[NeoLemmix] Paralems

Started by Strato Incendus, August 23, 2017, 03:55:57 PM

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Nepster

Quote from: Strato Incendus on September 06, 2017, 05:54:29 PM
I guess if NeoLemmix can't find a music file with the required name, it just plays the standard rotation of Lemmings songs? If it were only the main Lemmings music, I wouldn't consider that a problem - other packs work this way, too, like Nepster Lems. However, I believe if there's no track specified, NeoLemmix circles through the standard Lemmings songs plus those from Oh no! More Lemmings, doesn't it? ;)

Yes, some of the Oh No-songs are indeed quite lame or annoying... if any particular music annoys you, you always have the option of deliberately failing the level so the rotation goes on to the next track ^^.
You can remove the ONML tunes from the music rotation. Open your pack with the Flexi Toolkit and go to the Musics tab. There you will find a button "Edit Music Rotation". This determines what tunes will be played, if the ones specified by the level cannot be found. So click on this button and remove "ohno_01" to "ohno_06" (or whatever tunes do annoy you).

nin10doadict

It's not the Oh No tracks that annoy me, I actually like all of those. It's some of the original tracks that I don't like, mainly because I grew up with the SNES version and so certain other covers of those tracks sound foreign and wrong to me. So I end up muting the game music, opening up YouTube in the background, and then playing a song that I feel will fit the level I'm on. I could have copied some of the other tracks I had and given them names so they would have played, but enh...

I did just finish the Demented rank. While I didn't think to save replays for most of the levels, I did save a few. Mainly for levels that I thought were broken, or just fun in general.
Also that time limit on Abhorrent 24 can go die, :devil: and I've attached a replay that shows why. I didn't save my original solution so I think it was ever so slightly different, but the general concept was the same.

A few more level notes...
Spoiler
On Demented 30, for me the title hint opened up the thought "Oh, winter is coming. Better find a safe spot to hunker down and wait for the storm to pass!" That thought led me to the solution in my replay.
As for Demented 22... https://youtu.be/YIvsNFMGqlw?t=6m5s

Strato Incendus

#17
Thanks! I'll look at your replay tonight when I'm back at my PC. Sometimes players, especially seasoned ones, solve levels in a more complicated way than necessary, thereby requiring more time. However, if you still have to use all the skills as in the intended solution, it shouldn't be solely the time limit that stops you from solving the level.

Basically, it boils down to this: If I consider your solution a valid alternative solution to the intended one (which has about a minute left of leeway, so no problem with the time limit there), I will increase the time limit. If it turns out to be a complicated backroute, I won't :D . In the latter case, I would rather implement some additional elements or change the provided skills to discourage players from that alternative approach right away, so they don't find what would be a possible solution and then fail the level just due to the time limit. I'm all for saving players unnecessary frustration! :D

The main problem wih puzzly levels is that once a player has figured out certain elements, they are prone to starting each new attempt keeping that element constant - thereby probably losing the perspective for completely different solutions. I have experienced this on Nepster's "Mining company": I always start the level in a particular way of which I believe "this can't be done differently"; but in case that way is wrong, anything I try afterwards is bound to fail from the getgo.

There have been studies with professional chess players showing this phenomenon. It's a bit like playing Memory and always flipping the card first where you know the picture with certainty. A player really has to force himself to go back to the drawing board then and start from scratch ;) .

With regard to "Winter is here", it's the other way round: Nepster has already informed me that currently, the time limit is generous enough so that the player can just wait for all the zombies to die without doing anything. Hence I will definitely remove the frosty fire trap and seal the gap on the right, so that they keep moving around the level in circles and the player will have to actively dispose of them. I want it to feel like actually killing the zombies rather than just "waiting for the storm to pass". After all, I'm pretty sure that strategy wouldn't work on the Night King either ;) .

Concerning the music: Thanks to Nepster for the advice on how to drop tracks out of the rotation! I guess in order for nin10doadict to be able to do his, I'd have to send him the SYSTEM.DAT file?

Which of the original tracks are liked or not is obviously up to personal preference, in the end. Naming mp3 files as listed in the starting post would indeed be the way to have some personally favourable music provided by each level automatically without having to type something into YouTube or press "repeat" on each attempt.

On tracks you grew up with: My brother e.g. is always annoyed that when playing original Lemmings with either NeoLemmix or Lemmix, each rank starts with the Can-Can, rather than the rotation being continuous across ranks (for example, "This should be a doddle" should start with Forest Green instead). I suggested to him to dump all the level files and recompile them into a new pack with the Flexi tool. He said he might actually do that, all just to have the "correct" music matching each level as he is used to it :D .
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

Proxima

Quote from: Strato Incendus on September 07, 2017, 07:30:54 AMOn tracks you grew up with: My brother e.g. is always annoyed that when playing original Lemmings with either NeoLemmix or Lemmix, each rank starts with the Can-Can, rather than the rotation being continuous across ranks (for example, "This should be a doddle" should start with Forest Green instead). I suggested to him to dump all the level files and recompile them into a new pack with the Flexi tool. He said he might actually do that, all just to have the "correct" music matching each level as he is used to it :D .

Mac-style music rotation. This option is available for pack creators now, but namida decided not to automatically apply it to existing packs.

Nepster

Quote from: Strato Incendus on September 07, 2017, 07:30:54 AM
Concerning the music: Thanks to Nepster for the advice on how to drop tracks out of the rotation! I guess in order for nin10doadict to be able to do his, I'd have to send him the SYSTEM.DAT file?
No, that's not sufficient. You would have to send nin10toadict more or less the whole folder with the SYSTEM.dat file, including all of your single levels. On the new-formats version, nin10toadict could change the music rotation even without having your SYSTEM.dat, but unfortunately we aren't there yet.

Strato Incendus

#20
Okay, I've looked at nin10doadict's replay. Since I had already overhauled this level to avoid Nepster's backroute (i.e. added steel on the left so that the lemmings don't reach the teleporter from behind), in doing so I also made one of the pillars you fenced through a one-way block facing in the opposite direction. That was yesterday, i.e. before I watched your replay, but it happens to be this way now that your solution won't be possible in the new version of this level anyway - kinda by accident. A lot of levels need a bit more steel, both you and Nepster have shown me this especially with regard to "Maze of Omnipotence" and "IT'S FEEDING TIME!"

I was very impressed with your solution for "ELemEnts", nice alternative approach to what I had in mind! :)

For "Winter is here", yeah, the fire trap most definitely has to go. Your solution was mechanically fine, perfectly within the time limit, all fair and square - but just hiding from zombies and letting them kill themselves is just not epic enough for the last level ^^. Once again thanks to you and Nepster for showing this to me, I will modify the level to keep the zombies circling around the landscape, as promised.

@Proxima: Great, thanks a lot! I will send that link to my brother, it will save him a lot of work, hopefully! :D

PS: The intended solution for Abhorrent 24 ("Beam me up, Lemmy!") is attached, btw ;) .

Spoiler for nin10doadict
Spoiler

Looks like what I said before about the chess players did in fact hold true: You were annoyed about having to go beneath the trap that you never considered going above it ;) . That's the reason your level takes more time, because you have to turn the lemming around and mine into the second chamber just to get the swimmer before heading right again across the pont. In the intended solution, miner and fencer combined just get the swimmer right away and the pioneer is already facing into the right direction.

As I've promised, I don't want anyone's solution to fail just due to the time limit. For the current version of PARALEMS, the time limit was definitely too tight, simply because I didn't consider someone turning around to get the swimmer. In the next version however, due to the added one-way block, your solution won't be possible anymore, unfortunately - as will a couple of other solutions I've seen so far, simply because more steel or one-way blocks are being added to several levels ;) .

EDIT: Just to catch up, who is still playing the current version? I have Colorful Arty's replays up to Disturbing, I don't know whether Raymanni got to take a look at the pack or not - he voiced his interest, but of course a lot of packs have been released roughly around the same time lately, and the time we have everyday to save some Lemmings is naturally limited :D .

The thing is, I have overhauled all the levels on the basis of your replays and feedback, but I don't want to cause confusion by uploading a new version while some people are still playing the first one. When I upload it, I will change the link in the starting post. I can already promise that no levels will be removed (basically, "don't remove it" seems to be becoming my second name here :D ), just all the backroutes we've found so far will (hopefully) have been fixed.
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

Colorful Arty

I haven't downloaded a new version after my initial download.
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

Strato Incendus

#22
And here is the updated version at last! :D

Paralems V2:
https://www.dropbox.com/s/r005kodylk2o33z/Paralems.nxp?dl=1

Changelog:
Spoiler

General:
- I have widened the levels to fit widescreen without grey margins or having to zoom in actively (Splish Splash / Across the Seven Seas, Wuffingen, Orphan Lem, Door Stopper, We are not invited?, A Walk in the Park / Get your a**es off the fence!
- uniform capitalisation of level titles (unless level titles are proper names, referring to movie titles or similar)
- author information removed from all levels (in line with original Lemmings); I am only listed as the creator in the main menu, that will suffice, I guess :D

Concerning single levels:
- Suomalainen Lemminkainen: number of builders reduced
- Twilems: entirely new solution, exit moved downwards and no longer hidden, moved up in difficulty
- The Black Widow: moved down in difficulty.
- Three waves of Lemminism: moved up in difficulty
- Praise KeK: pyramid terrain partly removed, exit no longer hidden
- The Phantom Lemace: exit is buried inside the UFO, but not hidden anymore, since the UFO is labelled with the Sky "EXIT" object
- Staircase to Armageddon: blocker removed, saving requirement increased, moved up in difficulty
- Have you seen my screwdriver?: One-way arrows added to enforce specific solution. Moved up in difficulty.
- Volunteers first!: one-way arrows added to enforce platforming across the entire water area. Moved down in difficulty.
- Lemmigration quotas: entirely new solution now, moved up in difficulty.
- Blood for the Blood God: moved down in difficulty.
- I got a little trick in mined: moved down in difficulty to teach this trick to the player earlier
- The Pit and the PenduLem: number of builders reduced, more difficult solution now
- The collapsing tomb: basher removed, more miners added
- Encased in concrete: some terrain pieces moved and fire objects added to remove backroute
- Journey to Emeria: saving requirement increased, more difficult solution now
- We are not invited?: walker exchanged for cloner to remove backroute
- Buried knowledge: further traps and steel added to remove or at least hinder backroute
- Beam me up, Lemmy!: steel and one-way arrows added to remove backroute and enforce specific solution
- Diggas in Paris: downward arrows extended to prevent bashing through the Eiffel Tower
- Resistance is futile / You can't even: airlock trap removed, it didn't do anything anyway, and I wanted to make sure that square thing really does look like a Borg cube! :D
- Lems Going Their Own Way: release rate increased, skillset slightly changed to hinder the option of all Lemmings going into the same exit. It is still possible if the builders are used correctly, but since they are absolutely needed for the intended solution, I can't reduce them any further.
- Maze of omnipotence: one-way arrows added to remove backroute while at the same time allowing for another, different than originally intended solution
- The Lempire strikes back: Slowfreeze objects added to remove backroute on the left
- Trust No One: thanks to Nepster having found a truly unexpected backroute, this level has been made even more mean now! :D
- Dark fate of Atlantis: additional hatch added and water level slightly raised. Hidden trap remains hidden. Both is done for aesthetic reasons. ;P
- IT'S FEEDING TIME!: steel added to remove backroute. Also added nin10doadict's cat trap!
- Winter is here: fire trap removed and terrain added at the right edge of the level so that zombies don't kill themselves

I must admit I'm particularly proud of the new solutions for "Twilems" and "The Pit and the PenduLem". These two levels imho went from being almost redundant and without any particular purpose in the original version to probably some of the hardest levels in the pack :D .

Give it a shot whenever you find the time and motivation for it! Of course, please keep reporting any backroutes or shortcuts you might find. I have done my best to take care of all the unintended solutions presented so far, but of course, with 150 levels, some things can still get overlooked easily.
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

joshescue18

Finished!

kaywhyn

All rightie, as promised here is my entire set of replays for Paralems.

Remarks About the Pack

Overall, I didn't really feel any significant challenge with the pack, so it was definitely a nice break from all the very difficult levels I've been playing for the last several months. In particular, I felt no real challenge until I got to the Disgusting rank, although there was one pretty difficult level in the Disturbing rank, Disturbing 12 - We'll have to make up for those. Although the pack mostly strays away from the NL philosophy of being puzzly, there were definitely some really nice puzzles in each rank. I thought it was really cool revisiting some of the levels from the original Lemmings throughout the pack and having to solve them in a slightly different way with NL skills. Some of them were quite enjoyable, but others not so much or they didn't add much more of a challenge. Others I didn't enjoy as much. In particular, I thought I wouldn't mind the levels that had so much repetitive skill assigning. I was wrong. If anything, I found it very annoying to assign 40 or more of the same skill to each individual lemming. Yet, I endured all of these levels and made it through them.

There were some really nice looking levels in this pack. My favorite ones visually were Harmless 19 - Death Titan, Harmless 20 - Treasure Island, Disturbing 24 - Face the Hydra, Disgusting 18 - In Memory of Steve Irwin, and Demented 28 - Dark Fate of Atlantis.

Finally, I don't mind hidden traps in general, although here it was more of didn't mind at first, but after a certain point it was overdone to death and then I started getting annoyed. Even then, I assure you I didn't use CPM on any of the levels of this pack except for Demented 28, but only because I thought the exit trigger was busted when the lemmings wouldn't exit. Of course, you did warn in the release post that with "animals things aren't always what they appear to be," so to experience this and see if it can tick me off, I avoided using CPM in the pack. Luckily, it wasn't too bad, although probably the biggest reason I wasn't as annoyed with them is probably because I ended up backrouting some of them. Having only played through the entire pack once so far, I'll probably won't remember the majority of levels that have them.

Now feedback on the individual ranks. I'm going to follow a similar structure as I did when I gave you feedback for Lemmicks.

Harmless Rank

Not too much to say here as there wasn't too much of a challenge, other than there were some levels that I enjoyed very much while others not so much. Except for Harmless 8, I really loved visiting the levels from the original Fun rank and having to solve them differently with NL skills. In particular, my favorites were Harmless 10 - Dropping Like a Stone and Harmless 11 - Door Stopper. For Harmless 18 - Let's Stone and Clone, it's not exactly the original Fun 18, but of course it's understandable why it has to change because the given skillset will certainly not work with Fun 18. Also, I don't understand why so many cloners are given, although I guess it's to give the cloner skill more of a chance to shine, especially since it hasn't been used to much after Harmless 9 - Orphan Lem. I also liked how you kept the Fun levels that are revisited in their original positions in the Harmless rank. Come to think of it, I believe you did that for all the original levels that were revisited in all the ranks of this pack.

Harmless 2 - Only Gliders Can Survive This, although not that much different from Fun 2, illustrates the difference between gliders and floaters well, especially with the water pond directly below the third column. Well done! :thumbsup:

For Harmless 3 - Tailor-made for Stackers, yes, I went for the 100% solution.

Harmless 5 - Splish Splash definitely could had worked better as a swimmer tutorial by removing the obstacles so that the lemmings simply drop into the water and so there wouldn't be anything to bash or dig, but if the purpose was to retain the bashers from Fun 5 in this level, I can understand why, although I believe you also said that sometimes combination of NL skills and the classic skills are needed to solve these revisits of Fun levels.

Harmless 8 - We all turn 'round Hey, sounds like it's close to rhyming with "We All Fall Down." ;) This was the first level that I wasn't a fan of, having to assign at least 95 walkers to individual lemmings facing right. As mentioned before, I thought I wouldn't mind levels like these, but I apparently do, and so I can see why the community doesn't like levels where you have to repeatedly assign the same skill to so many individual lemmings. To be fair, at least the level is very short and over quick.

Harmless 12 - Taming the Beast I don't remember if I ever encountered the hidden trap here, but here I simply used the standard bash through obstacles and disarm the traps as the disarmer came to down without saving those that walk into the traps that haven't been disarmed. I like how you mix traps from different tilesets here.

Harmless 13 - We All rise up Ok, not exactly the same as the original Fun 13 and its repeats, but at least the gap is only two builders high. Honestly, the stats of Fun 13 should had been kept: 20 lemmings and so 20 builders, as well as RR of 1. To be fair, it's not Fun 13 exactly, especially since this solution won't work in the original Fun 13.

Harmless 16 - The Black Widow Ok, first hidden trap I kind of got surprised and laughed, second hidden trap I was like, "again?" If I had been caught again by the third hidden trap, that probably would had been the fastest I would had gotten annoyed, all in the span of about 10 seconds. To be fair, it is a level on a spider web, and so I guess hidden traps were to be expected. At the same time, given the lenient save requirement, at least one can recover like I did, even when I lost one to the first hidden trap.

Harmless 19 - The Death Titan I mentioned this level as being one of the levels I liked visually. Mine, bash, done!

Harmless 20 - Treasure Island Another level I liked visually from the rank. Even though the exit is hidden, at least there are hints with the red X's. Plus, one can simply check the basher skill shadow being cut short.

Harmless 21 - Volunteers First! The first level with preassigned hatches, although this one took me a bit by surprise due to how there's no pickup skill label for the entrances. However, I know you found this out to be a good guideline to follow way after release and after the fact, and yea it would had been quite a task to go back to each individual level to do that. Lesson learned at least, because you at least did that for Lemmicks. Anyway, I didn't think this level was impossible like some members here did, as I let the first lemming from each entrance drop out and saw that one released floaters, while the other released swimmers. Plus, it should had been a bit obvious that at least one of the entrances releases swimmers given the skillset providing only platformers and bashers.

I did like this level, though. Nice puzzle where you have to realize that you cannot seal the water gap to the right until all swimmers have fallen into the water first, because they will splat otherwise. Probably due to this the level should be moved up a rank, but I think the level is fine where it is. Still not a difficult level by any means, although those who haven't let the level play out for the first few seconds would think it is impossible.

Harmless 23 - The Long Way Home  Nope, I guess I'm wrong, where this level is not in the Fun rank of the original Lemmings and certainly nowhere near as difficult as Mayhem 29, so I guess it's fine for the Harmless rank. Nice new solution of Mayhem 29 using the NL skills, although I made the end more difficult for myself than I needed to.

Harmless 25 - The Phantom Lemace Although the exit isn't in plain view, I think even without the exit sign it would had been obvious that it's inside the dome. Then again, not everyone is as observant as me, so I can understand why it's best to just add in the exit sign.

Harmless 27 - Loch Lemond Nice level and puzzle!

Harmless 28 - Gaze of the Basilisk Another nice level and puzzle! Definitely takes some thought to figure out how to hold back the crowd while one lemming forges the path. The only thing I don't like is how it's difficult to tell if it's radiation or slowfreeze.

Harmless 29 - The path of senses Umm, yea, wasn't too much of a fan of this level either considering that 39 gliders AND 39 swimmers had to be assigned.

Harmelss 30 - Triathlon I think there's a Reunion level with the same title. To close off the rank, even more repetitive skill assigning, but this time every lemming gets all 1 each of the 3 skills. I think levels like these with repetitive skill assignments gets old very quickly, so that's probably why the community hates these levels in general.

Disturbing Rank

Not much to say for this rank either other than I think I enjoyed the levels here a bit more than I did the Harmless rank. Still a lot of pointless levels, such as

Disturbing 2 - We All Go Through Bash with each lemming as it comes up to the wall, although it stands out as the level with the most entrances/exits with 20 each

Disturbing 7 - Totally Diggin' this! Way too slow with just one climber, and plus I will sometimes do this solution for the Fun version, just with multiple climbers all at the same time, so nothing new here at all

Disturbing 8 - The Menagerie Other than no disarmer, not that much different and harder from its Harmless version.

Disturbing 9 - Shock Absorber Pretty much Mary Poppins Land several times in one level in regards to layout and building all those splatforms. Here, I don't know if it's supposed to happen, but I was quite surprised when my worker lemming walked through the fire pit without dying.

Disturbing 13 - Drink up me lemmings, yo ho! Other than the 100% requirement, not that much different and harder from its Harmless 20 version.

Disturbing 14 - The Titan returns! Not much different from the Harmless 19 version, as I have to do is simply replace the miner I used with two bombers. It was nice to see a great looking level return though, but the repeat is just pointless.

Disturbing 27 - You shall not pass Another pointless level that isn't too much harder from the Tricky 27 version other than using a stoner to contain the crowd and bombing the OWW.

Disturbing 29 - All lems must die More excessive repetitive skill assigning, although just with the two splat height entrances (which is what makes the level unique I guess, as I'm not aware of any other level I have played that starts with two splat height entrances), with the left one floaters, while the right one swimmers.

The rest of the levels of the rank were either ok or excellent puzzle levels.

Disturbing 4 - A staircase of skulls Probably my favorite of the rank.

Disturbing 5 - Torture Pit I like how you put a lot of traps from different tilesets and they make a single appearance each. Although it's still an easy level where you can just contain the crowd while a disarmer goes ahead and forges the path for the others, it's still a decent puzzle.

Disturbing 12 - We'll have to make up for those Hardest level of the rank that gave me problems. Any gliders that go back to the left and you're in trouble, as they're stuck in an endless loop from which they can't escape. I'm not sure if my solution is intended, where you have to clone a glider the frame just before exiting and at a position where they both can exit at the same time. Finding this position with the miner is quite tricky. Also, there's no point in 50 lemmings if only 20 of them will survive with a glider assignment each.

Disturbing 16 - The Wall (Part II) Clearly a reference to the POTUS and his wall that he keeps mentioning but hasn't done anything >:( and his supposed promise of making "America great again." Also, I truly hope you are NOT a Trump fan. I'm not going to be happy if you are.

Disturbing 18 - Lethal Dose Nice radiation puzzle where the timing needs to be worked out, but fortunately walkers are provided to make it easier!

Disturbing 20 - The Olempic Games Ok, this one managed to be a bit challenging and hence more difficult and different from the Harmless 30 version. Decent puzzle where it does take a bit of thought on how to circle back to release the crowd, although even with the restrictive skillset it's not too difficult to figure out.

Disturbing 21 - Lemmigration Quotas Nice tricky puzzle here! I'm not sure if my solution is intended, though, as I have a fencer leftover. Also, unlike the original Lemmings, Fun 3 has a repeat in Paralems, although not an exact repeat due to the splitters, which the Harmless 3 version didn't have. Fun 3 was the only level in the rank that didn't have a repeat in the original game, too.

Disturbing 23 - Srpski level Not sure what the first level of the title means. Bit trickier than some of the other levels in the rank, although not too hard given the abundance of builders.

Disturbing 24 - Face the Hydra! The best looking level of the rank! It's like a Scylla monster. Ultimately, I went the easy way out by taking the bottom route and just had all of them be swimmers.

Disturbing 26 - Have you seen my screwdriver? Nice puzzle that is somewhat difficult and therefore appropriate for its position near the end of the rank. Not sure if my solution is intended or if I made the level harder on myself than needed, although the time limit seems quite tight on this level. Not a problem, though, since I love time limits in the game.

Disturbing 28 - Across the seven seas I probably made this much harder than necessary, particularly since I use the digger cancelling another twice in this level. Still, nice, somewhat tricky puzzle that's much different from the Harmless 5 version in that none of the lemmings are preassigned swimmers and so platforming across the water gaps is necessary.

Disturbing 30 - Point me to my training course Nice level to finish out the rank that takes some thought to solve. I might had backrouted the level, though, considering that I don't really make use of the bottom left exit. 

Disgusting rank

Ok, now we're finally starting to get into the tricky and more enjoyable levels, as I felt somewhat of a huge jump in difficulty starting with the first level.

Disgusting 1 - The Pit and the PenduLem Nice tricky level to start off the rank that requires some thought on the best route to take while also making sure that you're not being wasteful with the builders. I initially took the bottom route but ran into builder shortages and how to release the crowd.

Disgusting 3 - Funny little red buttons... Tricky puzzle to work out, but still a nice level. There's probably better ways than the way I solved the level, though.

Disgusting 4 - Thanks for the support! Other than fencing from the bottom of the OWW on the right side, not too different from the Mayhem version, although this level still manages to be slightly more difficult. Still, great puzzle that I didn't see as completely pointless.

Disgusting 5 - Snakes and ladders This is probably a huge backroute, although if one is familiar with the game, where ladders will get someone to the goal much faster, whereas snakes are the opposite, it's probably not. Ugh, again that hidden trap! :evil: Luckily, it's the only one. Still, I'm wondering how do you get the lizard trap to kill lemmings vertically instead of horizontally?

Disgusting 6 - Welcome to Hell! Whoa, those vertical pointing flamethrowers looks cool. I wonder if that's supposed to represent the devil. Also, you can destroy steel the way I did at the beginning????? Finally, my solution probably isn't intended, but I think this level is "anything that works here is fine" for you.

Disgusting 8 - Kentucky Fried Lemming Nice reference to KFC, which I absolutely love. Also, the writing in the level ;) Nice, easy puzzle! It was somewhat cool seeing the solution in action.

Disgusting 9 - The deck stacked against you Not hard, just extremely repetitive and as a result very annoying and boring.

Disgusting 10 - Skies aflame I must say, I laughed when I was reading through the comments for this level in this topic from those who thought this level was "impossible" just because swimmers aren't provided. Of course, I didn't fall for this schtick and figured that the lemmings must be preassigned swimmers and was pleased to find my speculation confirmed when I let the level play out for a bit. Nice easy puzzle and level!

Disgusting 11 - One-man building company I like the concept in this level, just finding the right place to build on the ground and the right time to clone the lemmings was a bit annoying.

Disgusting 12 - Witches of Salem Nice level! Obvious reference to the Salem Witch trials in history. Look at all of them witches flying through the updrafts with their glider. At least no one got executed or burned.

Disgusting 13 - The collapsing tomb I knew this was going to be a "things don't appear what they seem," so in a way I was somewhat ready for hidden traps. As I mentioned before, I resisted the urge to activate CPM, so I just took the hidden traps as I went or in some cases I would correctly guess where the trigger was. It is a bit annoying, but at least the level's not hard and it is quite short.

Disgusting 14 - The docks Nice puzzle in figuring out how to get the crowds up with stoners and builders. Interesting how I managed to get the right place to bash to the exit the first time.

Disgusting 15 - Throw me a lifeline Nice easy puzzle! Once again, that hidden trap :evil: Then again, I guess the disarmer provided should had been a hint to one being present. Is this the level that fails before the "Let's go" sound is heard?

Disgusting 16 - Marathon miner Ok, I solved the first version in almost the same way as its repeat, so pretty much no difference here other than all but two of the blockers need to be released.

Disgusting 17 - Mary had a little lem Nice standard "blockers contain crowd while the worker(s) forge the path" level with a new solution to Taxing 2 with NL skills.

Disgusting 18 - In memory of Steve Irwin Really nice looking level and nice tribute to the crocodile hunter. I don't think my solution is intended, considering that I don't use the pick-up skills at all. I could had easily saved 100% here by not using the right side of the level.

Disgusting 19 - Filling the gaps I used the stoner staircase in my solution. There's probably much better and easier solutions, though. Nice ceiling solution, though, and good puzzle for a version of Pillars of Hercules in Paralems.

Disgusting 20 - Get your a**es of the fence Oops, looks like you meant "off" instead of "of" in the title. Nice puzzle and definitely trickier than the original version that requires some thought to solve. I'm not sure what purpose the cloner serves.

Disgusting 21 - Twilems Nice puzzle that requires some thought to temporarily contain and delay the crowd while the worker lemming platforms the gap. I like the moon here.

Disgusting 22 - Tower of Babylem Ugh, more stacker staircases. Repetitiveness of skill assignments is getting really old in this pack by this point

Disgusting 23 - Three waves of Lemminism Nice level! Some thought is required to get the bottom crowds up to the exit, but not too difficult to do.

Disgusting 24 - Diggy Liggy lo Another nice level and puzzle!

Disgusting 25 - Omnomnom! This must be the other half of the Scylla monster that the hydra looks like from the Disturbing rank, Charybdis. Nice short and easy level.

Disgusting 26 - The prison cells Nice puzzle where you need to be efficient in your builder/platformer usage, as even though they seem to be plentiful you can run out of them if you're being wasteful.

Disgusting 27 - Tidal wave Not too much different from Cascade other than using a stoner to contain the crowd while a worker lemming forges the path and builds the splatform.

Disgusting 28 - Circuit Training My solution isn't that much different from the Disturbing 30 version.

Disgusting 29 - Underwater Hangar Ok, I didn't realize there were invisible updrafts here at all due to how I simply built up to the exit. I only found out from the comments of others here.

Disgusting 30 - Apocalems Now Nice puzzle to finish off the rank!

Abhorrent rank

Abhorrent 1 - The Walking Lems The first zombie level I have seen in a while. Nice easy level to start off the rank.

Abhorrent 2 - Lemming epigenetics I just realized that I could had done all of the splatforms at once rather than one at a time. Perhaps the time limit can be significantly reduced to enforce this. Again, cloning 40 times is pointless! Get rid of all but 5 of them and up the number of lemmings to 75.

Abhorrent 3 - Danger of breakthrough Nice puzzle where you have to time the assigning of walkers to make a small slowfreeze staircase in order to use one builder to bridge the water gap.

Abhorrent 4 - Journey to Emeria Pretty difficult level with the main challenge being to figure out how to use the builders in the level. Truthfully, after a couple of attempts I activated CPM just to make sure there wasn't a hidden exit or anything because it seemed impossible to reach the visible exit with the amount of builders given. Turns out that I didn't figure out the builders on the non-crystal platform correctly.

Abhorrent 5 - Don't lock me in! Nice somewhat tricky stacker puzzle!

Abhorrent 6 - Sneak past the guards Ok, I seriously thought that wasn't the exit in the middle there and that it was a find the hidden exit level. When I got surprised from mining and not finding any exit in the walls after a couple of tries, I then tried the middle. Guess I just need to familiarize myself with this tileset. This is still a really nice and easy level. Just two miners and a stack on both sides and done.

Abhorrent 7 - Inferi assault Nice puzzle in that the main challenge is figuring out how to contain the crowd and avoid the zombie threat. Once that is achieved, the rest of the level is easy.

Abhorrent 8 - Cave canem The trickiest part was avoiding the top trap. I probably just overcomplicated that part though.

Abhorrent 10 - Ready for takeoff! Nice level that managed to stump me for about 10 minutes. Nice red herring with the water gap where some might bridge that instead of using the builders to build up to the updrafts.

Abhorrent 11 - Pull the plug Nice level where the main challenge is figuring out how to dispose of the zombies. Once that is done, the rest of the level is easy.

Abhorrent 12 - Luring Lemmings into mouse trap Nice puzzle! Not trivial, but not too difficult either. I realized just now that I could had released the crowd as soon as the pioneer lemming collected the first miner pick-up :forehead:

Abhorrent 13 - The untouchables Nice easy level. A bit too much building, but at least the repeat is more interesting.

Abhorrent 14 - Sustain the population Ok, this was an interesting concept of racing to clone a left-facing lemming 40 times before the zombies became a threat, but it's still too much cloning repetitiveness >:(

Abhorrent 15 - Paving the way Not much harder than the original version, but at least you don't assign swimmers and gliders 40 times. The only thing I think is odd is how the lemmings didn't burn from the fire pit.

Abhorrent 16 - The opportune moment Nice somewhat tricky puzzle where you need to be efficient with your builders, as they run out surprisingly fast. Here, I thought the anti-splat pad was busted, and so I used the solution shown in my replay. That's probably because I didn't build or platform at the right place. I guess I forgot you need to be right on the spot with them and not just fall through the trigger area of it. A case of I need to reacquaint myself with the anti-splat object. Other than being efficient with your builders, the other main challenge is the tight time limit. It felt satisfying beating the clock on this level, actually. I am a lover of time limits in this game, after all.

Abhorrent 18 - The bee's knees Nice use of the digger-basher staircase in a level with no constructive skills. It is a bit strange to turn around by bashing into steel, but one must know that's what happens in order to turn the pioneer lemming around to rescue the crowd.

Abhorrent 19 - We are not invited? Nice short and easy level. Not sure if my solution is intended.

Abhorrent 20 - Help! Get the ratcatcher Nice level, but ugh again with all the floater assignments on the splat hatch.

Abhorrent 21 - Mafia methods Nice use of stoners to provide stepping stones to use builders until the exit is reached. It is a bit repetitive, but at least the level is short.

Abhorrent 22 - Who put that thing there? Yea, this level confirmed to me that I didn't build in the right place for the anti-splat pad to work correctly on Abhorrent 16. Nice, easy level where collecting the builder pick-up is absolutely necessary in order to complete the level. Here, I think I should had done it the other way around to lose less lemmings.

Abhorrent 23 - Buried knowledge Nice, tricky puzzle level with the main challenge figuring out how to get the zombies to disarm the traps and then to dispose of them afterwards while only 2 regular lemmings at most and not getting any more infected by them. I probably overcomplicated the solution, though.

Abhorrent 24 - Beam me up, lemmy! Ugh, that hidden trap at the bottom! Time was never an issue for me here at all, although it comes surprisingly close to running out. I certainly could had avoided that by releasing the crowd way earlier though.

Abhorrent 25 - Diggas in Paris The Eiffel Tower was one of my favorite places to visit when I went to Europe back in 2007. The design of this level is nice. Also, nice puzzle and solution of digging away the Eiffel Tower, although I shortcutted some of it. The exit isn't completely hidden, as at least the torches are visible.

Abhorrent 26 - Lems Going Their Own Way Not sure if this is intended, although at least not all the lemmings went to the same exit.

Abhorrent 27 - Resistance is futile The main challenge is figuring out how to avoid the lemmings getting infected by the zombie horde and disposing of it. Still, nice level.

Abhorrent 28 - Synchronised performance Nice puzzle. Not sure if my solution is intended, though.

Abhorrent 29 - Dispose of failed exemplars More challenging than the original version but still a nice puzzle figuring out how to contain the zombie threat and where the bomber holes should be so that the crowd can still continue to the right without falling to where the zombie horde is. Once done, the rest is easy.

Abhorrent 30 - Divided we fall Nice twist on Tricky 2 where the platform is in both directions and having each individual lemming dig, although in my replay I missed a couple of individual lemming assignments.

Demented rank

Demented 1 - A God's task Nice and easy no terrain level with infinite amounts of all skills to start off the rank.

Demented 2 - Aerial bombardment Nice puzzle that requires some thought and timing on how to get rid of the zombies.

Demented 4 - Rest for the Wicked Much more interesting than the original version with a nice solution.

Demented 5 - Under the bridge Nice tricky puzzle with a nice solution. Some thought is needed on how to contain the crowd, as well as realizing that the swimmer pick-up is a red herring

Demented 6 - ElemEnts This was also a nice tricky puzzle, especially with how to get the bottom crowds up to the exit. There's likely better and easier solutions than what I did, though. In particular, I avoided the slowfreeze completely, so that probably made my life a bit harder on this level. I do like how each entrance spawns a different special group: top left gliders, bottom left swimmers, top right disarmers (even though there's nothing to disarm in this level), and bottom right climbers.

Demented 7 - Shallow water. Diving prohibited Nice reference to the warning that swimming pools display at the shallow end. Harder than the previous two levels. I initially tried to make them move downwards with stoners to avoid the clam trap, but after a while I gave up on that and simply relied on compression to pass the level ;)

Demented 8 - AlLemhu akbar! Probably one of the few levels where players will be so glad for timeless bombers, as each bomber has to be used right when the lemming touches the wall.

Demented 9 - Make yourself useful Wow, I like this level a lot. Really cool concept of releasing the right zombies in the right order with a bomber so that they can clear the path for the regular lemmings. In particular, releasing the swimmer zombie to provide a stepping stoner for the left-most zombie to detonate the trap and clear the way for a regular lemming to hit the button, and releasing the disarmer zombie first to allow the climber zombie to detonate the trap to clear the way for the top button. Once that's done, the rest is easy.

Demented 10 - Can you get it for me in time? Nice race against the clock combined with collecting the pick-up skills in time before either lemming is in danger.

Demented 11 - We're falling left and right The last of the infamous WAFD versions for the Paralems pack. Not that much different from the version in the previous rank concept wise, where instead of a splitter a cloner is used multiple times on a right facing lemming. Then the same solution as usual applies. Again, cloning several times is really old long before this point.

Demented 12 - Attack of the Clones Not sure if my solution is intended, particularly since I avoid the radiation completely and that the timer is long enough for the lemmings to exit before they can explode.

Demented 13 - Only over their dead bodies I really like this level as well. The main challenge is getting one zombie to use the radiation to blast a hole in the thin floor, while the other zombie avoids the radiation and uses the slowfreeze to provide a stoner stepping stone for a lemming to platform to the exit. Nicely done! :thumbsup:

Demented 14 - It's Raining Lems - Hallelujah! Ugh, again with the repetitive assign a floater to every lemming :evil: Here, I did it just like that one level from Lemmings Revolution where pause is disabled. Easy and short level otherwise.

Demented 15 - Let Down Your Lems Obviously the title is a reference to Rapunzel and her long hair. The concept here is cool, but ugh, the repetitiveness of stoning to make a really nice long, high stoner staircase. Here, I worked on both ends. That part is easy to figure out, but it's still a tricky level trying to figure out how to get one of the bomber pick-ups and avoiding the rope trap.

Demented 16 - Break my fall Well that's not cool hiding the anti-splat pad. Luckily, it's right below the splat pad, and it's still probably easy to figure out that something else must be going on considering no gliders or floaters are provided. Still a nice puzzle. Not sure if my solution is intended, considering I have some leftover bombers and stoners.

Demented 17 - Detonate on collision This seems like a really bad backroute, considering all that's needed is one lemming to use the radiation and timing it to glide to use the correct updrafts and bomb a hole in the right place in the wall. Then again, it probably is intended and the rest of the skills are decoys.

Demented 18 - Halt the execution In contrast to the original version, this is a way more interesting level where you need to send one lemming each to save both splat hatches before you lose too many lemmings to splatting. There might be better and easier ways than my solution, though, considering that I was being quite wasteful with my builders.

Demented 19 - Maze of omnipotence This seems like a backroute, but I'm not sure.

Demented 20 - The Lempire strikes back Not sure what the purpose of the zombie horde is for, considering they were absolutely no threat. Also, I'm not sure if my solution is intended, since I have so many skills leftover.

Demented 21 - Isla de Muerta Very interesting variation of the original, where this time the regular lemmings spawn on the far left and right entrances, while the zombies spawn on the central island instead of the other way around. The zombies are no threat at all, considering that you don't even need to build past them, so the challenge instead is making sure you don't lose too many swimmers to the deadly edges

Demented 22 - No idea what you're thinking of Not sure what the purpose of this level is. Inverted terrain maybe?

Demented 23 - Parkour of pain Nice puzzle. Not sure what the cloner is for.

Demented 24 - Lake of the Dead Not sure if my solution is intended. The sound of swimming zombies got very annoying after a while, but I probably brought that on myself considering that I 99ed the RR pretty early while the path was still being built.

Demented 25 - Six heroes, one destiny Nice easy puzzle to round off the last of the plain levels before the final 5 of being special in some way.

Demented 26 - Trust no one Is this the ultimate trolling level you were referring to in the OP? If so, I say it wasn't that bad of a level, considering I solved it in just a few minutes. I initially took the top, but ugh hidden traps once more! Also, not sure if the lemmings are supposed to survive the hidden fire pits in the basher tunnel. With the exit visible and the pre-text for the level, I figured that it had to be fake steel, and indeed it's nice that my speculation was correct when I was able to dig through it. Once again, I didn't activate CPM at any time while I was playing this level just to see if the level really lives up to its trolling potential. So, I'm probably one of the few people where this level didn't make me rage at all despite not having used CPM.

Demented 27 - You can't even The level in the pack where no skills are provided and the only thing you can adjust is the RR. This one took me several tries and a lot of trial and error to determine the optimal RR. In several attempts I was short 1 lemming due to the time running out. Some more tweaking and then I was slow by a second. Then I finally succeeded and ended with 4 second remaining.

Demented 28 - Dark fate of Atlantis A level that's entirely underwater, a reference to the city of Atlantis sinking. Ugh, not only did that hidden trap take me by complete surprise, it also annoyed the heck out of me. I initially used stoners to push the swimmers down to avoid the needle trap. Also, I thought the exit on this level was busted for a really long time. I was so confused when the lemmings wouldn't exit when they were swimming on top of the water right where the exit is. I even tried making a stoner staircase and having the lemmings walk to the center at the top of the exit, and they still didn't exit. After a while, I activated CPM just to make sure what I was trying to do was really the goal/exit. Indeed, CPM is of absolutely no use here, as you can't even see the trigger area of the exit. I remember I was about to report this level as broken to you, but I'm glad I played around with the level some more and was finally able to get them to exit. Turns out the trigger area is really down there where the floor is.

Demented 29 - IT'S FEEDING TIME! Ok, I definitely made the solution a bit more difficult than it needed to be. I think in Old Formats it's possible to disarm traps while platforming/building, but in New Formats it is not possible to disarm, so there's definitely inconsistencies between Old Formats and New Formats. Then again, I believe that happened in a United level, so maybe not completely inconsistent. Somewhat nice looking level with an abundance of traps everywhere. Even then, what makes this unique as part of the final 5 levels of the pack?

Demented 30 - Winter is here Ok, not sure if you intended for the player to find some way to kill all the zombies so that the regular lemmings are completely out of harm's way before forging the path to the exit. I guess the 80 RR was just right to still get the zombies killed by the icicle trap, as the second nearby zombie nearly gets by without getting killed. Even then, the time limit is quite tight if you wait for the glider zombies to die first. So I guess what makes this level unique for the final 5 levels is how it's full of zombies? 

Wow, it took me a very long time to write all of this feedback, I beliee a total of 6 hours or more. I certainly have my detail-oriented mindset to blame, as well as how I had to take the time to look through the levels in the NL player and let some of the replays play out so that I can remember what I wanted to say/write. Not to mention that I decided to wait until I finished the entire pack before sending replays and my feedback. Well, I think when I do Pit Lems I'm going to avoid this by probably sending feedback after a rank or two rather than complete the pack first and doing what I did with Paralems.

Anyway, if you ever decide to look at my replays and feedback, I hope you find both useful. I'm definitely looking forward to your new packs.
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

Strato Incendus

6 hours for writing this feedback? :lem-mindblown: Thanks a lot for your effort and your extensive input... I gotta say, though, you clearly subjected this pack to a level of scrutiny it probably doesn't deserve. :P

As you know now, my old laptop died this weekend. Paralems, Pit Lems, and Lemmicks were all not part of my Dropbox. The packs are so old and have been completed for a while though that I assume they should all still be on my external hard drive in the current version - because back then, I only backed things up on the external hard drive. If they aren't there in the latest version, I can still download the pack from the forums again like anyone else, and then just use level dump to retreive the single levels.

I believe level dump should also work in NeoLemmix 1.43? So that in a pinch, I could also do this for Lemmicks? ???

I think I already considered this option after the crash during World Tour development. Because I remember stressing that I was wise enough not to disable level dumping. (I think so far I've only seen Colorful Arty disable it on Old-Formats SubLems, so that nobody could "steal" his "artworks", I assume :evil: .) In New Formats, every pack consists of the single level files anyway; but in Old Formats, opening a pack in the player and then using level dump was the primary way of extracting and isolating the individual level files from a pack.

Thus, when all else is lost, I should be able to regain access to editable level files for my three Old-Formats-exclusive packs (Paralems, Pit Lems, Lemmicks) again. Some of my replays might be gone, though - I'll have to check. I recently copied my entire Old-Formats Replay folder into Dropbox, so Paralems and Pit Lems replays should be there, but Lemmicks is a different thing once again.

Just saying in advance, I can't guarantee for anything. ;) At least now I have somewhat of an excuse, from a technical standpoint - instead of just "this was my very first attempt at making a pack and I don't really care anymore."


Let me address a few of your comments now; I won't go into specific levels here, I'll save that for when I've watched your replays.

Spoiler
Repetitive skill assignment: Yes, I've come to know later on that some players don't like this, even for numbers of lemmings as small as 10 or 20. In original Lemmings, it's somewhat common, though: The four instances of "We all fall down" are probably just the most infamous examples. Because technically, "Bitter lemming", "Only floaters can survive this", "Smile if you love lemmings", and even potentially "Just dig" can qualify for this as well, just to name a few. Also, original Lemmings has a lot of Builder fests, which also means repetitive skill assignment, only to the same lemming instead of many different ones, in this case. And as I said in the starting post, this pack follows original Lemmings philosophy, this is one of the things that go along with that. ;)
In contrast, Lemmings Open Air will follow original Lemmings aesthetics (with regards to graphic sets and abstract level shapes, rather than the "paintings" of the Hydra, the Death Titan etc. you find here), but NeoLemmix philosophy when it comes to level solutions.

QuoteDisturbing 16 - The Wall (Part II) Clearly a reference to the POTUS and his wall that he keeps mentioning but hasn't done anything >:( and his supposed promise of making "America great again." Also, I truly hope you are NOT a Trump fan. I'm not going to be happy if you are.

You think I'd be poking fun at him if I were? :P I'm just watching that entire circus from a safe distance here in Germany.
I've even made Trump lemming sprites with blonde-died hair and orange skin, and the example screenshot I uploaded in the custom sprite recolourings thread was taken from a New-Formats conversion of this level. Meaning, Trump now has to get over (or in this case: under) his own wall. :evil:

In New-Formats Lemmings World Tour, I think I've included the Trump sprites on a New York level, "Lempire State of Mind". That solution happens to require Bombers... which is not a political statement either :evil: Since the pack was made for Old Formats originally, the solution was invented long before the sprite set was designed.

QuoteDisturbing 24 - Face the Hydra! The best looking level of the rank! It's like a Scylla monster.

[Greek mythology technicality police]
Well, actually, Scylla was a spider with several dog heads, and had to be overcome by Odysseus / Ulysses in the strait of Messina, on his long journey back to Ithaca after the Trojan War. :P
The Hydra is the one with the snake heads, indeed - where, depending on which version of the story you read, cutting off one of its heads either lead to it just regrowing the head, or growing two heads, or even three. And that beast is from the story of Herakles / Hercules; it was one of the ordeals he had to overcome to achieve divinity.
[/Greek mythology technicality police]

Also, a crab came to the Hydra's aid during the fight. Since NeoLemmix doesn't have crabs (unless somebody ports the one from Lemmings Revolution), I had to resort to one of the clams from the L2 Beach tileset.

QuoteDisturbing 23 - Srpski level Not sure what the first level of the title means. Bit trickier than some of the other levels in the rank, although not too hard given the abundance of builders.

It means "A Serbian Level". In Serbian. ;) The words placed over the level ("nebo", "krv", and "smrt") translate to "Heaven", "blood", and "death". Quite fitting with whatever words were featured on original Lemmings levels using the Fire tileset (at least "Heaven" and "death" were definitely written over some of DMA's levels).

QuoteDisgusting 20 - Get your a**es of the fence Oops, looks like you meant "off" instead of "of" in the title.

Yes, a typo - thanks for spotting it! :D

QuoteDisgusting 25 - Omnomnom! This must be the other half of the Scylla monster that the hydra looks like from the Disturbing rank, Charybdis. Nice short and easy level.

Actually, it's supposed to be that maw-shaped creature with tentacles from Star Wars Episode VI: Return of the Jedi. ;) The beast on Tatooine that's supposed to serve for Luke's and his friends' execution when they're made to walk the plank - and that ends up devouring Boba Fett. I've also included a Jawa sand crawler on the level sides.

QuoteAbhorrent 25 - Diggas in Paris The Eiffel Tower was one of my favorite places to visit when I went to Europe back in 2007. The design of this level is nice. Also, nice puzzle and solution of digging away the Eiffel Tower, although I shortcutted some of it. The exit isn't completely hidden, as at least the torches are visible.

Thank you very much! ;) Then you're certainly going to enjoy revisiting this level in Lemmings World Tour. :D Because it refers to both a song and a geographical location, it was an auto-include in that pack.

QuoteDemented 15 - Let Down Your Lems Obviously the title is a reference to Rapunzel and her long hair.

I'm not sure it's that obvious - I think you might be the first one who got it. ;)
Quote
Demented 16 - Break my fall Well that's not cool hiding the anti-splat pad. Luckily, it's right below the splat pad, and it's still probably easy to figure out that something else must be going on considering no gliders or floaters are provided.

Yep, guilty as charged - I didn't know about the option of unticking "no overwrite" for objects back then, so that they would be displayed on top of terrain. More than that, when we were discussing hidden traps back then, I myself brought up this level (no one had complained about it so far), and said I had no idea how else to accomplish this. And Nepster actually responded by calling it a great level and agreeing with me that sometimes, hiding objects can't be completely avoided. :evil: So even he as a much more experienced player didn't think of this simple solution.

Because I like the puzzle, this level is already set to be a part of "Pit Lems Remastered", and yes, don't worry, the anti-splat pad is visible there. Just like the hatch labels on levels such as "Volunteers first!", or "Skies aflame" (the latter is already part of Lemmings World Tour, with labelled hatches in both versions). New-Formats NeoLemmix applies these labels to hatches automatically anyway.

QuoteDemented 20 - The Lempire strikes back Not sure what the purpose of the zombie horde is for, considering they were absolutely no threat. Also, I'm not sure if my solution is intended, since I have so many skills leftover.

They never really seem to be a threat for anyone else but me ;) . In my intended solution, they all drop into the pit with the slowfreeze (i.e. the chamber with liquid carbonide ;) ), and as they stone one by one, slowly that pit fills up, until eventually the remaining zombies can walk over it and straight towards the crowd.

QuoteDemented 22 - No idea what you're thinking of Not sure what the purpose of this level is. Inverted terrain maybe?

No... just another case of "painting" with level tiles and leaving the interpretation up to the viewer / player. That said, the level did suddenly get a purpose when I had to find a fitting depiction of a certain AC/DC song for Lemmings World Tour, and thus the level was included on the Rockstar rank under a different name.

QuoteDemented 25 - Six heroes, one destiny Nice easy puzzle to round off the last of the plain levels before the final 5 of being special in some way.

I think all the inhabitants of Mata Nui will not be amused by you calling a level retelling the saga of their six heroic Toa "plain". :P

QuoteDemented 29 - IT'S FEEDING TIME! Ok, I definitely made the solution a bit more difficult than it needed to be. I think in Old Formats it's possible to disarm traps while platforming/building, but in New Formats it is not possible to disarm, so there's definitely inconsistencies between Old Formats and New Formats. Then again, I believe that happened in a United level, so maybe not completely inconsistent. Somewhat nice looking level with an abundance of traps everywhere. Even then, what makes this unique as part of the final 5 levels of the pack?

To my knowledge, a Disarmer should always stop building, platforming, or performing any destructive skill when he moves into a trap trigger area, in order to then perform the Disarmer animation instead. Disarmers are only unable to disarm when they fall / glide / swim / shimmy through a trap, because then they don't stand on solid ground. I think climbing through a trap shouldn't work either, but a Climber's position is technically one pixel inside a wall, i.e. on terrain. As you might remember, this is quite relevant for the Lemmicks level "Do not fear" ;) .

The point of this level was simply to be the ultimate animal trap level, to hammer home the theme again and feature as many different hungry beasts as I could cram into one level. ;) Thus, it's definitely going to be part of Pit Lems Remastered.

QuoteDemented 30 - Winter is here Ok, not sure if you intended for the player to find some way to kill all the zombies so that the regular lemmings are completely out of harm's way before forging the path to the exit. I guess the 80 RR was just right to still get the zombies killed by the icicle trap, as the second nearby zombie nearly gets by without getting killed. Even then, the time limit is quite tight if you wait for the glider zombies to die first. So I guess what makes this level unique for the final 5 levels is how it's full of zombies?

In an earlier version of the pack, the player could just wait for all the zombies to die by themselves before putting the solution into place. Now this should no longer be possible - but maybe you've found another way to "wait for the storm to pass" instead. (This is the way nin10doadict understood the title - when it was actually just a really obvious Game-of-Thrones reference, just like the first part of "The Wall". ;) )
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

kaywhyn

Quote from: Strato Incendus on September 26, 2020, 10:57:55 PM
6 hours for writing this feedback? :lem-mindblown: Thanks a lot for your effort and your extensive input... I gotta say, though, you clearly subjected this pack to a level of scrutiny it probably doesn't deserve. :P

Yup, no joke. It really did take me that long to write the feedback. You're probably right there, but I did do the same thing when I sort of revived Lemmicks by playing it and sending you feedback on its level pack topic earlier this year ;P

Remarks to some of your comments, also in spoiler form:

Spoiler

Quote
QuoteDisturbing 16 - The Wall (Part II) Clearly a reference to the POTUS and his wall that he keeps mentioning but hasn't done anything >:( and his supposed promise of making "America great again." Also, I truly hope you are NOT a Trump fan. I'm not going to be happy if you are.
You think I'd be poking fun at him if I were? :P I'm just watching that entire circus from a safe distance here in Germany.
I've even made Trump lemming sprites with blonde-died hair and orange skin, and the example screenshot I uploaded in the custom sprite recolourings thread was taken from a New-Formats conversion of this level. Meaning, Trump now has to get over (or in this case: under) his own wall. :evil:

Well, it wasn't exactly clear from the level itself if you were making fun of Trump or not. However, thank you for clearing this up and saying that you're not a Trump supporter. It should had been quite clear in my feedback that I'm not a fan of him. He never should had been POTUS in the first place, and I never was, and never will be, a Trump supporter. Practically anytime someone mentions his name and voices his or her support for him will have pushed my berserk button. However, since politics is a very controversial subject and I rather not engage in such conversations, I'm going to stop now and leave it at this. Trust me, in a way I still have PTSD from the night of November 8, 2016, which was the Presidential Election Day and never thought I get through that night after he won. It hit me really hard the following day, and it was so hard for me to hold back my tears.

Quote
QuoteDisturbing 24 - Face the Hydra! The best looking level of the rank! It's like a Scylla monster.
[Greek mythology technicality police]
Well, actually, Scylla was a spider with several dog heads, and had to be overcome by Odysseus / Ulysses in the strait of Messina, on his long journey back to Ithaca after the Trojan War. :P
The Hydra is the one with the snake heads, indeed - where, depending on which version of the story you read, cutting off one of its heads either lead to it just regrowing the head, or growing two heads, or even three. And that beast is from the story of Herakles / Hercules; it was one of the ordeals he had to overcome to achieve divinity.
[/Greek mythology technicality police]

That's why I said "like," not that it "is" Scylla. I don't think "spider" is quite correct either. I think sea monster is a more accurate description, where Scylla consisted of a woman monster with dog heads on her body. And yes, I know the Hydra is more snake-like in appearance with snake heads and am familiar with the myth of it reproducing heads every time a head was cut off and that defeating it was one of Heracles' labors. I think another thing I didn't know is that the Hydra is generally a female? I always thought it was a male.

QuoteDisgusting 25 - Omnomnom! This must be the other half of the Scylla monster that the hydra looks like from the Disturbing rank, Charybdis. Nice short and easy level.
QuoteActually, it's supposed to be that maw-shaped creature with tentacles from Star Wars Episode VI: Return of the Jedi. ;) The beast on Tatooine that's supposed to serve for Luke's and his friends' execution when they're made to walk the plank - and that ends up devouring Boba Fett. I've also included a Jawa sand crawler on the level sides.

Interesting. I haven't seen this episode of Star Wars, so I'm not familiar with it.

Quote
QuoteDemented 15 - Let Down Your Lems Obviously the title is a reference to Rapunzel and her long hair.
I'm not sure it's that obvious - I think you might be the first one who got it. ;)

I grew up with a lot of Disney films and am quite familiar with a lot of the fairy tales, so yes, Rapunzel is well-known to me ;P

Quote
QuoteDemented 25 - Six heroes, one destiny Nice easy puzzle to round off the last of the plain levels before the final 5 of being special in some way.
I think all the inhabitants of Mata Nui will not be amused by you calling a level retelling the saga of their six heroic Toa "plain". :P

The Mata Nuiy who who? Obviously I don't know what that is. Fair enough, I guess "plain" was the wrong term and that I couldn't think of a better way to describe the final level before the special final 5 levels with some kind of gimmick: Ultimate trolling, no skills level, completely underwater level, and the other two which I'm not sure how to describe. Speaking of which, you didn't confirm for me if I was right about Demented 26 - Trust no one being the "ultimate trolling level." I still don't know which level that description belongs to, but I'm somewhat certain that it is Demented 26.
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

Strato Incendus

Well, at least Trump made me aware of the schmoyoho YouTube channel: A group of siblings that applies Melodyne (a pitch correction software for singers, often incorrectly referred to as "Autotune" - because there's nothing automatic about it, you can manually draw in the pitches) to TV interviews and also political debates. One of their other songs, which was "sung" by Tom Brady, also made it into my upcoming pack Lemmings, Drugs, and Rock 'n Roll.

QuoteThe Mata Nuiy

Mata Nui is both the name of an island, as well as of the main divinity, in the Lego Bionicle universe. The Toa (Maori for "warrior") are the six heroes the story revolves around. The inhabitants used to be called Tohunga, but apparently that's a title of some type of shaman in the Maori language. So they changed the term for the inhabitants into "Matoran" after just 1 or 2 years. Which seems more fitting anyway as it sounds more similar to the name of the island.

Bionicle started in the early 2000s and lasted in its original form for about a decade. After that, Lego tried to reboot it, but I don't think the new versions of the toys ever achieved the same level of popularity.

The level "Six heroes, one destiny" was actually playing the soundtrack of the first Bionicle movie in my personal version. But of course, those tracks are copyrighted, so I can't share them.
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

kaywhyn

Quote from: Strato Incendus on September 27, 2020, 10:32:40 AM
The level "Six heroes, one destiny" was actually playing the soundtrack of the first Bionicle movie in my personal version. But of course, those tracks are copyrighted, so I can't share them.

Oh yea, I'm sure I would had enjoyed the pack far more than I did had the levels played the custom music tracks instead, but it's like you said, you can't due to copyright issues, and so I played the pack with the Dos soundtracks, which are the ones that I grew up, although I later owned the CD version and so I grew up with that soundtrack as well.
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0