[Loap / Lemmings 3D] Lemmings Plus 3D - Release topic [V1.05 update]

Started by namida, August 22, 2019, 09:13:43 PM

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namida

Spoiler-tagging my whole response.

Spoiler
QuoteThe only way to actually do this would be to build a bridge with a turner at the top, so that you can put another turner underneath the first one to put lemmings back onto the original path. However this is no good because it achieves nothing of value, you can't compress the lemmings together enough by doing this to get enough lemmings past the death springs.
There is something in this bullet point that you're wrong about. (And as a flow-on thing, it also invalidates some of your assumptions in later points. Everything in the points prior to this one is correct.)

You're completely correct in thinking the climber is worthless. It's there purely as a decoy. Every other skill is used.

If you're still stuck...
Spoiler
What's the shortest possible infinite loop you can set up with two turners? I suspect you'll know "yes, this is definitely the one" right away when you find it, rather than thinking even for a short time "hm, there could maybe still be something shorter".

To clarify: This is that the two turners are used to actually set up the loop; NOT "one is used to set it up and another is used to get the lemmings out".

If you still aren't sure on this, here's one very slight additional hint that might make things "click":

Spoiler
You could set such a loop up on ANY level that gives you two turners, regardless of its layout (aside from some extreme cases like "lemmings are on ice the whole time so you can never use any turners"). Other skills may affect how easily you can get out of such a loop, but two turners is all you ever need to get into one.

"Deathspring Tunnel" is one of those difficulty-spike levels; the next few should be a bit easier. :)
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)

namida

I've also updated the 2nd post in the topic with hints for all Tricky, Taxing and Mayhem levels. Feel free to refer to it if you get stuck in the future (though you're welcome to ask for more hints if those ones aren't enough).

Please be aware: Opening the hint list will spoil level names (though each level's hint is individuall spoiler tagged). Also, any given level's hint may contain spoilers for earlier levels.
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)

DireKrow

Been looking forward to this. Lemmings 3D was my first (and only) lemmings game as a kid. Coming back to it has been fun, even if wrangling the camera and relearning the nuances of the mechanics has been difficult.

Finished the Fun difficulty. L3DRs attached.

Level comments:
Spoiler
1. Called Back To Duty - Good first level. Works as a playground to mess around with different skills and refamiliarize oneself with the interface.
2. Security Walls - Decent. No particular comments.
3. Lemmings on a Train - Good. I'm envious of your modeling skills. Turning the water into scrolling terrain is a very nice touch. If I get around to making 3D levels of my own, I think making artistic levels are what I'll struggle to make the most.
4. Performance Tower - Decent. The first level where I felt the camera was particularly annoying. It's hard to assign commands in the spiral of the tower. The devs really should have added a way to pitch the camera up and down. Surprised to see a level with multiple asymmetrical hatches so early - I'd argue it makes it too stressful for a Fun 4.
5. The Grand Gallery - I'd definitely have made the ceiling higher. The terrain makes navigating the camera a pain in the butt in here and virtual lemming doesn't help much, since all you see is a face full of slope for most of it. Was frustrating to play.
6. Indoor Maze - Decent. While not difficult, I like that the shortest path isn't the correct one. I can see someone trying it and then realizing it won't work.
7. Star Wars - Good. Lovely aesthetics. I like that you can choose to make use of the deflector blocks or not. I also like that this is the first space level, but you made it an outdoor level. In the original I think almost all of the space levels with indoor, so this is a nice change of pace.
8. Where Shall They Rest? - Not a fan of hidden exit levels. I also don't like that I had to blindly pray you were nice and put the exit in the middle of an pyramid's axis and on the ground level. I actually tried to do this by going through all the pyramids, found the exit, and had it set up so I'd beat the level... but then timed out because of how much wandering around I had to do. On the restart it was trivial because I could just go straight to the exit.
9. Space Walkers - Good. A simple example of a puzzle that only works in 3D.
10. The Underlems - Good. Much better than Fun 5 in terms of camera. The fact you can only navigate the camera down one of the halls due to the deflector blocks is pretty silly, though. I like the 'pick your poison' aspect.
11. Device Upgrade - Decent. It took me quite a while to find where the exit actually was; is there a way to make it more obvious? While I'm not big on memes, it's cool to see some custom assets! Makes me excited to see if anything will come of it in later levels. If I recall correctly, there's a level in the original that has a very similar layout to this, so it's a nice callback.
12. Armageddon Machine - Good. Modelling work is great. The first level where it took a few tries to figure out a solution, though I did make it a bit harder on myself by trying to avoid virtual lemming. A noticeable jump in difficulty compared to Fun 1-11, in my opinion.
13. Resist the Temptation - Decent. Is the name an intentional reference to the fact that the 'solution' appears to be ignoring all the chocolate bars and just building straight out and back? I actually couldn't figure out a solution that made use of the chocolate, since I always seemed to come up short on turners or builders.
14. Pac-Lems - Great. The aesthetics are outstanding, right down the little things like using teleporters to mimic the wrapping around at the edges and the fact the ghosts kill lemmings. I'm disappointed that more of the level isn't used in the solution. I'm honestly not fussed about environment variety, but it definitely stuck out to me that 7 of the last 8 levels have been Space, Computer (which themselves are similar) or Egyptian levels. I'd probably have spread them out a little more. There's no Medieval or Golf at all in Fun, either.
15. The Mansion - Great. The progression of "oh, I just turn into into the exits... wait... I have no turners?!" to then having to figure out where the deflector blocks are, and finally to figuring out how to actually route them into a solution, was fantastic. The fact it's essentially an artistic level on top of that is even more impressive.
16. Sea of Sugar - Good. A solid obstacle course style level. There's multiple solutions to most problems but I like that nothing feels too trivial.
17. Quadcore - Great. It's again an ideal blend of aesthetic and puzzle design, while also leaving plenty of room for creativity in how you complete the solution. Could be an examplar for how a Fun 5-all-skills level should be in L3D, honestly.
18. Just Let It Bee - Good. The level looks great once again... how are you so good at the artistic levels? I like that the heights of everything are tuned such that you need to interrupt your builders and diggers to avoid fatal falls in a lot of places, escalating on previous puzzles where you were more forgiving in this regard.
19. The Side Act - Great. I had this progression where the level looked super simple, turned out to be a little harder than it looked, then ended up being surprisingly elegant in its solution. Overall an appealing design and puzzle.
20. Arctic Mission - Decent. Memorable level concept. The opening shot where you're stuck but then you see the single lemming walking past is a cool moment. I think it would have been better if it involved a couple of different skills, rather than just 7 builders.

Level rankings (favourite to least favourite):
Spoiler
The Mansion
Quadcore
Pac-Lems
The Side Act
Armageddon Machine
Just Let It Bee
Lemmings on a Train
Sea of Sugar
Star Wars
Space Walkers
Called Back To Duty
The Underlems
Performance Tower
Arctic Mission
Resist the Temptation
Indoor Maze
Security Walls
Device Upgrade
The Grand Gallery
Where Shall They Rest?
LOTY 2020 Winner
My NeoLemmix Levels: The Krow Files (File A v1.2 released 21-Feb-2020)

namida

Just improved Aerial Assault from 59/80 to 66/80 - all turners, blockers and bombers are used, but no other lemmings are lost besides those.

I also uploaded videos for the interesting max-saveds in Mayhem: 46/50 on "Flying Sweets", 18/40 on "Detour Shot", 50/80 on "Luck Shot", 66/80 on "Aerial Assault" and 72/80 on "Winter Dynasty".
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)

DireKrow

I finished the Tricky difficulty, so time for more thoughts. L3DRs attatched.

A general comment which applies to all of these is that they're memorable. Even though I played through them over a few days, I had no problem remembering which level was which just from their name. That's a good sign. Overall, I'm thoroughly enjoying this pack so far.

Level Comments:
Spoiler

21. Sputlem IV - Good. This felt like a perfect opener to Tricky, for me: Small numbers of a few different skills, a solution isn't obvious, but also isn't hard to arrive at with a little bit of reasoning.
22. Redirect Loop - Great. Neat little puzzle. I like how you've linked the loop aesthetic with the computer environment and incorporated into a puzzle about breaking out. Cool, creative use of the miner. This was the first time I got stuck for a while on a puzzle in this pack.
23. Actual Maze - Meh. Barely feels like a puzzle, just busywork. Especially when you can shortcut the maze using bombers. Also... it's very easy. I'd actually argue it's easier than the maze level that's already in Fun, Indoor Maze, since at least that one you can run out of turners if you don't take the correct route.
24. Wafer Walkway - Decent. It taught a very important lesson about L3D's mechanics, but it did reinforce to me that I much prefer puzzles that focus on figuring out how to get from A to B, rather than the challenge being in the execution.
25. The Moat - Good. I'm fond of puzzles that exploit flaws in skills. In this case, the fact that what should be a simple gap is anything but... due to the fact that builders can only build up. I enjoyed the way it was ultimately resolved.
26. Timed Attack - Good. Felt smart figuring this one out. Feels unique to me among a lot of the other puzzles so far. A different flavour.
27. Sweetcake - Great. I'm wowed by a puzzle that's just about going around a pole. You present such a simple and easy to grasp problem, subvert the initial expectation (that you "just use turners" to go around it), and then turn it into a clever puzzle that communicates an important lesson. It does pretty much everything you could ask for from a Lemmings puzzle. It reminded me of what I liked about The Mansion - how you've blended natural looking aesthetics with key components of the solution.
28. Royal Run - Good. Not much else to say, I just thought it served its purpose well.
29. Infinite Lemming Drive - Good. Indoor space levels, the ones that are like wandering the corridors of a spaceship, are one of my favourite aesthetics in Lemmings 3D. I look forward to designing something like this myself sometime. I really enjoyed the puzzle of this as well, among the better L3D navigation focused puzzles I've seen. I did feel the environment was... claustrophobic? It wasn't that hard to navigate per se, but it was a bit weird seeing it so full of boxes? It's hard to describe.
30. Longboy - Decent. I got stuck on this for way longer than I should have because I didn't realize you could stand on the hatch. For someone who didn't realize you could do this with springs, realizing that you could approach it from the other side to do what it did was neat.
31. Deep Dash - Good. I was stuck on this for a while... the hard part for me was figuring out exactly how to trap and then release the crowd... but I definitely learnt something from the solution. It was a cool demonstration of implications of 3D on bombers.
32. Guard Wall - Meh. After a couple of moments of thinking, I felt the solution was quite easy to figure out, but annoying to execute. Lots of restarting and shifting when you send climbers so it lined up perfectly. I didn't really find it all that fun.
33. Obstructed Shot - Decent. The set piece of the level makes it memorable: Lemmings being flung into the wall and exploding, which I hadn't seen until now and I don't think it comes up in the original game at all. Aside from that aspect though, it didn't leave much of an impression on me.
34. Mysterious Artifacts - Good. I don't have a ton to say about this one, but I just thought it was a solid puzzle. No complaints.
35. Blazing The Trail - I detailed my harrowing experience on the discord. In the end, it was the hardest level in the rank and took me about 3 hours all up to solve. It feels completely different to every other level in the rank, which is a plus. Another is that you're given immense freedom, so there's probably many solutions, but none of them are trivial. They all require planning and thought. That said, the level just feels... excessive. Actually executing a solution takes a lot of time and effort compared to other levels because it's so big, and if you find out your plan won't work (as it did for me multiple times), redoing it sucks. I appreciate this level, but never want to play it again.
36. Firewall - Great. My favourite level in the rank and contender for my favourite so far. There's a LOT to like here. The fact it looks 2D but has a 3D solution; the solution being super interactive with all of the stray lemmings you need to save; the solution making creative use of the entrance hatch and traps; the fact the splitters are made to look like obstacles to be avoided, but end up being integral to the solution; the fact it almost seems like the 2D route will work, but not quite. So much is cleverly designed. The only downside is that it's a bit dull to look at, basically being a big gray wall with blocky gray platforms.
37. The Nightman Cometh - Good. I enjoyed it, but felt I felt it 'played itself' too much. There wasn't really any tricks, you just assigned a climber and then used skills as there came need to, and it all works out. So, surprisingly straightforward for the end of Tricky. What bumps it up to me though is the aesthetic. For a desert level, this level looks great! One of my favourites visually/conceptually so far. The level name and the use of the weird traps really enhance the puzzle's storytelling.
38. The Barracks - Great. Right on with the barracks aesthetic. Simple idea with a surprisingly simple but clever solution. As with The Mansion and Sweetcake, I like how the solution is innocuously hidden in what seem like decorative aspects of the environment.
39. A-maze-ing Grace - Great. Very satisfying puzzle. I like how it does a lot with very little space. It looks simple, but the solution still makes you feel so clever when you figure it out. I like the realization it creates too, where you THINK you solved it only for it not to quite work out and need the smallest adjustment. It feels tightly designed. The fact Lemmings just walk through the fences is a bit weird, though.
40. Data Corruption - Great. The last few puzzles have were consistently good, and the finale doesn't disappoint. You really nailed the glitchy, corrupted aesthetic. The terrain perfectly rides the line of guiding the player while not making the solution too obvious. Using the last turner as the final builder was a nice touch.

Level rankings (favourite to least):
Spoiler

Firewall
A-maze-ing Grace
Sweetcake
Data Corruption
The Barracks
Redirect Loop
Deep Dash
The Moat
Mysterious Artifacts
Infinite Lemming Drive
Timed Attack
Sputlem IV
The Nightman Cometh
Royal Run
Longboy
Blazing The Trail
Wafer Walkway
Obstructed Shot
Guard Wall
Actual Maze

I'll be busy over the next couple of days, but I look forward to getting started on Taxing soon. Particularly since you've indicated on the discord that it has many of your favourite levels from the entire pack.
LOTY 2020 Winner
My NeoLemmix Levels: The Krow Files (File A v1.2 released 21-Feb-2020)

DireKrow

LOTY 2020 Winner
My NeoLemmix Levels: The Krow Files (File A v1.2 released 21-Feb-2020)

namida

Quote from: DireKrow on March 03, 2020, 02:33:04 AM
The Claw improved to 50/60.

And now to 54/60. :)

I think this is the limit. 55/60 would need either an additional climber or an additional basher as far as I can tell. (Or an additional builder, but that's too easy. :P)
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)

DireKrow

I finished Taxing. Overall, it was the best rank so far. Lots of good puzzles. The pack is really hitting it stride.

Level comments:
Spoiler

41. The Winding Way - Great. Awesome introduction to the ranking. It felt like a step up from Tricky, but it wasn't overwhelming. I like that it served partly as an introduction to "thinking with bombers", which are widely used in the rank.
42. The King's Test - Good. I like the continued demonstration of things bombers can do in 3D that they couldn't in 2D. I feel so clever every time I find a new way to use them.
43. Space Station - Great. While the level doesn't do anything flashy, it's just super, super solid. Looks good, plays good.
44. The Ancient Lemming Curse - Great. Compliments to your ability to clearly communicate what is and isn't diggable and where the exit is, even though it's hidden.
45. Deathspring Tunnel - Decent. I found this very difficult. The relevation and solution was cool, but also a bit... gimmicky?
46. Short n Simple - Decent. Probably the most forgettable level in the rank for me, but it's not a bad level. It's a nice breather after how difficult 45 was. Honestly I felt this could have been in Tricky.
47. Tunnel Warfare - Meh. My least favourite level in the rank, but you probably expected that reaction from me.
48. Rapid Drive - Good. There's a lot of subtle tricks. A pretty interesting outcome.
49. Big Green Birb - Omg! Well... this pretty much has to be my favourite looking level in the rank, right? It's a bird! I'm pretty sure I would have done this myself at some point if you hadn't. The level was pretty good too.
50. Longboy (Part 2) - Good. The fact half of the puzzle is the same as the original is a little odd but I think the new bits of the solution are fun so, I can't complain much.
51. Cold Snap - Great. Much like Space Station, this just felt like a really solid, enjoyable level that manages to be a good puzzle without having any flashy tricks. Though, maybe this is the first time in the pack turning a lemming by building into a ceiling was required?
52. The Outpost - Good. A satisfying continuation of the end section from The Winding Way.
53. Complimentary Lemmings - Great. One of the strongest levels in the rank. The first of two levels that really show off all the cool stuff you do with bombers in Lemmings 3D. Seeing the solution come together made me smile.
54. The Claw - Great. One of the hardest in the rank for me, but also one of the coolest! A stand out. I'm impressed that the solution was so open ended but still remained difficult. The fact it was an artistic level on top of it makes it all the more impressive.
55. Walk The Plank - Pretty good, though a bit weird. There's so many blocks that the performance dips noticeably, but most of that terrain doesn't really contribute to the puzzle. Also the solution itself... it feels very 'different'? I'm not sure what to think of it.
56. Ultimate Lemja Warrior - Great. Very striking. The tent walls were a little hard on the eyes at first but I got used to it before long. The solution is cool, in terms of figuring it out and seeing it in action. Creative abuse of splitter blocks.
57. Wafer-Thin - Good. My solution was a backroute, but I figured out the intended solution anyway, as discussed on the discord. Always fun to see puzzles that look 2D but have 3D solutions. Never gets old.
58. Entanglement - Great. One of my favourites in the rank! The other bomber showcase. The black and white colour scheme for the two paths in the space setting is very stylish. The solution is definitely fiddly, but SUPER satisfying. Figuring out and then executing that mid-build mid-air bomber was the good stuff.
59. Area 59 - Great. As with Infinite Lemming Drive, the fact there's boxes in the middle of these tiny rooms makes it feel uncomfortably cramped at times, but the puzzle itself is great. The trick is cruel, but you feel like a genius when you figure it out.
60. Taste of Nostalgia - Great. The solution is awesome. Creative use of turners.

Level rankings (favourite to least favourite):
Spoiler

The Claw
Entanglement
Complimentary Lemmings
Ultimate Lemja Warrior
The Winding Way
Space Station
Cold Snap
Area 59
The Ancient Lemming Curse
Taste Of Nostalgia
Wafer-Thin
Big Green Birb
Rapid Drive
The King's Test
The Outpost
Longboy (Part 2)
Walk The Plank
Deathspring Tunnel
Short n Simple
Tunnel Warfare
LOTY 2020 Winner
My NeoLemmix Levels: The Krow Files (File A v1.2 released 21-Feb-2020)

namida

Uploaded an update, V1.02. This fixes backroutes in a few late-Taxing / early-Mayhem levels (and one misc fix).

Fixed levels
Taxing 44 "The Ancient Lemming Curse" - Time limit increased to 7:30 (as 5:00 was quite tight, and this wasn't meant to be a time-cruncher)
Taxing 57 "Wafer-Thin" - Backroute fix
Taxing 59 "Area 59" - Backroute fix
Mayhem 64 "Candy Corner" - Backroute fix

Download: https://www.neolemmix.com/download.php?id=396 (perma-link to V1.02)
You can simply extract this over the top of your existing copy of the pack.

Solution replays have been updated as well, see the first post. The solution videos have been replaced where necessary as well.
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)

namida

V1.03 released. This fixes backroutes on the following levels:
- Mayhem 68 "Color Display"
- Mayhem 69 "Breaking The Routine"
- Mayhem 71 "Kingdom Of Chaos"
- Mayhem 73 "The Grand Arch"
- Mayhem 77 "Winter Dynasty"
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)

namida

An improvement to a level where previously the save requirement was (thought to be) the max - 46/50 on The Grand Arch.
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)

DireKrow

After much brain-frying, I have finished Mayhem. It was a thrilling journey.

Level comments:
Spoiler

61. No Spare Soldier - Great. You've really nailed all of the rank introduction levels. The important aspects of the solution are cleverly hidden.
62. Perfect Show - Great. It's not flashy, but it's one of the level styles I can most easily enjoy.
63. Die And Let Live - Great. A neat solution. I like how the bomber is used; good use of 3D. A bit sad the teleporters are just decoys.
64. Candy Corner - Excellent. This is a contender for the best puzzle in the pack. It's such a simple setup, but much harder than it looks and demands a cool solution with multiple new tricks. It's a standout for how it achieves so much with so little.
65. Steps to Success - Meh. Felt out of place difficulty-wise (too easy) and was a bit weak conceptually, imo.
66. Tomb Raider - Better than the other turner mazes, because this one has actual puzzle elements beyond navigation and memorization. Although it could be seen as a little cruel, I thought the puzzle to free Group 4 in particular was a nice touch.
67. Flying Sweets - Good. The fact you have to babysit the wonky miner/basher physics is a bit annoying, but the puzzle itself is quite sound. I like how it built on the main trick from Candy Corner.
68. Color Display - Good. Again, I'm surprised at how such a simple looking level ended up being surprisingly difficult. Wasn't quite as impressive was Candy Corner, though.
69. Breaking The Routine - Good. I want to like this puzzle more, but I found it a bit frustrating in the end. Had a lot of trouble. It relied too much on smoke and mirrors, imo. That said, I'm glad to see a puzzle using the trampolines! It makes good use of one of their key features, too.
70. Detour Shot - Good. I found this one fairly easy, but I liked the solution all the same.
71. Kingdom of Chaos - Good. I like how it communicates the chaos theme with the splitter blocks. Having one group help another group was a level theme I don't remember seeing much in this pack up to this point too, so that was cool.
72. Acrobatics - Great. Looks more intimidating than it is, but that's part of what I like about it. Although heavy on builders, it didn't feel tedious to me. All around solid puzzle.
73. The Grand Arch - Great. Solution was awesome with how it came together and showed off something familiar, yet new. Even though it's just an arch and some towers, something about the level's aesthetic really appeals to me too. It feels grand, and finding a way to climb all the way up there feels really satisfying.
74. Luck Shot - Decent. Nuke solutions are a bit gimmicky, but it's cool to see one for the first time in L3D.
75. Aerial Assault - Great. As with Grand Arch, the level's layout feels... impactful. The big drops and climbs, the high builds and the large distance you travel just make it feel so much cooler when you figure it out and see it working. At least for me. I liked it as a 'final exam' of sorts for climber+bomber+builder style solutions.
76. Not Quite The Original Act - Excellent, but freaking hard. Got pretty frustrated. This is the hardest level in the pack for me. The dense, almost over-complicated layout makes it feel unique. But what's really impressive is how the layout in all its details, the 20/20 requirement and the 4:00 time limit combined to make it seriously difficult to solve DESPITE the fact you have 9 of every skill at your disposal.
77. Winter Dynasty - Great. As the only ice level, it feels unique. Considering the journey I went through with this level, it's hard to evaluate it in the same way as other levels in the pack. I had a lot of fun experimenting with lots of different solutions!
78. Activity Center - Great. I like the visual design of the level - the landmarks make it more memorable. I liked the interesting choice of exit location. The intended solution feels tightly designed yet satisfyingly frantic. I like that the timer forces you to be a daredevil, That said, I honestly found the save requirement more problematic than the time limit.
79. Power Distribution - Great. Another standout. The release rate trick is VERY cool. I like that it was the key to solving what SEEMED otherwise like a simple case of using the right skills in the right place.
80. Final Frontier - Great. A sprawling space platform makes the perfect setting for a final level. Despite the abundance of teleporters, I never felt too lost. While it was easier than the levels before it, the tricks it did have were still cool, especially coming out of teleporters the wrong way.

Level rankings (favourite to least favourite):
Spoiler

Candy Corner
Not Quite The Original Act
Activity Center
Power Distribution
Final Frontier
The Grand Arch
Aerial Assault
Winter Dynasty
No Spare Soldier
Acrobatics
Perfect Show
Die And Let Live
Kingdom of Chaos
Flying Sweets
Detour Shot
Breaking The Routine
Color Display
Luck Shot
Tomb Raider
Steps to Success

Overall, this pack was everything I had hoped it would be and more. Thanks so much for making this and allowing me to relive some of my childhood in a new way. I hope to use this as inspiration for some of my own L3D levels eventually.

I'm going back to the world of NeoLemmix for now, but would be interested in going through this pack for Skills You Can't Live Without at some point.
LOTY 2020 Winner
My NeoLemmix Levels: The Krow Files (File A v1.2 released 21-Feb-2020)

DireKrow

Started on Skills You Can't Live Without tonight and got some results for the first half of Fun:
Spoiler

Fun 1 "Called Back To Duty" - 1 Turner
Fun 2 "Security Walls" - None
Fun 3 "Lemmings On A Train" - 2 Turners, 1 Builder
Fun 4 "Performance Tower" - 1 Turner
Fun 5 "The Grand Gallery" - 2 Builders
Fun 6 "Indoor Maze" - 9 Turners
Fun 7 "Star Wars" - 2 Turners, 3 Builders
Fun 8 "Where Shall They Rest?" - 2 Turners
Fun 9 "Spacewalkers" - 6 Turners, 3 Builders
Fun 10 "The Underlems" - 3 Turners, 2 Builders
Fun 11 "Device Upgrade" - 1 Turner, 2 Builders

It's believed that all of these are maxed aside from, perhaps, the builders in Fun 5.

Attached is a pack of replays justifying all of these results.
LOTY 2020 Winner
My NeoLemmix Levels: The Krow Files (File A v1.2 released 21-Feb-2020)

DireKrow

Finished Skills You Can't Live Without for Fun:
Spoiler

Fun 12 "The Armageddon Machine" - None
Fun 13 "Resist The Temptation" - 4 Builders
Fun 14 "Pac-Lems" - 4 Turners 3 Turners, 3 Builders
Fun 15 "The Mansion" - 1 Blocker, 3 Builders
Fun 16 "Sea Of Sugar" - 2 Builders
Fun 17 "Quadcore" - 2 Builders
Fun 18 "Just Let It Bee" - 2 Turners, 5 Builders
Fun 19 "The Side Act" - None
Fun 20 "Arctic Mission" - 7 Builders

The total for Fun is 1 Blocker, 33 Turners 32 Turners, 39 Builders.

Pac-Lems is the only one I feel is improvable in this batch (EDIT: It was improved! See below). Lots of cool replays this time, though. Would recommend 0 Digger Armageddon Machine, 0 Turner Quadcore, and all of 0 Turner, 0 Climber and 0 Blocker for The Side Act.

Attached is a pack of replays justifying all of these results. Thanks to namida for contributing some!
LOTY 2020 Winner
My NeoLemmix Levels: The Krow Files (File A v1.2 released 21-Feb-2020)

namida

PacLems was indeed improvable, to 3 turners. (I don't see any room for improvement over 3 builders.) This involves some big-time glitch abuse, though.
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)