[NeoLemmix] Lemmings Migration

Started by Nessy, August 22, 2017, 04:08:54 AM

Previous topic - Next topic

0 Members and 2 Guests are viewing this topic.

Strato Incendus

#75
So, I've finally managed to solve a good chunk of this pack in one fell swoop! :party:

I skipped the level I got stuck on the last time ("An incident in the mine") at first - this one was really hiding in plain sight, relying on a trick I myself like to use very often.

Spoiler
The funny thing was, even though I had seen the solution in some LP or replay file, I had almost forgotten about it completely - I just remembered I used one skill too many for controlling the crowd.

Some remarks to single levels:

Spoiler

"Ancient Temple of Lemming": I dug close to the edge of the first block so that the builder I used to cancel the digger would build one brick through the wall, which would later stop the climber when it returns after mining. Is this really part of the intended solution? Almost feels like exploiting a game glitch :D

"Mandatory Curfew Initiated"
: Skipped this one. Just resulted in mindless clicking around in a 99 release rate-crowd for me, where either one or two lemmings would always end up dying or running over the bomber-wall I was trying to create to turn them around.

"Crawl Space": Everything fell into place very nicely here! :thumbsup:

"Next Floor Has Been Shut Down": Awww, I could have done a cool Arty-style solution with the miner going through (=down along a builder staircase and into the next terrain section), if you had given one basher more and one miner less (thereby making the miner going through necessary to save a miner).
This way, I could only spare a climber by timing the assignment of the "compression climber" just right :) .

"Prisoners": This one was pretty fiddly. But nice trick at the end, using a basher to turn the climber around in the tunnel, whereas if the basher tunnel had already been completed, the climber would go towards a splat-height wall and die. Not quite as whacky as Colorful Arty's builder-bomber-climber-stopper, but close!

"Pseudoscience": Yeah, I'm not a fan of compression levels, but this one was easily recognisable as one. I didn't really need the floaters, except for one, and managed to save an extra lemming.

"Escape Route": This one had me fiddling around for a while because I didn't know a climber could turn around on that square-thing at the left end of the screen; I expected him to just walk over / jump through it, since it's just a couple of pixels thick, and then die at the level side - my mistake was taking that as a given rather than trying it out for the longest time :) .
But when I did solve it, I could save two diggers, so perhaps this is a backroute?

"You Know the Drill": This is the one I'm currently stuck at. I always put the first blocker right beneath the hatch so one of the last lemmings coming out can free him by digging (a trick I used in "Lemmicks", too), and I free the second one by placing the basher low enough so that the freed blocker falls into the open-air basher tunnel and turns around on the terrain which is being bashed (a trick I also made use of in a "Paralems" level). However, I cannot stop that last basher from continuing all the way towards the fire trap after that.


Otherwise, I liked the mine carts that were tripped over on "Escape Route", looks pretty neat! :) I guess that isn't present anymore in the new formats version since these must be fake exits?

Generally, game-mechanic wise, I've noticed you do seem to like using specifically bombers (often even just a single one) to turn lemmings around ;) !
My packs so far:
Lemmings World Tour (New & Old Formats), my music-themed flagship pack, 320 levels - Let's Played by Colorful Arty
Lemmings Open Air, my newest release and follow-up to World Tour, 120 levels
Paralems (Old Formats), a more flavour-driven one, 150 levels
Pit Lems (Old Formats), a more puzzly one, 100 levels - Let's Played by nin10doadict
Lemmicks, a pack for (very old) NeoLemmix 1.43 full of gimmicks, 170 levels

Strato Incendus

#76
Finished at last! :)

I had a much higher motivation of trying to finish this pack than any of the others I was playing - partly due to its more accessible length, but also due to the nature of the levels: These more restricted, few-skill challenges are much more to my taste than navigating through huge level landscapes while effectively just trying to do resource conservation.

Perhaps that makes the pack slightly "easier" than the others, or it's just my perception because it's more rewarding - that's the magic mixture of "challenging, but not annoying" :) . Few other custom packs have managed to strike that balance for me so far; most of them, once the easy levels are over, quickly proceed to annoying the hell out of me :evil: . Lemmings Migration was a very pleasant surprise in this regard! :thumbsup:

It was still slightly too hard for me, but only barely so. On the Headache and Migraine rank, I usually got about 90-95% of the solution correct pretty quickly by myself, but then always found myself one skill short, or not knowing about a trick that could be done here, and had to look to Flopsy's LP for that final step to completion.

I also learned some interesting new tricks this way - although the most revolutionary one, the basher-blocker turnaround, apparently wasn't intended ;) , so I actually learned that trick from Flopsy, not from the levels itself - which I consequently started enforcing in my own levels.

Lemmings Migration has thus contributed hugely to the development of Lemmings World Tour, and I have to thank you for that! :thumbsup:

Single level remarks (always the most fun part about giving reviews :D ):

Spoiler

Painless
A bridge across the chasm: We already discussed this one; you said that bomber at the steel to stop the crowd wasn't intended, but I like it a lot! :) Also the idea of having a pioneer go behind the crowd appears here for the first time.

Secret Lemming, Secret Cave: Here it is less obvious that the pioneer has to go behind the crowd, it's more nicely hidden. This one had me thinking for quite a while! :thumbsup:

Irritation
Dreamscape: Everything fell into place pretty quickly here, the protruding pieces gave away a bit of the solution, i.e. where you had to climb, where to build, where to bash... but it still was nice hearing all those pieces snap into place! :)

Ancient Temple of Lemming: Probably the most influential one with regards to level design for me! :thumbsup: Although I did discover this idea myself while playing ONML, i.e. that of turning a second lemming around in a basher / miner tunnel the first one was creating, i.e. using temporary obstacles to turn lemmings around, the fact that it was necessary to do here was hidden in the innocuous-looking landscape pretty well, compared to the ONML level which forced you to figure it out, but at the same time gave you only a short piece of terrain to use as a tunnel, thereby making the whole procedure very precise. "Ancient Temple of Lemming" did this much better! I still don't know whether building into the wall of a digger shaft to have the protruding piece of the staircase turn a climber around was part of the intended solution, but that certainly has made its way into one of my own levels, too! :D

An incident in the mine: The level I was stuck on for the longest time in the pack, simply because I used one skill too many to control the crowd. Even though re-sealing basher tunnels with builders, which I ended up doing in the end, is one of my own favourite methods of crowd control. Funny how one doesn't recognise one's own favourite tricks when other people use them! :D

Never getting back together: I found this one easier than the level before, but it's about as challenging as you can get with only two lemmings. Also influenced one of my recently created levels.

Frozen Climbers: Cool solutions sometimes require pretty weird looking terrain. This one was a little fiddly with the placement of bombers and diggers, but worth it! :) Pretty unique, and while challenging, it did not end up being too time-consuming.

Cringe Comedy: Similarly to "Ancient Temple of Lemming", this one made me take another trick from ONML (from the infamous "Dolly Dimple" ;) ) into my standard repertoire - i.e. building over digger holes to make them uni-directional. I can't count how many of my Lemmings World Tour levels just casually feature this trick now, thanks to playing your pack!

Mandatory Curfew Initiated: Pretty much what a Hard-for-Strato level looks like ;) . I spent a lot of time trying to bomb fallers to turn the lemmings around immediately after dropping to the lower level, and raged at them always splatting... I didn't expect the time limit to be lenient enough for the crowd to go as far to the right as they eventually did.


Headache
Crawlspace: Comparatively easy to solve for me, but maybe just because of the direct comparison to Irritation 10 ;) .

Next floor has been shut down: I think I already said before that I would have liked the skillset to look a little different, because I saw an opportunity to make a miner go through, thereby saving a skill. But that would have made it more of an Arty level, of course ;) . We all know he likes to makes destructive skills go through!

Escape route: This one also had me thinking for a while. I always had too few opportunities to turn lemmings around, because I didn't expect that tilted red square on the left to be able to turn a lemming around - especially with a climber, I thought he'd just step or "jump" over it.

You know the drill!: As said before, here I had to rely on Flopsy's LP teaching me about the basher-blocker turnaround trick.

Kings of the Castle: ...and once I knew this trick, I was able to solve this one on my own again. Having played "Ancient Temple of Lemming", I knew I'd need to turn around one miner in the other miner's tunnel, but I also had to build across the fire pit before. Without stopping the basher going all the way through to the steel, I couldn't get a second climber out of the crowd - or I had to get both climbers out early, before the basher destroyed the wall they were supposed to go up. That way, the climbers always ended up being too close to each other, with one of them either dying in the fire or splatting from the drop on the left (since there's only 1 floater).
The additional ball of terrain you added on the one-way wall made all other solutions I've seen so far - those by Flopsy and Proxima - impossible. So if the basher-blocker turnaround is not part of the intended solution, I'd be curious to know what it is! ;)

Mountain Tribe: And another similar trick: Cancelling a right-facing digger by making a lemming in the shaft facing to the left a digger as well, so that this second digger could then be turned into a basher going to the left. I also needed Flopsy's video for this; all the digger- or basher pits I tried ended up being finished too early, going into the wrong direction (=below the staircase I was creating or had created), or required an additional builder to be stopped. I even tried sending the entire crowd on that path along the ceiling several times, just in order to delay them; but of course, that made it impossible to isolate two lemmings for blocking and building at the end.
This is one of the typical cases where I had 90-95% of the solution figured out, but not knowing that this trick in the beginning was even possible, I had no chance of getting to the last 5-10% ;) .

Nosebleed: The only thing that stopped me here was that I did the two methods of breaking the fall the wrong way round :) : I dug and bombed on the first block, thereby the whole crowd ended up at the bottom early and was headed straight for the second high block. Given there are only two floaters, I couldn't get a third lemming out to do the bomb and build-combination on the second block: I only had a blocker to turn around the second floater, which would have been supposed to climb up into the bomber hole and build from there.
The fact that the bomber has to be a regular faller is what enforces building and bombing on the first and digging and bombing on the second pillar. I just tried it again; there would be enough blockers and builders to do it the other way round, but the crowd is too compressed after having been in the digger shaft to reliably isolate a single lemming to fall and bomb. When I placed the blocker on top of the second pillar to have the crowd run up and down the stairs, seven walkers ended up slipping by.


Migraine
Walking the Blue Mile: The main trick of bashing inside the digger shaft in the beginning was something I had figured out pretty quickly. I just somehow got stuck on the idea that two lemmings had to go into that line-and-squares structure next to the exit, and due to the protruding pieces, of course I couldn't get a climber out of there anymore. My mistake was the belief that the lemming freeing the crowd by mining would also have to be the climber; hence, I deliberately built too low against the square block, so that the lemming would turn around and mine, but only a climber could go up there, rather than having the crowd follow immediately. I did not consider pulling the climber out of the crowd while the other lemming was busy mining, and before that miner destroyed the climbable wall.

The Abandoned Sanctuary: The main question of this level is which one-way wall to leave intact. I kept thinking about ways to get a lemming who had bashed into the lower chamber from the right past the exit to clear the way for the crowd trapped on the left; I did not consider the option of not dropping the crowd down there in the first place, but using the upper chamber as a "bridge" over the exit instead. Help by Flopsy was required here! :)

Momentum Deferred: This was one of the last levels I was able to solve completely on my own merits. It did feel easier than the other Migraine levels, indeed (which Flopsy also said in his LP, I think), because the terrain gave away a little more about which skill had to go where.

Six days without an accident: This one, on the other hand, is probably your equivalent to my "Do not fear" from "Lemmicks": It's so hyper-precise that the pixel precision made me question the correctness of my solution, even though I had actually figured out the correct one. That is the point where pixel precision takes things too far, in my opinion, even though pixel precision in general is more acceptable on the highest rank of any given pack. That pit where all the climbers are supposed to be trapped by the staircases on top of the pins could be just ever so slightly wider.
I guess you do not want a player who has actually found the correct solution to go back to the drawing board, just because the execution doesn't work - because consequently, that player will never be able to find the correct solution after they've already had it and thought they had to discard it.

We're coming home: Yeah, I admit, this one beat me fair and square. There were no particular tricks involved, nothing I don't use myself on a regular basis... except perhaps "using existing terrain to get over the exit", like in Migraine 02. It was simply hiding in plain sight for me. Well done! :thumbsup:

A tour of dock 22, Claustrophobia, Firework Chamber and Excavation Site all featured some fiddling-around to get the timing / relative distance between lemmings right; in contrast to "Six days without an accident", that precision was leading somewhere. Rewinding again and again may be annoying, but not tragic as long as you know what you're intending to do - like, in the case of "Claustrophobia", trying to time two lemmings correctly to turn a builder around with a blocker. Also, Claustrophobia featured multiple opportunities to quickly vary that relative position, e.g. by assigning a floater to one lemming at the beginning of a drop, to the other one only when that drop was almost finished.

A tour of dock 22 was the one still most affected by "execution making me question the correctness of my solution"; I didn't think there could possibly be enough time to patch the bomber gap before the crowd arriving and dropping down to a place with too many obstacles in the way to ever get out of.

In the case of "Six days without an accident" however, the pixel precision really only has trolling qualities.


Flopsy has already suggested to place that level higher in the Migraine rank; given that the solution in itself is not that hard to figure out, though, I'd suggest simply making that crowd-trapping pit a couple of pixels wider, to give the builders a little more leeway. It's the fact that one builder has to land on the other builder's staircase, without that second builder turning around or going over the other builder's staircase, but falling into the pit instead, that makes this so frustrating.

The main and only criticism of this pack is one you've already heard in my Level Design thread "levels relying on tricks"; in this regard, Lemmings Migration also influenced Lemmings World Tour, albeit in a different way, meaning that I have now created more trick-teaching levels specifically for that reason.

Whenever I have a level requiring a trick from the player which I consider somewhat obscure, there is now another level demonstrating that trick to make sure the player knows this option exists in general. Hopefully, putting loads of other levels with completely different demands in between will help hiding the solution of the later levels in plain sight, then :) .

I'm not that much referring to the apparently unintended basher blocker-turnaround here, but mainly to the other tricks like the "inside a tunnel-turnaround", or "building over a digger hole" etc., which apparently are part of the intended solutions indeed ;) .

The pixel precision on "Six days without an accident" shouldn't be regarded as too grave of a criticism of the pack as a whole. ;) Sometimes levels can just become unintentionally precise, as I experienced myself with Lemmicks's "Do not fear". It's simply one level I'd strongly suggest to make a little more lenient ;) , unless that somehow poses a danger to the solution, which I don't see at the moment, though.

My replays are attached. I would like to still give the original Migraine 10 a try, which you have removed from the pack (and I deleted the older iteration from my hard drive, unfortunately) - but I've seen the solution on Flopsy's channel anyway, I just don't remember that much of it, so it might still be somewhat of a challenge.
My packs so far:
Lemmings World Tour (New & Old Formats), my music-themed flagship pack, 320 levels - Let's Played by Colorful Arty
Lemmings Open Air, my newest release and follow-up to World Tour, 120 levels
Paralems (Old Formats), a more flavour-driven one, 150 levels
Pit Lems (Old Formats), a more puzzly one, 100 levels - Let's Played by nin10doadict
Lemmicks, a pack for (very old) NeoLemmix 1.43 full of gimmicks, 170 levels

Nessy

Thanks Strato Incendus so much for all your detailed feedback and comments! :thumbsup:

I apologize that it seems to have taken forever to respond in this thread. To be honest I have been feeling unmotivated to fix this pack and I think it's because I really want to add a lot of stuff into it like new levels but conflicted if it should just be another pack or a major update of this one. I thought I made up my mind but I'm still going back and forth :'( I just don't really like the sudden spike in difficulty and I want to take out one or two levels but I have to replace them and it's just a whole mess there :(

Strato Incendus

Short answer: If you want your levels to receive attention, create a new pack! :D

If you merely update an old pack of yours, people who have completed it already probably won't feel like returning to it - partly because they already know all the rest, and it's really just like playing additional single levels; partly because it feels like the creator is shifting the goal posts, resetting the player's status on the pack to "not completed" again :) .

Ask yourself how many people actually revisit levels after they have been backroute-fixed. ;) It's not just a pain to look for a new solution, but also there's usually a bunch of levels in between that have remained exactly the same. The worst part for the player is when the level order is changed, because then the old replays won't work, or have to be tried arbitrarily and possibly renamed - but the solutions themselves still aren't anything new.
My packs so far:
Lemmings World Tour (New & Old Formats), my music-themed flagship pack, 320 levels - Let's Played by Colorful Arty
Lemmings Open Air, my newest release and follow-up to World Tour, 120 levels
Paralems (Old Formats), a more flavour-driven one, 150 levels
Pit Lems (Old Formats), a more puzzly one, 100 levels - Let's Played by nin10doadict
Lemmicks, a pack for (very old) NeoLemmix 1.43 full of gimmicks, 170 levels

Akseli

#79
I played the new format version of this hit level pack, my solutions for all the 40 levels are attached. :)

My initial go at this pack here, my second go at V2.1 here.

Comments (contain spoilers):

Spoiler
Irritation 5: An Incident In The Mine – I found this complex solution instead of the intended solution. O_o

Irritation 6: Path to the Underground – Actually I had almost the intended solution, just used bomber-basher at the beginning and one basher against steel for crowd control.

This is the point I stopped watching making of Migration YouTube videos, so I don't know the intended solutions for the rest of Irritation.

Headache 4: Pseudoscience – Wow, this level is a lot harder now with 5 builders instead of 6 that was earlier. No idea if this is the intended solution, there's 80 lemmings so the merging trick takes over 3 minutes in the beginning. :D I actually skipped this level and solved it last, after Migraine rating!

Headache 8: Kings Of The Castle – This was troubling for me before I realized that you need to send only one climber up from the left, he can dig a way for the other climbers!

Migraine 3: Momentum Deferred – Okay, I did this thing now with both climbers at the end.

Migraine 4: Six Days Without An Accident – Finally solved this awesome level, I don't know how I didn't get this earlier because I had all the puzzle pieces in my hands and I rolled with them over and over again.

Migraine 5: We're Coming Home and Migraine 7: The Last Day Of Our Lives – I saved a skill in both of these, possibly backroutes?

Migraine 9: Firework Chamber – It's great, the beginning is nifty. Had to adjust a bit my earlier replay to get this to work in the middle part of the level.

Migraine 10: Excavation Site – Woow, a new level for me! It's brilliant looking, no idea if my solution is intended.

Nessy

Thanks for playing again Akseli! :thumbsup:

Comments

"Bridge Over The Chasm" - Nice job saving one builder :) I think that at this point it is safe to get rid of it.

"A Heart For Exploration" - Wow nice solution here! Well done! This is the first solution of its kind I have seen on this level. It might even make a good talisman :D

"LEMCO Employees" - Saving one builder has been done by others in the past. It was to reduce precision with the splatform in case you were wondering ;)

"Ancient Temple Of Lemming" - Nice use of the builder that turns the climber lemmings around. Very elegant.

"An Incident In The Mine" - While your solution isn't 100% intended I do love the creativity that went into finding this solution so I deem it perfectly fine :)

"Path To The Underground" - I was concerned that this was going to be another backroute but everything you did in the middle was intended. I'm not sure if I want people doing what you did at the top right hand corner to turn the crowd around but your specific solution might actually be the very thing I need to force the intended solution!

"Frozen Climbers" - This one is a backroute and one that has been active for a while and I never got around to fixing it. Oops :-[

"Two For Tea Please" - Excellent solution here! I like that you used all of the skills.

"Cringe Comedy" - Your solution is good but I am not a fan of what people have done with the builders here similar to your solution. Don't know how to fix it yet. For now it's perfectly fine :)

"Mandatory Curfew Initiated" - This is already a talisman solution in my V3 draft. Well done ;)

"Pseudoscience" - I'm still not a huge fan of the way the lemmings on the left get compressed, but I might just see it as half-full and make a talisman out of this solution of yours ;)

"Escape Route" - Your solution is quite interesting: it has the spirit of the intended solution while saving one entire basher and digger. Very nice. I'm calling it perfectly acceptable.

"Kings Of The Castle" - Beautiful solution! And yes any solution where you send more than one lemming through the left side is a backroute becasue I wanted to enforce the digger in the middle wall to sent more climbers through that.

"Momentum Deferred" - That thing you did with the two climbers at the end is intended, but the rest of the solution might need to change a little bit.

"Six Days Without An Accident" - Nice solution!

"We're Coming Home" - Another nice solution here but it is a little bit borderline between okay and a backroute. I might need to think about this one some more.

"The Last Day Of Our Lives" - This one is a backroute unfortunately :(

"Excavation Site" - 100% intended. Well done! This level was actually a Contest #13 level I submitted that I actually ended up using as a Migration level because I wasn't a fan of the previous Migraine 10 level "One Way Civilization". Maybe I'll clean that level up in V3 and have it make a return ;)

@Strato your replays are next. Sorry for completely forgetting about them :(

kaywhyn

#81
Hi Nessy,

I just finished your first pack Lemmings Migration, and so I just wanted to send you my replays. I know you're not on as much these days, but I hope to see you around here sometime and get to know you some more. Other than your Contest #21 R3 entry, this is the very first time I have ever played levels by you. I also did an LP on this pack, and I will provide you a link to it once I get my videos uploaded to my Youtube. I asked the community what was a good first level pack to LP, and Proxima and Strato both recommended your pack Lemmings Migration. Hence why I decided to LP it. I will provide you a link as soon as it's uploaded and ready. I absolutely enjoyed my experience recording my very first LP for a pack, and so I will definitely be doing more in the future :) Who knows, I might even LP your Lemmings Destination pack in the future.

Like Icho, I thought I would be able to cruise through this pack easily, this being your first pack and all, especially considering that I just recently completed Lemmings United, but nope! Immediately at the start of the pack I was stumped. I can guarantee that the first video should provide much amusement and laughter hearing how I was already stumped for a few minutes on the very first level, Painless 1. There was at least 1 or 2 levels that managed to stump me good in each rank. Both the Painless and Irritation ranks I LPed in one video, and they ended up being about an hour long. The Headache and Migraine ranks both span multiple videos. I think completion of the pack was about 8 or 9 hours, so more than double the length Icho took to complete it.

Regarding this level pack, I absolutely enjoyed your pack! :thumbsup: This is a very well-done, high quality first pack. So many great levels here! Some of the levels were hard, but nothing I couldn't handle, even if some took me a while to figure out, as evidenced by the multiple videos on a few levels in my LP. I admit even the Headache and Migraine ranks got me a bit scared, but I ended up liking so many of them :) There were some fiddly levels that I wasn't too much of a fan of, but they are far and few in between, and the many great levels in the pack more than outweigh that issue.

Now feedback on some of the levels.

Spoiler

Painless 3 - A Bridge Over the Chasm I feel like this is a backroute, since I allowed one lemming to fall and drown.

Painless 5 - Secret Lemming, Secret Cave This surprisingly stumped me for a good 15 minutes, as you can see in my LP. Still a very nice level though! :)

Painless 8 - Playground My favorite level of the Painless rank. Very nice 1-of-everything level with a great solution! :thumbsup:

Painless 9 - Lemming Oven I also enjoyed this one. I knew that a climber had to go over the top, but I kept having problems thinking about how to use the other skills to get the crowd to the exit. Then I realized that I could go underneath them to release them from the other side and it was smooth sailing from there.

Painless 10 - LEMCO Employees Very nice Painless rank finisher! That was a very nice red herring with digging and bashing the OWW. The solution is absolutely clever :thumbsup:

Irritation 1 - Dreamscape Excellent puzzle to start off the Irritation rank. I really liked this one.

Irritation 2 - In Your Wildest Dreams! This one was really easy and I also enjoyed this 1-of-everything level.

Irritation 3 - Ancient Temple of Lemming I unfortunately don't have my original LP recording of the first 5 levels of this rank. I found out to my horror that it never recorded, probably because I either didn't have OBS open or I pressed the wrong hotkey to start recording. Probably the former. Because of this, I actually did other stuff on this level and dragged out the level for probably a good 8 minutes or so before I found a working solution. In particular, in one attempt, I used two builders for the first gap. So, I tried to recreate the LP video to the best of my ability. It's just a shame that it's not as authentic, since now that I knew the solution before I recorded the second video it wasn't a blind LP of the first 5 levels anymore. In other words, all the videos you see are all where I'm seeing your levels in this pack for the very first time. I have never played your pack before, and so the entire LP is a blind playthrough.

As for the level itself, it's a really nice level. It's not a terribly difficult level, but it does take some thought on figuring out where the non-builder skills go.

Irritation 4 - Never Getting Back Together As I mentioned in the final video of my LP, I'm quite surprised some found this hard. I found it very easy. I found the solution here a bit faster than Irritation 2.

Irritation 5 - An Incident in the Mine This was the first major stumping point for me in the rank. Unfortunately, since I don't have the original recording, this would had been the very first level of the pack to span multiple videos. Now that I know the solution, I really like this level. Very clever solution. Not sure how I missed the builder sealing off the basher tunnel. I wonder if it's just easily overlooked or if it's just very well hidden in this level.

Irritation 6 - Path to the Underground Easier than the previous level, although it still took me some time before I found the solution.

Irritation 7 - Frozen Climbers Nice level with a great solution, although I'm not much of a fan of extreme repetitive skill assignments. In this level, I consider 25 climbers too excessive. I'm not sure what the bomber is for.

Irritation 8 - Two for Tea Please Another great level. The hardest part was figuring out how to turn a lemming around to dig and bash the crowd out.

Irritation 9 - Cringe Comedy Really easy.

Irritation 10 - Mandatory Curfew Initiated Another great rank finisher. Beating the clock here was quite satisfying. I love time limits a lot in this game, by the way. I'm not sure what the climbers are for.

Headache 1 - Crawl Space Great level to start off the Headache rank. I didn't think this one was hard at all.

Headache 2 - Next Floor Has Been Shut Down My favorite level of the rank. Not too hard, but not trivial either.

Headache 3 - Prisoners Probably the hardest level for me in the rank. First level in the rank to take multiple videos. I felt extremely proud of myself for figuring out the build a step and mine into the OWW in the wrong direction to turn around while I was napping. That got me closer to a working solution, but I was simply missing a few key details on the left side that prevented me from solving the level. Now that I know the solution, I got to say I like this level too.

Headache 4 - Pseudoscience Second level of the rank to take multiple videos, but only because the previous level took up plenty of time and I had thought the video was already running up to an hour. Nice level. It's quite obvious compression needs to be used. I figured out how to do that with the left crowd very quickly. Figuring it out for the right crowd took longer, but that's because I couldn't figure out what the digger and basher were for.

Headache 5 - Escape Route A bit fiddly IMO, but my solution is probably a backroute since I do have a digger leftover.

Headache 6 - You Know the Drill Another fiddly one if the blocker/basher turnaround trick is needed. Until I realized this, this was a hard level for me.

Headache 8 - Kings of the Castle I also use the blocker/basher turnaround trick here. I think that's why I have some skills leftover, so this is probably a backroute.

Headache 9 - Mountain Tribe Another level that managed to stump me, until I finally remembered the digger cancelling a digger. The builder at the end finishes just in the nick of time, I believe at the very last second before the crowd falls to the bottom and dies.

Headache 10 - Nosebleed Very nice level! Bombing a faller and building in the bomber hole was clever. However, I would say that the part with the second wall is very fiddly. Here, I pretty much released the crowd at a time where they arrive at the very first possible moment that the fall in the digger shaft is safe and the last lemming to fall in it is pretty much at the very last possible safe moment before it became splat height.

Migraine 1 - Walking the Blue Mile Another great level to start off the rank. I like how I was able to slowly piece the solution together piece by piece.

Migraine 2 - The Abandoned Sanctuary I didn't think this level was hard at all. Instead, I was a dummy, because I kept thinking the crowd needed to fall down the left side and that I needed to build over the exit to bash them out. That turned out to be wrong and that the solution is much easier than that: Just hold them back with a blocker.

Migraine 3 - Momentum Deferred I thought this level was hard, so I'm a bit surprised to hear that others found this easy. The starting area is the hardest part I thought, since it's not obvious where you need to trap the crowd. I somewhat enjoyed this level nevertheless.

Migraine 4 - Six Days Without an Accident Very nice level! :thumbsup: I had the two builders figured out very quickly, but it took me quite a while to figure out how to stop the climbers from climbing up the high wall or whether they needed to be contained within the poles on the right side and then released by bashing the builder staircase going to the right in the end. I'm not sure if it's possible to do that, but the solution I came up with to stop the climbers from going up the high wall I'm quite proud of and think it's really clever.

Migraine 5 - We're Coming Home I wasn't too much of a fan of this level. The solution is way too fiddly and precise. One pixel lower with the last digger and the basher would take away the exit terrain. One pixel higher and the miner tunnel would had been too high by about a pixel, preventing the lemmings from stepping up into it.

Migraine 6 - A Tour of Dock 22 Even though the part with the OWW is very fiddly and very precise, I still enjoyed this level to an extent. The right crowd is easy to figure out, the left side was hard. In particular, it's extremely difficult to see that two well-placed diggers is enough to bomb through the OWW.

Migraine 7 - The Last Day of Our Lives Very nice level here! :thumbsup: I really like the solution here. Not too hard but not trivial either.

Migraine 8 - Claustrophobia I really liked this level! :thumbsup: It was probably my favorite of the rank. Again, not too hard but not trivial either. The starting area is the hardest part. Everything else was easy.

Migraine 9 - Firework Chamber This one was a hard one for me. There were a lot of wrong ideas I did on this level. However, I got to say that I felt extremely proud of figuring out to block with the very first lemming that comes out in the level to give the other left hatches time to bash and bomb. I also liked this level with it's really great solution. It was all about figuring out how to minimize skill usage in each area. This was an extremely satisfying level to solve. Well done! :thumbsup:

Migraine 10 - Excavation Site By far the level that took me the longest to figure out in the entire pack, as evidenced by how it took 3 videos before I finally solved it. Just before my successful attempt, I didn't have a digger available for the very end. As you can also see by my successful video, I had nearly pieced all of the solution together when I realized the save requirement where you're allowed one loss. So, it was simply a matter of figuring out what the loss is. For some reason, I kept thinking I needed to save everyone, which definitely explains why it took me a while to solve. I often notice that I tend to forget the save requirement a lot whenever I'm solving. In any case, this was definitely an epic final feeling level and was extremely satisfying to figure out and piece together the solution piece by piece. Well done here! :thumbsup:

With this, I have to commend you for giving even someone like me who managed to beat Lemmings United after so much struggling a good run of my level solving abilities. Once again, very well done with this pack, and I look forward to playing your other pack Lemmings Destination in the future. Also, I'll send you a link of my LP of Lemming Migration as soon as my videos are uploaded and ready ;)

edit: Ok, my entire LP of your pack is now ready and uploaded to my Youtube.

edit 2: Removed the link to my LP in this post. I have the new updated link in my new post below.
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

I went back and added chapters to each video of the Lemmings Migration LP. New updated link to the LP is here: Kaywhyn's First LP of a Lemmings level pack: Lemmings Migration. Enjoy! ;)
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

Nessy

Quote from: kaywhyn
I just finished your first pack Lemmings Migration, and so I just wanted to send you my replays. I know you're not on as much these days, but I hope to see you around here sometime and get to know you some more.

Hey @kaywhyn! Thank you so much for all the kind words and feedback :thumbsup: I will definitely be going over all of your feedback and your LP of the pack this week :) I look forward to it and I'll try to comment on the videos directly as I go.

Also yeah I haven't been very active lately (hence completely missing this message). Just a lot of real life stresses that have really burned me out a little bit and I hope to change this before the year ends by finally finishing my long overdue update of Lemmings Destination, so hopefully if you were still interested in playing it in the future it'll be ready to go!

kaywhyn

Quote from: Nessy on November 17, 2020, 01:05:27 AM
Hey @kaywhyn! Thank you so much for all the kind words and feedback :thumbsup: I will definitely be going over all of your feedback and your LP of the pack this week :) I look forward to it and I'll try to comment on the videos directly as I go.

So awesome hearing from you, Nessy! :thumbsup: I had such a blast when I was doing my LP of your Lemmings Migration pack that I decided definitively that I'll be doing more LPs in the future. It's interesting, because I decided to get into LPing just for the fun and experience. No one had ever told or asked if I ever considered LPing level packs. I simply decided to personally get into it just because I thought it would be a lot of fun. Just as I thought, I enjoy it so much. Plus, I'm sure the community would love to hear and see how someone like me approaches level solving, since the consensus around here appears to be that the community regards me as one of the top solvers. Well, I'm more than happy to share my solutions online in the forums AND on my Youtube and my expertise in level solving. I provided you the link to my LP above. Finally, I feel this community could always use more LPers.

Quote
Also yeah I haven't been very active lately (hence completely missing this message). Just a lot of real life stresses that have really burned me out a little bit and I hope to change this before the year ends by finally finishing my long overdue update of Lemmings Destination, so hopefully if you were still interested in playing it in the future it'll be ready to go!

Lemmings Destination is definitely on my to-play list at some point, so rest assured that I will definitely be giving your sequel level pack a go. I might even consider LPing it too, but for now, for the next few LPs I do, I have decided to LP a couple more small packs before moving on to larger packs, like your Destination pack, to LP. A pretty good and reasonable strategy, I think, especially to first ease oneself into the LP experience and to test the waters before deciding to do more if it ends up being very enjoyable, like it has been for me.
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

Swerdis

Hi,

I decided to give this pack a try, recommended by Kaywhyn :) I quickly played through the lower two ranks. Since I'm a fan of small levels, I think this a very good pack so far - not trivial, but also not too difficult. The music is also pretty decent. I probably backrouted some levels, such as Irritation 3,5 and 7.

All my solutions can be found on my yt-channel: https://www.youtube.com/channel/UCOahFY7zAWCoGpKOQdUf7mw

LemFan

ok solved the pack. I didn't think any level was difficult really, although I think I backrouted most (way too many skills left)