[NeoLemmix] Lemmings United [Difficulty: Hard-Extreme]

Started by IchoTolot, February 18, 2019, 08:48:42 PM

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kaywhyn

Haha, great job, Tomato Watcher. Good luck with the remaining 7 levels of the rank. I do remember some hard ones to come, in particular Pacifism 36, 37 (for me it wasn't a problem, but I know others found it hard), and 41, the rank finisher, so these might take you a while. However, I know you can do it, seeing how you managed to get to the point you're at now and how you beat some difficult ones along the way after some struggling. ;)
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

The Tomato Watcher

Funny you say that; I'm stuck on Pacifism 36 as we speak!

kaywhyn

Haha, I knew it. I just watched your attempt at it. The reason I brought up these 3 levels was because I remember them being difficult, and they are also seen as difficult levels by most. It's almost been a year since I've beaten all of the Pacifism rank, but these 3 are the ones I remember standing out as being difficult levels. However, as I previously mentioned in my last reply, 37 didn't give me as much problems, but others had trouble with it and it's generally seen as a difficult level. In particular, I too was stumped by Pacificism 36 for a time, and this level was the very first one in the rank that gave me problems and one where I was stuck for more than 10 minutes. So, this means you're not alone here being stuck on this level. It's a hard level for most, and for good reason: Multiple hatches, tall level, and a very limited skillsket. Not to mention that it's at the very end of the rank, so these last few are expected to be hard. Of course, level difficulty is subjective. Just because I was stuck on this level doesn't automatically mean that you will be, but it seems I was accurate in my analysis here, as you are indeed stumped on the level for the time being. At the same time, I thought these 3 were great levels despite the difficulty, especially the rank finisher. Keep at it, though, and you'll get through it eventually.
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

The Tomato Watcher

Well, I just recorded another video and got through both 36 and 37!
36 was super satisfying to solve.
Spoiler
I really had to challenge my assumptions about where the constructive and destructive skills were to be used.
37 was actually fairly easy for me, a bit like you said.
Spoiler
I made one bad assumption at the beginning with the builders, but that only took me about 5 minutes to figure out. The rest was self-explanatory.

kaywhyn

Great job with both! Good luck with 41 when you get there. Like 36, it's quite satisfying to solve.
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

kaywhyn

#200
And, Tension 34 solved!

Spoiler

Wow, it's a really great level! Before discovering the trick, I was completely stumped and stuck and hence it was a really hard level, but once discovered it's an extremely easy level. Looks like that little detour I took to solve Wafflem's entire pack was indeed worthwhile, especially since it only took me 5-6 days to beat his pack. Now that I think about it, I'm not sure if I would had been able to come up with the trick on my own without your super vague but ultimately extremely useful hint referring to a level in the final rank of his pack. The biggest difference was that it only took me about 10 minutes to come up with the solution for Wafflem's level, so this probably means I might had eventually given enough time. For your level, after I had beaten Wafflem's pack last night, I thought to myself, I'm not sure if it was helpful to have played Wafflem's pack, because I didn't see any fancy trick in any of his last rank levels. Nope, I was wrong. I had an Aha moment about an hour ago when I realized, wait, that one level I played where I trapped the crowd by a stack resulting in them turning after just walking 1 frame in either direction. Once I made that connection, I quickly put it to the test and solved your level in a minute. Therefore, the main challenge of the level is how to contain the crowd. Once done with the trick, then it's a very easy level.

So, stuck on this level for 3 weeks after first having reached it, but thank you for a hint that didn't give any of the solution away. The only thing I feel bad about is having to ask for a hint, but then again this is the first level in the Tension rank where I asked for one, so maybe I shouldn't feel bad. Not to mention it's only the 2nd level in the entire pack so far that I have had to.

Also, resolved both Tension 25 and Tension 27

Spoiler

Sorry, backroute again for Tension 25. As a matter of fact, I can use the exact same solution as last time, except this time I need to use a climber. The climber should not had been able to climb through that. Thus, I didn't need to use the miner... again. Good luck blocking this, I guess. As for Tension 27, this seems intended now.

Onward! :)
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

kaywhyn

Tension finally finished! Here are the rest of the replays for the rank, starting with 35 (see reply #200 for Tension 34, as well as Tension 25 and 27 resolved)

Spoiler

Tension 35 - Oh, It's Irresistible Easy level, with the only tricky thing being the timing to release the blocker so that he can turn the crowd around on the middle platform.

Tension 36 - Monachopsis This one managed to stump me for about 20-25 minutes before I remembered about lemmings landing inside the stoner's terrain from your Neolemmix Tutorial pack to turn around. This can be a bit tricky, especially making sure only one turns around while the rest take a detour to allow the builder time to bridge both gaps at the end.

Tension 37 - This Dome is Our Home Good level that managed to give me some trouble, but really the only real problem I had was making lemmings survive the bottom fall. That took me a while to figure out after optimizing the bridges at the top.

Tension 38 - The Machine Another level that managed to stump me for about a day, but I really like the solution in the end, which involves making sure the glider doesn't come back up once he falls to the bottom and delaying him long enough with platformers so that the non-glider can hit the remaining buttons before the glider goes past the exit and missing the chance to exit due to it not being unlocked yet.

Tension 39 - Double Vortex - A very rare instance of a level late in the rank that has excessive skills. It's also a really huge level that looks extremely difficult and daunting, but it's not that hard of a level at all. It's really obvious where most of the skills need to go, for example. I really like how the two groups need to collect pick-ups to allow the other to proceed further in the level. I did have to back a few times and optimize my builders because I kept running out. Good use of the trick of cloning a miner 3 times total, 2 of which use the builder for the miner to continue, and also two cases of cancelling a miner midstroke to allow the lemmings to get higher. This level ended up taking me a little over 20 minutes, so perhaps there should be a time limit here to prevent people from taking their time just like you did with the rank finisher. This would make 3 levels in a row with a timer.

Tension 40 - Deviate! By far my favorite level of the rank! I absolutely loved seeing the solution in action and having the two specialists (swimmer and disarmer) beat the separate groups before they can drown/killed by the traps. Somewhat easy for a penultimate level of the rank.

Tension 41 - The Igniting Spark Seems a lot easier than the previous two rank finishers. This one almost took me a day to figure out, the same as the Pacifism rank finisher, but the solution seems much easier to figure out here than Pacifism 41. There's that trick of turning a lemming around inside the stoner's terrain again, which I figured out fairly quickly to allow a worker lemming enough time to platform the two gaps before the crowd arrives. The most difficult part was the top where it wasn't clear that two stoners would be sufficient to get up the steel platform. Indeed, it's easy to figure out that a bomber must be used because lemmings cannot get up on a stoner on even ground. It turns out that all 3 skills have to be very precise: The bomber needs to be assigned as it touches the steel wall, then there's only one position that will work for the first stoner AND it must be assigned facing to the left, and finally the second stoner needs to be assigned the instant it falls off the first stoner in order for the crowd to still be able to make it over the steel platform. Also, the first stoner to hold back the crowd on the bottom has only one spot that will work, as well as the basher. That makes 5 very precise assignments in total, but it's ok as it is the rank finisher and so is expected to be difficult. Finally, the 12 minute time limit may seem very generous, but it is surprisingly very tight. I only had 3 seconds left in the end. So while the level isn't very difficult compared to the previous two rank finishers, in addition to those very precise assignments, the timer definitely adds to the challenge.

Overall, the Tension rank felt somewhat easier than the Neutrality rank, even though there were 2 levels that managed to stump me for a really long time, Tension 17 and Tension 34 (interesting how the two levels that stumped me are both multiples of 17). The former is difficult only because the solution is very well-hidden due to the steel, while the latter is difficult only if you don't know the "certain trick" you mentioned, but if you do then it's an extremely easy level. I certainly didn't know about the trick until I played that level from Wafflem's pack, so I felt that the detour I took to beat his pack seemed well worth it, as it allowed me to finally get past Tension 34. At the same time, I might had been able to figure it out even without playing Wafflem's level had I maybe spent more time on your level, but that's not certain. In any case, it's a trick I'm now aware of.

Onward to the War rank!
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

IchoTolot

Thanks for all the feedback and replays and great job on solving the rank :thumbsup:

I will look through everything once I am back from my little vacation. :)

I think a big reason why rank 3 felt a bit easier than rank 2 is the ammount of training and experience you got in between. The pack gets a lot easier once you saw the tricks before and used them a couple of times. Also, just a lot more lemmings "routine" can go a long way.

kaywhyn

Been really hard at work playing your pack the last few days while you were away on vacation. Halfway through the War rank already! Here are War 1-20 replays. Lots of great levels in this bunch! :thumbsup:

Spoiler

War 1 - I Demand a Builder Good level to start off the rank. I have your Neolemmix Tutorial Pack to thank for this as well, where this level twice uses the trick of blocking with the basher mid-stroke and then immediately digging with another close-by lemming.

War 2 - Well of Eternity Much easier than the corresponding Tension 2 level. This is probably a backroute, though, as I do have some skills leftover.

War 3 - Stairs of Sacrifice Pretty good level where I had to think for a while. The solution was obvious, just the execution was a bit fiddly. I do have a blocker leftover, though.

War 4 - Don't Feed the Clams Easy and excellent puzzle!

War 5 - Up the Fly Tower Yet another great puzzle where I had to think about how to make a big enough gap between the lemmings so as to give the lead lemming enough time to finish the gaps before the crowd arrived. It was fun seeing all those gliders interacting with the updrafts on the screen. It is near impossible to see the glider pickup label for the entrance, though, as it blends in really well. Was this intentional? Also, why was the level impossible before? It has something to do with how gliders not gliding early enough?

War 6 - May the Skills Be With You Well, the skills weren't with me for a few days, as this is a really good puzzle that was a roadblock for me for a few days. As a result, this was probably the hardest level in the rank up to this point. In a way, I kept on thinking that it was unbelievable that I was already stumped this early in the rank. I kept running into the problem of having no skill available to turn the lemming that digs the gliders out around. Once I realized which pickup skills were going to help in the solution while ignoring all those decoys, the solution came to me easily. Also, the other problem spot was how I kept unnecessarily wasting two walkers to turn the two climbers around to avoid the trap. That's because I kept using the basher in the wrong spot, where it should be used for the wall before the laser trap. Same thing: Why was this level impossible before? I'm thinking the place at the top and the right side in the middle were the problem spots for gliders.

War 7 - Temple of Ichot'tolot Excellent 1 of everything puzzle! Loved the trick of bombing the up OWW to stop the digger. Didn't take me long to figure that out, and once done the rest is very easy.

War 8 - Mount Lemmerest I did it, I managed to scale the mountain. I have to disagree with Armani here, this was a really good and somewhat challenging puzzle. I didn't like how the fast forward didn't speed things up at all due to how much there is in the level, but this is a minor point, as most of the time I could use the 10 second skip instead.

War 9 - DYNAmic Circuit Nice challenging puzzle where I had to think, especially since there are no constructive skills here! I already knew the trick of blocking in front of the locked exit from Wafflem's pack, so made the level a little easier, but that's just one part of the puzzle. I do have some skills leftover though, so it might be a backroute?

War 10 - Beam Me Up Lemmy! Yet another level where I have your Neolemmix Tutorial Pack to thank for teaching me that skills continue after going through a teleporter :thumbsup: I initially didn't make the connection for about 10-15 minutes, but once I remember this then the level was easy.

War 11 - Hellraisers My favorite level of the rank thus far. I love how bashers are used to release another worker lemming from the entrance and to delay the crowd here to give the lead lemming enough time to forge the path.

War 12 - The Climbing of the Zugspitze Another great puzzle involving figuring out how to delay the crowd to give the worker lemming time to forge the path. The first miner is very precise, as there's only one position that will work.

War 13 - Climbers of the Swamp This is also a favorite level of mine. This level stumped me for about a good half hour or so, but I really love the solution, which involves blocking and still being able to turn lemmings around despite there being a small gap due to how a blocker's field works.

War 14 - There's Something in the Water Too easy and also another favorite of mine.

War 15 - Framed with the Best Skills Good, somewhat challenging puzzle. There's probably better ways of doing the level than how I did it, though.

War 16 - Tomb Raiders Really great and easy level with an easy solution. The only tricky part is positioning the stoners and builder so that a miner goes through all of it.

War 17 - Shatterhail The hardest level so far after War 6, but only because the beginning part mining and two diggers is very precise. Luckily, due to how there's only 3 skills, it's really obvious where the skills go, just the execution is very fiddly.

War 18 - United We Stand Excellent puzzle! The trick of mining a stack in progress so that the lemmings can get up is done twice in the level and shows up again after the last time the trick is used in the Neutrality rank.

War 19 - Kraft Und Licht Challenging but excellent puzzle nevertheless. It's really obvious where the platformer and builder go, just figuring out how to do that is the main challenge. Since I don't know German, what does the title mean?

War 20 - Harkonnen Force I thought this would be another roadblock, but it turns out that I had the right ideas, just wasn't executing it correctly. I did come up with the idea of two miners cancelling both of each other out, but I tried several times and I would either have one cancel and the other continue or both continue. Since that kept failing, I was beginning to wonder if two miners cancelling each other is possible in Neolemmix. To check this, I  quickly tried it on Nightmare on Lem Street, and indeed it does work. It's just very tricky to set up, as the positions of both miners have to be very precise and also timing the other miner correctly. Thank goodness for framestepping to determine when to start the other miner. Would be a nightmare to pull off in Superlemmini for sure! The only thing I'm not sure about is whether the trick of two miners cancelling each other out is intended, but it must be since it uses all the skills and seems to be the only way to solve the level. Also, a miner cancelling the other miner is used twice here.

Quote
I think a big reason why rank 3 felt a bit easier than rank 2 is the ammount of training and experience you got in between.

Good point! Didn't think about that. Welcome back, btw. :)
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

IchoTolot

#204
V 11.0 is out!

Fixed backroutes thanks to kaywhyn's replays:

- 3 25 (added some terrain and pick-ups) I think I finally found a way to truly force the intended solution here.
- 3 39 (+1 save req) Did not remember why I gave an extra loss here.

- 4 02 (Added a OWW)
- 4 03 (Added OWWs and steel)
- 4 11 (Added steel)  Just a minor backroute here though.

Comments:

Tension 41 - The Igniting Spark the history of the looong timer:

Spoiler

The timer here is an odd one. It basically prevents some solutions where you wait around like 20+ mins for the right timing. I even gave a few extra minutes, but well your solution is a slight backroute that can't 100% be fixed without major overhauls and it's VERY slow in its execution so that you managed to even go through the extra time. I decided that it is not worth it to fix such a minor backroute back then and gave 2 minutes extra on top of my solution to prevent any of those waiting around solutions. --> The fastest waiting around solution used like 2:30min more.

War 9 - DYNAmic Circuit

Spoiler

Only a very minor backroute that I accept as an alternative

War 20 - Harkonnen Force

Spoiler

"I did come up with the idea of two miners cancelling both of each other out" - Nowhere in this level is this precise trick needed. ;P  It has quite a few solution variations and you delivered another one.

War 19 - Kraft Und Licht: It means "power and light".

All levels that were not possible were due to the NL glider update. There where quite a few levels where gliders did not reach their destination anymore due to them opening up their glider slightly later.

It amazes me how much the introduction pack already helps the player going through hard levels! Through all the intances I've read, here in this topic ALONE, contributing the knowledge of certain tricks and behaviors to the intro pack, I see that this is indeed the thing NL needed the most. It's not the new features, it's simply this - an easy way to get into the deeper mechanics of Lemmings (that is actually maintained).
It's still not done, but it will get there.

kaywhyn

#205
And, War completed! Attached are the rest of the War replays from 21 to 41, and also War 2, 3, and 11, as well as Tension 25, resolved. In contrast to the first half, which I kind of breezed through with little difficulty, the second half of War slowed my progress considerably, as there were some major roadblocks. In particular, War 26 - I, Lemming and War 36 - Rise Over Run were the stumping points for me, the former for an entire day because I was stupid, the latter for about a day and a half because I kept overcomplicating the solution in my mind and ran into skill shortages, the bashers and platformers in particular. I thought War 39 - Hysteria would also be another roadblock, but I surprisingly solved it in about 1.5 - 2 hours.

Regarding resolved levels:

Spoiler

Tension 25 - Step Up! (Or Don't) Yes, I believe you finally have forced the intended solution, as I now use the miner. Well done! :thumbsup:

War 2 - Well of Eternity The small addition of the OWW has raised the difficulty of the level significantly! Still, excellent, decent challenge! :thumbsup: This is definitely intended now, as all skills are used and I used the so-called "well of eternity." Since War 14 uses a similar trick of bombing a swimmer and is much easier, I'm wondering if these two levels should swap?

War 3 - Stairs of Sacrifice Unless this is an acceptable solution, I have way more skills leftover than I did before the changes! I would still leave the floaters in, as there can still be a chance that the lemmings will kasplat on the platformer bridge.

War 11 - Hellraisers I don't think this is a problem, as it's the same solution, just a platformer at the top instead, I think?

Now for the second half of the War rank

Spoiler

War 21 - Center of Attention Challenging but really satisfying to figure out. I have a platformer leftover.

War 22 - Under The Eyes of Horus Nice use of the stacker to trap some lemmings to release the blocker and to make a basher continue through! :thumbsup: Took some time to figure that out. I have a blocker leftover.

War 23 - Warth of the Lem King Very satisfying puzzle to solve! Took some time to figure this one out too.

War 24 - Temperance and Vengeance By far the hardest part was the beginning. Also, Neolemmix Tutorial Pack comes to the rescue once again, as that's how I learned the stacker/stoner tricks there. This seems like a major backroute, considering I have a glider and stoner leftover. Also, I simply cloned a lemming at the top to make up for the stacker I lost.

War 25 - Flesh, Circuit, and Bone It's not a hard level, just very fiddly to execute. This is very similar to another level from another pack I have played previously. I don't remember which pack it is, but it was a marble level that was exactly this, only a stacker is used instead of a builder to turn the platformer underneath around.

War 26 - I, Lemming I was stupid on this one, because it never occurred to me to make a builder step on the top platform where the top entrance comes in, when I quickly figured out to make a building step in the platform beneath it. I was so confused why the top entrance couldn't land on the bottom entrance's building step. Turns out that the glider that lands on the builder step to dig takes away that step up so that only some of the lemmings will land on the bottom builder step. Then that led to a lot of trouble until I finally figured out to make a building step at the top to allow all the top entrance to land on the bottom step.

This level also has the trick from Tension 28 return, of bombing a digger so that it becomes an ohnoer who can still exit when it lands in front of the exit.

War 27 - Abort the Experiment Nice trick of cancelling builders with a basher so that the next time it's assigned one it won't turn around! Much easier than the levels around it.

War 28 - Complex Complex Nice level! I have a bomber leftover.

War 29 - On the Sunny Side of Life Challenging but still a great level! I don't know if there's a better way to make it so that the disarmer clearly makes it to the trap in the floating island before the crowd. It really seems like it's up to chance.

War 30 - Journey to the Coast Nice challenging puzzle involving a digger pit. I have a glider leftover.

War 31 - Tower of Darkness This one was pretty easy. I love the trick of using stackers next to each other to help a miner continue.

War 32 - Eternally Revolving This one managed to stump me for a time. The most difficult part was containing the crowd at the beginning, as well as how to get a climber to go over the top. I kept thinking a stoner was used for this purpose, as this saves the most constructive skills because just 1 platformer is sufficient, but then this creates the problem of releasing the blocker later. Once I realized the stoner can be used to stop the lemmings from going to the right, then the level was easy.

War 33 - The Spirit of Competition There may be a lot of builders, but all of them are used in the solution, so they cannot be wasted. The setup is almost automatic, but I still had to rewind several times to get it correct to allow the miner to go through all of it.

War 34 - Offworld Nice puzzle that also managed to stump me for a time, in particular how to contain the crowd and release the blocker later. Turns out a platformer has to continue from the other side. Nice! Also nice use of building to the left and the miner is still able to go through both platforms.

War 35 - Rising Like an Endless Crescendo Nice puzzle! The most difficult part was the beginning, separating two worker lemmings and delaying the crowd long enough for them to finish the platforms on time. I don't know if the long waiting game is intended, though.

War 36 - Rise Over Run Very hard level that stumped me for 1.5 days! Probably the hardest of the rank. I kept fighting between two paths to take, the left one, and the one in the middle with all the water. The latter almost works but is fatal by 1 pixel. For this route, I kept trying to see if it was possible to land on the mushroom which would allow the lemmings to survive. Turns out that's impossible, so then I tried to make the left route work. I kept overcomplicating the solution in my mind, and I mentioned before I kept running into platformer and basher shortages. I kept thinking that I need to use a blocker to turn the lemmings around on the lowest platform, but I correctly kept thinking it's impossible to, because the two blockers are easy to figure out in the two middle platforms. Turns out the hardest part to figure out is to get a basher to the left and platform to reach the next lower platform before the crowd arrives, as well as to platform to the left after the water. This level nevertheless was very satisfying to beat!

War 37 - An Artist's Life Nice level that is much easier than the previous one. The only hard part is knowing when to up the release rate so that only one lemming gets over the top.

War 38 - Imperial Basin Another nice level! Nice reference to the level Save Me from the original Lemmings when building to the top and blocking at the end of the staircase going to the right. I have a floater leftover.

War 39 - Hysteria As I mentioned before, I thought this level would be a major roadblock, but I surprisingly solved it in 1.5 - 2 hours. Can probably the hardest or the 2nd hardest level of the rank. By far the hardest part is getting up the left side of the level. Given that the major constructive skill given are platformers, this makes it a huge challenge in trying to get up since the skill doesn't add height! Also, there may be a lot of bashers, but all of them are used! Two were used to cancel platforming. The beginning also took some thinking through, as the stoner as the only possibility to get the crowd down is almost automatic due to how it uses less skills and allows the use of two stackers elsewhere, but there's also the possibility of using two stackers, one to block the lemmings going off the side of the level and another to get them down safely. The other challenge is figuring out that a stacker or a stoner is not used to stop lemmings from dying to the dragon trap at the very end and hence why there's so many platformers.

War 40 - Floral Fury Ah, another timed level just like the corresponding Tension 40. Not a bad thing, as I myself love time limits. Why 3:33, though? This one seems a lot easier than Tension 40, probably because of how the level is only a screen wide and how the skill placements are very obvious. As a matter of fact, I solved this by determining where the builders have to go first. Also, I'm surprised I got the timing of the 3rd, 4th, and 5th lemmings accurately on my first try! Although, the one digging down the pillar in the middle is almost just slightly too early. In contrast, I had to adjust the first and second climbers a few times, as I kept releasing a second climber a bit too early.

War 41 - Loss of Lemmanity Another nice rank finisher! :thumbsup: Definitely harder than the previous 3 rank finishers! Although, this level didn't take me anywhere near as long as Tension 41 (of all rank finishers, Neutrality 41 took me the longest). In particular, the most difficult part is the very beginning. Once again, the tricks of blocking right in front of the teleporter and blocking in midair to turn lemmings around return, just like you say with previous tricks coming back in your rank finishers. The biggest red herring is falling down the left side, but even then it's easy to figure out that it's not used since it's easy to figure out where the bashers go, two of which are used to free blockers, leaving only a walker to release the remaining blocker. It took me some time to work out the timing in the middle to ensure all the crowd gets up to the top and the lemming to release the blocker is the glider/climber athlete. There's probably better ways of achieving this than the way I did it, though. 

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- 3 32 (+1 save req) Did not remember why I gave an extra loss here.

Ah yes, I meant to mention this, but I forgot. Also, it's not 3 32, it's 3 39.

Quote
Tension 41 - The Igniting Spark the history of the looong timer:

Spoiler

The timer here is an odd one. It basically prevents some solutions where you wait around like 20+ mins for the right timing. I even gave a few extra minutes, but well your solution is a slight backroute that can't 100% be fixed without major overhauls and it's VERY slow in its execution so that you managed to even go through the extra time. I decided that it is not worth it to fix such a minor backroute back then and gave 2 minutes extra on top of my solution to prevent any of those waiting around solutions. --> The fastest waiting around solution used like 2:30min more.

Then I consider myself having failed the level under the original 10 minute timer. I might go back to this level sometime and see if I can beat it as you originally intended under the old timer, but right now I cannot see any way to improve the completion time considerably.

Quote
It amazes me how much the introduction pack already helps the player going through hard levels! Through all the intances I've read, here in this topic ALONE, contributing the knowledge of certain tricks and behaviors to the intro pack, I see that this is indeed the thing NL needed the most. It's not the new features, it's simply this - an easy way to get into the deeper mechanics of Lemmings (that is actually maintained).
It's still not done, but it will get there.

That's why I will gladly refer players to your Tutorial pack, as it has helped me tremendously, as seen by the many times I have made references to this pack in my feedback to your United pack. That reminds me. I have feedback for your Tutorial pack that I need to give you. I first completed the pack back in January, and then I recently finished the new version of the pack that was released two months ago, once I was held back by Tension 17, and many of the tricks I remembered from the Tutorial pack have definitely came in handy to help me with your United pack, especially with the War rank! :) Some time ago, I've referred one such forum member to the Tutorial pack who is currently playing through Sublems.

Despite the really hard levels, I'm definitely enjoying your pack a lot, Icho! :) Far better than Reunion. Truthfully, I've been nervous about United being too difficult even for someone like me, but as I have beaten hard packs like Reunion and Pimolems on Lemmini and so many other packs that not many people will finish entirely, this should definitely be a big sign that United shouldn't be a problem for me. Indeed, except for Neutrality 41, Tension 17, Tension 28, and Tension 34, it hasn't been too bad in stumping me very badly. Nevertheless, I can definitely see how not many people will be able to complete United to the very end or be able to get very far like me.

Onward to the Genocide rank! I'm already really nervous about starting this rank, considering that the Nightmare rank from Reunion managed to give me problems. 1 main rank and 1 bonus rank left! I can do this!

Edit: Yup, my suspicions were correct when the very first Genocide level has already managed to stump me. :crylaugh: Few hours of playing earlier tonight and still no solve. The best I've managed so far is 1 less than the save requirement, so I'm really close, but not quite there. I will try again later today. As usual, no hints yet!
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

ericderkovits

hey kaywhyn I have all the replays so far downloaded except for neutrality 40. I cant find it anywhere in this board. This pack for me is way to hard but I like watching them. so far any corrected ones up to v11.0 now work. I'm just missing that one.  also all the replays I just finished watching for reunion all work. Now I'm going to watch the ones Ichotot solved for lemmings world tour.     
he has all the replays for that pack except only legend 39,40 and groupie 40 for the last 2 ranks in that pack. all the other ones are there.

IchoTolot

V 11.1 is out!

Fixed backroutes thanks to kaywhyn's replays:

- 4 03 (extended the OWWs vertically)
- 4 11 (-1 builder, +1 platformer)
- 4 24 (added some terrain)
- 4 30 (added steel)
- 4 32 (added a fire trap)
- 4 38 (removed some terrain, -1 basher)

- 4 36 (changed the mushroom postion slightly so that it is less deceiving - physics should stay the same though)



War 11 is still not completely intended. But swapping out a builder should fix this.

War 21 I leave quite open-ended and there actually quite a few different solutions out there.

War 24 100% needs some fixing.

War 30 is just one very big backroute and I think you are the first one to heavily backroute this. ;P

War 32 rilals 30 for the spot of "biggest backroute" in this batch of replays. It completely misses the trick.

Your waiting in 35 is not intended, but let's say I allow it. There are much smoother ways though.

36 is a slight variation of the intended route but still totally acceptable. I am glad to see it finally not being backrouted. :D

You have a floater leftover in 38 because you missed the trick completely. ;)

Also, my respect on solving 39 so quickly and glad to see Genocide 1 doing work :evil:.

Again thanks for the replays and good luck! :thumbsup:

kaywhyn

Wow, never knew I was capable of backrouting this many levels. Maybe that is to be expected, considering my puzzle solving caliber, as well as the amount of replays I send, which is I try to send half and half for a rank. 20/21 levels is a lot to look at at any given time. Apparently for the penultimate rank, the War rank still needs a lot of fixing. Bet you're pretty glad to be getting these replays, and I'm glad that I can help in this regard ;)
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

IchoTolot

Quote from: kaywhyn on July 08, 2020, 02:33:23 PM
Wow, never knew I was capable of backrouting this many levels. Maybe that is to be expected, considering my puzzle solving caliber, as well as the amount of replays I send, which is I try to send half and half for a rank. 20/21 levels is a lot to look at at any given time. Apparently for the penultimate rank, the War rank still needs a lot of fixing. Bet you're pretty glad to be getting these replays, and I'm glad that I can help in this regard ;)

The later ranks did not have many people solving them, so the backroute potential is definitly higher. Good hunting! :thumbsup:

And yes I am very glad to make them more backroute proof. The ammount of backroutes in your playthrough was a lot less than in the first ones. With each new player it gets better! So I am looking forward to more solutions! ;)