[NeoLemmix] Lemmings World Tour [Difficulty: Medium]

Started by Strato Incendus, September 17, 2018, 04:36:14 PM

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Strato Incendus

The gargantuan is here.




Download the pack

Download the music
Download the styles folder
(You're going to need the styles folder since some graphic sets have had additional pieces added to them.)

:compat-new:

:compat-ver-10-13::compat-yes:

Lemmings World Tour features a massive 320 levels, divided evenly into eight ranks with 40 levels each:
Noisemaker, Amateur, Professional, Diva, Rockstar, Legend, Encore, and Groupie

The core premise is that of a musical band of lemmings touring the world.
Hence, all levels (with just a couple of rare exceptions) are based on song titles, especially songs that refer to specific geographical places.

The music consists entirely of real instrument versions of the classic Lemmings and Oh no! More Lemmings music.
All instruments were played, recorded, and mixed by myself.

So please credit me if you use these in your packs - this is handmade stuff, after all! :D

LWT also features a new graphic set called Instruments (see below), which I have released for editor usage in my graphic set thread. This graphic set is available for both Old and New Formats.

Disclaimer: This pack uses a lot of graphic set mixing for artistic purposes. The downside of this are occasional to regular crashes when loading up a level preview screen.
This is not going to harm your progress on the game or inside a given level in any way. Simply restart NeoLemmix and reselect the level via the level selection menu.


I tried arranging the levels in such an order that there shouldn't be too many heavy tileset mixing-levels in direct succession, but I couldn't get rid of the crashes completely.

There are also a couple of talismans to make some select levels from the first ranks a little more spicy.

On to the ranks!

Noisemaker
This rank is sort of a pre-rank to the main pack. Hence, it has Oh no! More Lemmings music playing throughout. Rather than doing standard introductory levels to the different skills and X-of-everything levels, like many other packs, you'll be taught a small number of skills in various combinations with each other. This way, the player can get familiar with a lot of the standard skill tricks in NeoLemmix. Expect predominantly small puzzles here, no huge any-way-you-want levels, and a lot of pre-level text screens.
Noisemaker Intended Trick List
Level 01, "I clicked a Lem; I liked it!": Destructive skills tank on steel, constructive skills turn around when building into terrain.
Level 02, "I love Rock 'n Roll": one lemming will always slip past a stacker at release rate 1 or higher (with a single hatch)
Level 03, "Into the pits": Basher- and Digger pits to contain lemmings
Level 04, "Going under": It is more efficient to go through larger chunks of terrain in one piece than to waste destructive skills on single smaller obstacles.
Level 05, "Over the rainbow": turning around Miners and Builders with Blockers
Level 06, "Ordinary world":1-of-everything level
Level 07, "Pick me up before you go-go": pickup skills, pre-placed lemmings
Level 08, "Glide and joy": to turn around a lemming on an even steel surface, you can build, then dig, then build into the remnants of the first staircase
Level 09, "Grenade": use release-rate increase to get past triggered traps
Level 10, "Noel nouvelet": 1-of-everything level with NeoLemmix skills
Level 11, "Can't stop this thing we started": build across Digger shafts to force lemmings to fall through facing in one direction only (=Dolly-Dimple trick)
Level 12, "We're not gonna take it": cut off a Builder's staircase behind him to isolate him as a pioneer
Level 13, "Paranoid": horizontal one-way arrows can be dug into, but vertical one-way arrows can't be bashed through
Level 14, "Digital world": exit buttons; digging to create a Climber path
Level 15, "Octopus's garden": introduce the Disarmer, and the fact that Strato likes animal traps! :P
Level 16, "Jump!": six-pixel jumps
Level 17, "How to save a life": using Stoners as stepping-stones for Builders; getting a second pioneer lemming by trapping the crowd at the foot of a wall and then having one lemming glide over whatever is holding the others back
Level 18, "Stop and stair": three-builder wall, sealing off Basher tunnels with Builders (reverse logic of level 12)
Level 19, "Lemming, I hardly knew ya!": It is possible to fall and climb through Blockers; this allows you to free them with Diggers.
Level 20, "Flight of the bumblebee": the flying-Builder trick (building in mid-air before the Digger falls down)
Level 21, "Rainbow in the dark": cancel one Miner with a Miner into the opposite direction
Level 22, "Locked away": Climbers can be contained by putting constructive skills at the top of straight walls
Level 23, "Shatter me": assigning Floaters and Gliders early or late to influence their speed
Level 24, "Hells bells": making Miners continue with Builders
Level 25, "Bash to you": Bashers can move down slopes
Level 26, "Don't stop me now": cancel one Digger with a Digger looking in the opposite direction --> re-use the Dolly-Dimple trick from Level 11 at the end!
Level 27, "Don't bring me down": You can move Bashers down (see level 25) by digging under them while they are bashing.
Level 28, "Bashing through the snow": cancelling Bashers mid-swipe with Walkers and Builders
Level 29, "Behind blue eyes": isolating a pioneer lemming from behind the crowd instead of from the front
Level 30, "In the army now": using terrain to turn lemmings around before destroying it to let them through in the opposite direction (adaptation of the Dolly-Dimple logic)
Level 31, "The one that go away": using lemmings slipping past Stackers to your advantage
Level 32, "Where them Lems at": using Basher tunnels in creation to turn lemmings around that couldn't turn around anymore once the tunnel is completed
Level 33, "Mein kleiner grüner Kaktus": using Blockers to cancel Diggers that only dig on the edge and don't have terrain right beneath them
Level 34, "Takes two to tango": the double-Builder turnaround (having two Lemmings build right next to each other will cause the one on the front to bump against the staircase of the Builder behind him and turn around)
Level 35, "While my Lemming gently builds": applying the logic from level 32 to use a Builder staircase in-creation to get a lemming across a water pond; once the Builder is finished, this path is closed off completely
Level 36, "Pull me under": putting a Blocker on a staircase to later free him with a Basher
Level 37, "Running up that hill": Bashers can also slope up (see level 25) when facing towards indestructible terrain at a low angle
Level 38, "Rock, Paper, Scissors": Stackers can be used to fill the space between a Stoner's hands and feet, thereby creating a straight wall of 6 pixels in height, which the Lemmings can jump (see level 16) over
Level 39, "Vegas Lights": Stoners can be used to make Swimmers dive
Level 40, "Absolute beginners": Many newbie solutions involve excessive use of Blockers and/or Builders - start looking for approaches without either of them (only for the talisman)!

Octopus's Garden

Vegas Lights


Amateur
This rank kicks off the rotation of the main lemmings tracks. The first levels group the different skills by type and direction of movement, the latter teach the player various advanced objects and how to interact with them. Level pre-texts are still pretty common here, but after that, you should be equipped with everything you need to know! :)
Amateur Intended Trick List
Level 01, "It's a long way to the top": all upward-moving skills
Level 02, "Timber (It's going down!)": all downward-moving skills
Level 03, "Walking on sunshine": all horizontally-moving skills
Level 04, "Stairway to Heaven": all diagonally-moving skills
Level 05, "Sugar Baby Lem": all destructive skills
Level 06, "Cliffs of Dover": all constructive skills + Climbers can get over Stackers, but not Stoners
Level 07, "Join me in death": all lethal and "reviving" skills
Level 08, "Who let the dogs out?": Disarmers + pickup skills
Level 09, "Greensleeves": pre-assigned-skill hatches, re-use the Stacker-Stoner trick (Noisemaker 38, only for the talisman)
Level 10, "I like to move it, move it!" splitters
Level 11", Whole lotta Lems": using destructive skills to create Climber paths
Level 12, "Smoke on the water": using water to break falls
Level 13, "Ayo Technology": radiation - using Blockers and Cloners to navigate radiating lemmings
Level 14, "Meet me halfway": Miners and Builders can cross through each other and both continue
Level 15, "Ring, Ring": re-using previous tricks (Stackers create Climber paths, lemmings slip by Stackers, building into terrain or bashing into indestructible terrain to turn lemmings around)
Level 16, "Slide it in": Gliders and Floaters can exit mid-air
Level 17, "Float": Swimmers will always move to the top of water areas, and Gliders will always move to the top of updrafts
Level 18, "Tears in Heaven": using one-way fields to turn around Miners and possibly Builders
Level 19, "Holding out for a hero": pre-assigned skills to pre-placed lemmings
Level 20, "Take me to your Heaven": teleporters
Level 21, "You can't play with broken Lems": anti-splat pads
Level 22, "Firework": using the nuke to bomb towards the exit; re-use turning a lemming around in a Basher tunnel (Noisemaker 32)
Level 23, "Fields of gold": one-use traps
Level 24, "Wonderwall": bouncing Bashers off of Blockers and one-way fields
Level 25, "Radioactive": using radiation as a tool to bypass radiation as a trap
Level 26, "Like ice in the sunshine": slowfreeze
Level 27, "Don't fear the Reaper": compression method to get past traps (re-use logic from Noisemaker 9)
Level 28, "Zombie": zombies

Starting from level 29, the levels are open-ended. The landscape levels also start showing up from here.

Georgia on my mind

God gave Rock 'n Roll to you


Professional
You're ready to visit more different locations in the world now. Additionally, there are levels focusing on one specific skill, but requiring all the tricks you can do with that particular one!

Streets of London

Queen of Chinatown


Diva
Some people can hit notes that leave the audience wondering how the heck they are doing this. And that is also a question you might ask yourself here, since the solutions become more and more whacky and obscure.

Don't cry for me, Argentina

My Lems will go on


Rockstar
Do you know how to command a crowd? Can you contain them when you have to, and make them move when you want them to?

Hollywood Hills

Berlin


Legend
The songs in here have gone down in history and will be remembered just as long as the people who played them!

Lemmingrad

The Phantom of the Opera



Encore

These are all levels from my preceding packs (Paralems, Pit Lems, and Lemmicks) that are also based on song titles. Conveniently, there were pretty much exactly 40 of them :) . Some have different solutions now, though, especially those from Lemmicks, due to the gimmicks they relied on being absent.

We are the Lempions

All along the watchtower


Groupie
Here you find levels by Colorful Strato and incendoadict :) : This is me making levels in the style of other forum members! I still tried to find appropriate song titles for most of them, but that rule isn't as strict here as on the main ranks. Can you guess who these two levels here are inspired by? ;)

Take a Byte

What does the fox say?

If you've made your guesses, here you find the solutions ;) :
Groupie rank level list

Level 01: When the cat's away...
nin10doadict. His level "Yum Yums" was the first to really introduce me to Raymanni's Food tileset. Plus, I just wanted to make a level with a cat in a kitchen :D . Since nin10doadict was the first one to ever LP a pack of mine, the honour of opening the Groupie rank goes to him. Signature element, aside from the cat trap, obviously, is the compression method required at the end.
Level 02: That's a hard level that is!
Flopsy. Hence, it uses all of his graphic sets that were available at the time of the creation of this level in conjunction (Star Zone and Scrap Brain). Aside from being a standard Hard-for-Flopsy level with release rate 99 and Lemmings headed for immediate death, it also contains a glider-stoner combination at the beginning that's pretty whacky. I didn't know back then that glider-stoner stuff was another Hard-for-Flopsy trademark, though :) . It just happened, and now I'm glad it's in there, because it just fits perfectly! Also, back when I made this level, I didn't know yet either that Flopsy had made Hard-for-Flopsy levels himself in SEB Lems. So yeah, it's both a level "inspired by Flopsy" as well as "hated by Flopsy".
"Poking fun at how people talk-count: 01" :evil:
Level 03: Waking up the neighbours
Proxima. Look to his post at the beginning of the thread, he basically outlined everything perfectly :) . "Waking up the neighbours" was chosen because a) Proxima means "the neighbour" in Latin, and b) because some of the lemming crowds can break into the neighbouring "rooms" / disjoint unions, creating a solution with the single chambers interacting with each other.
Level 04: Praise be to God!
Colorful Arty. This level combines pretty much everything I wanted to put into it: A "Boss fight" level, as they appear at the end of each rank in SubLems; a level with a very small number of Lemmings (4); one that uses one of Arty's tilesets (Lego); one that requires two skills to pass through each other (digger and basher); and, finally, if you actually carry out that solution, guess what you get? A cross! :thumbsup:
I combined Lego and Sky to create the "cliché image" of a God as a face in the Sky with a big white beard. And since "thou shalt not make for yourself an idol" - in German, people translate this as "you shall not make for yourself an image of God", i.e. don't try to imagine what he looks like - the level in itself also creates a great justification to destroy the landscape with bashers and diggers. These Lemmings aren't attacking God, you know; they're merely destroying an image that shouldn't have existed in the first place. :D
"Poking fun at how people talk-count: 02" :evil:
Level 05: No true Scotslem
Nessy. Okay, I know he's not actually Scottish ;) . But this level doesn't claim to be a true Scotsman, does it? It's a level pretending to have been made by Nessy, but that isn't the case. It only relies on the Mineshaft tileset, which Nessy made frequent use of in Lemmings Migration. Also, the intended solution uses the basher-blocker turnaround trick, which I had to use twice in Lemmings Migration - even though Nessy told me it isn't actually part of his intended solution in either of those levels. Additional elements are the usage of a builder to prevent a climber from going up to a lethal fall height, and using a miner tunnel in-creation to turn around a second lemming.
The title is a reference to the No true Scotsman-logical fallacy, where you dismiss a valid counter-example against a claim of yours. The original scenario goes like this:
Person A: "No Scotsman puts sugar in his porridge."
Person B: "My uncle Angus is Scottish, and he does put sugar in his porridge."
Person A: "No true Scotsman puts sugar in his porridge!"
Little detail: The tripped-over mine cart in form of an additional, fake exit tilted sideways and spilling gold pieces on the terrain. That's a neat visual gimmick Nessy used in Lemmings Migration, which sadly won't be possible in New Formats anymore.
Level 06: Stacks and stones
Raymanni. Uses his Snow tileset because it looks the most Finnish ;) . Signature element is the stacker-stoner combination, i.e. using a stacker to enable the crowd to six-pixel-jump over a stoner. I had just heard of this trick for the first time here on the forums right around the time when I picked up on playing Raylems again - and then, Raylems was nice enough to confront me with a snow level where I had to put it into practice right away.
Level 07: (K)itty compression
nin10doadict. Pretty much his level building style 1 on 1: LPIV Space tileset + Time limit + having to bash through a wall from two sides because of said time limit + compression method to get past lots and lots of kitties. The level is called (K)itty compression because nin10doadict's own cat is actually called Itty; she had several guest appearances during his LP of my Pit Lems pack. You can notice these whenever nin10doadict shouts "My Itts!" during the videos - hence the pre-level screen ;) .
Meanwhile, nin10doadict does have his own graphic sets, i.e. Tetris Attack and Lava, but neither of these were available at the time of the creation of this level.
Level 08: Icho chambers
IchoTolot & Proxima. Go figure, right? ;) This is not a level inspired by his level building style, though - instead, something IchoTolot explicitly mentioned he hates: Disjoint unions. I made the chambers interact with each other via the teleporters, because IchoTolot mentioned this as a possible redeeming quality for disjoint union levels in his eyes. That way, the level became more similar to Proxima's level building style again. Thinking about it, I could have made it more "IchoTolot rage-quits" by adding in hidden traps... :devil: But I didn't think about it back then, and the level is complicated enough in the fair version that it is now.
Level 09: Wrong.
Duuduu. If you pay close attention, you notice the dot after the level title. This is already the first signature thing, because Duuduu somehow likes to put a period in his level title lines. Also, his level titles tend to be - at least in my personal opinion, no offense ;) - a bit generic; like, for example, "A normal level" from "A Master Degree in Lemmings", which was the main inspiration for this one (and is actually a pretty awesome and unique level :thumbsup: , merely disguised by what I in this case believe to be an intentionally generic title). I just combined it with a bit of fiddly crowd control on very thin pieces of terrain, because that's something Flopsy noticed as a repeating element during his LP of "A Master Degree in Lemmings". And I used the Marble tileset, because this seems to be the one Duuduu used the most in said pack.
Level 10: Read my lips
Flopsy. Just in case you hadn't already noticed from the letters "SEB" placed clearly visible in the level. Or by, you know, the fact that I openly state this level is for Flopsy in the pre-level screen. This one was an easy choice, given the song title premise of Lemmings World Tour: Just go with a reasonably successful song by SEB that Flopsy hadn't used in SEB Lems himself. ;) Then make a big and complex Marble level with some random pickup skills dispersed throughout it, similarly to Flopsy's "Crash Course" or "Tricks of the Trade" level series. Curious little detail: Notice how the "lips" in the level actually form the letters "S", "E", and "B" next to them! ;)
I'm gonna refrain from spoiling who "SEB" is at this point, because that falls into the domain of SEB Lems itself. But obviously, if you just put the level title into YouTube, you're going to find out, anyway.
Level 11: Killed by death
SQron. The pre-text gives a hint about this by using several words containing the letters "SQ", which are all written as capital letters. And yeah, Motörhead's "Killed by death" actually starts with the line "If you squeeze my lizard, I put my snake on you". :D
Most of SQron's levels in the "Snack Pack" used Oh no! More Lemmings graphic sets, with Bubble being the most common one. Compression method also was used. I just made the debatable decision of going with the Rock chameleon trap - a) because of "squeeze my lizard", and b) because I wanted to sneak in a hint about "snacky Lemmings", referencing the Snack Pack. Little did I know back then that this was the fastest trap in the entire game! :) So you have to get a little creative with your compression methods; simply increasing the release rate won't cut it! ;)
Also, at the end there are several of the chains from the ONML Brick tileset placed right next to each other, creating a very rapid upward staircase. This was also used in a Snack Pack level.
Level 12: Tin Limmings on this livel
namida. Tree-tileset + bombing climbers + lots of miner-builder interactions. Also the part in the beginning where you have to seal off a hole between two tree trunks with a builder before other lemmings fall in is taken from a Lemmings Plus level, "Just breathe".
"Poking fun at how people talk-count: 03" :evil:
Level 13: You know you make me wanna shout
Nepster & Colorful Arty. This is my attempt at one of these "fine lines of terrain" mazes as they typically appear in the Marble tileset. The original version of this level took aeons to create, because of all the thin terrain pieces, and the solution was way too dull. So I threw that away in favour of something less microscopic with a more interesting solution. This one strays pretty far from its sources of inspiration, namely things like "Don't cross me" from NepsterLems and "Labyrinth of Lucifer" from SubLems. But I feel it benefitted the overall quality of this particular level.
The title should still tell you how I generally tend to feel about these visually confusing fine-line Marble mazes! :devil:
Level 14: Scot-free
Nessy. The Brick tileset is the other one frequently used in Lemmings Migration. Signature elements are building across a digger shaft to make the lemmings fall through facing only in one direction - like in "Dolly Dimple" from ONML, but Nessy required this e.g. in "Cringe comedy". Also, isolating a lemming from behind a crowd, building across a gap from two sides, and stopping the crowd by bombing next to a steel block are all things I did to solve "A bridge across the chasm" from Lemmings Migration.
Level 15: Take a Byte
Wafflemm. Not only does this level contain the mandatory myriad of buttons and pick-up skills; it also contains Wafflemm's forum avatar in some fashion. Since that iconic structure made from pipes from the Bubble tileset is supposed to simulate a waffle, I thought it would go best with the Food tileset. Wafflemm himself mentioned in a stream that the only thing the Food tileset was missing was waffles! ;)
The title may be a reference to Lemming Bytes, obviously - which happens to go nicely with the Food tileset here ;) - but actually, most of this level is inspired by Wafflemm's smaller pack, "WaffLems" (which I don't have, unfortunately; I only watched Flopsy's LP of it). There was one Beach level in particular where Lemmings fall from the hatch right into an animal trap, gliders have to be used to bypass it, and a reverse basher is needed to make a wall climbable.
Finally, Wafflemm has the habit of labeling his pre-skilled lemmings' hatches with two pickup skills on both sides, rather than one pickup skill above it. So this is another little detail you can guess it from - just in case the rest of the level didn't make it glaringly obvious to you yet ;) .
Level 16: All for love
Colorful Arty & nin10doadict. I wasn't able to solve Arty's level "Sniper range", so I looked up the solution in his own LP of SubLems... and thought: "Hey, this can be done with fencers as well!" So I came up with something in the Medieval graphic set, because fencers obviously go well with dragon traps, flavour-wise :D . The fact that you have an infinite amount of fencers though makes this one more akin to the Troll rank levels from nin10doadict's CasuaLemmings.
All for Love is the title song to a Three Musketeers movie, and since you have to unite a lot of Fencers, I thought this was an appropriate choice ;) .
Level 17: I am E.T.
Colorful Arty. This is pretty much a straight remake of his SubLems level "I am R.T.", which in itself is already a parody of the original Sunsoft level "I am A.T.". So it's basically a parody of a parody ;) . But it is also a reference to the Retro rank of SubLems, of course, where Arty came up with new solutions to existing original Lemmings levels. It's just that I did the same thing to one of his levels now! In contrast to the Retro rank though, this level is a lot easier than the one it was inspired by, because you have to go the other way round.
Fun fact: I had to rebuild this level by hand, because Arty cleverly switched off the option to dump the level files in the main menu of SubLems. But with a rather regular terrain shape like this one, that wasn't enough to stop me! :P
Level 18: Le vent nous portera
Pieuw. PimoLems used degrees of wind intensity as rank names, and Pieuw is from France, so I needed a somewhat successful French song title refering to the wind in one way or another. The title means "The wind will carry us", and actually, that's quite fitting to the solution of the level, which requires a lemming to start building while another one is bashing through a wall, so that this basher simultaneously cuts off the staircase behind the builder, preventing the crowd from following. This is a pretty unique trick I learned in a Brick level from PimoLems, so I just had to go with that!
Level 19: All you zombies
Strato Incendus. Or can you imagine anyone else who likes Zombies and Slowfreeze? :P Yeah, this one was shameless self-aggrandising. It didn't start out as a Zombie- or Slowfreeze level, though: All I wanted to do was enforcing a Basher going down a Fencer tunnel. So I needed some way to re-obstruct that Fencer tunnel with terrain. Having a bunch of uncontrollable lemmings (Zombies) petrify inside that tunnel without the player wanting them to (Slowfreeze) was the best way I could come up with. Also, I wanted to exploit the fact that at a certain height of terrain under water, non-climber swimmers will dive under it while climber-swimmers will climb up.
Level 20: Bon appetit!
Pieuw, Colorful Arty, Wafflemm, Raymanni... Food levels aren't really anyone's exclusive signature thing. This is essentially a combination of all Food-relating structures I could find in various packs: The cheese from "Lemburger Cheese / This level stinks" and the cake from "Piece of cake! / Cakewalk" (Arty's SubLems), the lemonade from "Lemming Soda" (Pieuw's PimoLems), the before mentioned waffle and the Pillar-tileset Hamburger from "Lemburger" (Wafflemm's Lemmingbytes), the Food graphic set by Raymanni. I did recreate all the structures myself by hand, though, no copy-pasting from other people's levels... and so, I added in some pieces of my own, like the ice cream, the pizza, and the french fries :) . So now I've contributed my share to the pot-luck dinner party!
Level 21: Kiwi knights in white satin
Zanzindorf. Using his signature Kiwi knight tileset, this one requires two pioneer lemmings, as many of his levels do. Also, digging into a chamber to use it as a climber-turnaround facility is quite neat, plus sending a lemming up somewhere and bomb him as a faller to free the crowd.
Level 22: We are yung
Yung Gotenks. Signature elements are the abundance of walkers, platformers, and builders, plus the Hell graphic set, since Yung Gotenks made an entire pack consisting only of Hell levels... and the fact that the level overall is comparatively easy. No offense here! ;) The way the pioneer lemming is isolated is a little tricky though, I took this from one of the more challenging levels from Yung Gotenks's packs, can't remember which one it was, though, unfortunately.
The title was really fitting, because the song "We are young" actually contains the line "so we set the world on fire", which goes nicely with the Hell tileset! :D
Level 23: The Earth Song
bulletride. Essentially a combination of the Lemmings Stampede levels "Deep Six" and "A walk in the park", this one requires the crowd to do something while a builder bridge is being built - because once the bridge is completed, it isn't possible to mine in the right spot anymore.
Level 24: Dove is in the air
Dodochacalo. DoveLems taught me this neat little trick of using several diggers to make some space, then use that space to build and close off a basher tunnel, making that basher the pioneer lemming. One of the most creative ways of crowd control I've come across so far! Enforcing it was a little difficult, though, I hope the fire traps at the top of the level are enough...
Also, forcing all lemmings of one crowd to become climbers is a thing in DoveLems, plus the idea of sealing a little gap between two walls to make them climbable. Though one of my levels in Lemmings World Tour also requires the same thing, only with a stacker.
Level 25: Part of ze Reunion
IchoTolot. I couldn't go with having only a "hate" level in here for IchoTolot, right? ;) So first of all, this level obviously uses IchoTolot's City tileset, which I've made great use of for creating all the geographical locations here in Lemmings World Tour. But there's also a neat little trick I learned from IchoTolot, and that is the fact that a digger who is digging so far at the edge of a piece of terrain that there actually isn't any ground beneath his centre can be cancelled by assigning a blocker to him. The only way to make a digger dig so far at the edge though is to place a builder or platformer there first, and then start digging while the lemming is halfway on that bridge. Additionally, the way the crowd has to be controlled here is fairly common in Lemmings Reunion, to my mind. Finally, what I did to namida, I can't spare IchoTolot from: Pronouncing "th" like "z" is a thing typical of many Germans when speaking English ;) .
"Poking fun at how people talk-count: 04" :evil:
Level 26: Clam-a-Lem-a Ding Dong
Clam. Apart from the Beach tileset, a thing that's very common in Clammings is vertical scrolling. Few other content creators use it that frequently. This level isn't very complicated, mainly because I haven't gotten too far on Clammings yet - I've played through most of the 10-of-everything levels, and most of the slightly complex levels are already complex enough to stomp me :sick: . But this one is slightly inspired by "Bucket list", and makes use of several NeoLemmix skills that Clam has used quite often in his pack (platformers and stoners, namely).
Level 27: Deceit and destruction
Deceit. I couldn't really come up with a better name here: What I wanted to hint at is that Deceit's Lemmings contains a lot of levels relying on destructive skills, oftentimes intentionally not providing any creative skills at all, or only so few of them that you only have enough for the bare necessities, i.e. gaps. Every other obstacle has to be overcome by some creative combination of destructive skills. I was pretty impressed by that, so I hope I was able to recreate it somewhat successfully...! :)
Level 28: Hiroshima
GigaLem. Freedom planet graphic set + Zombies + Radiation. With Resident GigaLemmings, there is an entire pack dedicated to Zombies, the only one in this fashion I know of, apart from namida's original Doomsday Lemmings, of course. Radiation appeared in the Millas pack, but mostly in the fair form that I have come to use as well, i.e. providing you with enough blockers to stop the radiant lemmings, and only using radiation in the first place in order to limit the area where the bombing can occur. This one is fairly far away from its source of inspiration, though; I really wanted to have this place and song in here, so that there would be a famous song refering to Japan. And the Freedom planet tilesets look Japanese, especially the Dragon one, with these iconic trees.
By the way: This one was the very last level in the pack I finished. And I hated every second of it. Not because of the execution, though; I just had such a hard time coming up with something creative here! ;) Also, the terrain had to be adjusted quite a lot to give one of the pioneer lemmings enough time to escape from the zombies... the radiation actually wasn't the issue here, but Zombies are moving objects as well, after all. But now, everything works fine, and the player shouldn't face any execution trouble with this level. ;)
Level 29: Every Geoff you take
Geoffster. Signature visual element is the steel boat at the bottom, with the side scuttles. Signature mechanic is the necessity to use a turned-around builder to gain 1 pixel in height and get over a wall. The second part of the level was inspired by "Planks", as well as its rerun.
Level 30: Joga
Mobius / Call me Bronco. Originally, I wanted to name the level "Call on me, Bronco", referring to the song "Call on me" made famous by Eric Prydz. But then, I read about mobius's hobby of meditation, and thought, fine, let's make the level refer to East Asian practices instead ;) . An alternate contender for the level title was "Occidentali's Karma", a song by Italian singer Francesco Gabbani from last year about how modern Westerners pick up Eastern customs. But it's pretty much only known inside the Eurovision Song Contest crowd. So I went with this much more famous song by Icelandic singer Björk instead.
Signature elements are the double-duty use of a builder initially required to seal off a water pond, with that builder also being required as part of the path for the later solution. Also, the way to isolate the pioneer lemming here is something I've learned exclusively from mobius: Placing a reverse staircase under the hatch, so that all lemmings go to the left, and then using the last lemming from the hatch (who's still facing to the right) to build the second staircase.
Little visual element: Notice the "torches" that you typically find on top of exits, placed as separate objects everywhere in the level. This is a thing Mobius frequently does, which will sadly disappear, too, in case of a New Formats conversion.
Level 31: Ya ochen rad...
GigaLem. The full title of this Russian song is "Ya ochen rad, ved ya, nakonets, vozvraschayus domoy", translating to "I am very glad, as I'm finally returning back home". But you all know it under a different title ;) . Yes, folks, it is the Trololo song! And it was chosen because GigaLem's first pack, GigaLems, contained a lot of troll elements - not only hidden traps, which is annoying because that pack is only playable in NeoLemmix 1.43, i.e. without clear physics mode - but also exits covered in bricks, which look like normal exits, though. This particular visual trick only works with the Marble tileset. Also, GigaLems contains a lot of levels where you have to get something done before the crowd arrives, meanwhile that crowd goes on an odyssee across a long path of terrain to give you a little more time.
Level 32: Fernando
Alberto Fernandes. His pack "Be smart!" contains lots of random flags, as used in the original two-player levels, placed throughout the levels. Also a lot of steel. On top of that, most of his levels require just a tiny bit of ever-so-slight vertical scrolling. So I literally built than in here, too, just for the sake of it.
Level 33: We don't need another hero
Deceit. Yeah, Deceit's Lemmings also happens to contain a lot of very innovative Hero levels, i.e. one of every classic skill, like in the original level "It's hero time!" Since this refers to the skill set, I obviously couldn't combine it with Deceit's other trademark of emphasizing destructive skills so much. So he earned himself two levels in the rank! ;)
Level 34: I see fire
kieranmillar. The beginning is something I came up with myself, that happened to turn out more challenging than expected in a pleasantly surprising way. The actual signature trick comes at the end: Here you need to free a blocker by bombing another lemming right next to him, so that a third lemming turns around and falls into the bomber pit, from which he can then start bashing to go underneath a bunch of fire traps. You can't do this from the other side, lest the crowd would walk up into the fire traps while bashing.
So yeah, you don't want your lemmings to see fire, obviously. But the title also enabled me to put the hint about the level inspiration into the author line for the first time! ;) (The level is credited to "Ed Kieran".)
Level 35: Fly me to the moon
Colorful Arty. I think this makes Arty the user with the most dedicated levels in this rank. Which is kind of deserved, given that his level design overall inspired huge portions of this pack - and that he showed interest in LPing it early on! :) This particular level, however... is not necessarily a reason for celebration. I knew about this trick, but I didn't think of it as one of Arty's signature things until I got to the Hellish rank of SubLems, where you have to do this nasty flying builder-stuff twice. I couldn't fit it into any of the other Arty levels, so you earned yourself an additional level here - but I'm most certainly not a fan of this trick! :P
In the end, to make it a little more Arty-like, I made it more artistic by combining different tilesets again, with clouds from Sky and the moon from the Polar tileset. Also, there's an invisible exit, as they appear several times in SubLems. Just like in SubLems though, it should be pretty obvious where it is - as if the title didn't provide enough of a hint ;) .
Level 36: What does the fox say?
Gronkling. A lot of people seem to expect Lemmings Evolution to be one of the hardest packs ever, possibly topping NepsterLems in that regard. While the first five demo levels didn't stomp me as much as I expected - I was able to solve four out of five of them - every single one of them contained very distinctive signature tricks. Making miners go through with builders is already the most "mainstream" of them; using a miner to free a crowd from a digger shaft so that they only come out facing in one direction, and at the same time turning that miner around by hitting steel, that's some nice double-duty usage right there! Also, at the beginning the similarly obscure double-builder turnaround is required (taught in the Noisemaker rank, though ;) ). I went with Gronkling's highly requested Minimal tileset here, which he originally planned to release as a rewards-only thing. Anyways, for all these reasons, it was pretty certain that this level would have to come very late in the Groupie rank. I don't know if it's indeed one of the most difficult ones, but it's certainly very complex, with lots of different stages going on.
Level 37: Johnny B. Goode
bsmith. Hence the name, a famous song including a separate "B". I also could have gone with "Sloop John B" ;) . A recurring thing I noticed in bsmith's level pack is original Lemmings levels remade in a different tileset - in this case, I went with "Builders will help you here" and made it a Brick level. But obviously, the solution is completely different.
Level 38: A Mazu Grace
Martin Zurlinden. I noticed that MazuLems contains a lot of snow levels, even though the core premise of this level is taken from a Rock level, where several climbers have to work together to put builders in different spots in the most ergonomically efficient way.
Level 39: Not the incended solution
Strato Incendus. For the penultimate level, I played the reverse game and threw together everything that other people had identified as my signature level design elements. In fact, nin10doadict's level "Super Mecha Death Gators" from CasuaLemmings is what got the whole idea to the Groupie rank started, where he took my main idea of spiced-up animal traps and developed it further. So now I did the same thing with another animal trap. Also, there's a skeletal alien creature somewhat reminiscent of my "Death Titan", a level which many people seem to have enjoyed in Paralems, even though I myself considered the solution pretty lame. That alien creature breathes fire and has lightning traps in its eyes, so don't try shortcutting here! :) Other things I like to do frequently is enforcing swimmer usage to platform over a pont from the opposing side; using stoners as stepping stones for builders under low ceilings; and having a digger pay double-duty to lower a lemming's position and turn around the crowd. This trick proved to be very successful in my Pit Lems "Curse Level", @!#*§$%/!
Finally, I don't know whether backroutes can be considered a signature element of mine, but since I like to test my packs "in the field", probably so? :D Well, the name just asked for this stupid pun in the level title...
Level 40: The Grand Puzzle
Nepster. This is my attempt at recreating a Final Frustration-like experience. Signature elements are the 20-of-everything skill set with only classic skills, plus the several crowds you have to unite - plus the fact that from all the skills you have, builders are the one you are most likely going to run out of. :P Also, there's a structure which actually consists of Dirt tileset pieces, but which goes very well with the Pillar tileset: The "Diagonal disarray" from the level with that same title from NepsterLems.
I know Nepster doesn't consider Final Frustration one of his best levels, nor even one most representative of his level building style. But it remains a fact that X-of-everything levels are a very common thing in NepsterLems, and I've built other Nepster-style levels in the past, such as "You had it coming" from Pit Lems.
Nepster's levels were outlined to me by IchoTolot during my early days here in the forum as the prime example of fair difficulty, the epitome of the "puzzle" ideal the NeoLemmix community strives for. Hence the title.
This level is simply put the most challenging resource conservation-level I could come up with. I don't know if it's possible to save everyone here, as it is required on Final Frustration - I had to use one blocker facing in the wrong direction, so I couldn't free him anymore later. Hence, you have to save all but one.
But if anyone finds a 100% solution, please inform me! I would make that a Gold Talisman for sure! :thumbsup:

See the development thread for more level images and history on the creation of the pack!

Changes to the music pack may occur if I do encounter further noticeable timing issues or similar while listening to the tracks. Please report any you notice, too!

Finally, eventually the level "Turn this club around!" from Lemmicks might still be added to the Encore rank. I only noticed late in development that this one was also a song title, and so far I didn't know which of the others to take out instead.

After almost one year in the making, I really hope you are going to enjoy playing this pack as much as I did creating it! :)

Let the show begin! :party:
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

Solution to Groupie 3 "Waking up the neighbours". I'm going to guess this is the level inspired by my "style", since it uses a few features I've talked about:

* Disjoint union, with the parts not actually separated so a solution could involve interaction (though I found a solution that doesn't). This is probably what the title refers to.
* Some of the pieces seem to be inspired by specific original levels, which I also did in "Box Set" and "Metal City Mayhem".
* Skillset is highly patterened and contains unusable bombers. Platformers and Stackers are the only "new" skills used.
* No specific intended solution (I assume), but it's still not trivial and you have to be careful allocating skills among the sublevels.
* ...and of course, great use of my tileset 8-) Though I have a small critique: if it were actually me building it, each box would use only one colour, or closely related colours like the blue/cyan and red/orange boxes you have. I wouldn't mix green and orange in a single box, nor purple and cyan.

I'm looking forward to playing the rest of the pack, but I think the most fun part will be going through the rest of the Groupie rank and seeing how many authors I can identify :thumbsup:

Flopsy

Rank 4 Level 27 has an obtain loop error for me, every other level loaded for me (eventually!).

I started playing the first 4 levels in this pack and I thought the pack felt fresh and inspiring, it looks like a promising pack.

I'm interested in YouTube LPing this pack at some point in the future, not sure when yet.
The only intense issue I've got with this pack is the insane amount of error messages I got when checking every level in this pack to see if they load. I get that some levels are going to have this issue due to the amount of tilesets used.

Also I'd like to change the music for this pack for the LP, have I got your permission to do that Strato?


I'm going to change my LP format for this pack to the format I currently use for Lix Lemforum pack where if I cannot solve a level after a set amount of time, I will move onto the next level and then when I have a significant number of off screen solves, I will do a replay review video for them. This format seems to have worked for Lix and as a result I have got less angry with the pack overall.

I may or may not finish this pack, 320 levels is an insane size for a pack. I'll try and get as far as I can anyway.

nin10doadict

I have gotten "obtain terrain loop" errors as well. I think they're caused by the level containing pieces that are not in the tileset version the player has.
For instance, I get an error on Groupie 34 because it can't find piece 64 in the Fire tileset. That's because the version of said tileset that I have only has 58 terrain pieces in it.

Strato, did you add any pieces to your tilesets while making this pack? Perhaps making your styles folder part of the download could solve this type of error.

The pack is pretty fun so far. Even the early levels aren't trivial. Groupie 7 was... Fantastic. The preview text really did it. Gives you a warm fuzzy feeling, you know? :D
I haven't played a huge number of other people's levels, so I don't know how many 'styles' I'll be able to pick out from that rank. I'll probably be getting stuck on some levels in this pack too, so expect videos in my "help me" topic at some point!

Strato Incendus

#4
Wow, you guys were quick to respond! :thumbsup: First and foremost:

QuoteStrato, did you add any pieces to your tilesets while making this pack? Perhaps making your styles folder part of the download could solve this type of error.

Yes, I did indeed, thanks for pointing this out! I added the teleporter to the brick tileset, and many of the custom elements that were created for the New Formats updates of Pillar, Fire, Marble etc. I thought including all styles in the pack file itself would be fine, since the instruments tileset is all new, and those levels seem to work even if you don't have the style yet.

Now you can get it as part of the styles folder in the starting post (I will release it separately in the graphic sets subforum, too). My styles folder also contains the unfinished Indian tileset I've been working on, but it doesn't actually appear in any of the levels.

QuoteGroupie 7 was... Fantastic. The preview text really did it. Gives you a warm fuzzy feeling, you know? :D
Spoiler
Glad you liked it! That was one of the first levels to be created for the Groupie rank :D , so I was hoping for it to be easily identifiable. There is a second level inspired by you, still... relies on a similar tactic. Though I strayed from your signature elements a little more in the second one.

I actually tried to use each forum member's custom graphic sets on their respective level(s) whenever possible. It's just that your levels were created so early that, as far as I remember, your own graphic sets hadn't been released yet at that time ;) .

@Proxima:
Spoiler
You're correct, that is your level ;) . This one was actually based entirely on your descriptions in the "signature design elements" thread, I haven't had the chance to look at your original creations in Lix yet. I was considering to remove all non-classic skills from the solution, i.e. the platformer and the stacker, but I liked the solution(s) possible with this skillset too much, so I stuck with them.
Also, "Waking up the neighbours" is partly an allusion to the separate chambers, indeed - but also to your name, since Proxima means "the neighbour" or "the closest one" ;) .

QuoteThe only intense issue I've got with this pack is the insane amount of error messages I got when checking every level in this pack to see if they load. I get that some levels are going to have this issue due to the amount of tilesets used.

Well, if you jump through all the levels with the arrow keys or level selection menu to do such a test, obviously this means that NeoLemmix has to load a bunch of graphic sets in an even shorter amount of time than if you were playing any of the levels in between. So this is bound to cause more crashes. ;) I tested the general "fluency" of the pack by just letting replays run over each level, and then usually the number of crashes was tolerable. Some graphic sets simply have a longer loading time (especially GigaLem's Freedom Planet ones), but they do load up eventually. Instruments also takes a while to load, due to the higher resolution.

Quote
Also I'd like to change the music for this pack for the LP, have I got your permission to do that Strato?

Well, the music is indeed a huge part of what makes this pack somewhat unique - and a huge part of the work that went into it. But of course, it's your LPs and your channel, where you can do whatever you like! ;) I'm happy for all gameplay videos I get to see either way.

@Colorful Arty has also uttered interest in LPing this pack a while ago in the development thread, so perhaps he'll keep the original music :D . You could even split the pack up between several users, considering the enormous size! :)

Especially now that @nin10doadict has said he may post some videos of this as well, even if it's just for the sake of asking for advice ;) .


I'm happy the Groupie rank is being met with such immediate resonance! :D I'm definitely going to upload some kind of chart soon, so you can look up which levels are inspired by whom.

Some of you have several levels dedicated to them - this is nothing personal, it was just dependant on what type of inspiration I could get, and how many signature patterns I was able to identify from your packs ;) .
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

namida

Quote from: Strato Incendus on September 17, 2018, 10:23:39 PM
QuoteGroupie 7 was... Fantastic. The preview text really did it. Gives you a warm fuzzy feeling, you know? :D
Spoiler
Glad you liked it! That was one of the first levels to be created for the Groupie rank :D , so I was hoping for it to be easily identifiable. There is a second level inspired by you, still... relies on a similar tactic. Though I strayed from your signature elements a little more in the second one.

I actually tried to use each forum member's custom graphic sets on their respective level(s) whenever possible. It's just that your levels were created so early that, as far as I remember, your own graphic sets hadn't been released yet at that time ;) .

Based on that (including the part in the spoiler tag), I can narrow mine down to being level 5 or 12... or since you say there may be more than one, possibly both, with 5 being based on my style in recent packs and 12 on older ones (LPI / II); the graphic sets also fit this.

I'm pretty sure I majorly backrouted both, but I can sort of see very namida-ish solutions on them.

If I'm right with these guesses, there are a few elements of my design style you missed, but overall you did a pretty good job. :)
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

Strato Incendus

@namida
Spoiler
"Tin Limmings on this livel" is yours, indeed. ;) "No true Scotslem", even though it uses one of your graphic sets, is for someone else... that user simply likes using the Mineshaft graphic set a lot, too :) . Like (K)itty compression, that's also one of your graphic sets, obviously, since you made so many, but nin10doadict just happened to use the LPIV Space one quite often - at least in CasuaLemmings.

So yeah, I'm happy that I apparently got close enough with Groupie 12 ;) . If Groupie 5 strays a little further, well, that's because it's for a different user! :D

I jumped around between a lot of your packs, trying to identify signature elements. I remember there was one Psychedelic level that stuck in my mind, with lots of miner and builder combinations. On many other packs, however, I usually got stuck pretty quickly after the 10-of-everything levels. ^^

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

namida

I see. My solution is likely a backroute (I PM'd you the replay), so I can't comment on how namida-ish the intended solution is. But here's some feedback on the general design and how well it fits my style.

Spoiler
I just realised, the title is poking fun at how I talk. :P No offence taken, just to be clear - just saying I didn't notice that before.

In the topleft area - the thingies hanging from the tree, I would ALWAYS have them drawn behind the tree mass (no overwrite, or lower Z index). Assuming they aren't both relevant to the solution, I'd also most likely give one the knot end, and the other the straight end.

I wouldn't do that thing with the web across the top, unless it was vital to the solution. Even those spider webs coming off the tree and going up to the top feel a bit iffy.

You did correctly note that with pieces like the green ropey thing, I never have them abruptly cut off, but always either connect with terrain or have a proper end piece (which is actually something that made me kinda have my doubts about Groupie 5 being my level). However - the use of the tree leaves that are otherwise hanging in midair as the end for those, really doesn't feel like something I'd do. Same goes for these hanging upwards like that - this one is rather specific to this piece.

The biggest one to me is the one-way arrows, and the abrupt cutoff. Take a closer look at cases where I've used one-way arrows and how I cut them off at the edges, in particular with regards to rough-edged terrain and tileable straight-edged terrain:

Lemmings Plus II, Nice 7 "Together We Sand"

Look in particular at the top and bottom - the arrows don't abruptly cut off, nor do they overlap the rough sand at all.

Lemmings Plus II, Sneaky 5 "Misfortune of the Masses"

Look at the right edge. Notice how it doesn't abruplty cut off in a straight line, but rather has a rough edge to it?

Lemmings Plus II, Genius 6 "Treetop Trial"

And here's an example that's actually in the tree style.

Lemmings Plus VI, Loopy 18 "A Lemming Is Born"

Notice that the one-way-arrow terrain goes behind other terrain here. In this case, there are simply no one-way arrows on the other terrain. Alternatively, I could have placed the one-way terrain in front of the non-one-way terrain, if I wanted the one way arrows to be completely continuous. But having them simply cut across the red terrain - both starting and ending at arbitrary points in it (even if they may line up to something on a different piece) - just doesn't feel right, and generally is something I'll only do if I absolutely have to.

I guess the general gist of it is - except perhaps where a clear border exists in the terrain's graphic, I'm usually not going to use one-way arrows in a way where they only cover part of any given terrain piece - if they affect a piece, they affect the entirity of that piece - and a tiling of pieces (like longer or shorter green ropes) gets counted as a single piece for the purpose of this "rule".

I know this is extremely subtle, but it's also one of the most consistent details of my style - it's not entirely without exception, but exceptions are rare.


Overall though, you did well visually; I don't think I could do nearly as a good a job of imitating anyone else's style. I very much like the use of the tree and dirt combined in the top-right - I could definitely see myself making a structure like that.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

Strato Incendus

Hi namida, thanks for pointing out the "cosmetics" of your level building style! :) I'll see to what extent I can implement them in the next version of the pack. For example, I thought if one-way arrows were put behind other terrain pieces, then there'd be a non-one-way gap in between which could be exploited for backroutes?

The level you linked that's supposed to be in the Tree style is a Psychedelic level, though ;) . Guess you picked the wrong image?

Spoiler

QuoteI just realised, the title is poking fun at how I talk. :P No offence taken, just to be clear - just saying I didn't notice that before.

Not only you, I guess, but anyone from New Zealand, for that matter. You're simply the only user from New Zealand I know on this forum ;) .

I was curious about how you'd take it ^^, and hence got a little nervous when I saw the info about a personal message... :evil:

Essentially though, it's not so much a joke as it is simply onomatopoeia ;) . If we had users from Canada (don't know of any), I probably would have made a level title containing the characteristic "oot" or "aboot". Though to my ears, "oat" and "aboat" would actually be closer to the way Canadians pronounce these words.

That said, specifically the words "lemmings" and "level" are of course words I heard you say very often - and you're definitely not the only user whose quotes have made it into the Groupie rank ^^ ...

So, in essence, "poking fun at how people talk", yeah, I did that to several people here :devil: .

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

340 levels!? :lem-mindblown:

Hooooly cow. That is a lot!

Regarding me LPing this pack; I am still interested for sure! However, due to the sheer length of the pack coupled with me only uploading 3 videos a week now, if I undergo this LP, it will take a LONG TIME to finish. I have a few options:

1) Continue my current upload schedule and start LPing this pack and uploading after my Ace Attorney series finishes; the series is almost done, so uploads could happen next week. The problem with this is I've already just about finished recording my next 3 LPs, so this will delay these considerably.
2) LP this simultaneously with my other main LP and upload a World Tour video once a week. I like this idea, but it means I'll be LPing World Tour for a really long time and people won't get frequent videos.
3) Go back to my old upload schedule of 6-7 videos a week and include World Tour along with the other game I LP. This means people get lots of content, but I have less free time.

Out of these options, I'm inclined to lean towards 3, as Lemmings videos take the least amount of time to edit, save, and upload BY FAR, so it really won't suck up a lot of my time.

One thing I want to know is how difficult this pack is. If it's comparable to Lemmicks in difficulty, this will be a tough challenge. If it's more similar to ParaLems or PitLems, that will be much more manageable. If it gets really difficult and I can only solve 1 level per video eventually, I may change to post-commentary videos after a while.
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

nin10doadict

Well I've finished the first rank and from what I have seen so far, the difficulty is fairly high. Not as lethal as Lemmicks, but it's no cakewalk. Difficulty is also a bit sporadic; there's some pretty easy levels mixed in with hard ones. It kinda goes all over the place.

Strato Incendus

#11
Quote340 levels!? :lem-mindblown:

Hooooly cow. That is a lot!

Then good thing it's only 320 :P ! (8 x 40)

QuoteOut of these options, I'm inclined to lean towards 3, as Lemmings videos take the least amount of time to edit, save, and upload BY FAR, so it really won't suck up a lot of my time.

That depends entirely on your time and schedule! ;) I doubt this pack is going to be something anyone plays through in one fell swoop, anyway.

QuoteOne thing I want to know is how difficult this pack is.

See, that's pretty difficult for me as the creator to access :) . I can tell you that I'm certainly constantly aiming to make my levels more and more challenging - usually though, this results in many of the supposedly more complicated levels also having more backroutes (because a larger skillset equals greater degrees of freedom than the more constrained levels in the early ranks).

The first two ranks still give lots of hints through pre-level text screens. The main idea is that I won't require any obscure tricks from the player in the later ranks unless I've taught the player those tricks before.

The later levels often include stuff such as making destructive skills go through several obstacles - since that is kind of your specialty, those opportunities are probably going to be easier for you to spot ;) .

QuoteIf it's comparable to Lemmicks in difficulty, this will be a tough challenge. If it's more similar to ParaLems or PitLems, that will be much more manageable.

Well, the Encore rank has levels from all three packs, so the difficulty will vary accordingly! :D

I hope it's somewhere in the middle, honestly. I tried to combine the themed nature of Paralems with the mechanical puzzly-ness of Pit Lems.

The difficulty of Lemmicks is somewhat odd - because it mainly arises from the different game physics. That included the solid level sides in the otherwise gimmick-less Basic rank, and goes on with every gimmick that is introduced. I don't think Lemmicks has harder puzzles than Pit Lems per se; it's just that it takes a lot of time to get used to all these different rules, especially for people who have more experience playing regular NeoLemmix levels. I for one have definitely put more time into creating levels than playing other levels - mainly because I get stuck on most packs relatively early :D .

QuoteWell I've finished the first rank and from what I have seen so far, the difficulty is fairly high. Not as lethal as Lemmicks, but it's no cakewalk. Difficulty is also a bit sporadic; there's some pretty easy levels mixed in with hard ones. It kinda goes all over the place.

Congratulations for completing the first rank, then! :) You were pretty fast in doing that!

Aside from difficulty being hard to assess for one's own levels, there are two other factors that are going to prevent this pack from having a linear difficulty curve:

1) Music matching - some levels just require certain tracks in the background (i.e. Alla turca for "Vienna", London Bridge for "Streets of London", etc.) in order to be believable ;) .
2) Graphic set mixing - I can't put too many "city" levels in direct succession to each other without causing frequent crashes.

But I also find it somewhat nice to have some "breather" levels in between. I don't want the early ranks to be cakewalks and the higher ranks to be an endless stream of frustration, especially considering how long every single rank is (40 levels) :) . I do admire it though when people manage to create such a very linear difficulty curve, like Arty in SubLems.

It's just that certain levels are also thematically tied to given rank names, such as the Diva rank featuring a lot of levels named after songs by female solo singers, Rockstar containing a lot of songs by rock and metal bands, and so on ;) . I therefore can't move them around as freely as levels in other packs. I can just make single levels more or less difficult to match their given position within a rank.
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

Thanks, Flopsy, that was fast! :) I'm subscribed to you on YouTube anyway, so I'll notice; I just activated the bell now in addition :) .

So far, everything is as intended. The two skills you spared were just there to provide a bit of extra leeway (bashing into the terrain on Noisemaker 04, as you said you did in an earlier attempt, and for extra crowd control on Noisemaker 05).

I already said it beneath the video, but I'll say it here again, I like how you take the time to comment on the songs a little bit! ^^ That was actually one of the main purposes for making this pack - I wanted to include lots of references that many people have a chance of understanding.

That led to me having to include quite a lot of songs that I don't even particularly like myself, but that are at least somewhat famous... for better or for worse... :evil:
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

My plan for LPing this pack will be very similar to Flopsy's. I'll be playing generally in order, but skipping levels that really stump me and saving them for later to keep a good pace with the pack. I will not change the music unless Youtube mutes my videos because of them. ;)

I hate leaving things unfinished, so I'll do my darndest to finish the pack, although I may take a break or two mid-LP due to the length; I don't want to get burned out.

My goal is to have my videos scheduled like this:

M/W/F: Main LP
T/Th: Lemmings World Tour

This way, I'll go up to 5 videos a week; I still have two days off of videos, and people can use the weekend to catch up on any videos they missed during the week. I'll likely start recording before the weekend! I can't wait! :D
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

Wow, now that's truly awesome, guys! :D I certainly don't remember any other packs that have been let's played simultaenously by several people (aside from contest / Level of the Year compilations, of course).

YouTube shouldn't mute any of this music - not more than they mute original Lemmings tracks, at least ;) , because that's all there is to it regarding the composition, it's just newly arranged and recorded.

The content ID system can identify covers of existing songs, as I noticed on my channel Metalvision Song Contest (but those videos were simply monetised by the original rights owners, then). But since you can listen to both the original tracks for all platforms and custom remakes, I don't see any reason why YouTube should have a problem with this.

That was actually my main motivation for recording these tracks, after nin10doadict had criticised Pit Lems for not having custom music :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