with some losses, but I decided to see if it was possible to get everyone to turn around while losing just the miner. Indeed, it's possible, but I had to do some RR fiddling and readjusting of the miner position to achieve this. Even then, there's plenty of leeway in the save requirement, so fortunately it isn't too frustrating at all. Nice use of getting the preplaced lemming to make a splatform with just a builder and then mining to release the crowd. I also like the use of the cloner to get a lemming to mine the crowd free to the exit in preparation before the others arrive.

Bumpy 9 - Mechanical Split Another favorite of mine! I like how you need two workers here, one to go over the structure at the bottom to do the platforming work, another to bash through the long wall at the bottom. Achieving this can be difficult, but it's all about watching the final lemming going out to the left in the digger shaft while making sure everyone else goes out to the right. Really good puzzle here and how the timing and solution all comes together!

Bumpy 10 - Zip-Zap Zone A bit hard, although I was also a dummy here with how I went about the level. I kept thinking to seal off the gap every time I built up, except you won't be high enough to reach the exit this way. Instead, the answer is to build to the left, and then build immediately once you turn to the right, and then platform up the rest of the gap. Then you can just build on top of the second builder staircase and you'll be able to get up to the exit. Other than this, the other hard part is bombing at the start in such a way that only one lemming falls through while everyone else goes to the right and lands safely due to the anti-splat pad and is contained. I like how a bomber is used to stop the miner who releases the crowd trapped on the other side with the anti-splat pad. Still, great level!

Bumpy 11 - Candy Mountain I wonder if you have heard of Charlie the Unicorn when you had made this level ??? Nice level which uses a concept that I think most are familiar with, where you have to keep the crowd busy in the meantime while the worker goes on ahead to disarm all the traps before anyone gets killed by them. I had to readjust the miner and timing a couple of times until it worked.

Bumpy 12 - Luck Of The Draw Interesting level in the design. I might be wrong, but would this be a blueprint of a level made by you? This was harder than I thought it would be, but I was also a dummy here in that I didn't think to mine lower on the starting platform so that doing things on the other side of the OWW wouldn't be a problem :forehead: The one gripe I have here is how the climber is able to get over the part of the wall that has some overhang terrain in the way but the climber can still climb successfully.

Bumpy 13 - The Hovercraft Not too hard of a level, just a bit tedious in my opinion with the repeated stacking to get back up to the starting platform. No fault of yours, I'm just not a fan of levels where you have to repeatedly spam the same skill in a very short amount of time. Nice use of stackers to get over the exit so that you can bash through the OWW to free the crowd and then to bomb the stack away so they can exit. However, I think it's also possible to avoid needing to bomb the stack away if I had done it a bit further away from the exit trigger.

Bumpy 14 - Unhealthy Diet Very quick solve here. This was pretty easy and a really good one on top of it. The only hard part here is making sure only two lemmings go out to the left, one to climb over the top to collect the pickup, the other to bash through and platform up the gap before the climber arrives and slips through and drowns. The exit part is a bit precise with the building and mining, though.

Bumpy 15 - Munitions Deposit Not a hard level, I was simply a dummy here and kept thinking to go to the right with everyone in the starting area. The key is realizing to climb up the left side and then glide over to bash through the ceiling to drop down the other side to build the staircases over the mine traps. Nice level here!

Bumpy 16 - Busted Bunker Another super quick level, where the solution should be very obvious. Possibly the easiest level in the entire rank. The builder to get over all the traps is a bit precise, though.

Bumpy 17 - The Lem Your Lem Could Smell Like Somewhat hard but another favorite of mine! :thumbsup: I like how the blocker is used on the lemming that goes over the top to collect the floater pickup so as to stop him in his tracks until the splatform is ready for him from below. I like how the builder is used to help the crowd walk in the splat pad area without them landing in the trigger and hence splatting as a result. The only reason it took a bit longer than it needed to was because I was a dummy with how to hold the crowd back in the starting area. They need to drop down and then separated in two groups, the crowd behind a blocker and one to go on ahead and block before the drop into the splat pad area. Very nice elegant puzzle!

Bumpy 18 - Over The Edge (Part II) Repeat of Smooth 20, with one crucial difference: There's no island in the water! Thus, it is necessary to go through the hanging platform. The builder and digger are a bit precise, although here I could had simply let the worker drop into the water and climb back up and then dig through the pillar once he's high enough on the staircase and right next to it. In any case, this was a far faster solve than the original, considering that the swimmer and climber is in the solution here too, the difference is where the platformers/builder need to be used.

Bumpy 19 - Diet Lemmingaid... IN SPACE!! Same as the original Diet Lemmingaid, except it's possible for the Lemmings to drop out of the level on the left side once you bomb through the starting area. However, I don't think a lose 2 solution is possible due to the RR, hence why you're allowed to lose 3. The only hard part is the first bomber, as you need to bomb in a such a way that one lemming drops out to the right to bomb through the wall before the exit, and only one lemming drops out to the left and is a sacrifice while everyone else goes on a detour in the starting area.

Bumpy 20 - Ten-Lem Mission Another favorite of mine! I really love how the blocker is used to turn only one lemming to the right to dig and platform to make splatform for the climber, who will go up the left side and then build over to the right to go over the top, collect the pickup, drop down safely, and then mine both the blocker and miner free. Really good level to finish off the rank! :thumbsup: 



I will continue more with the pack soon and post after I finish each rank. 25 more levels to go! ;)
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

Twisted rank completed. More replays and feedback ;)

Twisted Rank Feedback

Some of the levels here were even harder, but that's the way it should be progressing from one rank to the next. Solving times in general pretty much slowed considerably here. Even then, after some time, I managed to get through them all

Spoiler

Twisted 1 - Proceed With Caution Somewhat hard, but a nice one to start off the rank. I like how you need to send the other climbers before they can't get over the top due to the platformer bridge blocking them from doing so. This level also does a nice job with demonstrating that even though in most cases it doesn't matter whether you use a platformer or a builder, it's crucial to use the correct one for each case here. In most cases, you can tell the builder is the wrong choice due to needing more than one to seal off the gap, whereas platformers extend farther and thus can bridge some gaps with just 1 that a single builder cannot.

Twisted 2 - Lands Of Despair Quick one, although still not completely trivial. The hardest part here is seeing how to get a lemming to seal off the gap on the bottom on time before anyone slips by. Once that's done successfully, the rest is somewhat easy. Nice puzzle!

Twisted 3 - Crank It! Another nice level. The hardest part here is timing the climbers so that you you block at the very end of the miner tunnel on the right side after the miner gets through the entire wall, and also in such a way that the miner is able to mine the crowd out, as you only have 1 miner to work with. I like how the blocker is released with a walker to platform to get to the button.

Twisted 4 - I Candy-ven... Perhaps the real bad backroute I found :P I'm thinking the level's supposed to be much harder than this. Some good timing is needed so no one drowns in the water. Also, I'm thinking it's not intended to be able to platform at the same level as the exit in order to turn around and mine the crowd out.

Twisted 5 - Cooling Vat Another quick and good one. I like how the gliders need to use the updrafts to get across the huge gap in the middle at the top. Then it's just a matter of craving the path from the right side by mining and bashing to the left to help the crowd get the exit, as well as platform up the gap and build to seal off the miner tunnel.

Twisted 6 - The Brilliant Contraption Harder than I thought it would be. There's a solution that almost works, except the bomber blows a hole in the wall and thus prevents the other climbers from getting up. Instead, the way is to use the wall on the very far right to get up. I didn't use the builder pickup, so minor backroute?

Twisted 7 - Corrupt Shelter Nice puzzle, where I especially love the use of the cloner to get a lemming to the gap on the left ASAP to platform it up. My only gripe here is that it's not visually clear that lemmings will step up the wall instead of turn around because it's too high. Otherwise, nice short level involving getting a worker to bash through the ceiling to drop to the other side to do the rest of the work.

Twisted 8 - Oh No! More Ricks! The Rickroll level of the pack :laugh: Somewhat difficult, although this one wasn't as bad as I thought. I checked your intended solution after I solved this one, and indeed I seemed to have made it just slightly harder than it needed to be. It does seem to be an open-ended level regardless.

Twisted 9 - In Lem We Trust Nice puzzle involving making a climber friendly wall for the left preplaced lemming, as there's not enough destructive skills to go through each of the poles in the bottom middle of the level. I also checked the intended solution after solving, and once again it's different and just a tad bit harder than necessary. I can't believe I didn't see to use two builders to get the higher preplaced lemming up so that it's only necessary to platform up digger shaft after.

Twisted 10 - Clocking In Another good puzzle. Here, the only hard part is to time the climbers so that the second one drops off the in-progress platformer so that he can glide onto the bottom area on the other side of the pillars. I really like how the crowd is bashed free from the other side.

Twisted 11 - A Lemming Once Told Me... One of my favorites of the rank! :thumbsup: The solution is really nice: Block so that everyone turns to the left and gets contained in the pit on that side, build in such a way that you land on top of the blocker, dig in such a way that you make a climber friendly wall for one to go out to the left and mine away the terrain in order to build the crowd out later. Such a beautiful, elegant solution!

Twisted 12 - Invasion Plan This can be somewhat challenging, although again I checked the intended solution after solving, and indeed the part I'm very confused about in my solution is how I bombed to avoid the exit trigger and gliders don't exit. As a result, my solution is different and looks a bit hackish :laugh: I definitely like your solution better than mine. The time limit certainly adds to the challenge of an already somewhat difficult puzzle.

Twisted 13 - Star Watch Quick and easy. Just realized that the most obvious seems to be to build to get over the top, but I believe this will take too much time? That was an approach I never considered, I simply went underneath the steel wall. Finishes with more than enough time to spare.

Twisted 14 - A Universal Production Another favorite of mine, although at some point I nearly had the solution, I was simply a dummy and kept thinking to build to the left to make the splatform for the crowd near the exit instead of the other way around: Build with the digger once low enough.

Twisted 15 - Central Heating Hard one, and one where I really overcomplicated the solution. Because I unlocked the exit too early, I did a very fiddly thing where I mined with another climber to keep the builder going but at the same time the climber can step into the area without destroying the climber friendly wall from the other side. This spared me a platformer to go over the exit. Luckily for me, the two climbers survived the fall in the digger shaft. I definitely like the intended solution far better. Being able to mine the blocker on the staircase from below is super clever. I don't think I've ever seen that before, now that I think about it. Just when I thought I've seen everything that custom Lemmings packs has to offer :laugh:

Twisted 16 - Don't Hold Me Back Very easy one, and I even one-shot the level :P Probably the easiest level in the entire rank despite dealing with a deadly fall and rushing to make the splatform before you lose too many.

Twisted 17 - Climber's Edge Another favorite, I especially love the two bombers to contain the crowd, although it's certainly not new to me :P I was a dummy and kept thinking to climb the wall, bomb, and then mine down to the crowd from it. Instead, the bomber hole in the wall is used to platform out to the left, block, and then build to get over the top. Then you mine down to the crowd from there. Wonderful puzzle!

Twisted 18 - Clockwork Maze The fourth Clockwork level in a row, not three as I mentioned in the LP. This was a very hard level for me, and I really struggled here. This level currently takes the title as the one that's taken me the longest to solve out of all levels of the pack I've played so far, where this took nearly an hour. All other levels had taken me around 20 minutes or less. It's not easy at all to navigate through the level with the super limited skillset. Once again, I overcomplicated the solution greatly. I checked your intended solution and I definitely like yours better. For some reason, I didn't think to build and then block to get over the terrain in the middle for a very long time. I used this twice.

Twisted 19 - Damned If You Do... Easier than the previous level, although it can still be challenging. The hardest part of the level is platforming up the gaps at the bottom before anyone slips through and dies to the abyss. That's the biggest reason for the many climbers/floaters/gliders available, which I failed to realize what they were for for a while. Once you are successful in sealing off the gaps, the rest of the level is easy. Nice level!

Twisted 20 - Synchronised Lemming IN SPACE!! Pretty much a remake of Synchronised lemming from ONML, except each of the 4 sections is different and you get 45 seconds in contrast to a full minute like in the original. Some of the sections look like it should be obvious what skills are used where, but this was still a surprisingly difficult level. Indeed, the level is hard mainly due to the very tight time limit. There were plenty of times where I had the level solved, except I kept running out of time and hence it's not a solve after all. So really, the puzzle itself can be challenging, but the main obstacle is the time limit and finishing on time. As usual, my solution was very different from the your intended one. The hardest part was seeing that just one builder to the right is enough for the upper left section. Before I saw that, I kept using two builders, first to the left, and then another to the right. I finished with a couple of skills to spare, one of them being a builder :lem-mindblown:       

Only the Insane rank remains. Here goes nothing! Played and solved only the first level of the rank so far, and yea, the rank is already shaping up to be quite difficult from just the first level alone, so I have a feeling this will be a rank where I'll be struggling a lot. So close to the end, though!
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

#288
Insane rank completed and hence I have solved all of LPIV. My entire replay collection is attached and more feedback.

Insane Rank Feedback

The hardest levels of the pack are pretty much here, though honestly I felt more challenged by the Twisted rank than I did here :P Then again, solving times pretty much came to a crawl in the Insane rank, where eventually at some point late in the rank I could only get about 2 or 3 levels solved rather than several so easily. The only time I got a huge break was when I managed to get 6 Insane levels solved in the same video, Insane 2 through Insane 7. Even then, there were still plenty of true gems in this rank ;)

Spoiler

Insane 1 - Loose Links Hard level to start off the rank due to the puzzle and also a tight time limit. It was pretty hard to see where the best place to put the miners were, especially in the top right. One of the workers will need to mine into steel to turn around, and the one who mined at the very top needs to be assigned a walker to turn around, as if they go all the way back to the starting area time will run out way before they get a chance to exit. You need to be very efficient at all costs in executing the solution. All this being said, this was quite a nice puzzle/challenge!

Insane 2 - Space Capsule I thought this was going to take a while, but this one wasn't too bad, though it might be because I backrouted it :P I found a lose two solution, though I'm thinking a lose 1 solution is possible.

Insane 3 - A Waste Of A Level Somewhat hard, but another really great level. The starting area does a really good job in making the player think that the miner is used, but that turns out to be very wrong, as you won't have enough skills to complete the level. In particular, you barely have enough to build up and out after the OWW, but then you don't have a builder to get over the ever slightly too high wall before the exit. Instead, the miner is used on the terrain just before the exit so that you can get out with just one builder, and two builders to make a splatform for the crowd to land on after releasing the blocker with a basher. The red herring in the starting area is quite nice. Nice job with this level, namida! :)

Insane 4 - Toxic Tales This one wasn't as bad as I thought. Nothing too special here other than getting two workers ahead and timing the release of the climber so that the second one turns around in an in-progress basher tunnel to mine down to the crowd.

Insane 5 - Star Watch The 4th and final iteration of the once-per-rank-level, similar to the Salvation levels of LPI, with less skills and less time every time. This time, you are reduced to a mere 20 seconds. Even then, it's not a very hard level at all and is a super quick one. It's easy to get past the one-way forcefield, what's hard is getting everyone to the left of the stack before someone slips by it. Here, I had to max out the RR and stack at the right time. I have to speculate that it's possible to finish with more than a second remaining had I maybe scooted the stack over a bit more.

Insane 6 - The Mystery Machine Another favorite. I like how the climbers are released in separate sections after bashing away the rest of the terrain with someone else in the digger pit besides the digger himself. However, the thing I kept getting caught off guard on is even after I thought I had the level solved, the climbers themselves would go out to the left and get into danger. Instead, the key realization is that the one in the middle can stay put for a while before digging down the right edge of the wall and then mining once low enough. So really, it's adjusting the timing of the release of the climbers so that the solution falls into place and the climbers don't have a chance to go out the left. Very nice puzzle and level!

Insane 7 - Dopefish Lives! The VGASPEC level of the rank, I know the Dopefish from a Commander Keen game when I was little. The underwater was a level that I couldn't beat as a kid, as the Dopefish always ate me. Anyway, I like how this is a constructive skills only level, with 5 of each. Even then, I found this level hard, although not as hard as some of the other VGASPEC levels in the other packs of the series. The route is pretty obvious, but the releasing a worker from the starting area proved to be difficult. Still a nice level, and I especially love the various poses of the Dopefish you put in the level, as well as the music that plays on the underwater level of the game.

Insane 8 - Platform Panic Harder than I thought it would be. In the end, my solution is very different from both yours and Icho's. Instead, I used a stacker at the end where the crowd comes so that no one is able to walk out to the left and fall into the abyss, as well as used a cloner on the stacker to turn everyone back to the left and into the exit. I also used the walker to cancel out the left-facing stacker. I like the concept here of using a stacker to help the crowd to get to the exit, but it still took a while to get the timing and skill placements correct.

Insane 9 - Lollypalooza This one was also harder than I thought it would be, although my solution is somewhat of a mess. I lose some to splatting at the drop just before the exit, and I used some RR fiddling so that everyone is ahead of the floater and the last two are sufficiently close to the floater. I bombed in such a way so that the floater gets by before he falls through the hole, and the non floater falls before the wall to bomb and then the floater comes back to the left after hitting the wall to his right via the platformer bridge. Then I platformed and built to the hanging pillar so the crowd can land down safely, and the bomber placement was precise so that they can still go out to the left via checkerboard but there is still a hole so they can slip out to the right. Fortunately, I lost just the right amount to splatting so that it was still a solve. I checked the intended solution and it's far more impressive than mine.

Insane 10 - Comradical! Nice two-lemmings level, with the goal being that the buttons must be pushed to unlock the exit before the upper lemming goes past all the splitters and into the masher trap. Once again, my solution is very different. I built to get up to the top button from the left side, mined after hitting it, mined again to get down safely, and then bashed into the steel to turn around and hit the final button to his left at the bottom. I had a feeling that the intention was to go out to the right at the bottom and then climb up the right side to get the top button, but I wasn't able to have the skills to do so.

Insane 11 - Tower of Confection The hardest level for me in the entire pack, and for good reason. Also the only level that needed more than two videos to get solved and hence I had to go into off-camera time to get it solved. A lot of the time I kept failing by a single pixel or the timing kept being ever so slightly off. After checking the intended solution, I felt a bit better since it had about the same amount of pixel precision as the solution I found and hence the level's supposed to be very hard. I would even go as far to say that this was the hardest level of the Insane rank. In the end, I swapped the platformer and builders at the very bottom and didn't use a builder as a delay. I also used some basher mechanics to delay the top lemming as much as possible, i.e, not right up against the pillar and instead the curves to bash for a while but not so he keeps going and hits the steel and turns around. My entire solution was pretty much all pixel precise.

Insane 12 - No Time To Die...IN SPACE!! There's the NTTD type level that's been seen in all the Lemmings Plus packs save for LPO, at least the ones I've played. The level definitely made me wonder how in the world do you finish on time, but fortunately the route is obvious for the most part. Also, it doesn't seem like you need to be super quick like you do with the original NTTD. The time is still tight, but it seems that the execution isn't as maddening in terms of canceling skills out ASAP. My solution could definitely be tweaked in order to spare the builder that I unfortunately had to use because there was still a pixel to build over, but I didn't bother to go back and do so :XD:

Insane 13 - Squish Squash This one wasn't as hard as I thought it would be, although my solution is a backroute :P I checked the intended solution after solving, and it definitely is a bit more complicated than the one I found. Even then, I would still say this level is challenging, as it's not completely obvious where all the skills need to go.

Insane 14 - Artificially Sweetened Another backroute, although my solution is very timing heavy in order to make it work out the way it did. I initially thought the intention was to go through the bottom, but I couldn't think about how to get it to work, especially in regards to getting two lemmings to turn back to the left, one to float down to the bottom to seal off the gap while the other one goes over the top and digs away the pillar before the exit. It's amazing the lemming who took the long way back and forth survived the fall and didn't splat.

Insane 15 - Heat Dispersal Somewhat challenging, although I quickly picked up that you need to go through the ceiling to prepare the rest of the path for the crowd. What I was mistaken in was using a walker to turn around before the exit. Instead, a walker is used to seal off the gap to the left of the entrance before anyone slips through. It was still hard to figure out how to get to the ceiling, as I kept trying to get up to it by building to the left by going out the right side at the bottom. It was hard to see that the best way was to use two builders to build out to the right and a blocker to turn him around to get to the ceiling from the right side. At the ceiling, you can either mine to stop the basher and then bomb going back to the right and other climber is following him back, or you can bomb first like I did and then have the climber come back out and mine. Or, you can also just have the basher die and have the other one turn around while it's in progress to mine and then proceed with the rest of the solution as seen in the LP.

Insane 16 - World War III Upon entering the level, I almost instantly recognized that it's a level with a nuke solution, which is interesting as I generally have trouble spotting such solutions, though to be fair they are generally hard to spot. At the same time, the level title is kind of a hint at the nuke solution. I like how you must choose only one side to go out, as if you go out both sides you won't have enough platformers for the gaps. I like how the miners are used as delays.

Insane 17 - If Only They Could Jump... There's the builderless level found near the end of the final rank in the Plus packs. Out of all the ones I've played, this one is my favorite thus far, although in general I love builderless levels a lot. I especially like this one due to the turning fallers in midair with a blocker. Though, I wonder how much I would had struggled with this level had I not seen and learned this trick from United if I played this level first. Nicely done here, the best one I've seen so far in a Plus pack.

Insane 18 - Bomb Shelter Harder than I thought it would be. I kept trying to hold back the crowd in my initial attempts, but then I found I had problems with getting enough ahead to forge the path before the rest arrive before I could properly temporarily contain them again. I also initially tried getting a non-climber to get by a climber in order to block before the tiny gap to the right which you cannot spend a constructive skill on as you don't have enough. Quite a nice level here, but it was somewhat of a pain to have to keep on rewinding and readjusting skills to get the right timing and spacing.

Insane 19 - Overclocked Lemming Somewhat hard, but a really nice disarmer/splitter puzzle! I initially tried containing the crowd with a digger/basher, but this turns out to be very wrong. Instead, a single bomber is sufficient and is used on either side on the edge where the steel is. I like how the disarmer needs to go to both sides to disarm the traps. Nice use of the stoner to get gliders to land on the platform rather than going past and back into the water. Timing the release of the climbers/swimmers was a bit hard, but luckily it's not that bad. I also had to fiddle around with the RR a bit in order for the splatters to help the disarmer go through to the other side. Nicely done here, great level.

Insane 20 - Goodbye Galaxy Am I correct that the level title is the subtitle of Commander Keen IV? Instead of tacking this one on with the previous two levels, I decided to make this level its own video. Indeed, it turned out to be a wise choice, as from the level preview itself it seemed like a level that was going to take a while. It took me a little over 40 minutes to solve and hence it would had put the previous video to about an hour and a half, meaning the video would had been a little over two hours long after my outros of my final thoughts on the pack and quick overview of the levels again.

For the level itself, it appears to be hard due to the tall and wide size. I initially thought to make everyone get up the level, but luckily I didn't seriously try for it, because that turns out to be completely impossible since you would need a lot more builders. Instead, the answer is to platform over the very wide gap at the bottom. I did think to platform all the way back to the entrances, when it's actually sufficient to stop where the yellow terrain is in the middle. This saved up some precious platformers that I could use elsewhere with the other entrances. Once again, this isn't a contender for the hardest level of the pack, but it's still challenging, as I found the skills ran out faster than I thought. However, this was quite a nice challenging level to finish off the pack.   



Despite being considerably shorter than LPO, I still enjoyed this pack very much. It starts off easy, although there's still some challenging levels in the first rank due to having plenty of levels with very limited skillsets. It then gets challenging especially starting with the Twisted rank, culminating in some of the hardest levels in the Insane rank. All in all, I would recommend this pack for others to play, although it's certainly not for beginners.

Well, the next time I LP another pack of yours I will look forward to it, as LPV is next due to me taking on the packs in chronological order. I look forward to seeing how much I be tested and how much of a struggle it'll be, as it's supposed to be one of your hardest packs, even more than LPIII. I especially look forward to the one after LPV, LPO2, which is purportedly even harder than LPV. The high difficulties do worry me somewhat, but I'm willing to take them on in the form of an LP.

Thanks for LPIV, and hope you're doing well! ;)
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

Hello,

First 3 ranks of LPV solved. Replays attached, as well as some feedback. Also, link to my LP: https://www.youtube.com/playlist?list=PLbp2m4KlFpJssQ5PiEfqGDzILj2y8Cy9r. Enjoy! :P

General Thoughts on the Pack

LPV is the fifth pack of namida's numerically in the Plus series, ignoring LPO and LP Holiday, as they're kind of side entries in a way. LPV's difficulty is advertised as "very hard," even harder than LPIII, with both LPOII and LPA even harder, the former which I will take on next after finishing LPV, while the latte I've already completed. The first two ranks didn't challenge me as much as I thought they would, although the difficulty started picking up even more with the Edgy rank. So far, I've only completed the first three levels of the Unruly rank, and the third level managed to give me a lot of problems, so I'm definitely starting to feel the difficulty here, and I'm sure that will continue to hold, as it is the penultimate rank and I've been told there's quite some nasty ones in this and the final rank, especially near the end of each one and hence I'll be promised the advertised difficulty of "very hard."

Some levels took longer than they needed to, but it was mostly due to things in the solution being extremely difficult to spot because of how very well-hidden they are. As a result, namida has been kind enough to tell me that me getting stumped isn't due to my own stupidity (you can hear in the LP plenty of times where I keep being so self-deprecating and telling myself that I am a dummy), but rather just the solution is very well hidden. Good to know! Makes sense now that I think about it, as I managed both United and Uncharted, the packs I currently consider the hardest available on the Forums, though I can't say the same with Nepsterlems, as that is a pack that I have not yet finished because I've been stumped on the first level of the final rank for about 2 years now.

For everyone else, I have the tendency to doubt and not have much confidence in my own abilities, which is why I sometimes have a lot of moments where I feel down about myself and wonder why I'm not good enough. However, I'm often told by people IRL to not be so hard on myself who have reminded me how much good I have accomplished in life, and have given me reassurance that I/I'm did/doing just fine.

Blissful Rank Feedback

As with some of the previous Plus packs, a lot of X-of-everything levels in this rank, although not necessarily with the full 8 skillset panel, since the pack was made at a time when the skill panel wasn't expanded to the now current 10. Nothing particularly difficult in this rank. The first 4 levels introduce us to each of the new tilesets featured in this pack: Abstract, Mineshaft, Honeycomb, and Machine. This isn't the first time I have played levels in each of these tilesets, but rather this is the very first time these have been seen in any of namida's Plus packs. The levels that gave me more trouble than I thought they would were Blissful 4 - Come Home Lemming, Blissful 8 - Rust Buster, and Blissful 15 - Converging Mechanism, all Machine levels, interestingly enough :XD: The first is one that can trip you up if you are caught off guard and didn't take into account some things, especially with the teleporter. The second was all due to not paying attention the save requirement, as I am a Lemmings player who still internalizes having to save every lemming even though on some levels you are required to have some lemmings get killed in order to be solved or losses are acceptable. Finally, the third was simply due to not realizing

Spoiler

that the climber/gliders need to climb the pillar at the top so that you have the right spacing for the lead glider to build the staircase to catch all the climber/floaters who go along to the left at the bottom.

My favorites of the Blissful rank were Blissful 12 - No Way Out! and Blissful 13 - Let's Do Some Mining. The latter is a very interesting miners only level.



Touchy Rank Feedback

Levels were a bit harder here, but still nothing too overly hard.

Spoiler

Touchy 1 - Deep Trouble Nice level to start off the rank. My first thought was to hold back the crowd while sending one on ahead to do the work, but the problem is that you wouldn't be able to release the crowd later on. Or you could, but you'll have too many of them stuck before the stacker because it doesn't seem possible to compress them enough to release all but one. Instead, the answer is to keep the crowd moving and accept losses as you go and getting the containment as quickly as you can before losing too many.

Touchy 2 - Code RED The second iteration of the once-per-rank level, where we played the Code PURPLE level in the previous rank. More or less the same thing here, where bombers are used to get through terrain and then platform up the gaps to move forward in the level as needed.

Touchy 3 - Feel the Wave! One of the few custom levels I've seen where the backwards miner trick (a Lemmings Open Air level requires it, as well as the very first level I have ever made :P) is needed in order to make a climber friendly wall and release a climber. I like how this is a builderless level. As such, this was one of my favorites!

Touchy 4 - Three by Three Deceptively difficult but another nice level. I ended up using a builder to close off the miner tunnel, which was a trick that I missed on a Migration level in the second rank for a long time and hence I was stumped there, and thus is a no climber solution. Interestingly enough, it's also a Mineshaft level :laugh:

Touchy 5 - The Bee's Knees Another nice level, although it can be challenging. Here, you must the terrain to your advantage to get as high as possible in order to start platforming across to get to other areas of the level. The builder should be obvious here, and so once you realize that you can't use it anywhere else then the solution should come easily.

Touchy 6 - Lemmingcatcher This is a favorite of mine! :thumbsup: Not too hard but not trivial either. I like how the upper lemming needs to be contained in the narrow pit and then later releases himself to land on the builder staircase to get to the upper part of the level to dig down the long pillar blocking the way to the exit. Very nice 2 lemming level! :)

Touchy 7 - Born to Lem One of the hardest levels of the rank IMO, although one of the few open-ended levels after the first rank. However, it's not as open-ended as you might think due to the restrictive skillset, particularly the digging destructives. Still, nice challenging level that definitely requires thought on how to make the most of your skills as efficiently as possible.

Touchy 8 - World is a LEMMING Another hard one that I struggled with. In the end, I relied on maxing out the RR ASAP so that I could mine the blocker free with an isolated lemming to quickly patch up the builder staircase before I could lose any to the bottomless pit. However, I later checked your intended solution and truthfully not sure how I missed that :XD: All due to builder placements. Also checking Icho's solution his is a far more lenient version where you can lose way more, and so by increasing the save requirement drastically it's a much harder level as a result.

Touchy 9 - Dangerous Detour The level that you showed off making in your NL editor tutorial level, which happened to be on my birthday :P I struggled here as well, but that's because I kept thinking about the end part wrong. When I saw that you can get through both pillars with a miner but then he wouldn't go low enough in order to platform the gap and help the lemmings get to the left side of the exit, that's where I got confused. However, I totally overlooked platforming below ground level and the fact that lemmings can step up through a thin enough ceiling and hence get past the pillar before the exit even though you don't quite break through all of it on ground level :forehead: Yup, as I mentioned on Discord people have told me that I tend to spot the difficult parts of solutions faster than the easier parts, which I often overlook for some reason

Touchy 10 - Colony Drop Another favorite of mine here. It was hard to see how the swimmer would use the bottom left area to get up to make the splatform for the crowd. Needless to say, levels with even a small or restricted skillset can still be challenging if done well.

Touchy 11 - Can't Go Over It... I got stumped here all because of the misconception of where the stacker needs to go. I kept thinking it was for the bottom where you bash the long wall away, when it's actually for before dropping onto the exit/starting platform. Also, it should be noted that you will not be able to use a stack at the bottom to climb up the wall, as there will always be a pixel gap that prevents it. This was still a nice level once I figured it out!

Touchy 12 - Depth Squad Another great level and favorite. I like how the basher releases both blockers, the worker goes to platform up the gap at the bottom, and the crowd contained in the pit on the far right bashes to release them later. The only hard part is making sure only one lemming goes on to the left to do the rest of the path, although I probably could had guaranteed that by bashing with the lemming on the right instead.

Touchy 13 - How Can You Bee So Cruel? Wasn't as hard as I thought, though I hated how I needed to use another platformer at the top to stop a lemming from drowning as I couldn't afford to lose any more lemmings.

Touchy 14 - Quick Skip (Part 1) Harder than it looks despite being a very short level due to the time limit. In the end, made my solution harder and more precise than it needed to be, since I used a nook in the terrain at the bottom to glide into and make the splatform for the crowd, though it does spare the swimmer :P The time limit wasn't the problem, it was how to set up everything properly and in time before any splat.

Touchy 15 - Grand Affliction Not the hardest of the rank, but this one tripped me up badly all because of where I kept thinking the last builder needed to go :forehead: I happened to have nearly all the solution correct for a while, it was simply the final piece that I kept doing wrong. Nevertheless another very nice rank finisher!



Edgy Rank Feedback

The levels increase in difficulty even more here, but once again nothing very over the top hard yet. Then again, it definitely helps that I have solved so many other level packs before taking on LPV, so all that experience comes in handy!

Spoiler

Edgy 1 - Secret Storage Quite a challenging level to start off the rank. Should be very clear from the start that you will certainly not get across with just 4 constructive skills. Instead, it's obvious that you need to go through the bottom. The hard part is how to get to the exit from there. I do like how it's possible to do a save all, though it's not trivial.

Edgy 2 - Bee Plus I like how this is a platformers only level that's not trivial at all! I nearly one shot this level, but failed because of some arriving at the gaps too early before the workers were done. Here, I relied on using a platformer hitting the brick of another one to turn around to get on ahead to prepare the gaps before the others arrive. Nice level!

Edgy 3 - Drop On By I like that this is a 1-of-everything level. This level will likely having you wonder how to get down safely. I spotted how to do that very quickly because of noticing the terrain on the far left. The skillset also makes you think you need to send a floater down to prepare the route for the others, but that is a red herring. Especially since on a very thin platform it won't be possible to save the blocker later if you do so since the floater was given to someone else. I managed to spare a builder :P

Edgy 4 - What Could It Bee... Deceivingly difficult one, although I had the misconception of building to the right and then cloning on the second builder to isolate a worker. This turned out to be wrong. Instead, it's to keep building until you hit the wall to the right first after platforming up most of the gap first. Then you build to the left and clone to get your worker. So, variation of the Dolly Dimple builder trick here to isolate a worker, only you don't catch a lemming coming from the entrance. This I spotted early and quick, it was how to achieve it that took some time. The cloners are especially important on this level.

Edgy 5 - Golden Palace Very quick and easy one. The only thing I failed to realize is the wall is 6 pixels high so that you don't need to make anyone climbers to get past it. Makes sense, as then you won't be able to send multiple lemmings over the top to bomb and make a ramp for the crowd to get to the exit.

Edgy 6 - Un-bee-lievable Nice 1 lemming level, although you have a cloner here. Looks difficult but it wasn't as bad as I thought. I don't think saving both the original and clone is possible. Of course, I could be wrong.

Edgy 7 - Insert Bee Pun Here Another deceptively difficult level but another favorite here! It was hard to see that the digger is the other sacrifice (the other one being the one that dies to the bee trap), as I kept thinking to platform up the gap on the far right. I also kept getting confused when I thought to use a platformer and builder to reach the exit, but kept ruling that out and then come back to it from time to time :crylaugh: I really love the method of containment here while the worker goes on ahead to prepare the gap and build to the exit. Nicely done here! :thumbsup:

Edgy 8 - Code BLUE Harder than either of the two previous "code" levels. Once again, not remembering the basics got me into trouble here. The key here is that even a small reduction in the height is enough to make a fall survivable, depending on the design and level. Otherwise, I kept wondering how in the world does everyone get down safely if you can't get the floater to make splatforms for the two deadly drops. Very satisfying solve when I figured it out!

Edgy 9 - Critical Approach Difficult one mostly due to how I tend to be very bad with stackers. I did use some RR manipulation at some point to get a part of the solution to work with using two stackers and then mining a hole in them to make them to be stepped up. The other thing that got me in trouble was neglecting the platformers for a while. I'll make sure to check other solutions to this level, as I'm sure there are easier ways to solve it than how I did.

Edgy 10 - POOR BEE CREATURES! Obviously uses the POOR WEE CREATURES from L1 concept of a splat hatch. However, it is absolutely critical to rescue them as quickly as you can before you lose too many. The only hard part here was timing the climbers so that a blocker can turn the builder around to climb over the top. It might be possible to save an extra here, but I'm not sure.

Edgy 11 - Hopeless Predicament Not very hard, but it's still not easy. Due to the solution I used of making a lemming climb to get the timing/spacing right, it makes me wonder what the original time limit was. It was probably so strict to not allow a solution like mine to work. Then again, it wasn't that much waiting, but the fact that I made several rounds at the bottom kind of infers a strict limit, especially since I didn't even use the builder pickup :P

Edgy 12 - Mineshaft Mania! This was a level which namida spoiled to be a tough one, but it wasn't for me. He might had meant the next one. it was easy, I thought, as it was just thinking about the solution for a minute and then quickly carry it out and done. Very nice level!

Edgy 13 - The "What The Lemming" Machine Hard one, though I forgot that climbers don't hit their nose if the terrain overhead/overhang is low enough :forehead: Even then, I still say the hardest part is getting the lemmings trapped at the bottom back out and up. I also did things in a different order which kind of made it harder than it needed to be.

Edgy 14 - Unstable Formation Another one I struggled with, all due to how I mined and cloned it. I kept thinking to do it in such a way so that the right miner makes the tunnel deep enough so that I can simply block inside the tunnel and then quickly release him with a nearby lemming via a digger. It's indeed possible, but this took me a while to find and get right. It all comes down to the digger placement, when you start mining, and when to start cloning after mining. I checked Icho's solution, and once again I seriously can't believe I didn't see how to use the remaining tools I had to get those who get trapped in the pit on the bottom right.

Edgy 15 - The Hard-For-Flopsy Level Certainly nowhere near the hardest level of the rank, but it can still be challenging. The top route definitely seemed like it work, but nope, it actually fails by about a pixel. Honestly I would make it clearer that it wouldn't work in the first place :P Nevertheless, quite a nice one to finish off Edgy. I love the bashing to turn lemmings back around, as well as the long bashing section on the far left to give the worker enough time to make the long bridge to the exit. The other thing that wasn't clear is if the worker has enough time to make the long walk back and forth, but fortunately there's more than enough time. 

All rightie, 27 more levels to go! I will post again when I finish the Unruly rank, and one last time when I finish the Outrageous rank ;) I'm liking the pack a lot so far! :)   
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

chrisleec728

I did struggle with "Come Home Lemming" as well. I think I've seen IchoTolot's solution before and it's actually quite a bit simpler than both of ours.

kaywhyn

Unruly rank finished. More replays and more feedback ;)

Unruly Rank Feedback

Even harder levels here, and two levels of the rank needed more than one video to get solved. Solving times are definitely slowing down, but still plenty of great levels here too!

Spoiler

Unruly 1 - Bee-have Yourself! Nice level to start off the rank. I can definitely see how this one can trip people up, especially with an appealing get through the upper OWW when you actually don't. Only the glider gets lost here since he goes past the exit, but everyone else falls before it and hence can exit.

Unruly 2 - Quick Skip (Part 2) The sequel to Touchy 14 with some terrain changes as well as some steel added. This one felt easier than the first one, but that's probably because I contained the crowd at the top :P This one was definitely a quicker solve than Part 1.

Unruly 3 - The Furnace Hard one. The hardest part for me was figuring out how to get to the upper platforms to get the builder pickup. I'm already familiar with the cloning a glider and then stoning so that a glider can land on top of it, so that wasn't the hard part. It was more figuring out the route and how the building needs to be done. I think one of the builder pickups is a distraction and was simply there for symmetry purposes.

Unruly 4 - Code YELLOW Certainly harder than any of the previous "code" levels, although here you'll have to accept some losses here as it's not really possible to stop some from getting into danger later. You do have to be quick in releasing the crowd while working with the glider who platforms or you will lose too many.

Unruly 5 - Ancient Technology Looks difficult, but it actually wasn't that bad. I managed to spare a bomber here. The hardest part here was simply building and then blocking to turn the builder around while making sure you won't lose too many lemmings. Nice level, though!

Unruly 6 - Escape Cart I struggled here far longer than needed, but that's because I kept dismissing the bottom area as not needed in the solution for a very long time. In particular, I kept confusing myself when I kept thinking to get into the middle area from the left when the answer is actually to go down there from the right. I really love the No added colours or lemmings miner trick on chipping off the builder staircase to allow the climbers a way out to get to the exit! This level is an absolute favorite of mine! :thumbsup:

Unruly 7 - Lemming Workout Routine Hard one, especially since you have very limited digging destructive skills and many obstacles to get through. For a long time, I kept coming up a skill short. In actuality, I did the solution correct except for a few parts at the very end. The thing that prevented me from getting the level solved was failing to realize that the climber needs to climb the wall to the left of the exit so that he can get back on top of the down arrow to dig it away and then quickly bomb away the staircase before anyone gets by the exit, as any that do won't be able to land on the exit platform later, at least without another builder to build over the gap where the down arrow got dug. Nice level!

Unruly 8 - Keep the Peace Not a hard level, but rather difficult in the execution. It seems that the builder who builds to the exit has a lot of time to do so, but the crowd catches up surprisingly fast to him. Same thing with the other worker who bashes through the OWW at the top left, which needs to be done before any get a chance to turn around and go into certain doom. Nice trick with the digger in order to isolate that worker which lands on the upper platform but everyone else falls to the bottom due to the digger width.

Unruly 9 - Buzzing Around I really love these builderless levels! This was certainly no exception, it's pretty good. Once you realize where the blocker goes, the rest is easy. The only other hard part is timing the climbers so that one turns around in an in-progress miner tunnel so that the can mine the crowd out. Well done here! ;)

Unruly 10 - Feeling Shafted Deceptively difficult level even for a short one because of the time limit. The key here is realizing that the stacker and climber pickups are complete red herrings/distractions. Time is already quite short by the time you start the platforming to reach them. I love the bombing the digger trick so that he falls down to the floor before exploding to release the crowd, as well as to get your worker lemming. He goes on to platform to the exit, while the next one to drop needs to bash in order to give the platformer enough time to finish his job. The basher is another loss, and the platformer who finishes his job doesn't have enough time to exit because he turns around when done. However, along with the third loss, the bomber, this is enough to get the level solved.

Unruly 11 - Evacuation Situation Somewhat hard, although the only really hard part is getting everyone up so that no one gets trapped at the bottom due to being blocked by the stoner. Again, uses the cloning a glider and then stoning trick to get the other gliders to land on top of it. The timing is tight, but luckily there should be enough time to place the blocker without anyone else getting by other than the platformer. I feel as if I played this level before, although I think I might be confusing this with some Circus levels from the Recycle Bin pack which did a similar thing of climbing up a tall level to get to the exit. I think I remember several iterations which changed the position of the exit.

Unruly 12 - Midair Magic Somewhat deceptively difficult. It took me some time to realize that the glider needs to be assigned to a lemming as soon as he pops out of the hatch. Before that, I kept assigning it to a lemming that fell off the platformer bridge to get the pickups. Fortunately, the intended solution is kind of forced here, particularly since you don't start with any skills, and it should be pretty obvious what needs to be assigned at each step. Almost a no terrain level here.

Unruly 13 - All About The Moves, Baby! Difficult level. In particular it was quite hard to manage both groups. In the end, I kept up with somewhat a heavy timing solution where any that come back to the right at the bottom get caught by the teleporter rather than slipping by it. I checked your intended solution later on and at some point I was thinking of building on the pillar to stop any lemmings going out, but I confused myself here by kept thinking to use it on the left pillar instead of the right :forehead: Quite a decent puzzle!

Unruly 14 - Lemmonition Another favorite of mine! Even for a simple design, this was deceptively difficult! I definitely kept getting confused with how to get the worker lemming who collects the swimmer pickup back out from there. In the end, the solution uses a trick that isn't seen too often, which is placing a blocker at the edge so that a climber can still get past it and still being able to mine him free. Other than placing the blockers carefully, the other hard part is letting one lemming go on to platform from the other side and then the next one needs to block to turn the miner around as soon as he breaks through all the wall on the right side. Very nice level, I enjoyed figuring this out! :)

Unruly 15 - Abstract Art Gallery Hard one to finish off the rank. Just like Unruly 7, I had most of the level figured out but came up a skill short because of using too many on the left side. My solution uses some RR tweaking to bomb inside the digger pit and use a glider so that he bounces off the wall to go back to the right to be able to build, and the bomber stops the digger and makes the left side still surmountable. Indeed, I checked your intended solution and what I used isn't required at all. I didn't consider your approach, especially since I thought it was going to be too expensive. In particular, I never considered using 4 constructive skills for the wide gap at the bottom. I've always considered only 3 skills for that. Oh well, good to know that the fiddliness in my solution isn't needed!   



One rank remains! Up at Outrageous 5, which I already had an attempt at but couldn't get it solved. I will try again later and I will post one final time when I get through the rest of the pack! ;)
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

Outrageous rank solved and hence I have solved all of LPV. My entire replay collection is attached, as well as more feedback ;)

Outrageous Rank Feedback

The hardest levels of the pack are supposedly found in this rank. Once again, a lot of wonderful levels here, and I was definitely challenged appropriately here!

Spoiler

Outrageous 1 - Insert Coin, Receive Lemming Nice somewhat difficult level to begin the rank. Here, I used a miner to lower the first basher so that he will hit the steel and turn around. As a result, I was able to save everyone rather than lose any :P

Outrageous 2 - Working Bee Another favorite of mine! Once again, variation on the Dolly Dimple builder trick, except you use a walker to create it to get your worker lemming. Same thing when releasing another later on. Finally a blocker is used to get everyone to turn towards the exit. I really love the way the entire level comes together when you figure out all the parts. Nicely done here!

Outrageous 3 - Drunk On Colors Somewhat difficult but another great one that I really liked. I love how the climber/glider does some of the work at first, most importantly to mine through the first wall in the middle and then make the landing platform with two builders before being sacrificed. Then a non-athlete does the rest of the path to the exit. I especially love the separation of two lemmings in the pit on the left in the starting area. I made mistake of getting the midair pickup with a builder, when in fact it's enough to simply glide.

Outrageous 4 - Simplistic Nightmare Decent level, although the hardest part here was simply the stacker and the basher to make a hole so that lemmings can still step on top of the stack coming from the left. The bombing to make the rest of the stack surmountable on the right side wasn't hard to figure out and is possible due to the asymmetric destruction mask. I originally thought there was going to be needed some timing with the two climbers, but turns out it's not necessary, as I didn't realize that the fall is not splat height until I saw that they don't splat. As a matter of fact, it's almost fatal, just safe by 1 pixel. Then it's not so bad. The only annoyance is that it might take a while before a lemming goes out to the right from the receiver. Not to mention the loud buzzing static of the teleporter sound.

Outrageous 5 - The Forgotten Beauty Surprisingly difficult, although in the end I found a timing heavy and unnecessarily fiddly solution. It almost doesn't work due to not having a climber available for the glider. You pretty much get it at the very last second before he turns around on the pillar. I did think to make the timing easier by mining so the lemmings in the pit can come out on the right side, but I think I kept being a skill short or I wouldn't be able to turn the climber back around to mine the rest out later. All in all, a nice level, with the hardest part being near the exit area. Also the OWW at the top middle is a very nice distraction and red herring.

Outrageous 6 - Lineouts Another hard one, mostly due to the 99RR. I kept having problems near the exit area, so I was wondering how to build over the gap and mine over the OWW. Turns out that I had the wrong idea of where to place the blocker, where it's used once the builder staircase goes a bit past the trigger area so that when releasing the blocker he can go on to the left to build over the final gap, but the miner exits since he does it before the exit trigger. Also I made the mistake of using two skills to contain the crowd, when a single miner suffices. I just thought that the area was too small for just a miner to do, that's why :XD: Again, a great level here!

Outrageous 7 - Code GREEN Certainly the hardest of all the "code" levels in the pack, so this one for sure belongs in this rank. You have to get from the bottom to the top with very limited resources. However, this one turned out to not be as bad as I thought. I did think about getting up from the left side, but that didn't work out as I was a skill short. I think it would had worked had I gone out the left side instead, so it's not necessarily the right side as the only solution, I believe. Nice challenging level to round off the once-per-rank of the pack!

Outrageous 8 - The Gold Rush The only hard part is figuring out how to get a lemming to go out to the left to glide over to the pit on the bottom left, which is where maxing out the RR for two lemmings comes in. I could had made the timing far less tight had I placed the blocker more carefully in order to turn the digger. I kept thinking he would get into danger later, hence why I didn't use that in the solution :XD:

Outrageous 9 - You Can't Bee Serious... Ah, there's the builderless level in the final rank of the pack. This time, instead of being near the end, it's around the middle of the rank. This is another great one, although I probably still like LPIV's the best, with LPA's second and probably this one a close second as well. The thing that took me a while to figure out was how to solve the problem of lemmings getting trapped in the pit on the far right if you don't even have enough climbers for everyone and you can't put a blocker and later release him due to being on steel. Turns out you need two groups, one group of climbers, another group of floaters. You could make some athletes, but why make things harder? Also, in contrast to the other builderless levels, this one is more on the smaller size of things. Thus, it was easier to plan out the solution.

Outrageous 10 - No Time To Die x 2Probably the hardest NTTD style level I have played and solved thus far, although if not then probably a close second to LPI's. As usual, 9-of-everything and a very tight timer of 2 mins. I initially went through the bottom just like yours and Icho's solution, but when I mistakenly saw that I wouldn't have enough skills I ditched it and went with builder up straight from the start instead. I failed to realize interrupting a basher midstroke with a builder before he would had fell due to standing on no ground. I also didn't think to vary either side rather than copy what I do on one side to both :forehead: Nice to see that the NTTD immediately follows the builderless level.

Outrageous 11 - Relentless Looks intimidating and difficult due to all the pickups everywhere, but this one wasn't too bad. In some of my earlier attempts, I almost had the level but would be short a skill or so. In the end, I used a stoner rather than all three builders at the start, although your solution shows you can indeed use all the latter in the starting area. What all the solutions have in common is that the basher pickups on the far right are red herrings, and so it seems the long wall to bash at the top is all a complete distraction. What I like about the level is that the pickups were a great guide to getting the level solved, as well as sending two on ahead, one to be a glider, the other a floater, to do the rest of the work to get the exit unlocked. Very nice puzzle. It's quite easy to save far more than the required amount :P

Outrageous 12 - Plan Bee Difficult one due to the high save requirement and the very urgent need to stop the splatting ASAP, which isn't easy to figure out. Seems that the platformer hitting another's to turn around is indeed the central trick required, as all the solutions I've seen use it. The rest of the puzzle was great, figuring out how to get to the exit with a very limited amount of constructive skills. I have a climber and some miners left. My solution gives a great challenge: Save 17! ;)

Outrageous 13 - Lost In Blue As namida mentioned on Discord, this is intended to be the hardest of the pack. Now that I figured out and know the solution, it isn't an extremely hard solution, as the only hard part is timing the miner and platforming from the far right side in such a way so that the miner cuts off some of the bridge but the platformer is still able to keep going to the left to do the rest of the work while everyone else is stuck in an infinite loop. I had the thought to do this at some point in the LP, but for some reason I didn't do it or didn't take it far enough, as I stopped short before realizing what could happen to allow you to get the level solved. I especially like the use of the stoner to fill up the gap in the platformer bridge to allow everyone to walk to the exit instead of being stuck in an endless loop. Very clever and absolutely my favorite! :thumbsup:

Outrageous 14 - Shift Over Ah, it's the no skills level where you don't do anything and simply let the level play out and everyone will make it to the exit in their own way depending on what athlete they are. Just like "A Walk in the Park" from LPI, except the RR is already maxed out for you. It's also the level with the highest lemming count of any of namida's levels, I believe. Yup, this is definitely the "hardest" level of LPV :laugh:

Outrageous 15 - To Infinity, Back And Beyond! I was kind of spoilered as to the type of level the final level of LPV would be from playtesting Icho's "Tribute to V" contest level from several contests ago. The crucial difference is that you have to save 4 lemmings and there are 4 limited exits that can only take one lemming each. However, I am mistakened in my LP in that I said cloners are available. No, all 4 come out of the entrance. Otherwise, they're similar in that you start with no pickups and that each section is color coded the same. Also Icho's level is harder than this one ;)

This level didn't take me as long as I thought it would. Some of my earlier attempts had me quite close but I ran out of the important/essential skills to do any more of the level. Also after watching Icho's solution it made me realize that I did the bottom right less than optimal. Still, this was a great level to finish off the pack, even if it's not the hardest. It really wasn't as bad as I thought.



All right, this makes another Lemmings Plus pack solved. At first, I didn't believe this pack being harder than LPIII, but now that I have played all of LPV, I certainly believe it now. Some of the later levels are quite nasty and difficult. In particular, there are even some in the Blissful rank that can catch you off guard if you don't pay attention to the details, such as when I did Blissful 4 and Blissful 8 :forehead: However, Blissful is overall a very doable rank, it's Touchy where things get difficult, with some near the end quite challenging. Then the difficulty continues to climb more with Edgy, and then overall the Unruly and Outrageous ranks were difficult throughout. I think the difficulty being higher than LPIII can also been seen in that very shortly in the Blissful rank you already get into very limited skillset levels and puzzles. There are a few open-ended levels past the Blissful rank, but they're far and few in between. Nevertheless, there were plenty of great levels I saw throughout the pack.

I immensely enjoyed LPV for the clever puzzles in many of the levels. namida has the belief that LPIV's his weakest entry, but I honestly disagree there, as LPIV is quite a strong pack IMO. LPV is even better, but I enjoy both of those packs.

Next Plus pack on my to-play list will be LPO2, as that is the next one chronologically, which is how I've been tackling the packs, except for Alpha, as I ended up doing that first, at a time long before I got into LPing level packs. However, I likely won't start LPing LPO2 until December at the earliest. The higher difficulty does worry me a bit, but I'm quite excited to get into the pack once I do so. So, be on the lookout for that LP and see if I will get through the pack, or get badly stumped at some point and not make any progress eventually :laugh:

Thanks again for LPV, 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

chrisleec728

#293
Yeah I'm pretty sure Colorful Arty said that LPV was hard from the get-go, but I really don't think so. That could be said of Alpha though, as I was stuck on the FIRST LEVEL. LPO II does start off easy though, so I wouldn't think it would be harder than Alpha.

WillLem

#294
Finished Lemmings Plus III today, including all but 3 talismans. This is an excellent pack, probably my favourite in the series of the ones I've played so far (I, some of II, III, some of VI, some of O and some of OII).

I solved all but 15 levels without any hints. The ones I needed hints for were:

Hints needed

Dodgy 2 If The River Runs Red - Unusable Bombers distracted me here tbh!
Dodgy 6 Seven-Way Security - I was one transposed miner/basher assignment away from solving this one, I probably should have kept going because I likely would have spotted it, but I was keen to move on
Dodgy 10 The Duck Level - I got most of the route figured out, but the relatively simple trick for allowing the crowd to ascend once the route is completed eluded me. I blame The Duck Song :crylaugh:
Dodgy 13 Speak Of The Lemming - I was doing all the right things in completely the wrong order for this one, definitely needed the hint
Dodgy 14 Flag Games - This uses a very clever trick that I probably wouldn't have spotted in a million years; brilliant level

Rough 2 The Perfect Storm - I kept being 1 builder short, and it came down to crowd control for the left side, so I needed to know exactly which technique was required; all of the ones I'd tried thus far required that extra builder.
Rough 6 The Lemming Redemption - I actually did more or less figure this one out (with regards to RR control), but I was digging in the wrong place so an extra 2 lems kept slipping past. So, rather than spend ages on trial and error, I hit the hints.
Rough 9 The Sacred State - I was completely foxed by this one and would likely not have discovered the trick without the hint, although I had worked out that it would come down to timing the climber assignments correctly. Very decent, clever level.
Rough 13 Livin' It Up - I was disappointed that I had to hit the hints for this one because I liked the simplicity of the layout. I had figured out that you needed to send a worker underneath to then turn, climb and mine, but I hadn't thought to contain the crowd near the starting area first, so I kept being a builder short. To make up for it, I optimised the solution to make it quicker and save an extra miner ;P

Fierce 4 Lost In Translation - Got very close with this one, just needed that final nudge to finish it off.
Fierce 5 Unpredictable Reaction - I knew I wanted to use the 'bomb up against the steel block' trick to contain the crowd, and only watched a hint video to make sure this was the correct method. When I watched your video, the pixel precision of the bomber placement made the solution suddenly very apparent and I was able to figure the rest out for myself. I wish I'd been able to get to this solution without seeing the hint, because it's one of the best levels in the pack. Had I been able to play it with timed bombers, there's a good chance I may have stumbled upon the solution by accident (although it's obviously impossible to know that for sure!) ;P
Fierce 6 Double Crosser - This one completely bamboozled me, I never would have figured this out without the hint. However. all it took was seeing the pixel precision of the bombers & blockers at the start (which is arguably the main trick of the level); I was able to work the rest out from there.
Fierce 9 Curiosity Killed The Lemming - Another one that I needed help with. Once I'd seen the solution, I feel like I could have figured this one out myself if I'd have given it a bit more time, so I went for a variation of the solution which doesn't use the floater :lemcat:
Fierce 11 Lem At Your Own Risk - I actually got quite close with this one, but as with many levels of this kind I wasn't sure exactly how to use the builders. I needed to watch the full solution for this in the end.
Fierce 16 The Final Stand - I figured the first part out for myself, as a couple of my own levels use the same trick of bombing to allow a builder to continue through an obstacle so I recognised it pretty quickly. From there, I had no idea how to get around the main obstacle, although I did realise fairly quickly that the top route was basically the only one possible. The save requirement and high concentration of tricks in a single area of the level makes this one very difficult to figure out without hints.

These are my favourite levels in the pack:

Favourite Levels

Timid 4 Roundabout Run - Enjoyed finding the talisman solution for this one, a good bit of messy fun
Timid 6 The Rebound - Another one with a good talisman solution, gets the puzzle motors whirring
Timid 7 Oh No! More Oddstacks - A good-looking lab level with 7 of each, more challenging than it looks and a good way to ease the player in to the difficulty of the later levels

Dodgy 5 A Lemming For Your Thoughts - Probably my favourite level in the cloud theme, this one is a great puzzle with an equally satisfying talisman solution
Dodgy 9 Synergistic Effect - I very much enjoyed finding the different ways of getting around this level, a great puzzle with a nice backroute for replay value
Dodgy 14 Flag Games - The trick in this level makes it one of the best in the pack, and a great showcase for the lab style


Rough 5 Dense Packing - A cheeky, experimental and above all fun level that showcases pre-placed lems nicely
Rough 7 Hardwired! - This one took me a while to figure out, and was extremely satisfying when I spotted the key to getting that darn climber to turn around!
Rough 8 They Say A Hero Will Save Us - Glorious little puzzle, another one which took me a while to unravel
Rough 14 Shmooth Shailing - I've seen a variant of this trick used in another Lemmings Plus level, so I spotted it quite quickly. Neat little level
Rough 15 Lem Particle - Probably a rank favourite, this is a really great blend of puzzle, timing and (to some extent) execution which is very reminiscent of the OGs. Played this one a few times to get the fastest time I could
Rough 16 Plan 10 From Outer Space - This one's a meanie! Took me nearly an hour to fathom out which assignments need to go where. Definitely worth it in the end though 8-)

Fierce 1 Dead Is The New Black - Brilliant! :lemcat:
Fierce 4 Unpredictable Reaction - A particularly clever level with a very elusive trick, arguably made even harder to find due to the lack of timed bombers
Fierce 7 Another X-of-Everything Puzzle - This one had me foxed for a long time, but it was very satisfying to finally get the solution down. Feels like a more open-ended level at first until you realise just how many obstacles there are to think about!
Fierce 15 You Knew It Was Coming... - The only level in Fierce that I solved on the first attempt. Love this level, great fun to hack through :thumbsup:

Although I have needed some help with solving this pack, I'm fairly happy with my overall performance. I've managed to get most of the talismans, including 100% saved on Dodgy 9 Synergistic Effect (which surpasses the 9/10 talisman) :lemcat:

It's a very difficult pack, probably just out of reach of most casual players, and perfect for those wanting an extra challenge after completing Lemmings 1 and Oh No! More Lemmings. It's a significant step up from the originals, with focus on more obscure tricks and pixel-precise execution, making it perfect for NeoLemmix's super-fine control system. Many levels offer multiple possible solutions, which is great to see, whilst others can only be solved by piecing together a very specific set of tricks and methods that players may never have encountered before taking on this pack.

The tile sets are pretty good in this one. Lab is my favourite (I've remixed it for the Slush World levels in Lemminas II!) with its instantly-recognisable blue bricks and green slime. Circuit is another good one with simple, easy to work with straight-edged shapes and surfaces. Meanwhile, Cloud and Martian feel much like the spiritual successors of the Dirt and Crystal themes; with their more roughly-shaped terrain and jagged steel pieces, these levels are challenging enough to navigate before there's even a puzzle involved!

Full set of replays attached. I had fun playing this, and I look forward to taking on the rest of II, IV and VI at some point.

WillLem

The downloads in the OP don't seem to be working...

namida

I tried a couple and they're fine; which one specifically are you having issue with?
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)

WillLem

Both the pack and the solution replays for all except VI do not download. A new browser tab opens and closes, and then nothing happens. VI works, and other downloads from elsewhere on the site are working. Both my ad blocker and antivirus software are set to allow downloads from the forums.

namida

They work fine for me - must be something on your end.

You mention having to specifically set your software to allow downloads from the forums - do note that these downloads come from neolemmix.com, not lemmingsforums.net, if that helps. (However, Lemmings Plus VI is no exception to that...)
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)

chrisleec728

I downloaded the packs from the NeoLemmix site, not this one, with no problem. However, yeah, in the past I do remember having trouble downloading some (but not all) of the solution replays from this site (with the same new browser tap opening and closing thing that WillLem mentioned).