[NL] Mobilems (2022)

Started by mobius, March 05, 2020, 01:51:05 AM

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mobius

Come one! Come all! ........ The Long and Awaited .........

note: since this (previous known as mobilems 3) nor mobilems 2 were ever really true sequels, I've removed the 3 and the "Lemmings Strike Again" from the title. This is my atm, one and only levelpack. The levels that appeared in previous versions 1 or 2 that I haven't included here I've scrapped and don't consider very worthwhile. There is also a minor update to correct the titles and one level "The Old Lemming and the Sea".


For use with Latest NeoLemmix. Link is in attachment.

If you've played Mobilems 1 or 2, some of these levels will be familiar. Some are old; some are new, most are modified/updated versions of old levels. Makes use of some of NeoLemmix's latest features (such as the shimmier!)

Just put the whole folder into your levels folder.

-Extract the music folder and put those files in your music folder

The solutions folder contains replays for every level if you get stuck or want to check if your solution is a backroute!

----------------------
Thanks to Nessy for recent testing. Too many people helped make this pack a reality since years ago to mention; thanks to all. Many of the levels have been played/tested and backrouted by numerous people for over 5 years now.
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This pack doesn't use any graphic sets that should not be available here/downloadable by NL.
If you have any problems getting the pack to work correctly please let me know.

Feel free to discuss the pack here or on the discord server. My name is mobius (a.k.a. CallMeBronco) there.

fancy screenshots below
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

I can't get this pack to show up in NeoLemmix.
...Jeremy Kapp

ericderkovits

ok, I fixed the pack so one can just extract it to the main Neolemmix folder. Contains (levels, music, replay).

Friendly 19's replay will Not work due to the swimmer change as the swimmer falls off the bottom of the screen. The level needs a fix. All others work, although I had to rearrange them to match the correct level.

Just extract the rar to your main Neolemmix folder(will fall into place)

kaywhyn

@Jeremy - Are you saying that when you load up Neolemmix you don't see the pack listed at all? While the folder in the zip file is Mobilems 3, which you extract to the levels folder of your Neolemmix directory, the actual name of the pack in the Neolemmix player will show up as The Lemmings Strike Again! I just checked my copy that I downloaded from a really long time ago (last year according to searches on my hard drive), and all the levels load fine for me. Perhaps some things got extracted to the wrong location? Also, you extract the music tracks to the music folder where your Neolemmix directory is.
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

jkapp76

That was my issue. I fixed the files so it was correct. Then I looked for the wrong title, like you said.
It's all good now!
...Jeremy Kapp

mobius

Quote from: ericderkovits on July 18, 2021, 10:47:31 PM
ok, I fixed the pack so one can just extract it to the main Neolemmix folder. Contains (levels, music, replay).

Friendly 19's replay will Not work due to the swimmer change as the swimmer falls off the bottom of the screen. The level needs a fix. All others work, although I had to rearrange them to match the correct level.

Just extract the rar to your main Neolemmix folder(will fall into place)

I didn't know about this issue. I'll look into it.
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

Quote from: mobius on July 29, 2021, 11:21:45 PM
Quote from: ericderkovits on July 18, 2021, 10:47:31 PM
ok, I fixed the pack so one can just extract it to the main Neolemmix folder. Contains (levels, music, replay).

Friendly 19's replay will Not work due to the swimmer change as the swimmer falls off the bottom of the screen. The level needs a fix. All others work, although I had to rearrange them to match the correct level.

Just extract the rar to your main Neolemmix folder(will fall into place)

I didn't know about this issue. I'll look into it.

lol I finally got around to this a year later. This pack is now updated for the current version and that level is fixed; as well as the title changed now to simple "Mobilems".
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


Mapsking

Hello @mobius, I just wanted to mention a few times the levelpack uses "freind" or "freindly".  The correct spelling is "friend" or "friendly". :thumbsup:

kaywhyn

#8
Hello mobius,

I have solved the first two ranks. Here are my replays and feedback. Also, link to my LP for anyone who wants to watch: https://www.youtube.com/playlist?list=PLbp2m4KlFpJsirtpJyWvtLG09kAIL3VRg Enjoy! :P

General Feedback

Mobilems 2022, formally called Mobilems 3: The Lemmings Strike Back!, is a level pack by mobius which consists mostly of levels from his Mobilems and Mobilems 2 packs. I have had the pleasure of playing his Mobilems on Lemmini years ago, but I have not played any of Mobilems 2 due to how the pack isn't available to download anywhere on the Forums. I would love to play through that pack if mobius is able to find the files and send a download link.

As it's been years since I've played Mobilems, I will most likely not recognize too many levels from that pack during my LP. Some I definitely remember, though! Here, those levels seem to be more patched up than in the Lemmini version. Also, the pack tends to the easier side than most other custom level packs, so if you're looking for something that's not too difficult, this pack is for you! Despite the lower difficulty, I remember enjoying Mobilems a lot when I played through it back in the days!

Friendly Rank Feedback

Those levels were for the most part not too hard, although I admit the very limited skillset levels in this rank are harder than I thought they be. I would even say some are a step up in difficulty after some of the X-of-everythings levels, but there are also some not so easy ones, most particularly those which provide 3-of-everything or less.

Spoiler

Friendly 1 - Tiny Island Nice easy level to start off the pack!

Friendly 2 - Roundabout Harder than the previous level, but still not too hard. Nice Marble level! I think I remember this from Lemmini?

Friendly 3 - Lemming No Climb Hill Harder than either of the two previous levels due to the 3-of-everything skillset, but still nothing that can't be handled. I would probably even say that this might be too hard for the Friendly rank, and you certainly don't want to "mislead" people with levels like that in a rank called "friendly."

Friendly 4 - Lemming's Cry, Heaven's Smile Back to very easy here since X here = 10. The Bubble tileset is pretty much considered my top favorite style from ONML.

Friendly 5 - Merry Christmas Mr. Lemming Very easy as well since it's also a 10-of-everything.

Friendly 6 - Samson in New Orleans Somewhat hard, although the difficulty is a bit alleviated thanks to how you have a lot of skills available. Even then, thinking about how to rescue both lemmings is challenging. I suppose it might be possible to solve the level without both sides interacting with one another, but I would think it's far harder and resources would be much tigher.

Friendly 7 - The Cliffs of Insanity I can see how this level can be hard, but even then it likely won't take too long to stumble upon the solution, especially if you're familiar with how to use constructive skills to extend a basher.

Friendly 8 - The Lost River Canyon Back to easy again with another 10-of-everything. I pretty much consider 10 to be a lot, especially for levels like these, although you can still create very difficult levels with this, as Nepsterlems shows with the Moon rank.

Friendly 9 - The Path of Mahimah Once again, I can see this one being hard for casual players, but this is a pretty nice level. All you need to observe is that there's enough climbers and floaters for every Lemming. Then it won't be as hard, although it might still be difficult to figure out how to construct the route.

Friendly 10 - Hard to Port! I definitely remember this one from Lemmini, and this is one of my favorites! It reminds me of a Brick level requiring something similar with the builder and bombing behind him so that the builder can float down once he turns back to the left.

Friendly 11 - Big Block This one looks familiar, although I believe it's a remake of a Brick level (?) in the Highland tileset. Now this one can be hard due to the 1-of-everything skillset and how there's multiple walls to deal with. Still a nice one here, as this type of level with the skillset tend to be my favorite!

Friendly 12 - Is So Simple I believe this is a remake of a Crystal level but in the Chalk tileset. I can also see how this level could be hard, but it's really all about turning everyone back to the exit with the blocker and making sure you can release the blocker later with a destructive skill and then sending both the blocker and the lemming who frees him back to the exit by assigning them climbers. The time limit isn't too tight, so don't need to worry too much about running out of time.

Friendly 13 - Huge Island Nearly similar to Friendly 1 in terms of layout, and can pretty much use the same solution.

Friendly 14 - Babylon Fading The splat hatch, along with a somewhat tight save requirement, increases the difficulty significantly. Once you do figure out how to stop the lemmings from splatting, the rest is easy.

Friendly 15 - Tribute to fishthekiller99 Very nice homage to him with the layout. The tools that are very limited in quantity increase the difficulty a lot, especially the builders. Still a nice level!

Friendly 16 - Deep Undercover I think I remember this from Lemmini. My solution involves weird climber mechanics with the crosses and well, but I'm not sure if there are other ways to solve the level that doesn't rely on that. I don't really how it's not obvious climbers can get through them anyway. Other than that, not too hard of a level.

Friendly 17 - Through Thick and Thin Back to another easy 10-of-everything, although navigating through the lattice can be challenging, especially if you're not aware of how the destructive skills work through it.

Friendly 18 - Lemmings in the Woodwork I definitely remember this level from Lemmini, although I also remember a much more challenging repeat of it. Very easy, considering you have 20-of-everything. Now this is an appropriate "friendly" level

Friendly 19 - The Old Lemming and the Sea Now we're back to somewhat hard. I think my solution isn't exactly intended, particularly since I saved a platformer. I was a dummy in thinking I needed to mine out the crowd near the exit area, when in fact they can simply access the basher tunnel across the water.

Friendly 20 - Nothing Gold Can Stay I definitely remember this one from Lemmini. I believe the exit there is invisible, but since NL doesn't support invisible exits, this level is easier than intended. Even then, it shouldn't be too hard considering the skillset, 10-of-everything.

Friendly 21 - Turnstiles Deceptively difficult level with just two skill types. The splitters can definitely give one a headache when solving and planning out a solution. Should had been clear at the start that everyone needs to gather on one side, as there's too many traps to go through both sides relative to the high save requirement, but alas I fell for it :XD:

Friendly 22 - As Good As Dead Not a very hard level, although that's because I was trying really hard to keep both lemmings from the left entrance alive. However, it turns out that you can just ignore one of them and still be able to solve the level. So, I don't know if that is a design error and that it should only spit out one lemming :P Nice level involving figuring out how to stop the right entrance from splatting. Once you do, the rest is easy, though the skillset can still make this level challenging.

Friendly 23 - The Trouble with Lemmings Remake of NO PROBLEMMING from ONML, except with more entrances and exits. Easy level, though can be annoying to play due to the excessive scrolling. I don't know why the save requirement is very low ??? Maybe it's just to make it appropriate for the rank.

Friendly 24 - Pit of Despair I'm not too much of a fan of this tileset, particularly since it's impossible to tell who has a permanent athlete skill. However, Arty told me sometime ago that he's considering giving more shading to the sprites so it's easier to tell who has a permanent skill. I don't know if he still plans to do so. Nice puzzle involving the timing of climbers so that one gets up into the digger pit to mine the crowd free while the digger himself builds to the exit once that's achieved.

Friendly 25 - None Shall Pass I just ended up brute forcing the level. I don't know what the blockers are for. I remember some remake of this level being annoying on Lemmini, as it's not clear whether you assigned the bashers correctly in order to minimize the time spent destroying terrain so that you finish the level on time. Not sure if it's this pack Mobilems or some other one.

Friendly 26 - Portrait of a Lemming I remember this one from Lemmini. Nice level, though I'm wondering if I made the solution a bit complicated than I needed to.

Friendly 27 - The Rineman Exchange Somewhat challenging level, but a nice one involving figuring out how to get the specialists to the correct teleporters so they get to the right exit. Still shouldn't be hard considering the 10-of-everything skillset.

Friendly 28 - Workin' on the Chain Not the hardest of the rank, but nice level to finish off the rank nonetheless. I feel it's still an appropriate challenge. Getting down safely is the hardest part, but it's all about realizing to use the chain and terrain to the left of the entrance.   



Flapdoodle Rank Feedback

In contrast to the previous rank, this rank immediately starts off with puzzly levels through very limited skillsets and just the bare minimum which increases the difficulty, significantly in some cases. There's still the rare X-of-everythings from time to time, but don't expect them to be abundant like they were in the Friendly rank. You can pretty much expect the pack to have essentially stopped playing around once you enter this rank.

Spoiler

Flapdoodle 1 - A Soulful Bounding Leap! I would consider this level too hard for the first level of the rank. The route is not obvious at all, and it's not an easy solution to figure out. Granted, I still took a route different from yours and made my solution harder than it needed to be, but it's still not an easy one to figure out how to.

Flapdoodle 2 - Traps, Puzzles, and Pitfalls One of my favorites! :thumbsup: I like how 3 lemmings go on ahead in different parts of the level to forge the path and how the basher is used to stall the crowd until the gaps are built over.

Flapdoodle 3 - Transit Timing Variations Another nice, easy level, though I'm wondering if it's possible to just lose 1 to the trap by adjusting the RR so that the spacing between consecutive lemmings isn't huge enough so that the second one can still slip by the trap unharmed rather than maxing it out.

Flapdoodle 4 - Way Down in the Hole I think this was from Lemmini? The 99RR certainly can make this level challenging, but it's not that hard. I did have trouble figuring out how to stop everyone from going out to the right except for two, but it's simply just figuring out where to place the blocker and where to dig and bash.

Flapdoodle 5 - Cantaloupe Island Really nice shimmier puzzle! :thumbsup: One of my favorites! It did take me a while to figure out how to use the shimmier to get past the traps and collect the pickups, but I would consider that the hardest part of the level. Everything else is easy thanks to the low RR. The timing isn't too tight as well.

Flapdoodle 6 - Fracture I remember this one from Lemmini. Easy one, and I love how the solution comes together.

Flapdoodle 7 - The Picard Maneuver Struggled longer than I should had here, but that's because I failed to realize that a bomber is enough to get the crowd down safely to the exit.

Flapdoodle 8 - Double Entendre Easy, although I didn't use the bottom exit at all. The only hard part is finishing on time.

Flapdoodle 9 - Eight Slippery Lemmings I'm sure I remember this from Lemmini, although in that version I think I remember using the far left side in the solution. Here, I didn't use it at all and instead had everyone just use the parts in the starting area and to the right of it.

Flapdoodle 10 - The High Dive I wonder, is this inspired by a Lemmings Revolution level of the same name? If I'm not mistaken, it's unplayable because the game crashes when it's loading. However, I do remember being able to play it, but I don't remember if I applied Guyperfect's patch for it or if the download I had the fix applied. Very nice level here and another favorite of mine! :thumbsup: I especially love the mining down to the swimmers and how they all take a high dive into the water below.

Flapdoodle 11 - The Six o'clock Rush Aww, you should have had the "Ride of the Valkyries" playing on this level, as I remembered from the Lemmini version :( Can be challenging, but it's all about managing the much more limited skillset as compared to the original and figuring out which exits they each should get to.

Flapdoodle 12 - Chinese Firedrill I think I remember this too, but I'm not certain. This one was hard, but it's a really good puzzle. I like the building from both sides of the lava pit. The hardest parts to figure out here were the start and the exit area.

Flapdoodle 13 - Operation Barbarossa Easy one, although it's unfortunate that you can still just one exit entirely and finish on time :P

Flapdoodle 14 - The Fall of the House of Lem I believe the title is a reference to a literature excerpt, "The Fall of the House of Usher."  The only hard part is getting both entrances down safely. I think I remember this one from Lemmini, although it's a bit harder there due to timed bombers, but it can still work. It's not super frustrating, at least.

Flapdoodle 15 - The Bastille Can be challenging, but not too hard. I know I spent longer than I should had, but that's because I wanted to see if a save all solution is possible. It is, but my solution involves bouncing a builder with a blocker so that it saves up that critical builder and still be able to get the level solved.

Flapdoodle 16 - A Piece of the Cake I don't know if this is supposed to be very easy, as I got the level solved in about a minute. Perhaps it's intended, as it seems to be an introduction type of level to zombies, but I'm not sure.

Flapdoodle 17 - Suspended Animation Somewhat hard, but that's because I kept thinking to send everyone down the far right to get to the exit, when it's actually easier than that, because you can simply destroy the builder staircase at the very start so that everyone drops down before the exit to its right once the path is ready. Nice level here! I think I remember this one from Lemmini too.

Flapdoodle 18 - Out of Reach Repeat of Friendly 8, though harder thanks to the very limited skillset. The hardest part here was timing the blocker to bounce the miner so that he gets everyone at the bottom up the level. This is critical, as you cannot afford to use a builder to get up the miner tunnel from the ground because you don't have enough.

Flapdoodle 19 - Pit of Deeper Despair Essentially a sequel to Friendly 24. I think it's coincidence this level also uses the bouncing a miner with a blocker trick just like the previous level, but the miner also bashes the crowd at the start free. This is yet another excellent puzzle that I really like.

Flapdoodle 20 - Road to Nowhere Not hard as long as you know how to contain the crowd and how to release them later. The time limit can be tight if you allow it to be, but it doesn't have to be, as long as you stop the left-facing basher early enough so that there isn't that much distance to cover.

Flapdoodle 21 - The Copenhagen Interpretation I've seen so many twists on the Patience/From the Boundary Line level by this point that it grows somewhat weary. I'm definitely not opposed to remakes of OL and ONML levels, it's just that I prefer to play completely original levels that aren't from the official games :P This one was a quick one, although I'm not sure if building twice once reaching the pit past the OWW is intended.

Flapdoodle 22 - Tinker Tailor Soldier Lemming I definitely remember this from the Lemmini version. I think I even remember struggling, especially with figuring out how to get someone to turn around to get the crowd out. Other than that, there was also the problem with stopping climbers from going out to the left to go into their doom. Took me a while to figure out to destroy the builder staircase a little higher up which would solve the climber issue of going to their deaths on the far left. Very nice level with a great puzzle and solution!

Flapdoodle 23 - Lemming Overboard! Another really nice shimmier puzzle! :thumbsup: In case it's not obvious, I love the shimmier skill a lot. The hardest part to see here was building up twice to the OWW green emerald pillar. The digger to avoid the lizard trap should had been obvious too, but alas it didn't dawn upon me for some time.

Flapdoodle 24 - [Lemmings in Motion/b] I believe this is also from Lemmini. Another great puzzle, especially with using a basher to stop the digger before he digs everyone to their doom. I didn't think it would work because of how it seems there's far more bashing to do than digging, but that's because you can actually adjust the digger position and do it earlier rather than near the left edge of the OWW. Also starting the bashing early. It can probably even be done without climbers at all.

Flapdoodle 25 - Off the Deep End part 1 Nice 1-of-everything in 6 skill types level! The Outdoor tileset is one of my favorites from L2, especially since green is my favorite color. The hardest part was figuring out how to get the crowd down safely. I didn't realize there's an exit to the right too, and so I kind of fell for the red herring right exit :laugh:

Flapdoodle 26 - Enemy at the Gate This one wasn't as bad as I thought even though I'm not much of a fan of zombie levels. It's much easier than it looks. it was really just stop the top zombie with a blocker, followed by another blocker so that no one runs into the infected blocker later, build to contain the crowd while sending one ahead to build over the gap, and finally bash to release the zombie and wait until the both of them drop off the bottom of the level first before releasing the crowd.

Flapdoodle 27 - A Fearful Symmetry I think I also remember this from Lemmini. Once again, this wasn't as bad as I thought, it only looks intimidating due to the large structure you start on, as well as the pickups that need to collected.

Flapdoodle 28 - Two for His Heels I really struggled here, but that's because I kept using one of the bashers incorrectly. I also kept being a digger short in many of my attempts and to stop everyone from going out to get into danger going out to the right at the bottom on the right side of the level. Also, I probably could had had a much easier time with the level if I had stopped to think about who the casualty is, which is the climber. I really like the solution! :thumbsup:



As mentioned before, I'm immensely enjoying this pack! :thumbsup: I'm almost through the Brouhaha rank, so I think I will do a post each time I complete another rank from here on out. 
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

Brouhaha rank completely solved, so I'm back with more replays and feedback.

Brouhaha Rank Feedback

Some hard levels here and there, but still some pretty good ones too! As usual, I'm continuing to enjoy this pack.

Spoiler

Brouhaha 1 - Walk the Plank Hard one but a really good one to start off the rank. One of my favorites! :thumbsup: I've seen a picture of this level from a group DM on Discord, and I believe there wasn't any steel there, and so the solution I had in mind for it just by looking at it by going underneath all the traps wouldn't work here. That's really good with using a digger in combination with a builder staircase on the left side of the pit to contain the crowd, as well as to get low enough in order to bash to the very big wall. In the meantime, a climber worker goes on ahead to mine to get down safely and build over all the traps. Well done mobius! :)

Brouhaha 2 - 90 MPH down a dead end street Quick solve here. The main difficulty is the tight time limit, though I could had made it far less tight on time by blocking earlier. I like how you need to get two worker lemmings in different parts of the level to prepare the route, one to bash through the OWW, the other to patch up the gap at the bottom with a builder.

Brouhaha 3 - Cold Irons Bound I think I remember this one from Lemmini. I struggled more than I thought I would here. The hardest part was getting two worker lemmings to go on ahead to prepare the route, though the first one must have enough time to build enough of the staircase to the right past the exit before the other slips by and gets into danger. That was hard to work out. We also have a buried exit trigger here.

Brouhaha 4 - Over my Head Two skills and done :P I don't think it's supposed to be that easy, so very likely a bad backroute

Brouhaha 5 - It Takes Time to Build Great puzzle here with repeatedly digging and bashing, with the bashers our casualties and hence you need to dig to contain everyone before any fall out the basher tunnel into the lava. I did check and it is indeed in the Lemmini version. I do wonder why this needed to change for the NL version, especially since the title is technically not 100% correct anymore due to using platformers instead of builders :P

Brouhaha 6 - Various Positions Repeat of Friendly 19, except this one just uses the classic skills. Essentially the same solution can be used here, except you go over the top with climbers and time one to turn around in the miner tunnel to mine to the left and then build to turn around. There isn't much of a big window here to do so, and so I'm not sure if this tight timing is needed.

Brouhaha 7 - Tres Hombres I definitely remember this one, and I think it is in the Heinous rank? I remember struggling here, though I used the basher only as a stall, which is just enough in order to not fall off the builder staircase and to get trapped in the bottom left area. Surely there is a way so this very tight timing isn't needed? Knowing myself, there is.

Brouhaha 8 - Even you, Brutus Another Patience/From the Boundary line remake, except here there are no bashers. I contained the crowd at the bottom left and other than that pretty much used the same solution as the one from the previous rank, so not that much harder.

Brouhaha 9 - And then there were three I definitely remember this one, although I don't think there was an ice steam blower trap to prevent the one in the middle from going down to the bottom area? Somewhat hard, but a really good one! The hardest parts IMO was bashing into the steel to turn around, as well as how to keep the lone lemming in the middle safe. Builder placements are crucial here so that he can build to the right later to seal off the gap

Brouhaha 10 - Presto Chango Easy one, and I one-shot this level. Very good level! I believe this might be in Lemmini, and if it is, obviously no platformer here.

Brouhaha 11 - Phase Four I think I remember this one from Lemmini too. Somewhat hard, though it should be obvious that one must bash out to the left so that you can get to the upper area of the level where the exit is. Here, I used a blocker along with maxing out the RR to create the right timing to turn the builder to connect with the wall on the right The rest isn't too hard, once you realize how to get the others up to the exit with the climbers since there's nowhere near enough builders to just simply build up with all entrances and that the diggers are the sacrifices.

Brouhaha 12 - Going Down? Another bad backroute here, as I'm certain it's not supposed to be this easy like Brouhaha 4 :P This time, it's 3 skills and done.

Brouhaha 13 - Short Hand Operation Another nice level here. The hardest part was containing everyone in the chamber on the left, as everyone still needs to be able to step out of the digger pit in order to do so. What will affect this is how close to it you dig. Once you're successful there, the rest is easy.

Brouhaha 14 - Every Which Way But Loose Favorite of mine here! :thumbsup: I think I remember this one from Lemmini. The hardest part to see here was using a miner to turn two lemmings to the left at the start to prepare the route, one to bash the crowd out, the other to patch the gap at the bottom and then build to the exit. Nicely done here!

Brouhaha 15 - Take A Giant Nose Dive Another excellent level! Quick solve here, especially since it's easy to turn the worker around at the bottom to make the splatform for the crowd. I also just realized you can use part 2's solution here too.

Brouhaha 16 - Who By Fire? Remake of Lock Up Your Lemmings/All or Nothing. I struggled here, but that's because I kept confusing myself as to how the solution should look. I was a dummy here and didn't realize that one doesn't need to send a climber from the pit out to the left. Instead, two climbers go out to the right, and the one that gets trapped will later get a climber to bash to the left to release the crowd but timed in such a way so that those who spill out to the left after the digger connects with the basher tunnel will turn back to the right towards the exit. Then he alone collects the builder pickup and builds to turn back towards the exit. Nice puzzle!

Brouhaha 17 - Death Trap This is essentially a repeat of Flapdoodle 22 but in zanzindorf's Kiwi tileset. Somewhat harder due to only no miners, but it's just timing a climber to get in the digger pit and bashing to the right, building to turn around, then digging to get low enough to bash the crowd free.

Brouhaha 18 - The Prestige Hard one but another really good one. The far left area was quite enticing, especially the bottom, but turns out it's a red herring. Instead, the top of that part of the level is used. Getting the timing can be hard here in order to seal off the tiny gap to the right after all of the bottom entrance climbs up past it before they get blocked by the builder staircase and can't escape. Figuring out the route for the entrances is certainly not easy.

Brouhaha 19 - The Lemming with the Golden Gun This one wasn't as bad as I thought, though I do use the trick of bombing a lemming trapped between two blockers to release them both twice. I forgot the zapper trap isn't too fast triggering, and so you can still have lemmings not that tightly compressed and they'll still be able to slap by the trap without getting killed before getting triggered again.

Brouhaha 20 - Push the Button, Max A surprisingly deceptively difficult one despite just two skill types. The main challenge here is making sure that no one besides the diggers to get to the buttons also gets trapped with them.

Brouhaha 21 - Last Lemming Standing Another deceptively difficult level. This reminds me of another custom level where it was wondered if the current version is impossible on Lemmix because of how climbers are able to get past the wooden staircase. Now I'm trying to find the level again and trying the solution I found here to see if it's possible on it. I'm not sure what the gliders are for, as I didn't use them.

Brouhaha 22 - Lemmings in Arms I definitely remember this one. Not a hard level, only due to the time limit. It totally escaped me to patch up the small gap at the bottom so that everyone from the bottom entrance can float down safely in order to save and finish on time. It would appear that all lemmings from one entrance get climbers, while all lemmings from the other get floaters, but it's necessary to get at least one athlete past the big OWW. You can either block to turn the other one around to bash through it, or you can use the digger in combination with two builders to turn around if you're aware of it. Either way should work, but if using the latter then you just bomb the upper entrance free instead.

Brouhaha 23 - The Midas Touch I also remember this one from Lemmini. Somewhat hard, although it's probably because I used the harder solution, which actually turns out to be the intended solution if going for the talisman. Here, the digger has to be placed very precisely, and you have to cancel the first miner with another miner at the right spot. The builder is also precise. Otherwise, there's a much easier solution which completely escaped me. I think I even remember solving it this way. What the lapse of time can do to the player :XD:

Brouhaha 24 - Five for Fighting Yet another I remember from Lemmini. Nice trick of sending two on ahead while everyone else gets contained in the pit at the top left, where you need to mine so that you can release them with a builder later. This can be hard to see. I also like turning the second climber around in the basher tunnel to build a landing platform for the others.

Brouhaha 25 - Constructus Interruptus Nothing special here other than it's primarily a builders level. Here, the builder wall is used twice, one on each side, to contain the crowd at the top. The rest is just figuring out how to build in order to get the crowd down safely, as well as still be able to access the exit.

Brouhaha 26 - Jacob's Ladder I also remember this from Lemmni, though that version is backroutable and unfixable. This reminds me of the Clammings level with the blockers and bashing to free them later. I thought to release them all at the same time, but turns out you start with top ones and slowly release the others as the right opportunity allows so no one else gets into danger other than the bashers going to the right, who need swimmers.

Brouhaha 27 - Sneaky Pete Hard one, though it's because I kept thinking about the level's solution the wrong way. It was very hard to see that the route is out the right side instead of getting up to the exit from the left side. Also you would think to get everyone to the bottom, but this doesn't work. I wasn't sure whether it's intended to use a shimmier to delay him, but after checking your replay it is indeed intentional. I kept thinking that one builder would be enough to get to the exit, but turns out it doesn't work. Nice level here!

Brouhaha 28 - Resistance is Futile Another hard one, but I generally struggle with zombie levels anyway. My solution is kind of complicated in that the blocker needs to be placed at a specific spot, as well as the miner being very pixel precise so that he releases the blocker but also gets interrupted after a stroke and create a pit deep enough to turn both climbers around. I checked your solution, and yours is just as hard, since it uses compression and very good timing in order for all to exit just before the zombie barely comes back on time to infect any. I think lemmings are safe from infection once they start the exit animation. I'm not certain.     



Only the Heinous rank left. I've already solved the first 8, so making good progress there. Probably will finish the pack in a day or so! ;)
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

Heinous rank complete and thus I have solved all of the pack. My entire replay collection is attached, and as usual more feedback.

Heinous Rank Feedback

The hardest levels of the pack are in this rank, though there are plenty of breathers here too. Lots of great levels here! Expect a lot of repeats, although some aren't exactly repeats in the sense of identical level layouts.

Spoiler

Heinous 1 - Ascension Somewhat hard level but still a good one to start off the rank. This level kind of reminds me of that one Clammings level also in the Crystal tileset which has a similar idea of releasing blockers with bombers, although I think it also uses bashers to do so too. That level is harder IMO. I had the feeling that one was supposed to bomb to make a climber friendly wall, but here I placed blockers at the very edge at the very top which still allowed the climbers to get by them.

Heinous 2 - Ballad of the Flexible Lemming Easier than the previous level, and one that I certainly remember from Lemmini. I have a basher leftover :P

Heinous 3 - Honey, I Shrunk the Levels Again Disjoint union level consisting of levels from the OL: the repeats of Now use climbers and miners, Bitter Lemming, and We are now at LEMCON 1, and Stepping Stones. It's just a matter of using the solution on the repeats, although it's still not a complete cakewalk. In one of my attempts I was a basher short and was looking to see where I could save one, until I realized the bomber I had spare could be used as a substitute, which of course can only be effectively used as one on thin enough walls to blow through with just one due to the very limited range. It was also hard to see that you have to accept losses in the Poles Apart mini level until the builder builds to get over land.

Heinous 4 - The Bricks of Wrath I'm sure this is a backroute. I originally tried doing things in the long basher tunnel to the right, which I'm sure is intended, but I couldn't get a builder to build over the miner hole in the floor so that the others do not go out to the right and drown in the water. And now that I've looked at it again, I think I know how it's supposed to be done :forehead: Good level nevertheless!

Heinous 5 - Get Behind me Satan Somewhat hard, but only because I tend to have a hard time with zombie levels. It was not easy to figure out how to avoid the zombies at all. I like how one of them goes over the wall on the far right while you have to figure out a way to safely get to the bottom OWW to allow the climber through to get to the exit. This is a pretty good puzzle!

Heinous 6 - Eye of the Needle I remember this one and how really good it is! Thus it's one of my favorites too. Its solution is very similar to "Hard to Port," plus bashing through the OWW to release the crowd.

Heinous 7 - Take A Giant Nose Dive part 2 I think I like this one more than the first part. Nearly similar solution, except there's no wall to build to at the bottom to turn the worker around to climb into the bomber hole to make the splatform. The hardest part to see for players, I think, is to block close enough to the wall so that the splatform serves another purpose, and that is to build over the blocker. Awesome level and solution! :thumbsup: I remember this from Lemmini, although if I'm not mistaken this level is the one used for that pack?

Heinous 8 - The Gambit Hard one and one which I struggled longer than I thought I would. I initially tried a very fiddly and timing heavy solution, but I thankfully realized it wasn't necessary and abandoned it at some point. Even after discarding that, it still took a while because I couldn't figure out how to stop the climber(s) from getting into danger after the path was ready. I remember this from Lemmini, and I don't recall struggling with the level too much, although I could be remembering wrong.

Heinous 9 - Presto Chango part 2 Near repeat except this one is much harder than the original. I definitely struggled here. Looks so simple but it's deceptively tough. I think this is the one I remember from Lemmini maybe minus the ketchup wheel trap. My solution feels like a cheesy backroute, although thinking about it it might be intended after all. I think the addition of the ketchup wheel trap is what makes going up the far left side at the bottom an impossibility because of how you need to spend a builder to get past it. Once you do that, a builder alone won't be enough.

Heinous 10 - Now Use Builders and Blockers! Even with just those two skill types mentioned in the title, this one was another deceptively hard level. It might seem you have a lot of builders, but you cannot waste any at all. It's not easy to see the most efficient way to build on either side, as well as to see the tricks needed, though to be fair they're kind of obscure themselves even though one is somewhat well known to the community. This is definitely for sure to catch a lot of people off guard. Dolly Dimple trick on the left side, building to add another pixel of height on top of an already built staircase so that another builder to build into it to turn around and hence can kind of be thought as a variation on the former builder trick. In either case, the blockers are used to release the crowd and get them going in the route to the exit. Very nice puzzle, but yea, very hard one.

Heinous 11 - The Cliffs of Insanity (part 2) Another repeat, but this time without builders. Certainly harder than the original, but not a whole lot. I ran into problems because I kept trying to save the basher. I initially used the very fiddly basher cancelling trick with a blocker where the latter gets released but the basher turns around and gets cancelled, but as I don't like this solution I instead went back to find another solution that doesn't use it. Turns out that not paying close enough attention to the save requirement got me into trouble here, as it is not necessary to save the basher at all. Now that I think about it, I think I remember this version from Lemmini, because I vaguely remember using some timing to get everyone past the basher tunnel in time before they won't be able to exit anymore. Very nice compression puzzle!

Heinous 12 - Hook, Line and Sinker Excellent level! I think I remember this from Lemmini too. I really like the part of using the blocker to isolate two lemmings, one of which floats down to build to the exit as well as build to create a landing platform for the others, and the other one to dig at the right edge in order to make a safe drop for the others so they don't splat. Finally releasing everyone, including the blocker, with a miner so they can drop into the digger pit.

Heinous 13 - Off the Deep End part 2 Another repeat/part 2, except I think this might be a bad backroute because of how I have a lot of skills leftover. Surely it's not supposed to be as easy as climb, build, build to stop the climber from going up the far left wall, and then bash the crowd out? I think it's certain that the right exit cannot be used this time, as there's no floater to get down safely at the start.

Heinous 14 - The Lemming Who Japed Another really great level/puzzle and one that I remember from Lemmini. Very good 2-lemming level. It's still not an easy level IMO. I like how the digger pit is to delay the other lemming long enough so that the digger has enough time to make landing platform for the climber and so he builds over land. Also how the athlete goes through the bottom while the non-athlete doesn't. The athlete proceeds to mine to prepare the way for the other one. Even after you have the route all figured out, you must make sure the athlete doesn't get himself into danger by going out the left later.

Heinous 15 - Tinker Tailor Soldier Lemming revisited I believe this is the version I remember from Lemmini, as I vaguely remember digging to delay the crowd, as well as to send a climber out from the pit. Certainly the hardest out of the other two with nearly identical layouts, but the solution is really good here. Because of the protruding overhang on the left side of the huge wall in the middle, there's no possibility of sending out a climber from below this time. It does need to be timed so the climber mines to turn the non-climber around so that he can mine the crowd out contained between the walls. Unlike the others, I think I can see the need for the locked RR here in order to avoid frustration. Even then, it can definitely be done without :P

Heinous 16 - The Lem Lies Down on Broadway I certainly remember this level from Lemmini. Despite having not played this in a long time, it's clear that extending the basher with builders is needed here. I think I remember the medieval theme from L2 playing on this level.

Heinous 17 - That Figures I think this might be the version I remember on Lemmini, although I think this one used the Dolly Dimple builder trick instead? I do remember a Marble level using it and where I learned that trick but because I didn't see to use it for some time it took me a while before I solved it. I like the solution here too, especially since I love the shimmier skill. In addition, that was a very nice use of a builder to stop the climber(s) from going out the far right and into the shredder trap.

Heinous 18 - Over the Hump I also remember this one. I love how the climbers are used as delays to give the builder enough time to build to the exit. I also like the releasing the right entrance with a basher after mining. It's also a bit more complicated than that, since you need to do so before you run out of climbers. Here, I don't think my solution would work, since if I'm not mistaken you had 1 minute timer, and I used only slightly more time than that. However, that's easily fixable, since it's just making the basher tunnel shorter, or just build so that the worker doesn't turn around.

Heinous 19 - Lemming on the Rocks Easy level and one I remember from Lemmini. I love the stalling tactics here, with using a miner to give the worker enough time to build to the exit, as well as bashing to release a blocker, who contains the others between him and the miner tunnel. The timing can be tight, but it's very satisfying seeing everything come together and when it all works out.

Heinous 20 - Slip Up Yet another one I remember from Lemmini. Slightly harder than the previous, but that's because of a trick needed here. I also remember struggling when I first played this level years ago. Very nice use of a basher to punch a tiny hall in the pillar so that climbers can get into it later to bash. Finally, timing two workers so that the other gets by the first builder in order to patch up the tiny gap before the exit. Overall, an excellent puzzle! :thumbsup:

Heinous 21 - Between a Rock and Hard Place I vaguely recall seeing this in the Lemmini version. Now this is a much harder and far better and worthy replacement for Highland Fling from the Havoc rank of ONML, which the community pretty much considers easy for the final rank of the game. You certainly did that level justice here :P The 99RR is what increases the challenge significantly, as well as how there's two trapdoors. I struggled here longer than I thought I would, but that's because I once again failed to see the sealing off a basher tunnel with a builder, which I remember was the same thing that did me in in a Lemmings Migration level in the second rank. However, this can be frustrating to pull off because the area to do so is very small.

Heinous 22 - Rainy Day Lemmings #12 and 35 Repeat of Friendly 2, except there are zombies here in addition to the skillset change. Definitely harder because of the zombies and also hard puzzle because of the pickups. It took me a while to see how the pickups are used in the solution. I used some timing to get another climber to arrive at the miner tunnel early enough in order to bash through to the exit. This solution seems intended, although I can't help but think there's an easier solution.

Heinous 23 - Narbacular Drop I remember this one from Lemmini and certainly a hard one when I first played it years ago. I got the solution down quick, but it was frustrating because of how two kept splatting after dropping out to the left in the digger pit. I don't know if there's any other way that will work besides maxing out the RR right away at the start. I kind of remember not needing to do so when I solved it before. Great puzzle here, and certainly worthy of the Heinous rank!

Heinous 24 - The Whispering Wind Another near identical repeat, and definitely harder than the original it's based on. I think this is the version I remember from Lemmini, as I'm certain I recall the splatform needed the way it is in the solution here. That was the hardest to see in this level: How the builders are used. I ran into problems due to not realizing the connection with the climbers of those who get contained in the pit at the top left. Overall, a very good puzzle and one which was very satisfying to solve and figure out again after so long. Not to mention it's also in my favorite ONML tileset! :thumbsup:

Heinous 25 - The Great Escape I think I remember this from Lemmini, as I do recall a level where you have to build from both sides of the vine swamp. However, this is a zombie level, and as mentioned before I tend to have a hard time solving these levels. I definitely have seen a lot of great zombie levels when they're used well, but I tend to hate these in contrast to some other features that got culled, such as ghosts. I actually liked this gimmick when it existed.

As for the solution, I was a dummy for a very long time with the start, as well as dealing with the zombie at the bottom. It took a long time to see that one must build the right half first and that is how you lose the zombie. I also didn't think making the top zombie splat was possible because I thought some lemmings from the top would also spill out to the left and splat, but turns out it's possible with very careful placement of the digger so that the zombie doesn't land on steel before falling the rest of the way and hence surviving. The other hard part is bombing the blocker so that you release one lemming to build the left half to seal off the rest of the gap, but the gap needs to be big enough to give him enough time to do so. Brilliant! ;) This was quite a nice puzzle, and the level is in yet another ONML tileset that I like.

Heinous 26 - Oblique Strateegy This level I vaguely recall being in the Lemmini version, although again maybe I'm remembering wrong. Quick one, although there was still the annoyance of figuring out how to stop the climber from getting himself into danger later on when he can go out the far left side. Also with getting everyone at the top contained in the digger pit so they can survive the drop to the splatform. Dolly Dimple builder trick is needed here in order to get up to the top of the level, as well as to still allow the bottom entrance from accessing the exit later.

Heinous 27 - Five Easy Steps... Another really good level that didn't take too long. I love the solution here a lot, particularly since it uses a trick that isn't seen too much in custom levels: Mining out the builder staircase in order to make way for climbers from below later, which is required in "No added colours or lemmings." I was a dummy here though in thinking that the climbers/floaters needed to fall past the miner tunnel, but the builder staircase to seal it off is what will help them get up later. Nice job with this level! :thumbsup:

Heinous 28 - General Tsao's Lemming To finish off the pack is a very old contest level of mobius,' one of his first if I'm not mistaken. I've already played and solved this level when I was doing my off-camera playthrough of all past contest levels last year. However, I stopped after about two contests and haven't really done anything with it since, so I should get back to doing it again soon. I certainly remember this one being hard, which surprised me considering the author. It's not to say that mobius doesn't have his fair share of hard levels, but rather if you're familiar with how he claims his Mobilems pack is on the easier side then you can easily be led into a false sense of the difficulty with his single levels too. This level does a great job of making you think certain skills have to go here and there, such as bashing the wall in which you start on top of. Turns out that you can almost get the level solved, but it doesn't quite work. Instead, it was hard to see that you can afford to use the basher for the far left and still being able to solve the level. In particular, digging down the right edge of the wall and then mining both the crowd and the blocker free was quite hard to see. Although this might seem disastrous with everyone going out to the right, you can still release the climbers to go to the far left exit later. At the same time, it's easy to see that bashing on the far left is the most efficient, as you don't need to do anything else other than a digger at the top on the far right edge of the pillar. I really like the puzzle here, and certainly a great one for mobius to make his foray into level designing.

To be fair, it's been a while since I've played this level and hence I have forgotten how it is solved. Of course, it doesn't matter, as eventually I can figure out the solution again. It's great exercise for the brain anyway :P       



Playing through some of the levels again definitely reminded me of why I like the pack so much back when I first played it on Lemmini. Indeed, this continues to be the case, even moreso as many of the levels that seemed to be unfixable on Lemmini are more solid and backroute proof for the NL version. However, I wouldn't say that the pack is easy, as I got surprised at how difficult the pack got in various places throughout the LP. So, for this pack I would say Easy-Hard is an appropriate difficulty range judging what I experienced playing through the pack. It might even be borderline Medium for the lower end of the difficulty because of how the difficulty is very wonky in the first rank, but there's still a lot of easy levels there. Even then, I would still recommend this pack for others to play through. I think you still might learn a thing or two here, but it's still a pretty approachable and enjoyable pack for the most part. It does get difficult later on, but that's pretty much true for most packs, where they generally progress in order of difficulty if the ranks/levels are placed correctly.

Thanks for this pack mobius, and glad to hear you're doing better! :thumbsup: 
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

mobius

#11
Thanks for all the helpful feedback :thumbsup:
I've started watching the LP and noticed some backroutes already. I'll release an update sometime soon.

On my version (except for the graphic card which I don't feel like fixing) friendly is spelled correctly; so I don't know why its showing up wrong for others.
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

After thinking it over; I won't be working on this pack anymore. It is complete as it is, backroutes and all. If people find new backroutes or similar issues [graphical issues, misspelling etc...], I'm not going to fix them. It's simply not that much fun anymore to keep fixing the same old levels; I'm ready to move on. The only issues I'll attend to is if the pack is for some reason not working correctly for anybody, which doesn't seem to be the case atm, I believe it's working properly.

I'm glad it was fun for people and I hope it still is for anybody who plays it in the future. :8(): :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


WillLem

Quote from: mobius on December 18, 2022, 04:21:45 PM
After thinking it over; I won't be working on this pack anymore. It is complete as it is, backroutes and all.

Does that mean that the current download is the latest, greatest version? If so I'll download it and get playing :lemcat:

mobius

Quote from: WillLem on December 19, 2022, 10:01:31 PM
Quote from: mobius on December 18, 2022, 04:21:45 PM
After thinking it over; I won't be working on this pack anymore. It is complete as it is, backroutes and all.

Does that mean that the current download is the latest, greatest version? If so I'll download it and get playing :lemcat:

lol, not sure about that. But yes, after so many years and fixing I think it's likely the "grandest" to date. :D I just don't plan on making any more updates cause I'm tired of working on it and I want to work on new content. But thanks for playing and I still appreciate any feedback! :)
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