[NFNL] Insane Steve's World

Started by mobius, December 02, 2018, 05:33:38 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

mobius

Insane Steve's World

---UPDATED OCTOBER 10, 2021: version 3---

Insane Steve's World is a level pack of 150 levels for up to date NeoLemmix. These levels are all created by InsaneSteve and compiled from Custlem, old Lemmix, Cheapo and Lix, some dating back 10+ years. These levels were compiled by mobius and wafflem.
See us for questions about this pack.

I want to thank wafflem for working with me on this pack and doing a lot to make it possible. Also big thanks to all the testers.

wafflem; level updates/fixes, graphics, menu and title creation, backroute testing, music selection and level order.
Nessy, IchoTolot & joshescue: backroute testing, fixes and suggestions

Current version number is: 2 Jan 1, 2019

DOWNLOAD: see attachment:

MUSIC PACK: https://www.dropbox.com/sh/mlygubngtfpi5vq/AABzGucJogEZvDCwHSawrzv7a?dl=1


INSTRUCTIONS
-extract "InsaneSteve'sWorld" into a folder called "Insane_Steve's_World" in your levels folder. *I zipped the individual files instead of the whole folder*
-Dump the music files into your music folder.


everything else should be included with NeoLemmix by default. If there are any problems please report them here.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


Akseli

Ohhoh. Time to get hyped yet again. You people did so good job with Clammings so I expect A LOT. It's lovely to see the legendary content of these old level makers for the modern engines these days! I'm very much fearing how much time playing this would consume from my schoolwork...

Proxima

Comments and a few replays for the Peaceful rank:

Spoiler
3 - Building Block Maze: This looks really great in the chosen tileset!
4 - The Binary Level: I don't remember ever having seen this one before.
11 - Get Down from There: Nice to see this included, since it got removed from the Lix set in the end.
17 - Bridge Out: Replay attached. This is out of place and should be in the next rank.
18 - Back With Ye!: This is a lengthy execution-difficulty level that is trivialised by NeoLemmix. I don't think it belongs.
22 - It's Hammer Time: Brute-forced by digging under the traps, saves 100%.
24 - Dangerous Plane: Another brute-force solution. Replay attached.
28 - Give a Little Bit of Help: Is the torture animation really necessary? Had a builder left over, replay attached.
29 - Another brute-force solution. Replay attached.
30 - The Shaft: I just sent everyone to the far left exit.

Proxima

Comments and more replays for Difficult:

Spoiler
2 - Infrastructure Budget Cut: Different from the Lix level of the same title, but still a neat puzzle.
3 - ?: This looked extremely daunting at first, but wasn't too hard.
4 - It's a Pipe Dream: My solution was extremely tight, but in retrospect, this is easily avoided by building the bottom bridge right-to-left.
5 - Exodus: A gentle introduction to "I am A.T."-style levels. As the step is so small, you don't have to time the climbers very precisely.
7 - The Pit: Not sure whether this was intended. Then again, what else can you do?
8 - Preventative Maintenance: The trap to the right of the hatch doesn't hurt the lemmings as its trigger area is above the floor. Intended?
12 - Beat the Clock: This is extremely demanding as the time limit is so tight.
13 - Flugtag: A complete joke after the previous level, especially as Infrastructure Budget Cut already used the same trick.
14 - NO MAS!: Neat introduction to the "One Step Off" trick, which will appear later in the rank.
15 - The Lobby: Flugtag trick again. Having too many of these makes the trick very easy to spot.
17 - Triple Threat: What's the point of the time limit? The most obvious solution finishes well within time.
18 - The Perch: The staircase trick is neat, but it's exhausting to have to do the same thing so many times.
20 - Wood Puzzle: Much easier than some earlier levels.
21 - Another Beast of a level: I had to come up with containment tricks using the bomber and blocker, as there are only just enough bashers and diggers for the staircase.
23/24 - Twin Paradox: "One Step Off" strikes again. It feels okay to have these levels placed here, given the trick was shown earlier. However, I'm not happy that the gap is large enough to require bridge-stretching, and in Part 1 where the builder needs to turn, this is only just possible by one pixel.
26 - Need a Boost: This time I had to squeeze every possible vertical pixel out of the skills given. The Lix version isn't anywhere near this tight.
29 - Time is of the Essence: Brute-force solution saves 100%.

Proxima

A couple of minor points:

D19 The Nifty Fifty has the author set to "InsaneSteve" with no space.
M4 Level F. Random Terrain Pieces, now that NL allows titles up to 40 characters, "Featuring" could be written in full.
C8 Obevat Yriy should presumably be Obevat Yriry to match the writing on the level.
Spoiler
It's rot13 for "boring level".
C20 Phone Call from Outer Spac, is the missing "e" deliberate or a typo?
H15 Crown Jewel Heist is credited to "I.S. / geoo", H20 Empty space is hardly a waste to "ISteve and geoo". geoo is okay with including these levels (I asked in chat), but the credits should be written the same way (probably the first way, for consistency with Lix).

Proxima

#5
As I'm not happy with my solution to Twin Paradox (part 1), I had another look to see if there was a "cleaner" solution. I haven't found one yet, but I found an alternative solution that works and is even more fiddly -- instead of stretching bridges to the max, you now have to stretch them exactly the right amount but not too much (or you won't get high enough).

If there is an intended solution that's less fiddly, these solutions should be eliminated -- though hopefully without making them fail by only one pixel, which is, if anything, even worse.

EDIT: Found clean solutions to both parts. :thumbsup: These solutions still work if the exit platform is moved further away from the vertical wall, which would prevent my fiddly solutions.

Akseli

#6
Insane Steve's levels were some of the first ones I ever played from Lemmings Level Database in summer 2012, so early that I didn't even realize to save replays for them at first. In addition to Lemmix levels, I had played the notebook sets from Cheapo, and Lix Community Level Set, so most of the levels I remembered well. My replays for all the 150 levels are attached.

Here's Insane Steve's packs from Lemmings level database. Levels from ISteve01-10 Lemmix packs that are not on the NeoLemmix pack:

Spoiler

1-4: Turning around demo #172
1-5: BLEEEEEEEEEGGGGGGH!!! (cheap)
1-9: Having fun yet? Good.
1-10: Why can't they just run? (glitches)
2-6: Is So Easy! (steel glitches)
2-7: Rip your hair out Mr. Lemming ("The Obstacle" replaces this)
2-8: Multi-Task Lemmings
2-10: The Magician's Secret (glitches)
3-3: The Plight of Icarus (similar to "Vertically Challenged Lemmings")
3-6: The Unprofessional Looking Level (steel glitches)
3-10: 4 Pixels (or so) from Victory (glitches)
4-4: The Joke's on You! (steelified terrain)
4-7: Go Yaffa!
5-2: The decending pillar scenario
5-3: ... Now what?
5-5: The Lemming Mental Institution
5-10: Let's see what you've learned (glitches)
6-2: Hanukkah Lemmings
6-4: A BeastIII of a level
7-2: _-=~Up In The Stars~=-_
7-6: Surrealism
7-7: Annoyance (Part 2)
7-10: If only they could swim
8-3: 3/4
8-6: A Tribute to Masonry (Part 2)
8-10: I Traded Them for Climbers (glitches)
9-4: Undermined


Lix Community Level Pack levels that are not on the NeoLemmix pack:

Spoiler

Impetus (cubers)
Snowball Battle (with Proxima, jumper)
Snowjump (cubers)
Infrastructure Budget Cut ("The Springboard Level" replaces this)
Don't Look Back (jumper, runner)
Well OK Then (jumpers, cubers)
Railroad Plot (jumper, cuber)
Derailed Level (cuber)
This is Too Much Stepping Stones ("Irregularly Placed Pole Level" replaces this, I guess)
To Destroy is to Construct (jumper, runner)
Endeavor (jumper, gas object), same title has a different level in NeoLemmix pack
Lixster Quadrille (with Proxima, a repeat, jumpers)
Trapeze of the Weird Blue Blocks (jumpers, runner)
Merde, Merde, Merde! (jumpers, runners)
Wait Why is There a Tree ("The duct rise lemmings." replaces this)
Dream the Impossible Dream (with Proxima, a repeat, jumpers)
Chasm (runners, jumpers, cubers)
No More Heroes (jumper, runner)
Path of Wickedness (with Proxima, a repeat, jumpers, runners, cubers)
Love is Over (jumpers, runner, cubers)

Somehow level previews didn't work when I ran my Cheapo, and it takes loads of times to load a level there, so I didn't look at all 90 or so
Steve's notebook levels there which were included in NeoLemmix pack and which were not.

____________________

Comments:

Peaceful 1: Any Way You Want It - Basher solution doesn't work (they fall to death unlike in Lix version), see also repeat level (Just Stop the Bleeding).
Peaceful 2: Jus' A Warm Up - I was missing the good cheapo track here, no idea still what's that awesome tune, I even remember asking it from Steve himself and he didn't remember it either if I recall correctly.
Peaceful 4: The Binary Level - Same as Proxima, I haven't seen this level before, where does it and its repeat come from? Actually, where do the levels come if they aren't from ISteve01-10, Lix, Cheapo notebook sets, or forum contests?
Peaceful 10: Snow Really - Just realized, why wasn't the original Snow tileset used in Snow levels in this pack?
Peaceful 23: The Obstacle - This apparently replaces ISteve02-7: "Rip your hair out Mr. Lemming"
Difficult 8: Preventative Maintenance - Like Proxima mentioned already, the trigger area of the fire trap in the right edge of the starting area is so high that lemmings won't die there, I'd think this is not intended?
Difficult 26: Need a Boost? - Yeah this was pretty hard!
Difficult 29: Time is of the Essance - The title should be EssEnce, not EssAnce.
Menacing 1: They just won't climb that wall. - The Lemmix title is "They Just Won't Climb the Wall", is this a cheapo title?
Menacing 14: Fire Exit - This was also hard!
Menacing 25: The Runaround - Hahaha this must be the smallest level I've ever seen. :D Also, a backroute?
Chaotic 18: I Challenge You to a Dual! - Originally meant to be a glitch level, it seems it's possible in an honest manner. :P
Chaotic 25: Just Stop the Bleeding - The only level in this pack I skipped, played the rest through, and came back to solve it as the last level, see the comment in Any Way You Want It.
Hopeless 15: Crown Jewel Heist - This I remember not beating in Lix Community Set, it's quite ferocious!

Spoilery comments:

Spoiler
Chaotic 16: A Tribute to Masonry - Considerably easier than Lemmix version, the guys drop to the splatform when bashing left.
Hopeless 3: Bowser's Revenge - Maybe my favourite level from cheapo pack, but does the exit really have that possibility to build to turn around? Backrouted most probably.
Hopeless 13: The Walk-in Closet from Hell - This I remember not solving from cheapo version. I used stepover-turnaround trick twice here.

geoo

I started playing this pack to bring back some nostalgia...
Insane Steve's Cheapo levels were the first big pack I was playing, and I remember it taking me months to complete most of it, with individual levels haunting me for even longer. I still remember my fascination with the Mon0lith, and I'm happy to see it as the final level of the pack.
Thanks a lot for compiling this!

I went through Difficult and Chaotic so far. I forgot a decent amount of solutions, yet at the same time it's surprising that for some levels that I played over 10 years ago I still have a faint memory of some main tricks. Though I think the main reason for being much fast than ~12 years ago is that I also got a lot better since then.

A few comments on individual levels so far:

Spoiler

Difficult 12: I solved it with 15 seconds to spare, not trying particularly hard to optimize, so I don't think it's that bad.
Difficult 18: Referring to Proxima's comment, I didn't use any staircase trick, just 2 miners.
Twin paradox 2: My first solution relies on max bridge stretching, a variation of it uses moderate bridge stretching. I haven't looked too deeply for alternative solutions, but I think I remember the Cheapo version also employed some bridge stretching? At least I remember that Twin Paradox was a definite stumbling block for me back in Cheapo.

Chaotic 11 (I am IS part 2): I don't remember my old solution, maybe it was the same?
Split complementaries 1 seems to be harder than 2?
"I challenge you to a Dual" Is Dual a typo or word play? Key trick (glitch) to doesn't work anymore as Akseli said, but I'd argue the solution is even more interesting now.
3 Separate Paths: Very precise timing in my solution, I wonder if that's intended.

mobius

thanks everyone for all the replays. :thumbsup:

I'll look at them eventually, but it may be a little while as I needed a break from working on this pack and I've been busy with other things like upgrading my PC.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


mobius

UPDATE on 12/30/2018

See original post for download links. Music pack has also changed.

all changes are listed in the changelog (included in the main folder for download)
Also includes updates to styles needed.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


mobius

I just uploaded again to fix two minor issues; the outtakes rank should not have existed (it was only the levels that had gotten replaced) and Nin10do'Addict's style was missing from the folder.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


Swerdis

Beat it today. And what can I say? This is my favourite pack so far. The level design is just great - I learned a bunch of new tricks, some that I never encountered in the other packs I played so far. I can't even name all of my favourite levels here - there are too many. Just to name a few:
"The placement is the key" (so elegant and simple if you know how), "No Mas" (great and not so often found idea), The Razor's Edge (maybe 1 or 2 levels too many of this kind, but the first one was a revelation), "Obevat Yriry" (not a boring level as the name suggests), "Crown Jewel Heist (absolutely unique), Having your Cake (brilliant) and "The Top Shelf" (completely new trick for me and therefore hard to figure out)

I also liked the music pack and the fact that there is no loop - you never know which tune is next (though while playing I thought the connection between a specific tune and a specific graphic style was not completely arbitrary)

My solutions can be found here. https://www.youtube.com/user/Vidusaka
I backrouted some: "Hey that's not cool guys" or  "The Decent Descent" for example



mobius

thanks so much for the videos and feedback! :thumbsup:
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


jkapp76

#13
I just found this level pack yesterday and I wanted to say thank you for releasing this!

I also included a Zip file of files to copy into the pack's folder that will fix the Level select sign and add the matching arrows, resize the scroller and fix the background so it doesn't split into four parts.
...Jeremy Kapp

kaywhyn

#14
Hello mobius/Insane Steve,

I have completed the pack up through the Menacing rank. Replays attached.

edit: Forgot to provide the link to the LP: https://www.youtube.com/playlist?list=PLbp2m4KlFpJurdBlWbWTwJ6L7L5Nh8iA6. Enjoy! :P

General Feedback

As mentioned in the introduction, I've already played many of these levels of Insane Steve's when I downloaded and played his mini 10-level Dos packs. With some sleuthing around on my hard drive, it appears that I downloaded all 10 of the mini-packs. I thought I had more of the packs fully solved, but it seems I only have two of his packs completely solved. Other than the Dos packs, I have also played several of Insane Steve's levels through the Lemmini version of RotL. Therefore, there's a lot of familiar levels in here, especially since I've also browsed through the Lemmings Database. I don't remember all of them, nor have I played all of them, as there's still many new ones in this pack I haven't played before, but there's a huge handful of ones I've already played before LPing this pack.

This is a really great pack that I'm enjoying a lot. There's been some hard levels here and there, but nothing super hard yet. I've been told that this is a level pack held in very high regard, so many thanks to mobius and Wafflem for converting this pack to New Formats NL. I'm looking forward to the challenges that lie ahead in the final two ranks of the pack.

I got to say I really love the choice of tilesets used here in this pack. The only thing I'm not sure about is why were some of the levels recreated in another tileset instead of using the original level? mobius can answer this when he gets the chance. There's also a lot of traps that I'm seeing for the very first time. For example, the fire pinwheel spinning trap and like some kind of blood drop trap in the Minimal tileset by Gronkling. I didn't even know about these traps, as I've never seen them before. Also, there was the same fire pinwheel spinning trap in a Circus tileset level, as well as a fire trap with circles on both ends, but I'm thinking it's simply due to tileset mixing here, as these traps seemed to have been taken from another tileset and put in the Circus level, as in my research when I was fixing up my contest level that happens to be in the Circus tileset I'm amazed there's no traps for it other than the water object.

Peaceful Rank Feedback

This is a very solid first rank. The rank is mostly X-of-everythings, with the occasional one that has some at least one skill with more or less than all the other skills. This definitely reminds me of Clammings in a way, as the first rank was more or less the same. I think the difference is that Clammings increased in difficulty in the first rank much faster than the Peaceful rank does, though I think both first ranks already start getting into some puzzly levels around the halfway point. This also reminds me of SEB Lems in a way, where there's still a lot of variety in the X-of-everything levels so that most of them aren't just a few skills and done. In particular, 1-of-everythings tend to be my favorite type of level. Peaceful 18 - The First of Many, Peaceful 19 - Pitfall, and Peaceful 20 - The Obstacle are all pretty good ones, with the last one being somewhat of another twist on "Keep your hair on Mr. Lemming."

Another favorite of mine in the rank was Peaceful 7 - Low Clearance, as well as Peaceful 14 - Waste Not, Want Not. For the latter, I really like how it's a 2-of-everything except for builders, where you only have 1, therefore creating a somewhat difficult level. It's still not too hard.

I would say Peaceful 6 - Four Corners is the first hard level of the pack, though it's an open ended level, so any solution that solves the level goes. The lack of floaters definitely increases the difficulty by a bit. I really like the design of the level in this tileset, though! :) The only other hard level in the rank is Peaceful 30 - The Shaft, but it appears that everything I did in my solution is completely unnecessary

Spoiler
because it was pointed out to me that there's an exit on the very far left, so it appears that the wooden pillar at the top on the right side was made shorter to try and prevent the right exit route. However, as my solution shows it's still possible :P Still, it's very difficult to get it to work

Another level I seemed to have overcomplicated was Peaceful 12 - Snow Really, as it is possible to finish the level in far less time and not need to take the long way around. Honestly, I think it's simply due to overthinking and for some reason thinking the middle wouldn't work :XD:

Peaceful 15 You'll Get Over It is yet another I did unnecessary work on. Not sure what was on my mind at the time. Even after having LPed so many level packs, I still very much fall victim to overthinking and unnecessary skill assignments :laugh:

I think Peaceful 28 - Give a Little Bit of Help is the only level in the rank that I have played before. There's way more levels I recognized later on in the pack in the other ranks. I remember the level was originally in the Pillar tileset.



Difficult Rank Feedback

Levels are only a bit of a step up in difficulty, but still nothing too hard. The name of the ranking is a bit misleading, as the levels here aren't hard, at least not to the extent of levels in later ranks. Even more great levels in this rank. Still a lot of X-of-everythings in this rank, although levels with very restricted and minimal skillsets are prominent here as well. I like how Difficult 1 - And they're off! and Difficult 2 - Infrastructure Budget Cut are both 1-of-everythings with pretty much the exact same level concepts, which I think is why they're grouped together. Once again, I tend to like these types of levels.

Difficult 3 - ? I wonder if it's due to Insane Steve not being able to come up with a level title here, or if it's intentional. This is the first time I'm seeing the fire pinwheel spinning trap for the tileset, if it does come from the Minimal tileset. Other than getting the crowds down safely, nothing too hard here.

Difficult 4 - It's All a Pipe Dream The only hard part was rescuing the top hatch quickly before you lose too many. Really nice level, though!

Difficult 5 - Exodus Definitely very similar to "I Am A.T" in the solution that needs to be used, just far shorter and way more than enough skills and also can eliminate the timing completely, although I've seen that it's still possible to solve the level without getting the crowd tightly packed together.

Difficult 6 - Bitter-er Lemming Very nice remake of "Bitter Lemming"/"With a Twist of Lemming Please" from the OL.

Spoiler

Here I used more or less the same solution from the United version

Difficult 7 - The Pit Nice 2 Lemmings level that's a 1-of-everything on top of it.

Spoiler

Only hard part was building in such a way after mining so that it doesn't block the lemming coming from the right entrance from being able to climb up to the exit

Difficult 8 - Preventative Maintenance Nice 1-of-everything with 6 skill types. I was a bit of a dummy here, as the level is easier than I made it out to be :crylaugh:

Levels that I remember and have played before: Difficult 9 - The Placement is the Key, Difficult 11 - A Tribute to Flagpole Sitting (original is in the Marble tileset as I recall), Difficult 12 - Flugtag!, Difficult 13 - NO MAS!, and Difficult 22 - The Annoying 1-Pixel Gap. Difficult 9 was a favorite of mine and can be difficult, but it's quite easy once you know how.

Spoiler

Using a builder staircase to stop climbers from going out the left from the right is especially clever ;)

I particularly loved the last 3, Difficult 12 due to being a 1-of-everything, Difficult 13 and Difficult 22 for both being builderless levels, which is another type of level that I tend to like a lot. The latter is especially clever, as providing even 1 builder would render the level way too easy (simply build over the tiny gap before the exit and done)

I think I played Difficult 15 - Bolero (layout somehow seems/feels familiar) before, but I'm not sure. The hardest part is simply being quick enough to rescue the hatches that are over the lava. I think I might had played Difficult 21 - Another Beast of a level before as well, but I don't remember. It simply uses the layout of "A Beast of a level" from the OL. I especially love how this is a builderless level, therefore increasing the difficulty by a lot. For a moment I had trouble thinking about how to turn the climber around, but

Spoiler

it's all about going over the exit by the top. The funny thing is that I don't think I ever realized that you can always do that on this level, which probably means I haven't played this version of the special graphics level before.

Difficult 14 - The Lobby Another great 1-of-everything level in the Toy tileset! Here I think I made my solution more complicated than it needed to be, as I definitely could had done the level so that no timing was needed at all to make sure everyone survives by swapping the digger and miner. Somewhat hard but really good puzzle.

Difficult 16 - Triple Threat Yet another 1-of-everything. This is pretty good too. Easier than the previous 1-of-everything IMO. Time limit isn't a problem here at all.

Difficult 17 - The Perch I like how it's a 20-of-everything except for builders where you only have 1. That alone increases the difficulty by a bit, but there's still nothing too hard about the level. The builder is usually the skill that you have less of in an otherwise X-of-everything level, or you're not even given any, though on rare occasions you might be given more builders than all the other skills.

Difficult 19 - Wood Puzzle Really nice 1-of-everything level that is also a 2 Lemmings level. I can see how this level can still be a problem for some, but I didn't think this one was too bad at all.

Difficult 20 - Time is of the Essence Indeed it is, as finishing the level on time is the hardest part. It's definitely easy due to the 5-of-everything skillset, but the very strict time limit forces you to be quick. I do like how it's a 1 minute level, as I tend to like these a lot too.

Difficult 23 - The Razor's Edge One of my favorites, as it uses a trick that I first learned in a Pimolems level, although it's not really the best level to teach it, since it's far harder, but that's my history with the trick, which explains why I found this level quite easy. This is also the first of several iterations of levels with the same title but numbered as sequels (part 2, part 3, etc)

Difficult 24 - --> Wrong Way! --> I like how the level has the title outside of the main playing area. This level is a pretty good introduction to getting your way through to the exit when faced with a OWW with arrows pointing in the wrong direction and you cannot go over the top in any way. It's not too hard at all, especially since you far more than enough skills to be able to get through. Also it's easy to save everyone, I simply didn't bother to :P

Difficult 25 - Round Trip Nice puzzle here. The only hard part here was near the exit with clearing a path for the crowd and turning the worker around. Seems a bit precise around that area.

Difficult 26 and Difficult 27 are title Twin Paradox and Twin Paradox (Part 2), respectively. I have watched some other solutions to the former and it seems the trigger area of the fire spinning pinwheel trap being a bit off from the wall so that the climber/floater doesn't die is intentional. The latter was a quicker solve than the former, although both were still quick ones.

Difficult 29 - Beat the Clock Took a totally different route here, as for some reason I didn't think the normal way would work due to thinking it would take too much time.

Spoiler

I failed to realize the wall on the other side is climber friendly :forehead: Funny I realized it for the left side though, which is the route I took. I also could had simply lost just 2.

Difficult 30 - Rainbow Road This is quite similar to the "Wooden Puzzle" or some level with a similar title from RotL I played with a very similar layout, just not in the Pillar tileset. Easy one, but only because I recently played RotL a few months ago. Also much shorter and about the same difficult as the previous rank finisher (that is, if you decide to take the easy route instead of the challenge route I took :crylaugh:)



Menacing Rank Feedback

Levels start to get more puzzly and gnarly, with solving times slowing considerably starting with this rank.

Spoiler

Menacing 1 - They just won't climb that wall. I've played this level before, so another one I recognize. Very nice puzzle to start off the rank.

Menacing 2 - Persistence Builds Character Not as hard as I made it out to be for several minutes. It's funny how I didn't think to simply brute force it here by repeatedly building until they are able to get over the gap, when I did that for Peaceful 29. Very nice level, with a great basher usage to delay that particular lemming so that no one slips into the water.

Menacing 3 - Wait and See... Another great level that's a 1-of-everything in 5 different skill types. I seemed to have used a very cool and creative solution here of getting everyone into the bomber hole once the climber was high enough so that everyone else coming from the right entrance would turn around.

Menacing 4 - Level Featuring Random Terrain Pieces Yet another level that I remember and have played before. Pretty good level that isn't too challenging either. Seems a bomber is enough to get the right entrance down safely. Why 99 blockers here?

Menacing 5 - The Texas Lemming Massacre Once again, another level I recognize and played before, though I recently played this in RotL. I think I used a completely different solution here than the Lemmini version I uploaded to my Youtube.

Menacing 6 - Razor's Edge (part 2) Another sequel level. Good one as well using the same builder step past a thin wall, but this level also features the trick of sending on a worker ahead to builder over the water gap and plugging up the hole so that no one else can follow him. The hardest part is making sure no one slips out before he can lay that first builder brick to plug it up, and to do this requires stalling the two lemmings after him with the skills provided.

Menacing 7 - Nosedive Another great level. It's not as hard as I made it out to be. The 99 RR is what makes the level hard, but even then it's still not too hard. After getting both crowds at the top down safely, then it's about sending two on ahead over the top. Which side doesn't matter.

Menacing 8 - Detour Somewhat hard, although the hardest part is making sure not to lose anyone, as you need to save everyone here. I wasn't sure if my solution was the way to go, but after solving I watched Icho's solution and he used the exact same solution I did, with even the digger and one of the miners in the exact same spots.

Menacing 9 - Need a Boost? A level that I made far harder on myself than I needed to. In some earlier attempts, that was pure evil that my solution fails by about a pixel or two. I watched Swerdis's solution after solving, and I can't believe I didn't even think to send the climber over the top :forehead:

Menacing 10 - Athena's Revenge Nothing hard here other than how you need to be very careful with your destructive digging skills. You do have enough builders to be able to build up and get over obstacles if need be, therefore sparing some skills that you would otherwise run out on.

Menacing 11 - Pesky Plumbers Probably another level that I made harder on myself than I needed to. Here I solved with just one climber. I think I know how to use the other climbers, and that is it needs to be timed so that you get all the climbers up before you build over the small gap a few levels higher. Even then, I'm wondering if that would block or get anyone trapped in between the wall and builder step.

Menacing 12 - It's not that easy, I'm afraid Indeed, I had problems with this level. I kept thinking to send over a climber to the right side to mine the crowd out and a miner or digger on the left side to connect with the miner tunnel from the other side, but this wouldn't work. Instead, it was a simple matter of mining out the ceiling so that the builder won't hit his head and thus he will continue. Pretty nice level that is deceptively difficult for a 2-of-everything except no bashers.

Menacing 13 - The Narrows Somewhat easier than the previous level. Seems the idea here is to widen the gaps and dig away the terrain that's in the way in order to build up and hence use less builders. Nice level idea!

Menacing 14 - STEEL BALL DA-DA-DA One of my favorites that I overcomplicated the starting area. I think it's just a simple matter of sealing off the gap with a bomber on the very far left side so that no RR tweaking is needed at all. I really like how you need to build out to the right to send a climber over the top to the left side in order to dig and release the crowd.

Menacing 15 - wAy uP YoNder! Just a huge builderfest, with the hardest part making the splatforms for all the top entrances on the right side. Here I used the builder step past a thin wall, which isn't really required at all, but it does come in real handy here.

Menacing 16 - Annoyance This level somehow looks familiar, so I feel like I played this level before. I was a dummy here for a long time before I saw that it needs builders for one very long "extending" the basher. I kind of vaguely remember the solution requiring that, but since I didn't remember it for a long time it likely means I haven't played the level before. Or, it might just simply be due to the huge lapse of time since I last played the level. In any case, it doesn't matter how much time has passed, as I do eventually figure the levels out on my own. Anyway, this was a really awesome level and one that's very satisfying to figure out once you do spot the solution/trick.

Menacing 17 - Mental Process The only hard part here is the time limit, so it seems that some sort of multitasking is required in order to not run out of time. Once you figure out how to get past the trap at the bottom, the rest is easy and simply a builderfest.

Menacing 18 - The Thin Red Line (Colorblind) I think I've played this level before, or at least similar levels to this. Had some trouble here for some very odd reason despite having played levels like this before. I definitely could had better ensure survival if I had scooted the staircases over a bit.

Menacing 19 - A JUGAR! I remember this level. The only hard part is being quick enough to use the nook on the left side to seal off the gap before you're not able to save the requirement. Otherwise, nice level!

Menacing 20 - Not My Hardest 1-of-each Level I like how the title refers to the skillset being 1-of-everything. Sure enough, this level is quite easy. The only hard part was the builder and miner combo, as these seem quite precise.

Menacing 21 - Irregularly Placed Pole Level I think I've played this level before as well, as I do remember a remake of "Poles Apart" where the ceiling route is used. The only hard part is juggling the crowd so that no one falls past the blocker and making sure not to lose too many here at the start. Otherwise, this is a pretty good level.

Menacing 22 - Herzeleid I have no idea if the level title is an actual word and if it is what it's referring to. One of my favorites of the rank! :thumbsup: Super clever builder brick past a wall trick for a climber to land on from the top and to forge the rest of the path. Brute forcing the level seems like it might work by keeping the crowd moving, but it seems that you'll lose too many this way, as I couldn't get it to work at all.

Menacing 23 - 4 Pillars and a Trap Appropriate level title. Not too hard of a level, but can still be a bit challenging. Compression FTW!

Menacing 24 - The Runaround Very nice level! I was a dummy here and didn't think to have a second digger join the first one. That's really the only hard part, finishing on time and making sure to not leave anyone stuck in an endless loop.

Menacing 25 - Mass Pandemonium I'm certain I've played this level before. Challenging but very nice puzzle. I think the intention might be to go through both OWWs, but here I sent the two right-most entrances over the top. Not a very hard level at all.

Menacing 26 - Fire Exit It should had been very obvious from the get-go that the only way is to go over the top, but nope, I was a dummy for the first few minutes. I really like how the key here is realizing that it's not absolutely necessary to seal off the gap completely on the left side at the bottom, as only enough needs to be built to catch the crowd and ensure everyone goes out in just 1 direction. This spares the critical builder you need to finish the level.

Menacing 27 - I am I.S. I think I played this level before, but I don't remember. Clearly a twist on the "I Am A.T." level, only this one is far easier and less annoying. This level can still trip you up if you're not careful, though.

Menacing 28 - Bad Maniacs Another one of my favorites in the rank. That's really clever with sending two out to the left to forge the path for the crowd before it arrives. Also very nice trick of bombing a blocker free.

Menacing 29 - Endeavor Easier than it looks, particularly since the save requirement is quite lenient. The hardest part is simply being quick enough before you lose too many.

Menacing 30 - The Ob3lisk Rank finisher that's certainly harder than either of the previous ones. Fortunately no timing is needed among any of the blockers at all. Quite a nice level, although it's much more obvious that everyone needs to be a climber to reach the exit, as you have nowhere near enough builders to get up to where the exit is.



Overall, I'm enjoying this pack quite a lot and look forward to continuing on with the final two ranks. Nice work here to Insane Steve and to mobious/Wafflem again for the conversion to New Formats NL :) Cheers!
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