[NeoLemmix] Lemmings Squared

Started by nin10doadict, April 06, 2017, 10:41:17 PM

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nin10doadict

Squared version 1.1 is now out, featuring major revamps to levels, new levels, backroute fixes, and more custom music variety!

I recommend using the latest stable version of the NeoLemmix player to play this. It isn't built for the new format, though I will likely port it over once that format has stabilized.

Link to the custom music: https://www.dropbox.com/s/307whfpun4yf77q/squaredMusic.zip?dl=1
Check the readme file within the .zip if you don't know how to make the custom music work.
Be sure to download this even if you have the old version of Squared, as there is more music now.

Enjoy, and have fun with the backroutes! I'm sure they're there somewhere, still... :-\

Colorful Arty

I will have a looksee at this. It looks quite promising! :thumbsup:
My Youtube channel where I let's play games with family-friendly commentary:
https://www.youtube.com/channel/UCiRPZ5j87ft_clSRLFCESQA

My Twitch channel: https://www.twitch.tv/colorfularty

My levelpack: SubLems
For New formats NeoLemmix: https://www.lemmingsforums.net/index.php?topic=4942.0
For Old formats NeoLemmix: http://www.lemmingsforums.net/index.php?topic=2787.0
For SuperLemmini: http://www.lemmingsforums.net/index.php?topic=2704.0

My levelpack: ArtLems
For New formats NeoLemmix: https://www.lemmingsforums.net/index.php?topic=4583.0

IchoTolot

#2
Here is Brutal 20 100% saved 8-)     

I would remove the timer here as it really adds only possible frustraition.

Will maybe do even some commentary videos on it in the future ;)

Played on the latest exp version!  (zooming out to watch recommended :P)

Proxima

Completed the Simple rank. I've attached replays for: #2 100%, #12 in 0:36, #18 and #20 talismans achieved.

Mostly this was a well-designed fun and easy rank. Only a couple of problems stood out. #6 has an intro text about the stoner skill, but the level is easily solved with just miners, and I can't really see how it's possible to use the stoners productively. #10 and #13 are virtually the same level. The early levels have tutorial intro texts that suggest the rank is aimed at players who've never played NL before, but later on, things like downward OWW and unlock buttons appear with no introductory texts.

I'm not a fan of the number of hidden traps and fire in these levels. Those don't lead to any interesting gameplay; they just get the player to switch clear physics mode on, which means they don't get to enjoy the beauty of the terrains.

nin10doadict

Nice work with the 100% saved, Icho. It's not too hard to do that because I gave you way more skills than you need to actually finish; I took my record for least skills used and then bumped the number you get for each up to the second square above it. The time limit is there to enforce a degree of multitasking; you can do it in less than 8 minutes if you're efficient but if there was no limit you could just do one section at a time which I thought was a bit too easy. What I'm really waiting for is somebody to finish it with less than 204 skills. I know somebody out there can do it.

As for hidden traps, I'm ok with it. The traps in Simple 3 fooled my sister and her reaction was hilarious, so that's why I do it. I'm untrusting and usually tap the clear physics button at the start of pretty much any level, and it's not like you have to leave it on while you play. Just turn it on to see where stuff is or when you're working up close to a trigger. Design philosophies will differ. :)

Simple 10 and 13 are pretty similar, but at least 13 asks you to do a bit more, like cut off your builder early.

I should add more intro texts, yes. Got lazy with that. Also probably shouldn't have the stoners at all in Simple 6. I really didn't have many levels that use those.

Nepster

I just finished your level pack. Attached are replays for all levels. The following comments contain mild spoilers.

Comments for Simple

1) Nice beginning, but the intro text is not quite correct, because it does imply that you cannot dig up right- or left-facing OWWs.
2) Good intro for platformers.
3) I am not sure that hiding traps is the best way to teach clear physics mode. Perhaps decoration objects like the shadow trees are preferrable for this use. Otherwise a nice level, but I prefer the demo version where you had to use the exit on the right.
4) Nice bomber intro.
5) Very nice level, but I fear that it might be a tad too difficult for new players. Perhaps it is better to add a few more cloners to see what they do to walkers before applying them to bashers.
6) I like how the traps are made visible in this level :) But it is more a miner tutorial than a stoner one.
7) Good idea, but far harder than the other levels so far. You have to mine with the preplaced lemming more or less at the earliest possible moment, the platformer may not be assigned at the last frame on the bridge, ...
8) Very cool level idea. But again you don't have to use stackers at all, especially with the low save requirement. Given the low amount of builders, using stackers make the level actually harder in my opinion.
9) Nice little level.
10) Beautiful level. Note that you already used the walker in level 6, so the intro text is slightly out of place here. Note that it is slightly incorrect: Walkers will not stop working disarmers, which players might easily try here (though teaching this is a good idea in principle). Moreover I would specifically mention that one can assign walkers to blockers.
11) Excellent glider tutorial!
12) Hidden traps, where they are totally, absolutely unnecessary!
13) Nice level to teach that disarming while falling does not work...
14) Great level and nice puzzle. Should be placed at least two ranks later.
15) Very original level idea. Unfortunaltely the skill shadows make this level a lot easier.
16) Nice zombie intro.
17) Clever level, but that totally unnecessarily hidden trap! Why not show at least a bit of the trigger platform at the bottom of the trap?
18) Nice level. I used just 5 skills :)
19) Like one of the old-style levels from the original game.
20) I actually used mostly the old skills, not the new ones.
Comments for Moderate

1) If you build from the upper platform to the steel, the fall distance is one pixel too high. This is pretty annoying, because it's not clear from the beginning that this is so. Otherwise good level.
2) Here we have an excellent level to teach using the clear physics mode :)
3) Excellent level. But again I don't understand why you keep the fire hidden behind terrain? The trap's flames are soooo beautiful!
4) Nice, simplistic level ;)
5) Very clever level.
6) Nice, little level. Given that I needed barely 17 seconds, I wonder why there is such a high time limit of 1 minute?
7) Good level.
8) With the low save requirement equal to the cloner count, this level is far too easy.
9) The truly terrible crime is to make the kittens malevolent to lemmings! And not to set them as no-overwrite objects is a crime, too.
10) Never needed the builder, but I guess that's ok. Needs an intro text to splitters.
11) Nice idea. The only minor issue is that the whole level takes place at the bottom quarter of the level. Why not shift the level half a screen up?
12) Cute level. Nice how all the level stats (except skills) are square numbers. Very fitting!
13) Nice level and very good intro to stackers, if you haven't used them until now.
14) Too much platforming for my taste.
15) No need for the builder, if you give me so much else. But it was fun to solve.
16) Very clever level idea with the squirrel as a nasty surprise at the end.
17) Nice and fun level, but too many skills for my preference.
18) Clever usage of gliders and cloners.
19) Nice level with double usage of the lower miner. :)
20) Very nice level idea. I had really hoped for a way to achieve 100%, but that seems impossible.
20) I actually used mostly the old skills, not the new ones.
Comments for Though

1) Nice level.
2) I went for the (very challenging) no-builder solution :P
3) This is probably not quite intended...
4) I wonder whether this is intended? It somehow feels to easy.
5) NeoLemmix has a bug, so I couldn't play this level. Will do so once the bug is fixed.
6) Another fun level.
7) I am not a great fan of this level. Sorry.
8) I am certainly not a real pirate and cheated.
9) I chose another way :P
10) Nice level, if there hadn't been lots of levels using this very idea before.
11) Another nice level, though not too different from the Simple level.
12) Basher staircases galore!
13) Great level!
14) Didn't we have this very trick already in part II? This level is 100%-able :)
15) Sorry, but why do you do this to us, if you already know it's tedious? And the hidden trap...
16) I really gotta love these NeoLemmix features!
17) The timing is nasty!
18) Exactly the same solution as last time.
19) Very clever idea!
20) I am really not a fan of these HUGE levels.
Comments for Scary

1) And as a revenge of going totally mean on me, I am going totally backrouting on you ;P
2) This is probably not quite intended, too.
3) Why is the preplaced lemming there?
4) Pretty precise placement. Again clear physics help a lot.
5) Neat change to this old level.
6) Great visuals, but didn't we already have one of these pure basher-staircase levels before? Mind, this one is better, but still...
7) The stright-forward bottom route works. Nothing really special.
8) Very nice level! But where has the middle part of the exit gone?
9) Nice level, but I have a few spare skills.
10) The left-hand side is very nice, but I fear I backrouted the level.
11) Sorry, but isn't this exactly möbius' "Eye of the Needle" (including its solution)? This is at least how I always solved "Eye of the Needle".
12) Amazing level! :thumbsup:
13) Very good level, even if it is far too tall for my taste. For example the walking period at the beginning could be cut.
14) Nice level.
15) Both parts are nice ideas, but I don't like how the Cascade part is so totally disjoint from the stacker-climber part.
16) I fear only the first part is intended.
17) That wasn't nearly as bad timing-wise, than I though at first, given your comment.
18) Great puzzle, and indeed harder than most other levels so far.
19) Another great puzzle, but the height could be greatly reduced without affecting the level much. Currently there is lots and lots of stacking...
20) This was actually pretty easy, so I suspect a backroute.
Comments for Brutal

1) Again a nice level.
2) I am fairly sure this is a major backroute, even though it unlocks a talisman.
3) And another nice level.
4) Please don't hide water, where one wants to dig to get directly to the exit platform. That is UNFAIR!
5) This would have been an excellent level :thumbsup:, were it not for the two hidden boulder traps :devil: !
6) Amazing level! :thumbsup: It would be even better with slightly less lemmings, so that they don't cluster as much and one can place the blockers easier.
7) I would have preferred slightly less building, but this is still better than bombing through everything.
8) Sorry, but I don't really feel shafted :) And the lightning trap could be a lot more visible!
9) Nice level, but the huge amount of lemmings makes finding the right time to set the RR to 99 pretty hard.
10) Very cute idea, but the fact that one can easily block the zombies via a stacker makes the level less attractive.
11) Excellent level!
12) Yes, this deserves being so far at the end of this pack!
13) Clever level idea.
14) This level is way too short and doesn't the showcase the full potential of the excellent level idea.
15) Excellent level! The traps could be made more visible, by raising them so that their trigger platform becomes visible.
16) Extremely tricky RR-fiddling.
17) Nice level.
18) I am fairly sure, this is not intended.
19) Very nice level.
20) AAAARRRRGGGGHHHH! 154 skills used :)

And finally a list of all levels where I found peeking in the clear physics mods useful:
Spoiler

Simple 3
Simple 12
Simple 17
Moderate 3
Tough 8
Tough 15
Brutal 4
Brutal 5
Brutal 8
Brutal 15

Proxima

#6
Please check the following talismans:

Moderate 14: "Save 49 with no bashers". This is awarded on saving 49 on Moderate 15.
Moderate 16: "Save 48 with no bashers". This is awarded for Moderate 17.

Incidentally, although the second talisman asks for 48/49, saving 49 is possible (and rather easy; just make a blocker at the start, use a walker to release him). Moderate 7 also has a talisman for saving 49/50, but 50 is possible:

nin10doadict

#7
Updated to version 1.01; check the first post for the new download.
Changes: Moderate 10 got a graphical touchup (layering errors... :-\) and new pre-level text explaining the splitter object.
Removed the stoners from Simple 6.
Some additional pre-level text added to explain NeoLemmix objects/skills better.
Talisman descriptions now reference the correct levels.
Talisman requirement for Moderate 7 changed. (All I needed was to be told 100% could be done and I saw how right away. I was just missing one step :P)
Moderate 17 now gives you far fewer Walkers so you can't just punch through all the walls with Miner/Walker canceling.

More changes will likely come as more broken stuff is discovered. Thanks for the testing help! I still have to sort through Nepster's comments, working on that now...

This is why some people turn to drugs and alcohol isn't it

namida

Regarding Tough 5: There's a background image object placed in the level as an actual object. This is what's causing the level to fail to load on newer NeoLemmix versions (not this directly, but rather, the fact that this object doesn't exist at all in the normal version of the Bubble set). Delete that object, and just set the background through the "Set Background" option on the same panel as lemming count, etc.
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)

Frakkur

Hi

I'm playing through the pack (some have me stumped) but when I selected Tough - Where's Lemmy? I received the following message 'Obtain Object Loop on 'Bubble 17'.  Please report.

The program exited when I clicked on OK.

nin10doadict

Just a guess, but it's probably because I'm using namida's updated bubble tileset but didn't include it in the pack. There might be a small difference between that tileset and the default bubble tileset that goofs up that level. I think it's because I tried to add a background object that doesn't exist in the default tileset. You can try searching around the forum for namida's updated tileset and use that instead of the default one. If you really don't want to do that, I can make a quick patch to remove the offending object.

I still think this level pack needs some work anyway. I'll get around to it sometime.... :-[

nin10doadict

In preparation for Flopsy's LP, I have drastically revamped this level pack. Check the first post in the topic for details.

Flopsy

I have now completed the LP of Lemmings Squared now, the last part will be part 30 in the LP which is coming up in about a month's time. I will now be moving onto LPing Casualemmings

kaywhyn

Hello nin10doadict,

I solved this pack from way back in April 2020, so I'm just attaching my replays here for completeness. Since they're for Old Formats NL, these replays will likely not be of interest to anyone these days, but they're there just in case. Also, you're already aware, but my complete set of video solutions is here: https://www.youtube.com/playlist?list=PLbp2m4KlFpJs4vSxkwNfQa21nnCXars5Q

General Feedback

Lemmings Squared is nin10doadict's first level pack. While there are some flaws that he personally feels brings down the quality of the pack, I thought this was pretty decent for his first attempt at one. Indeed, while I was recording my solutions to the levels recently, many of them had me going "oh yea, now I remember why I like the level." In any case, the feedback that he received for this pack he took on board to improve or his next pack, Casualemmings.

Each rank finishes with a boss level. These are wide landscapes that look intimidating and difficult, but because you have a lot available they shouldn't be too much of a problem. At least the earlier ones. The later ones are appropriately challenging.

I must say it was definitely great seeing my solutions to these levels again after so long. I've forgotten pretty much every level in the pack due to the time since I last played and saw the levels. It's exacerbated by how I've played so many level packs that it's easy to lose track of which levels belong to who.

The pack is easy/medium for the most part, but it definitely gets difficult closer to the end. I remember a lot of the last rank levels in Brutal taking me a while. Even then, there's still the occasional really hard level here and there in the earlier ranks too.

There is a custom music pack for the level pack. I recognize a couple, such as The Incredible Machine 2 ones. I have definitely forgotten about that, as nin10doadict is apparently a fan of the series. I love these games when I was growing up, and I still occasionally revisit them from time to time. There's also a track that plays on Armani's R3 for the current LDC too.

Finally, as for the name of the level pack, it has a recurring mathematical theme in that a lot of quantities in the levels are perfect squares, i.e, numbers that are the result of an integer multiplied by itself. You know, like 1 (1 x 1), 4 (2 x 2), 9 (3 x 3), 16 (4 x 4), etc. They're featured in the number of lemmings, but most importantly the quantities of the skills are often perfect squares, though there's also many levels with all skills being perfect square numbers except for maybe one skill.

Simple Rank Feedback

The first rank of 5 of the pack, the easiest levels are found here.

Feedback on some levels

Simple 2 - Ducka you head First level of a series that's pretty much a once-per-rank that has the theme of avoiding building too far into traps overhead. Nice one to start off the series here, where it's just a simple matter of choosing between platforming or building. It's quite easy to save everyone, though I didn't elect to do that here for some reason.

Simple 3 - Soul of a basher Basher tutorial level you can say, although certainly not trivial by any means. Hidden traps galore here, but understand that nin10doadict is fine with making such levels. Besides, if you really want to, simply activate CPM and then the element of surprise is eliminated :P That's why you see the route I took in the level instead of taking the more straightforward approach.

Simple 5 - The frog tamer Nice easy level featuring the disarmer skill.

Simple 6 - Ye olde mine shaft Somewhat a step up in difficulty, although it should still pose no problem, particularly since the trap triggers are pretty far below where you see the boulder traps. They're at least visible. There's also a huge amount of surplus miners.

Simple 7 - Pick one? Nice level demonstrating the basic use of the cloner skill, although only for the basher, as otherwise it can be a stumping point if you're not aware that cloners can be used to make up for your shortage of skills.

Simple 8 - Bridge out First level of the pack to feature a preplaced lemming. Nice puzzle, but can be hard for a first rank level.

Simple 9 - The antlion pit Nice constructive skills only level (platformers, builders, and stackers). Again, easy to save everyone, but I didn't do that here either

Simple 10 - Do it to it! Another nice easy level. Reminds me very much of "Postcard from Lemmingland," as the solution is quite similar, down to making the worker a floater to survive the fall on the far left, except without the digging and build to turn around.

Simple 11 - Meet and greet Great level which I can see catching casual players off, but it's important to realize that you have more floaters/gliders than the lemming count.

Simple 12 - Patch me through Nice 1-of-everything level in 4 skill types. I can also see this one being deceivingly challenging for a level with a very minimal skillset, but only if the player isn't aware of using a builder to extend a basher through multiple obstacles. I think the solution also works if the builder goes left to right, though maybe the basher will stop more easily this way when coming up to the builder. Not sure.

Simple 13 - Creature conundrum The only hard part I can see here is the final trap area. Comes pretty close to splat height after cancelling the builder, although watching the video back it seems that only one builder brick is needed to avoid the trap?

Simple 14 - The tasks at hand Nice 1-of-everything level in the classic 8 skills! Looks hard but it's not too bad.

Simple 15 - Two-line problem Can be hard due to the steel and potentially a miner being stopped by them.

Simple 16 - You spin me right round Apparently a fan of Dead or Alive, the author of the song in the title. Nice concept of delaying the lone lemming with walkers and not disarm the trap until it sucks up and kills the zombie.

Simple 17 - Cross the gaps I think either exit can be used watching my solution again. Nice release trick of platforming high enough to the stoner.

Simple 19 - Squeaky clean Lemmings Flow Control vibes here. No other skill needed besides the swimmers.

Simple 20 - The Playground Nice first boss level. Very easy for a rank finisher, especially with the very low save requirement. Notice that the lemming count and save are both perfect squares, 100 and 25, respectively. The skillset is also all perfect squares, where you have 16 of every skill. Again, should be easy to save everyone, but I didn't do that here either.   



Moderate Rank Feedback

Levels are a bit harder than the ones in the Simple rank but should still be manageable.

Spoiler

Moderate 1 - Lem-byrinth Can be hard to start off the rank, although the only real difficult part is the gap before the exit, where no one can die to the bottomless pit. However, I believe it's set up in such a way that no other lemming is nearby while the builder is building over the gap.

Moderate 3 - Hellevator While not a very hard level, I think I remember this one throwing me off, especially in regards to how to save the worker who goes to collect the pickup. One of them is a red herring, so beware! Still, quite a nice level!

Moderate 4 - Minimalist lems Can be somewhat hard, but it's really just a contain the crowd with two blockers while the worker builds to the exit in midair. The containment is harder to do since you start on a very thin pipe and there's nearly no room for error as you have the bare minimum in the skills and can only lose the blockers and one as a sacrifice to the bottomless pit.

Moderate 5 - Wide and narrow roads Nice concept of getting a lemming to take the lower path to release the crowd from below before too many get killed by the traps in the pit to the right on the top.

Moderate 6 - Stick close Compression FTW

Moderate 7 - Ducka you head II Second level in the series. Can be intimidating because of the traps, but you can still brush along the edge of the trap trigger and the lemmings will be unscathed. Once you manage to contain the crowd and get the platformer pickups, the rest is easy.

Moderate 8 - Give 'er all she's got! Nice concept, but sorry, not too much of a fan of the level due to the excessive amount of repeated skill assignments. I also remember struggling here, but I think that was when I tried to maintain two separate groups and not having them all go out to one side.

Moderate 9 - Watch out, there's kitties about Nice reference to Taxing 2 of OL in the level title, just without the cat trap since it doesn't have any and also being a Dirt level. Just build to avoid the first trap and then compress the crowd to get through the rest. Otherwise, I'm not sure if there's supposed to be 50 lemmings here instead of 49.

Moderate 10 - Persistence Nice puzzle of getting through the splitters as fast as you can due to the time limit. I think I also remember this level giving me trouble. It might seem that you can bypass them in any order you like, but I believe saving the walker for the final two is the most critical.

Moderate 12 - Creature Catastrophe Somewhat hard, especially with rapid fire skill assignments at the start, though it seems I might had made the solution harder than it needed to be, as I do have a stacker left.

Moderate 13 - Stacks on stacks on stacks... I usually have a hard time with levels that give a lot of stackers, but this one wasn't bad. However, I used far more stackers than you actually need to solve the level :forehead:

Moderate 14 - Fire and Lemstone Nice 16-of-everything except for builders where you only have 1. I like builderless levels and ones where you have a lot of skills but the builder is very limited. Once again, perfect squares galore! In the skill quantities and also lemming count and save requirement

Moderate 15 - Stop 'N Go Station Nice concept of blocking and then releasing them when the time is right. The weasel trap at the end totally caught me off guard :laugh:

Moderate 16 - Only so much a Lem can do Almost straightforward level had it not been for the very limited basher supply.

Moderate 17 - This is the pits! Nice builderless level, although you have platformers instead. As a result, it makes getting through the obstacles harder as you cannot get over them.

Moderate 18 - Down go the lems Can be confusing, but it's not too bad as long as you realize that certain buttons can only be reached via gliding and how to get a lemming on top of the pillar to dig trapped lemmings free

Moderate 19 - The final push! Not a hard level, but it can be hard to see that the bombers are enough to get through the very thick platform at the top

Moderate 20 - Build Lem's Legend Second boss level of the pack to finish off the rank. Similar to the concept with a level in the previous rank with a nearly similar level title, except there's far more building/platforming involved. Even then, it's not a stressful level since you only have 1 lemming to deal with.



Tough Rank Feedback

Even harder levels here

Spoiler

Tough 1 - The Volcano Somewhat challenging level to start off the rank, but it's quite open-ended. Even then, it's not easy to figure out how to get over the volcano in the level.

Tough 2 - Once upon a Lemming Another nice 16-of-everything except for builders where you only have 1 level. I made the go around the long way happen way more often than it needs to, as I could had simply platformed up the gap at the far right.

Tough 3 - Like a record Lemmy There's the other half from the song title by Dead or Alive. Again, nice concept of preventing the preplaced floater from dying to the needle traps with walkers, but way too excessive with the skill assignments for my liking. However, I understand this is where the title of the level comes into play.

Tough 4 - NoW uSe MiNeR aNd ClImBeR Nice level that has a repeat later. There are also slowfreeze/radiation objects, although it's not possible to reach them here. Just there for decoration. These aren't actually used in the pack at all.

Tough 5 - Where's Lemmy? Nice level featuring entrances with a separate set of preassigned skills from the preplaced lemming. The latter does most of the work, and then the ones from the hatch are used to disarm the traps to allow the preplaced lemming to safely exit with the rest.

Tough 7 - Charge! Somewhat hard level. Fortunately the starting platform is very wide to allow you to get the solution down, but the high RR can be hard to manage. Also features the backwards builder trick to get over the final wall to the exit, which is a pretty subtle trick that can throw you off if you aren't aware of it.

Tough 8 - One way and another Nice level, although here I used more than I needed to

Tough 9 - Forgot me pickaxe! Not sure what the pickup is for, as I solved the level without needing to use it :P Not a bad level, but this one can definitely benefit from making the hatch a preassigned climber/glider one, as then it wouldn't be as annoying. Then it would just reduce this level to a diggers puzzle.

Tough 10 - How Shocking! Nice level. Hardest part is figuring out how to contain the crowd, as well as how to isolate another worker to finish the rest of the path after bombing the first one through the wooden pillar. Just barely realized the terrain spells out "Oh No" :laugh:

Tough 11 - Get me outta here! Nice near repeat, with the added challenge of some terrain overhang and an extra hatch to save.

Tough 12 - Lemmy wants uppies! Nice concept with basher staircases via bashing and cancelling with walkers midstroke, although a little too repetitive for my liking.

Tough 13 - Puzzle hero Nice 1-of-everything level, similar to the Mayhem 3 type, except you have a platformer in place of the digger. I was unaware of the trap in the water the first time I played the level.

Tough 14 - I'll scout ahead! Nice short and somewhat easy level. I think it's possible to finish with a builder to spare here.

Tough 15 - Ducka you head III Third level in the series. This time, you need to cancel building with bashers to avoid the fire traps. Probably a bit harder than the previous one in that you have a small platform to work with that you start on.

Tough 16 - This erosion Nice hard level, but way too much bombing for my liking.

Tough 17 - Just dig faster! Nice short level, but it can be very fiddly to execute. Can also be very frustrating due to the time limit. I pretty much finished at the very last possible moment when time ran out, although I think that can easily be remedied by doing some more cancelling with the digger that was left.

Tough 18 - Faithful Guards Nice level where you need to eliminate the zombies by the exit via a worker that takes a separate path from the crowd. Figuring out how to do this can be challenging.

Tough 19 - Spread out, men! Near repeat of a level earlier in the rank. I really like this one! That was especially clever with bashing and then mining before he breaks through the wall in order to isolate a lemming who floats down into the pit on the right to build over the traps before the other two arrive.

Tough 20 - The dreaded fetch quest Third boss level of the pack. A bit harder than the previous ones, but it's still not too hard. A bit dragged out IMO



Scary Rank Feedback

Even harder levels and where there's a difficulty spike but still not as bad as some levels in the next and final rank

Spoiler

Scary 1 - Bashalicious Nice level to start off the rank. The top entrance is pretty much a bash and forget, while the rest of the level is prepared by the bottom lemming. I especially love the extending the basher with the builders at the end and then dig to release the other worker later.

Scary 2 - Fall down go boom! I remember this level, and I think I struggled here, especially with figuring out how to get past the trap and how to make the platforms to prevent the rest from dying to it. That area was pretty much the hardest part of the level. Might work better as a level later in the rank, especially since the trap is very fast triggering.

Scary 3 - Kiss of death Hard level due to the traps everywhere and very minimal skillset, with it not being clear how to make the splatform for the upper entrance.

Scary 4 - These little Lemmings Somewhat hard, especially with stopping the climber from getting into danger, and platforming up the gap before anyone falls to the bottom in the middle right. Nice level otherwise.

Scary 5 - Compression Method II More compression FTW. This still seems to be a backroute, especially since I didn't use the preplaced lemming.

Scary 6 - Terror in Tightrope City Pretty much Tightrope City from L1 except with a zombie lemming coming towards the crowd and a different skillset. Once you figure out how to prevent from getting to the crowd, the rest is easy.

Scary 7 - Wise fwom yo gwave! Nice concept of getting a lemming that trapped underground up to the surface. Again, too much repetitive skill assignments for my liking, but this one was a nice somewhat breather level otherwise. However, the skillset is a bit unforgiving, especially in regards to the bashers, meaning it allows pretty much no room for error.

Scary 8 - My precious Another nice 1 lemming level who must avoid the zombies. I like that digger at the edge and then building to the exit to avoid the normal zombie.

Scary 9 - Pathfinders Somewhat difficult, although good level. Avoiding the needle traps at the start can be a bit hard.

Scary 10 - Double Double Duty Nice level! It was fun figuring this one out. The builder at the end is a bit precise, especially with getting over two traps with just one.

Scary 11 - Make Lem, not war Somewhat hard, especially with figuring out the various parts. Freeing the bottom hatch while making a path to the exit was especially hard to figure out. Seems I wasted a platformer here.

Scary 12 - Lem shack Nice level, especially with blocking at the edge to still allow climbers through. Also with building and then blocking on the higher platform to turn the builder to bridge to the exit.

Scary 13 - Overflow Nice throwback to Flow Control from ONML. However, this one is harder and much fiddlier to execute due to the 99RR.

Scary 14 - This should be pointless! Nice level where the worker lemming goes around to destroy terrain for the long platformer setup.

Scary 15 - Jailbreak Nice puzzle involving the bottom hatch to get the top entrance out. Here, it wasn't necessary to have two lemmings go over to the jail. I could had simply delayed the second basher assignment.

Scary 16 - Party time! Nice nuke solution level, although I think I remember that catching me off guard a bit before I quickly realized that the only way to get to the exit is via the nuke. Even then, I think it can still be hard due to how the lemmings might be spread out more rather than compressed.

Scary 17 - Dancing with the Lems This is a nice level, but I remember it being super frustrating to execute, especially with not getting anyone killed by the traps since you need to save everyone. The timing is also quite hard, as placing even a skill a frame late will result in misfortunes and mishaps.

Scary 18 - A nick in time Almost straightforward level but hard due to the super strict time limit. Once again, I finished on the very last possible moment. It might be possible to finish with a second remaining had I temporarily increased the RR once.

Scary 19 - Beast II SQUARED Not a hard level for its position this late in the rank, just very tedious. Appropriately titled, as the skillset has perfect square quantities for all skills.

Scary 20 - Bouncy Bouncy Nice level to finish off the rank. Atypical from the other boss levels in that this one is small and far shorter. I really love the bouncing the miner off with blockers. Almost like Mastermined from Mazulems, but here you need to release the blockers later with walkers.



Brutal Rank Feedback

The hardest levels of the pack are here, it's definitely not pulling any punches here!

Spoiler

Brutal 1 - Lems to the slaughter Nice level to start off the rank. I wonder if the builder checks here are more forgiving than they currently are, as I would had expected the builder to get interrupted where I built the crowd out. Nice trick of building inside a digger pit to prevent splatting.

Brutal 2 - You've got to be kidding Looks intimidating and difficult due to the many traps, but interestingly enough only 1 gets killed by one in my solution, so I'm not sure what the other losses are for. I'm not sure if the bottom lizard is misplaced.

Brutal 3 - Executioner Hard to figure out solution, but still a nice level. No bashers or miners certainly increase the difficulty significantly, especially with bombers and diggers as your only destructive skills.

Brutal 4 - Pathfinders mk. II Near repeat of the one from the previous rank, except you start on the left and middle areas instead of at the far right. You also go to the right for the exit. This one felt a bit easier than the original, although there are multiple solutions here.

Brutal 5 - Strip mine Somewhat hard, but another nice level. Other lemmings must be used in a miner tunnel in progress to get the others out. Also mining to avoid traps.

Brutal 6 - Do what you do best Another level that looks intimidating and difficult, but this one wasn't too bad. Nice level involving figuring out how to get the two separate specialists to their own exit.

Brutal 7 - Impedances Hard level, especially with the very limited skillset and a red herring path to boot. Figuring the best route to take is not easy here!

Brutal 8 - Shafted Nice level involving getting lemmings from the other entrances in order to make splatforms for the top entrance before you lose too many.

Brutal 9 - Supercharge! Probably the hardest level in the entire pack. I remember this one taking me a very long time to figure out before I was finally successful. Figuring out how to get everyone down safely and getting a worker to do so while keeping everyone contained are very hard to figure out. Even after you do realize what needs to be done, the very strict time limit makes it even more frustrating. Finally, the very unforgiving skillset all come together to make this a very hard level.

Brutal 10 - Lemdiana Jones Ah, another Indiana Jones person, although tbh I haven't seen any of the movies. Nice level where you must keep ahead of the zombies and/or delay the lemming until the zombie horde has passed. However, it seems that it's possible to make this a completely non-timing heavy level by having the zombies splat near the start with a carefully placed digger. If this isn't the intention, then you can simply make all the zombies preassigned floaters. Otherwise, that was nice speed mining at the end to get into the water before the zombies come and infect him.

Brutal 11 - Cross-town traffic I found this to be a bit hard and confusing, especially with figuring out how to get lemmings to where they need to be to help out the others. At the same time, you just confirmed to me that my solution is a backroute.

Brutal 12 - MAKE I think I remember this one being hard, though the frustrating part is near the end with the trap. I think it's because that one is very precise. A frame too late with the bomber and you won't be able to get the crowds out later because the wall will be too high, or a frame too early and you'll get killed by the trap.

Brutal 13 - The highest of dives Hard but nice level, though the most frustrating part is bombing through the cloud, as that is unnecessarily super precise. It seems that you must platform at the right spot or you won't get through the thick terrain to drop into the water from high above. It can also be frustrating with letting the right number of lemmings use the teleporter to make the path, but luckily it's a slow triggering one.

Brutal 14 - Today's forecast...Zombies Yet another looks intimidating and difficult level but is actually quite simple. Here, I let the stacker staircase go on longer than it needed to. Not sure why I didn't build to the exit sooner.

Brutal 15 - Manic Miners Another repeat that's a bit harder, but more frustrating than the original to execute, as you need to get miners to cross without either one cancelling. Also you have to get it right or you won't pass but also the super tight time limit.

Brutal 16 - Relay event Another very hard level that is quite frustrating to execute. The whole level is essentially getting the right specialist with the correct athletic skills to do the various parts of the level for the others. I remember often getting into situations with the wrong ones that won't help me get the level solved later on because of ones turning around or won't bypass a hazard later.

Brutal 17 - Beware the Blarggs Pretty much a breather level that's quite similar to Stop 'N Go Station, just with more lemmings.

Brutal 18 - Two can play this game Very hard to execute effectively so that you finish on time, especially as the time limit is super tight. You can easily think how is this possible in 30 seconds.

Brutal 19 - MENACING SQUARED! Similar to the special level in the previous rank, except much harder and the skillset quantities aren't all perfect squares. Figuring out the various parts of the level isn't easy, especially with containing the top entrance and later getting them down safely.

Brutal 20 - Journey to the core Final boss level and the last level of the pack. Not an easy level by any means, but certainly nowhere near the hardest level of the pack. I don't think it's possible to save everyone including the clone. 



Overall, quite a decent first pack, even if some of the levels weren't to my liking. It was definitely a trip down memory lane here seeing my solutions again after so long. Thanks for this pack nin10doadict. I will definitely be going through your second pack hopefully soon! 
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