SEB Lems Neo Lemmix Project - RELEASED! - All levels completed

Started by Flopsy, May 10, 2016, 02:55:49 AM

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Flopsy

SEB Lems is released

Link to the main topic
http://www.lemmingsforums.net/index.php?topic=3419.0

Spoiler

Update 4/7/17

SEB Lems has entered pre-release testing.
Thanks Mobius, Nepster and IchoTolot for giving up their time to test my pack.

The final total is expected to be around 170 levels, maybe a few more depending on how the testing goes.
Deep Cuts rank will have 10 (or more) levels while the other 8 ranks will have 20 levels each.

Release date is nearing

Update 31/5/17

SEB Lems has just hit 160 levels completed! It is nearing completion and is nearly ready for pre-release testing!

The final total for levels will be 180 it has been decided, the Rapture rank is full up now also so the final levels have been decided!

SEB Lems has spanned a total of 58 graphic sets at the time of writing and it is looking to have the most variety of any pack released to date.

Paradise 17/20
Bittersweet 18/20
Revolution 20/20
Stormy 20/20
Murder 19/20
Rapture 20/20
MegSEBytes 20/20
Unrequited 20/20
Deep Cuts 6/20

Style counter report

Total levels: 160
---
*secret*: 1
arty-lego: 1
arty-underwater: 1
beach: 3
brick: 4
bubble: 6
castle: 3
cavelem: 3
circuit: 1
circus: 5
city: 2
crystal: 7
desert: 1
dirt: 3
egyptian: 3
fire: 12
flo_poker: 1
flo_scrapbrain: 7
gigalem_academy: 1
gigalem_l3shadow: 1
gigalem_thermal: 1
glacier: 2
grnk1_menace: 2
grnk2_beastii: 2
grnk3_cyber: 2
grnk4_slime: 2
highland: 6
honeycomb_mod: 1
ichotolot_dune: 1
jarv156_future: 1
l3_shadow: 3
lpiv_candy: 5
lpiv_clockwork: 3
lpiv_space: 4
lpiv_wasteland: 1
lpv_abstract: 3
lpv_honeycomb: 2
marble: 15
martian: 1
matt_marble: 1
medieval: 3
metal: 1
minim_ps3darke: 1
minim_ps3factory: 2
outdoor: 1
pillar: 5
polar: 1
proxima_tile: 1
psychedelic: 3
purple: 1
rock: 2
sega: 3
shadow: 3
sky_mod: 1
space: 1
sports: 2
tree: 3
xmas: 2

Update 30/12/16

128/168 levels completed
168 may not be the final total still, it may slightly increase but should not exceed 180.

SEB Lems has increased to 9 ranks, also this new rank is finished.
The new rank is called Unrequited and it is entirely made using levels from Wafflem's Bits of Levels you can finish topic. This means that the amount of collaboration levels in SEB Lems is over 50 now but 40 of them will be in their own ranks (MegSEBytes and Unrequited) while 12 will be mixed in with the main difficulty ranks.
If anymore collaboration levels get made now then these levels will be inserted into the Deep Cuts rank unless there's a special reason not to.

MegSEBytes is now released, all 30 of these levels will be in SEB Lems as mentioned before.

Progress may slow down a bit now since I'm back to making pure Flopsy authored levels very much now.

Rank Breakdown:
Paradise: 15/20
Bittersweet: 11/20
Revolution: 17/20
Stormy: 17/20
Murder: 11/20
Rapture: 12/20
MegSEBytes: 20/20
Unrequited: 20/20
Deep Cuts: 5/8 (varying total)

arty-lego: 1
beach: 3
brick: 4
bubble: 5 + 1
castle: 2
cavelem: 3
circuit: 1
circus: 5 + 1
city: 2
crystal: 6
desert: 1
dirt: 2
egyptian: 2
fire: 9
flo_scrapbrain: 4
gigalem_academy: 1
gigalem_l3shadow: 3 + 1
gigalem_thermal: 1
glacier: 2
grnk1_menace: 2
grnk2_beastii: 2
grnk3_cyber: 2
grnk4_slime: 2
highland: 6
honeycomb_mod: 1
ichotolot_dune: 1
jarv156_future: 1
lpiv_candy: 3
lpiv_clockwork: 1
lpiv_space: 3
lpiv_wasteland: 1
lpv_abstract: 2
lpv_honeycomb: 1
marble: 7
martian: 1
matt_marble: 1
medieval: 3
metal: 1
minim_ps3darke: 1
minim_ps3factory: 2
outdoor: 1
pillar: 4
polar: 1
proxima_tile: 1
psychedelic: 2
rock: 2
sega: 3
shadow: 2
sky_mod: 1
space: 1
sports: 2
tree: 3
xmas: 2
(Special graphics levels: 3)

Update 29/10/16

SEB Lems has just hit the 100 level milestone :lem-mindblown:
Feels like it's getting closer to release although I don't see a release before Feb 2017 personally.

Nothing much else has changed except MegSEBytes is close to release now.
MegSEBytes is the final name of mine and Wafflem's collaboration pack and it is currently in playtesting.
There are 30 levels in the pack and all of these levels will be in the final version of SEB Lems also, hence why it is relevant to this pack.

Rank Breakdown:
Paradise: 13/20
Bittersweet: 14/20
Revolution: 16/20
Stormy: 17/20
Murder: 11/20
Rapture: 7/20
MegSEBytes: 19/20
Deep Cuts: 3

Total levels: 100
---
*secret*: 3
arty-lego: 1
beach: 3
brick: 3
bubble: 4 + 1
castle: 2
cavelem: 3
circuit: 1
circus: 5 + 1
city: 2
crystal: 5
dirt: 2
egyptian: 2
fire: 8
gigalem_academy: 1
gigalem_l3shadow: 2 + 1
gigalem_thermal: 1
glacier: 1
grnk1_menace: 2
grnk2_beastii: 2
grnk4_slime: 2
highland: 5
ichotolot_dune: 1
jarv156_future: 1
lpiv_candy: 1
lpiv_space: 2
lpiv_wasteland: 1
lpv_abstract: 1
lpv_honeycomb: 1
marble: 4
martian: 1
matt_marble: 1
medival: 2
metal: 1
minim_ps3darke: 1
minim_ps3factory: 1
outdoor: 1
pillar: 2
polar: 1
proxima_tile: 1
psychedelic: 2
rock: 1
sega: 2
shadow: 2
sky_mod: 1
space: 1
sports: 2
tree: 1
xmas: 1
(Special graphics levels: 3)

Update 4/9/16

SEB Lems has undergone a few changes in rank aesthetics recently.

First of all I have decided to add a new rank to it which is going to be after the Murder rank called "Rapture". This rank will also contain 20 levels and will bring SEB Lems to 6 main difficulty ranks of 20 each.

However the Deep Cuts rank will no longer be aiming for 20 levels, it will contain however many levels it ends up with in the end which it currently has 4 levels. "Know When To Fold Them" has moved to the Bittersweet Rank now.

Some may know this already if you've been in or been reading the IRC chat but SEB Lems is merging with mine and Wafflem's collab pack.
What that means is although our unnamed collab pack will be released way before SEB Lems is, all levels from the collab pack will also be in the SEB Lems pack.
The collab level pack is currently planned to be 30 levels (5 ranks of 6 levels each).

12 of these levels will be merged into the main SEB Lems ranks (Paradise, Bittersweet, Revolution, Stormy, Murder and Rapture) and the other 18 will be put into a collab rank which doesn't have a name at the moment so including Deep Cuts as well there will be EIGHT ranks in SEB Lems so this is turning out to be a big project now with at least 142 levels planned.

Big thanks to Wafflem for his contribution to SEB Lems so far and he will be joint collaborator for 31 of the levels in the pack at least :thumbsup:

SEB Lems is currently on 75/142 levels.

Rank Breakdown:
Paradise: 11/20
Bittersweet: 14/20
Revolution: 14/20
Stormy: 14/20
Murder: 7/20
Rapture: 6/20
Collab: 6/20
Deep Cuts: 4 levels so far.

Graphic set breakdown:
Style counter report

Total levels: 75
---
*secret*: 2
beach: 2
brick: 3
bubble: 3 + 1
castle: 2
cavelem: 3
circus: 5 + 1
city: 2
crystal: 3
desert: 1
dirt: 1
fire: 7
gigalem_academy: 1
gigalem_l3shadow: 1 + 1
gigalem_thermal: 1
grnk1_menace: 2
grnk2_beastii: 1
grnk4_slime: 2
highland: 4
jarv156_future: 1
lpiv_candy: 1
lpiv_space: 1
marble: 4
matt_marble: 1
medival: 2
metal: 1
minim_ps3darke: 1
minim_ps3factory: 1
pillar: 2
psychedelic: 2
rock: 1
sega: 2
shadow: 2
sky: 1
space: 1
sports: 1
tree: 1
(Special graphics levels: 3)

Update 11/08/16
Rank Breakdown update
Paradise: 14/20 (+4)
Bittersweet: 11/20 (0)
Revolution: 13/20 (+1)
Stormy: 14/20 (+5)
Murder: 12/20 (+3)
Deep Cuts: 5/20 (0)

Style counter report

Total levels: 69
---
*secret*: 1
beach: 2
brick: 3
bubble: 3 + 1
castle: 2
cavelem: 3
circus: 5 + 1
city: 2
crystal: 3
desert: 1
dirt: 2
fire: 7
gigalem_academy: 1
gigalem_l3shadow: 1 + 1
gigalem_thermal: 1
grnk1_menace: 2
grnk2_beastii: 1
grnk4_slime: 1
highland: 3
lpiv_candy: 1
lpiv_space: 1
marble: 4
medival: 2
metal: 1
minim_ps3factory: 1
pillar: 1
psychedelic: 2
rock: 1
sega: 2
shadow: 2
sky: 1
space: 1
sports: 1
tree: 1
(Special graphics levels: 3)[/b]


Update 19/7/16

Download SEB Lems Demo v1.05 here
https://www.dropbox.com/s/di8btzbfhn7x63x/SEB%20Lems%20Demo%20v1.05.nxp?dl=0

v1.05 changes
Spoiler
- Sparkle debackrouted yet again
- Custom background inserted (Thanks to Wafflem for making this :thumbsup:)
- Provisional SEB Lems logo inserted

Quite a few updates for this demo recently, just a reminder to those who have yet to play the demo or are still playing to make sure you update to v1.05.

Rank Breakdown 19/7/16:
Paradise: 10/20 (+2)
Bittersweet: 11/20 (+5)
Revolution: 12/20 (+5)
Stormy: 9/20 (+2)
Murder: 9/20 (+2)
Deep Cuts: 5/20 (0)

Style Counter
Total levels: 56
---
beach: 2
brick: 3
bubble: 3 + 1
castle: 1
cavelem: 1
circus: 5 + 1
city: 1
crystal: 2
desert: 1
dirt: 2
fire: 6
gigalem_l3shadow: 0 + 1
grnk1_menace: 2
grnk2_beastii: 1
grnk4_slime: 1
highland: 3
lpiv_candy: 1
lpiv_space: 1
marble: 4
medival: 2
metal: 1
pillar: 1
psychedelic: 2
sega: 1
shadow: 2
sky: 1
space: 1
sports: 1
tree: 1
(Special graphics levels: 3)


Update 10/7/16

Ok, a little earlier than expected I have released the second demo (v1.02). It has actually been released for 3-4 days now, I pulled a namida kind of ;P

The reason for the earlier release is because I'm a little stuck with where I should go with the pack at the moment, I feel like if I get feedback on some of my current levels then I might have a better idea of where my next direction should be. What I mean is by what sort of levels should I make. I've made a fair few 1 of each skill levels recently but I can't do that type of level to death!

This demo includes the original 8 levels from the first demo but I have now put them into their respective ranks so the levels will be in a different order this time and they will be difficulty ordered.
Whether you have played the original 8 levels or yet to play them, I'd be interested to hear your opinion of where they ended up rank wise.

Any kind of feedback is appreciated, I'm interested in backroutes on levels especially Sparkle and SEB Western.
Just remember that the overall difficulty of the pack is not supposed to be as difficult as other packs on the community so levels in the murder rank may be the hardest levels in the pack but should not still be overly difficult. Except maybe Everything Falls into Place!

Also note for anyone worried about music copyrights on youtube for this demo (in case anyone records it), all tracks have been checked and none result in muted videos, just copyright claims which prevent monetisation in some cases. I've been very careful about music I've included in SEB Lems so far and I intend to keep it that way.

v1.04 Changes
Spoiler
- Backroute fixing on Sparkle again!

v1.03 Changes (also see version v1.02 changes below)
Spoiler
- Fixed it on Get on the Revolution such that the glider is used in the solution
- Fixed a backroute on Sparkle to force the intended solution

v1.02 Changes
Spoiler
- Put the levels into ranks, the Paradise rank and Deep Cuts rank are missing because no levels from these ranks are in the demo. No rank pictures exist yet!
- Changed the music tracks to most of the 8 levels from v1.01
- Debackrouted 'Band of Merry Lemmings' yet again!
- Added a time limit to 'Up the Wooden Hill' and also changed the graffiti in the level slightly

Update 18/6/16

SEB Lems has now hit 40/120 levels completed :)

I did think of putting up a short demo (which I'll do at the 60 level mark now) but instead I'll put up some screenshots of some finished levels from each rank.

Paradise - A Few Tutorial levels then mostly X of everything levels.
"In the Dead Of Night"


Bittersweet - Still easy, less skills to consume!
"Party in my Head"


Revolution - So you want to take on the harder ranks? Do you have what it takes?
"SNAKE!"


Stormy - Harder Levels overall, ride the storm to the very end! :thumbsup:
"Sparkle"


Murder - No Prisoners Now, Lemmings lives are at stake!
"The SEB Western"


Deep Cuts - Extra level rank, mostly for levels which don't belong in the main game or in any rank for that matter ;P
"Know When To Fold Them"


Current Rank Breakdown:
Paradise: 8/20 (+2)
Bittersweet: 6/20 (+4)
Revolution: 7/20 (+4)
Stormy: 7/20 (+1)
Murder: 7/20 (+4)
Deep Cuts: 5/20 (+2)

Graphic Set variety: 19 + 2 special

What do you think of these levels, I've been wanting to show of The SEB Western for a while because it uses GigaLem's converted L3 Shadow graphic set.

Update 27/5/16: It's only been a short time but I've got a few updates about the level pack.

SEB Lems has now hit 24/120 levels completed, including the 8 levels from the demo. It's slow progress but hitting the 20% mark is significant. There will probably be another small demo at some point but not until about the half way mark I predict. I haven't really got more level types that I need feedback on yet.

SEB Lems is going to have a wide variety of graphic sets in the level pack, I have used some custom graphic sets submitted here on the site already, used a significant amount of Tribes graphic sets as well as Original/Oh No graphic sets. I have even used a Lemmings Plus graphic set which I wasn't originally going to do but the level in question was perfect for it. 3 levels contain special graphics as well, 2 are completely Special graphic whereas one is a small addition to an existing graphic set.

Graphic set variety: 14 + 2 special

Another significant update is I have finally decided on Rank names for SEB Lems (it was hard to settle on names which weren't already taken :XD:)

Paradise - A Few Tutorial levels then mostly X of everything levels.
Bittersweet - Still easy, less skills to consume!
Revolution - So you want to take on the harder ranks? Do you have what it takes?
Storm - Harder Levels overall, ride the storm to the very end! :thumbsup:
Murder - No Prisoners Now, Lemmings lives are at stake!

Deep Cuts - Extra level rank, mostly for levels which don't belong in the main game or in any rank for that matter ;P

The breakdown is as follows for each rank in terms of levels completed.
Paradise: 6/20
Bittersweet: 2/20
Revolution: 3/20
Storm: 6/20
Murder: 3/20
Deep Cuts: 3/20

Original Post 10/5/16: When I joined the Lemmings forums I never thought I'd start a level pack project and now here I am creating one, then again I never thought I'd see myself getting good at beating some of the challenging level packs released by other users on here :thumbsup:

The expected size of this level pack is currently 120 levels, I'm not sure how many ranks there will be at this stage.

I feel since I'm new to level making, I want to make sure I'm not making any mistakes in creating levels such that it'll be repeated in the other 112 levels I create for this level pack.

There are 8 levels in this demo from various different Tribes and Original graphic sets
Some levels make use of the NeoLemmix exclusive skills.

All Feedback is welcome, even bad feedback.
Tell me which levels are good and which levels are not so good.

What I'm also interested in is your opinion of the overall difficulty of the levels in the pack, what they are comparable to in terms of Original lemmings rankings or other users level packs?

EDIT: Will be hosting the NXP on Dropbox as V1.01 is too big to attach (click link below)

https://www.dropbox.com/s/pnqu7rk97myxaa1/SEB%20Lems%20Demo%20v1.02.nxp?dl=0

V1.01 changes detailed in Spoiler tag, it doesn't contain details on solutions so don't worry.

Spoiler
Level 1: This level should work as intended now so it might be worth giving the demo another try just for this level at the very least.

Level 2: Backroute removed, changed skill set, time limit removed, removed the obstacle at the start and replaced it with other terrain

Level 3: Trap is now visible, cleaned up some of the terrain underneath the left trapdoor. No solution based changes here

Level 4: Level name changed, time limit removed

Level 5: Cleaned up the castle tile pieces, replaced them with non hollow pieces. New music track.

Level 6: Changed level name, changed music track, no other changes ;P

Level 7: Changed the main terrain piece so the fall distance is lower slightly so the solution should be easier to get, increased save requirement from 35 to 40, reduced skill set removing unneeded skills.

Level 8: Reduced skill set to stop obscenely long winded solutions (it's possible to finish this level in under 3 mins!), changed the position of one of the flamethrowers as it was not triggering as intended, I  DID NOT add a time limit though.

namida

#1
Alright, I had my first go at this. Replays attached; feedback in spoiler tag.

Note: The spoiler tag may contain solution spoilers; don't read if you haven't played it. :)

Spoiler
Level 1: I don't know if this might be a backroute, since I didn't use the walker or the bomber. If it's intended, then this is actually a somewhat advanced trick - I can only think of two cases where I've seen the cloner-platformer trick, and one of them involves the clone promptly hitting an existing brick and turning around, rather than two seperate platforms being created.

Level 2: For the record, the general convention is to remove unused skills from the skillset entirely (rather than just set them to zero) unless the entire pack only uses the traditional 8 skills (MobiLems II is the only pack I can think of that doesn't follow this guideline). Nice level, I don't think the time limit adds much to it though. The part at the start also seems unnessecary, since it's essentially just waiting for the lemmings to walk to the bottom.

Level 3: Argh, hidden trap!!! Aside from that, very nice level here, although I didn't need the digger in my solution.

Level 4: Another one where the time limit doesn't really add much except annoyance (unlike Level 2, the time limit can kill an otherwise-working solution that is almost identical to the intended one except for the order of skill use), but aside from that, it's very nice too! Took me a bit longer than the earlier ones to figure this out. :)

Level 5: Another (almost) hidden trap - I dunno, maybe this one wouldn't feel "hidden" to someone more familiar with the graphic set. The hollow parts of the tower near the middle also make mining through it frustrating (but not impossible); perhaps their placement should be changed, or they should be filled in with solid terrain (or an alternative solution such as a one-way wall used if you want to avoid it being mineable altogether). Overall though, this was a really great level, and took me by far the longest (so far) to figure out!

In terms of difficutly, I would say Level 1 is at least Taxing (simply based on the obscurity of the trick), level 2 is probably mid to late Tricky, level 3 and 4 are Taxing, level 5 is quite possibly beyond Mayhem.

Level 6 currently has me stumped, so I will continue at a later point in time.
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)

Proxima

Solutions to 1 and 2. 2 is probably a backroute.

Simon

Lovely ideas.

Spoiler
First level:
- Solves with 2 skills. Backroute or intended?

Locker Room:
- First builder must be pixel-perfect, otherwise it turns.
- I have 1 leftover builder, looks like backroute?

Everybody Cavelem:
- Hidden trap! That throws off my mental pathfinding. I frameskip ahead, the lem is missing for no reason, I don't know where it died. Make all traps visible.
- Left-hand starting platform has no bumpy deco terrain at underside, instead it looks cut-off.

Mining under Sun:
- Lovely solution!
- Unnecessary time limit. What backroute does it prevent? Time runs out before 50 lems spawn at RR 1, need to raise RR at end for no reason. I didn't raise RR, mashed frameskip, exited the application, and didn't see the winning replay. Had to re-implement the solution.
- First miner must be pixel-precise. Upside is, this precision induces the good overlap of the two climbers.

-- Simon

Proxima

#4
More solutions. Thoughts on solved levels:

Spoiler
1: Very simple. I disagree with namida about this being an "advanced" trick (if my solution is intended) -- when the skills are so limited it's pretty much the first thing that comes to mind.

2: Probable backroute. My second solution looks more intended, fairly straightforward.

3: Simple but a pretty neat level.

4: Some precision, otherwise not too tough, solution springs to mind as there is not much else available to try. Green beach-hut is partly steel which is really weird.

7: Solution immediately apparent but required heavy precision, not really all that fun.

EDIT: Added second solution to Level 2.

IchoTolot

Alright I've sent Flopsy all solutions for the Demo. I'll leave you hanging at lvl 6 for now ;P

Feedback:

Spoiler

Level 1: Nice easy showcase of the cloner trick. I would put this in the end of 1st/ beginning of 2nd rating or so.

Level 2: I might have backrouted this, but it was fun nevertheless. I am not sure what the timer prevents here. (2nd- 3rd rating)

Level 3: The level is nice, don't get me wrong, but that boogeymay HAS to be visible! If the eyes are visible shame on me, but here shame on you! :devil:    (2nd rating)

Level 4: Another nice level, buuuut I don't see what the timer is preventing here and it causes me a pointless resart just to crank up the RR earlier :devil:   (2nd/3rd rating)

Level 5: A harder one, but also good. The hatch + dragon could be more visible and in the mining path maybe some more fitting terrain could be used (windows)    (4th rating)

Level 6: Well that's a materpiece as I said. A bit precision needed (don't lower this anyone thinks this is too much shall play easier stuff :8():), but the solution is clear + logical once you have it.             (final level candidat)

Level 7: I think that's a backroute ;P

Level 8: Nice and easy level and yes I took my time :8():    (2nd rating)

Nepster

Here replays for all levels. Note that they were recorded with a recent experimental version, so some replays may fail when using V1.43F.

I can only stress what other people already have said: Lots of very nice level ideas, though pretty pretty please make traps more visible. In level 3 I used time-skipping rather heavily and then wondered where all my lemmings vanished.

And you might wish to give slightly more time for some levels. My guideline is to add at least 15sec for every minute you need (unless the time limit is the whole point of the level). You know where and when skills should be used to obtain a very clean and fast solution, but other players will not know this and thus place them suboptimally.

Some levels contain unnecessarily precise skill assignments, e.g. the last miner in level 4 or the last two builders in level 5. Though not a big deal-breaker, players (or at least I) usually have more fun when they don't have to retry skill assignments. Sometimes it cannot be avoided, but consider for example adding a small sand ledge in level 4. Usually such modifications concern only a few pixels, but the difference between a good and a great level lies in taking care of such small details in my opinion.

Regarding the difficulty: Level 6 is the most difficult and Level 3 is next in difficulty, though none is too bad.

Flopsy

Thanks for the feedback on these levels, some of the levels in this demo pack have been a huge success

I now have a better idea of what I should or shouldn't be doing in the upcoming levels I create for this pack.

Spoiler
Level 1: I'll clear up some confusion with this level, everyone seems to think they back routed it. This level should have been a bit harder, the fall should have been splat height but it seems the platformer adding a pixel has made it safe, that's why the bomber was included and the walker was to save the lemming that would have walked into the trap.

Level 2: A few found a back route where they used a builder and 2 miners to get through the wall, I'll patch this out. I might change the area below the trapdoor aswell. Remove the time limit as well.

Level 3: I now know that the hidden trap wasn't popular, I'll make it more visible. An alternative solution was found to this level but both are acceptable I thought. To clear it up, if you didn't use the digger then this is the alternative solution.

Level 4: I'll remove the time limit, I might make this level require less precision as well. Everybody found the same solution to this level.

Level 5: Quite a debate spawned out of this one, I will address the issues with the empty space in the middle of the castle pieces! I will make the building section later on in the level less precise AND I will make sure the right hand trap door is more visible.

Level 6: This one is the stand out level of the demo, many people struggled with this and I didn't expect this one to be as hard as I gave it credit for but I was caught out on this. Everyone has had positive things to say about this level so I don't think any changes are needed here.

Level 7: The set square piece will be lowered! It is possible to solve this but the solution needs to be too precise.

Level 8: Not much said about this level so I don't know if there's anything wrong with this. I might consider adding a time limit to this one since the only solutions I've seen are very long winded and are not the intended solution.

If you are still to play the demo pack, then by all means play it. The more feedback the better!

Wafflem

Here are some of my replays to the SEB Lems Demo! Sorry it took a little long; I've done some replays a week ago but haven't gotten around to posting them yet.

The only levels I were able to beat were Levels 1-4 and 8.

Spoiler
Find Us Under the Starlight - this one is a good introduction to the cloner-platformer trick. I'd say this one would be of late-Tricky difficulty since the trick may not be known to many.

The Locker Room - not sure if my solution is a backroute, but otherwise the level is very good. I see it as maybe late-Fun to early-Tricky because this level looks like the type that is fun to figure out, but does not have a trivial solution.

Everybody wants to be a Cavelem - yeah, the boogeyman is already evil as is, but making him a hidden trap just adds insult to injury :P. Otherwise, my solution looks like the alternative solution that you stated in your previous post. I'd put this in Tricky.

Mining Under the Sun - this is the type of level that Pieuw would really like; there's lots of cool miner tricks! But as everyone else said, there should not be a time limit in this level. Also, just a very minor suggestion, but I feel that you should add the blinking animation on the sun. I'd put this in Taxing.

Up the Wooden Hill - attached are two replays - one that goes over ten minutes, the other around six. As I understand it, the intended solution should not be over ten minutes long, so I took a shot at finding the intended solution. Not sure if my other solution is more intended than the first. The level would work perhaps as the last level of a Tricky-like rank.
YouTube: www.tinyurl.com/YTWafflem
Twitch: www.twitch.tv/Wafflem467

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

Flopsy

Good timing with your replays there Dynalem, I just last night made the modifications to these levels that I was going to make.

Spoiler
Level 1: Standard solution despite the level not working as it should have.

Level 2: You're the only one who used all 4 builder where they were supposed to go. This is most certainly not a backroute, you just found an alternative way of containing the lemmings.

Level 3: Yeah it's the alternative solution, I have not removed this way of doing the level when I made modifications.

Level 4: I'm happy this level came out the way it did, this is the one where everyone has found virtually identical solutions and that's good :)

Level 8: Thanks for your feedback on this one your replays were the 3rd and 4th ones I've seen (many have been stuck on level 6 and have not continued onto this level), all I'll say is you're getting the right idea but it's possible to do this level in about 3 mins. I ended up not adding a time limit in the modifications but I did change the skillset to cut off all the long solutions I've seen.

I'm Releasing v1.01 of the demo now, I have made a fair few modifications to the 8 levels in the demo as detailed below, based on feedback. All time limits have now been removed.
It might be worth trying the levels again to see if you like the changes if you had things to say about them otherwise, this demo is available for anyone else who is yet to try the demo.

Spoiler
Level 1: This level should work as intended now so it might be worth giving the demo another try just for this level at the very least.

Level 2: Backroute removed, changed skill set, time limit removed, removed the obstacle at the start and replaced it with other terrain

Level 3: Trap is now visible, cleaned up some of the terrain underneath the left trapdoor. No solution based changes here

Level 4: Level name changed, time limit removed

Level 5: Cleaned up the castle tile pieces, replaced them with non hollow pieces. New music track.

Level 6: Changed level name, changed music track, no other changes ;P

Level 7: Changed the main terrain piece so the fall distance is lower slightly so the solution should be easier to get, increased save requirement from 35 to 40, reduced skill set removing unneeded skills.

Level 8: Reduced skill set to stop obscenely long winded solutions (it's possible to finish this level in under 3 mins!), changed the position of one of the flamethrowers as it was not triggering as intended, I  DID NOT add a time limit though.

IchoTolot

Quote from: Flopsy on May 21, 2016, 04:23:27 AM
Level 5: Cleaned up the castle tile pieces, replaced them with non hollow pieces. New music track.

Well all tower pieces are non-hollow now with the recent patch ;P
Be sure to add the purple background! :8():

Wafflem

Here's my second batch of replays!

Spoiler

Find Us Under the Starlight: Yep, this solution is more like it. The level still works in a Tricky-like rank.

The Locker Room: Okay, this one will belong in a late-Tricky-like rank. Positioning the blocker on the racket and releasing him via destructive skill requires precision (in my solution, my basher was barely able to free the blocker before bashing his way through the net of the racket).

Band of Merry Lemmings: This one seems like a backroute as I am left with one builder, but it does use a lot of neat tricks like the cloner-miner trick. This one works as a Mayhem level.

Everything Falls Into Place: Haven't beaten this one yet. What's the name of the music for this one?

From a Designer's Perspective - thanks for fixing the fall distance issue. This one's a very solid level and makes very clever usage of the cloner skill! This one belongs in very-late-Tricky to early-Taxing.

Up the Wooden Hill - yep, that seems much more like the intended solution. It was a very good idea to remove the extra climber; otherwise, people would miss out on a very cool solution 8-) . It still works as the last level of a Tricky-like rank.
YouTube: www.tinyurl.com/YTWafflem
Twitch: www.twitch.tv/Wafflem467

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

Flopsy

Nice replays Dynalem, I didn't expect anyone to give these rehashed levels a try to be honest :thumbsup:

Spoiler
Level 1: Glad the fixed level works, I've currently got this down as a Rank 2/5

Level 2: Unfortunately the replay file didn't work for this one, I position the blocker on the left hand snooker table, it's easier to free him up there with a miner and if you notice, the lemmings will walk to the exit if you free them after the basher has bashed to the exit and if you mine as far to the right as possible. The basher and miner roles can be swapped in this level easily I feel. Also a Rank 2/5 though, this and level 1 are the only two I have in rank 2 at this time.

Level 5: I fixed that area before the one way wall and now I've realised the one way wall is now climbable! I'll have to fix this one. You were supposed to build up to the wall in the solution but there was an overhang there before. But yeah the solution is correct, just silly Flopsy! It's a Rank 4/5 level this one.

Level 6: As much as people are struggling with this level, it is doable I've made sure it is doable. This is probably going to be the hardest level in the pack at the rate this goes. The music is something I'm experimenting, I've got more tracks similar in style to it and it's just a sampler I've snuck into v1.01, it is licensed music and not something I made myself though. Curious to hear if the music is a good fit for lemmings I was thinking of putting this music in one of my contest levels but decided against it. Definitely a Rank 5/5 for this one!

Level 7: I only dropped the height by 3 pixels I believe but it's made a world of difference from what I've seen :). I put this in Rank 3/5.

Level 8: I guess that change nailed it then because I was going to add a time limit originally but I was swayed by Simon and came up with this fix instead. I got this up in the final rank with level 6 at the moment, guess I'm overestimating the difficulty of this one a bit. Just finding it hard to get Rank 5 levels at the moment.

Wafflem

Regarding Level 2: Hmm, the replay works for me. Does this depend on the version of NeoLemmix you're using? I'm using v1.43n-F.

And yeah, I should have done that instead...that's a much simpler way to do it than my solution! :XD:
YouTube: www.tinyurl.com/YTWafflem
Twitch: www.twitch.tv/Wafflem467

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

Flopsy

It's only been a short time but I've got a few updates about the level pack.

SEB Lems has now hit 24/120 levels completed, including the 8 levels from the demo. It's slow progress but hitting the 20% mark is significant. There will probably be another small demo at some point but not until about the half way mark I predict. I haven't really got more level types that I need feedback on yet.

SEB Lems is going to have a wide variety of graphic sets in the level pack, I have used some custom graphic sets submitted here on the site already, used a significant amount of Tribes graphic sets as well as Original/Oh No graphic sets. I have even used a Lemmings Plus graphic set which I wasn't originally going to do but the level in question was perfect for it. 3 levels contain special graphics as well, 2 are completely Special graphic whereas one is a small addition to an existing graphic set.

Graphic set variety: 14 + 2 special

Another significant update is I have finally decided on Rank names for SEB Lems (it was hard to settle on names which weren't already taken :XD:)

Paradise - A Few Tutorial levels then mostly X of everything levels.
Bittersweet - Still easy, less skills to consume!
Revolution - So you want to take on the harder ranks? Do you have what it takes?
Storm - Harder Levels overall, ride the storm to the very end! :thumbsup:
Murder - No Prisoners Now, Lemmings lives are at stake!

Deep Cuts - Extra level rank, mostly for levels which don't belong in the main game or in any rank for that matter ;P

The breakdown is as follows for each rank in terms of levels completed.
Paradise: 6/20
Bittersweet: 2/20
Revolution: 3/20
Storm: 6/20
Murder: 3/20
Deep Cuts: 3/20