Casualemmings 2.0

Started by nin10doadict, March 21, 2020, 04:00:58 PM

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nin10doadict

Another remastering of Casualemmings is out, updated for version 12.12!

If you're familiar with the original game, this pack could work as an entry point for the world of custom levels in NeoLemmix (maybe!)

With a total of 146 levels across 5 ranks, Casualemmings should be a nice, friendly romp for players with some experience.
For a while, anyway...

TECHNICAL NOTES
This pack is built for NeoLemmix version 12.12.4. Earlier versions may not work.
This pack includes a custom style. Be sure to install it or certain levels will not work. All other styles used can be downloaded from the styles manager in-game.

DOWNLOAD LINK
Levels and music: https://www.dropbox.com/s/uzozfmsob5a61z9/Casualemmings_V3.zip?dl=1
Custom sounds: https://www.dropbox.com/s/1315iwhzyr154y5/Casualemmings_sounds.zip?dl=1

WillLem

Just completed Calm (replays attached), I'm enjoying these so far.

As intended, they're decent, casual levels to play through. 43 levels for the first rank is a lot, and it started to feel a bit relentless towards the end, but I'd say at least half of them you can just blast your way through so I guess it's justified!

Most notable levels (check out my replays, some of these might of interest for backroutes/alternative solutions/possible talismans):

Feedback

Squirrely Little Guys - I love that this is a great, simple level that can catch you out a little bit if you aren't paying attention! ;)

Not That Way - Plenty of skills to get the all save, and a decent, simple level

Lemmy Does It Twice Twice - Managed to get the talisman for this one, one to watch replay-wise: is this solution intended?

Oi! Push Da Buttons - Again, nice and simple but takes a bit of doing to figure out which skills to assign and at what point

The Friendliest Obstacles - One of my favourites; I like the design, and it was fun going for the all-save

Trial Temple - It was great to see the abundance of skills when this level started: I went for a non-crowd-control solution for as long as I possibly could!

Pyramid Scheme - Had to think about this one: is my solution correct?

Photo Finish - I like the music for this one (the music's generally good in this pack btw)

Freeze Frame - I like these kind of levels, got a couple like this in Lemminas

I/O Branch - Another favourite: this one in particular because it involves a bit of trial-and-error and just going for it, which is great to encounter every now and then

Sewer Rodents - I enjoyed going for the all-save for this one as well: my solution felt a bit backroutey but I'm sure it's acceptable

Hither And Thither - This one gave me a bit of trouble, it may be a bit too difficult for the first rank

Pickup Sticks - Looks hard at first, but soon unravels itself. Fun to play through

Lava Drops - N.B. I couldn't get this one to work. Tried downloading the style in Style Manager, and it seemed to work but kept getting the style download message again. Might be worth giving Namida or Nessy a shout, or see if anyone else has the same issue with this level.

A Series Of Obstacles - This is another one which seems a bit more challenging when compared to the other levels in the rank, but I suppose every rank needs its occasional surge of difficulty. Took me a while to get my way around this; I think my eventual solution is a backroute.

I'm looking forward to giving the Perky levels a go. As I understand it from the original Casualemmings post, the difficulty drops slightly at the start of each rank. I think this is a good thing, the original game does that and it can be reassuring and encouraging to the more casual players.

Great work nin10doadict. :thumbsup:

mantha16

#2

UPDATE ok enabling online things in settings seems to have worked ignore me

Just started fun so far.

A few levels won't play for me says "some pieces used by this level are missing download the missing styles manually or enable online features in neolemmix config to try to autoload them" tried copying the styles folder in again manually no luck.  Don't know how to do the config thing any suggestions?

Levels affected so far

Bad kitty
Oi push da buttons

nin10doadict

I did a dumb. I enhanced some other custom styles I used in this pack, but forgot to include those updates in the download. :forehead:

The download has been updated to include the new style changes. I'll try to get those added to the style manager as well.

Also, Hyper level 10 revolves around a change I made to a style that may not have been added to the style manager yet. If the one-way arrows seem to be strangely positioned or cut off, then let me know.

Strato Incendus

So, I quickly glanced over the level lest, and I noticed the level "Super Mecha Death Gators" seems to have been cut from the pack. Perhaps I can help you restore it, though... ;)

Spoiler

If this is just down to the ONML Rock lizard trap and the ONML Bubble lightning trap now being too large to merge with the crocodiles in a visually pleasing way - I've just recreated both traps the way they formerly were and put them into my strato_generalmd tileset. ;)

Since with these "addendum" styles that people only create for specific levels in their packs to work it's not advised for other people to use them in their levels, it would probably not be such a good idea for me to simply send you the strato_generalmd tileset and have you use that in your level.

But I could send you the modified lizard and the lightning trap and you simply include both in an additional style that you distribute together with this pack.
My packs so far:
Lemmings World Tour (New & Old Formats), my music-themed flagship pack, 320 levels - Let's Played by Colorful Arty
Lemmings Open Air, my newest release and follow-up to World Tour, 120 levels
Paralems (Old Formats), a more flavour-driven one, 150 levels
Pit Lems (Old Formats), a more puzzly one, 100 levels - Let's Played by nin10doadict
Lemmicks, a pack for (very old) NeoLemmix 1.43 full of gimmicks, 170 levels

nin10doadict

Version 3 is out, updated for NeoLemmix 12.12.4. Check the first post in this topic for the new download if you'd like to try it out.

kaywhyn

Hello nin10doadict,

I have solved the first two ranks. My replays are attached.

General Feedback

Casualemmings 2.0 is a remastering of nin10doadict's Old Formats version of the pack and converted to New Formats NL. In contrast to Old Formats, which has 100 levels, the New Formats version has 146 levels total, meaning there are way more levels added. Regardless, Casualemmings is his second level pack, after Lemmings Squared, which I have had the pleasure of playing through sometime last year but didn't upload solutions until recently. This level pack is pretty much aimed at those who are more casual players of Lemmings and teaching the ropes of NL, but that doesn't mean the pack is very gentle throughout. Indeed, as I have seen, there are still some real nailbiters. However, despite the content being on the easier side compared to most other level packs for NL, these levels are generally very high quality! :thumbsup: I have only played through the end of the Perky rank on Old Formats and hence haven't seen anything beyond it, but from playing both the Calm and the Perky ranks again after so long, I definitely see a far bigger improvement with this pack compared with Lemmings Squared. The other Forum members definitely weren't kidding about these levels being great.

Calm Rank Feedback

The pack pretty much starts with tutorials on the skills and NL mechanics and then after that most of the levels tend to be very gentle with easy puzzles that have very lenient skillsets and save requirements, with the occasional odd level that's harder than the levels surrounding it. This rank also clocks in at 43 levels, which is larger than any individual rank of United. I think mantha's All the Styles has a rank or a few that might also have more levels than any individual rank of United, but I could be wrong.

Also I wondered if it was pure coincidence that the first rank of Casualemmings and the first rank of PimoLems are both called Calm :laugh:

Some comments on Calm levels

Calm 13 - No biggie Nice level demonstrating the effect of using a cloner on a lemming performing a skill. One of my favorites here :thumbsup: Great remake of Patience/From the Boundary Line from L1

Calm 14 - Snips snails and Lemmings tails Nice level with only miners and fencers. It's a bit repetitive but it's not too extreme here, so it's fine.

Calm 15 - Bad kitty! Interesting that the level that demonstrates the most basic use of the cloner skill comes after Calm 13, a level teaching the use of the cloner on a lemming performing a skill. I wonder if the levels should swap positions. Then again, I would consider this level a big step up in difficulty and the save requirement being a bit tight and harsh being high and hence it coming after makes sense, especially since the clumping isn't easily achieved here to minimize losses to the trap. If anything, I would probably put a level teaching about compressing through traps first before this one. Yes, there is the disarmer level, but that one is about making traps harmless, not about passing through them and no disarmer available like this one.

Calm 16 - Hero's mark Nice level with just three skill types and 3 skills. The first of a level that seems to be a once-per-rank type.

Calm 17 - Oh, so close... Nice any-way-you-want level, with a lot of freedom to use any solution thanks to the lenient skillset.

Calm 18 - Pit o' Pain Nice puzzle regarding saving a splat hatch and then making everyone climbers to get to the exit and having one bomb away the wall before it so the others can reach it.

Calm 19 - Friendly forest Nice level with multiple solutions. Didn't occur to me for some reason, but it seems that a save all is possible here, which requires very careful digger placements.

Calm 20 - Lemmy does it twice twice Good level with stoning once on either side to land on it to stone again to turn everyone around and then platform to the exit on top of the first stoner.

Calm 21 - Trust fall Nice tutorial on splat and anti-splat pads. Of course, if one wanted to, you can platform all the way to the anti-splat pad while assigning floaters to everyone else to prevent them from splatting due to the splat pads.

Calm 22 - Oi! Push da buttons! Nice level, but I think this could also be a step up in difficulty, as this level is hard compared to the surrounding levels. Then again, the save requirement is very lenient here, maybe to make up for the harsh skillset, so it might be fine leaving the level here. Not to mention it's a tutorial on buttons and locked exits, which hasn't occurred in the rank yet.

Calm 23 - The friendliest obstacles Nice bashers and builders only level. I did a dumb here and didn't think to contain the right entrance which I could release later with a basher once the left entrance builds the staircase to catch them. Instead, I was too focused on the wall the builder builds up to and therefore didn't think about the level correctly :XD:

Calm 24 - Trial Temple Another nice any-way-you-want level! :thumbsup:

Calm 25 - Pyramid Scheme Nice level demonstrating great use of the time limit. I was a big dummy here and didn't notice the very short basher section at the very top for a while :forehead: Well, that's my fault for not planning the level the whole way through before taking action.

Calm 26 - Tragedy Great level and another favorite of mine :thumbsup: Nice use of a red herring climber pickup that's impossible to get to, as well as the use of a builder to get a glider higher in order to be able to land at the bottom to get the climber pickup :) Definitely demonstrates the glider skill well!

Calm 27 - Pesky posts A nice level that is somewhat challenging, although I likely made the solution harder than it needs to be, as I think it could had been timed better so that digging down the last post is done just at the right time so that the crowd is able to step up at the earliest possible moment, i.e, 6 pixels, which can be done if digging both that post and the middle post around the same time so the crowd is way more compressed. It might even be seen as a bit hard for its position, although it is close to the middle of the second half, so it's fine.

Calm 28 - Photo finish Oh hey, same title as a United level, except the one in United is far harder, as well as very sneaky. Won't spoil the solution in case you ever decide to take on the pack, although if you haven't been able to complete LPO2, then don't expect United to be any better, as that pack is many times harder. Anyway, for this level, nice use of the glider to get a worker far enough ahead to platform up the gap before the others arrive, who are delayed with floaters.

Calm 29 - Freeze frame Very similar to a Paralems level, I believe, only that level is a bit harder because of how frenzy is active, meaning you cannot pause. Nevertheless, it's essentially the same idea, with the only difference being that level is possible without pausing while this one isn't. You can assign some skills without putting the game on pause, you just need to observe who's close to getting into danger and hence needs attention first, which isn't really possible without observing the action first.

Calm 30 - I/O branch Nice level with a miner and cloning it and several of the clones in order to get to the buttons and everyone to an exit.

Calm 31 - Doggie paddle Nice level featuring Millas. As you already mentioned, my solution is a backroute.

Calm 32 - No need to panic Another great level, although I think you said the miner breaking through all of those floors isn't intended. I myself am surprised at how very high the miner destruction mask is.

Calm 33 - Bittersweet realization Nice level featuring zombies. Not a hard level, I just wanted to save as much as I could :P

Calm 34 - Sewer rodents Great any-way-you-want level, although this remake still isn't anything too special IMO

Calm 35 - More friendly obstacles Hard level, as it's not easy to use the skills to their full potential given the design. Once again, you deemed my solution a backroute :laugh:

Calm 36 - Hither and tither Another hard one, though that's because I didn't realize that exactly 5 lemmings will go into the water. Once I did which admittedly surprised me, then it's not so hard of a level. Levels with many splitters generally cause me a lot of confusion :laugh:

Calm 37 - Between Mega and Terra Wow, this is such a pretty level :thumbsup: Another great any-way-you-want level, though getting down safely in certain places is quite difficult.

Calm 38 - Pickup sticks Hard level but a favorite of mine where you really have to think about which pickups to go for first and which ones you can afford to go for later. In particular, seeing to go for the climber pickup first is the hardest to see here. I also incorrectly used the miner and didn't think to free two lemmings with it :forehead: I really like the bashing to the exit with the left-most lemming to free everyone else :thumbsup:

Calm 39 - Express air-evator Nice level demonstrating the effect of updrafts pushing gliders upwards, but I will have to agree with Nepster here in that the digger is precise here, as if you dig anywhere else the gliders will go back out to the left.

Calm 40 - Lava drops The tall level size makes it appear daunting, intimidating, and hard, but luckily it isn't so thanks to the very lenient skillset. Even then, there are certain places that can be a bit hard to figure out how to get down safely.

Calm 41 - Three's a crowd I like the 3 theme here in the skillset and number of lemmings. Even with this skillset, it's still lenient in that there's still multiple solutions here. Also doesn't matter if some get past the teleporter, as you have walkers to turn them around and other skills to assign them to help them use it from either direction. 

Calm 42 - A series of obstacles Looks challenging and it is somewhat due to the 2-of-everything skillset but it wasn't too bad. You definitely have to think about how to make the most of the skills given and is a great lesson in being economical with them.

Calm 43 - Exam A Very nice level with many solutions available to finish off the rank! :thumbsup: Very easy to save everyone. And yes, I quickly noticed the Fibonacci sequence in the skill quantities. I was a math major in college ;)       

Perky Rank Feedback

Levels are a tad bit harder here than in the previous rank but still should be manageable for most players with once again the occasional level that's harder than the surrounding levels. This is also the last rank that I solved all the way up through on Old Formats NL and hence anything after this is completely new to me. In particular, Perky 20 of Old Formats had me stuck the longest due to the very dangerous 3-in-1 traps and that I went about the level wrong because I thought it was going to be super fiddly. Strato also attempted to reach out to nin10doadict to see if he wanted help to convert the trap so that the level can be included in the New Formats version, but the former didn't get any response from the latter IIRC.

Spoiler

Perky 1 - Lem in da hood Nice easy level to start off the rank. Looks like there are the carryover former "radiation" objects from Old Formats here which were all converted to fire traps when transitioning over to New Formats. Ah, I really like a lot of the radiation/slowfreeze puzzles of Old Formats.

Perky 2 - Hero's trial Nice 1-of-everything in 5 skill types. I really like the mining through the wall at the top and fencing at the bottom and them connecting somewhere to release the top entrance.

Perky 3 - Hope that's soft water... Another nice easy level.

Perky 4 - Level fit for a BG Nice level with isolating a worker to get both pickups at the bottom. How awesome with Spongehead making a cameo in a Lemmings level! :thumbsup: I grew up with a lot of the Humongous Entertainment games, including Freddi fish, where he comes from :) If you haven't, there's always the Balloon-o-Rama LP that I recently did you can watch, although I know you've seen Colorful Arty's LP of the game.

Perky 5 - Fetch the supplies! As you already mentioned, my solution is another backroute, though in my case I thought it was due to how I didn't use the blocker pickup. Even then, this is a great level.

Perky 6 - Hero's merit Near repeat of Calm 16, although there are some layout changes, such as OWAs and a steel block added. This level still worked out as another nice 1-of-everything level, though with more skill types available.

Perky 7 - Gone for a dip Nice level with getting a swimmer to platform the gap from the other side and another lemming to platform from the other side and then a blocker to hold everyone else back while being able to free him later.

Perky 8 - Thy request be granted Nice level :thumbsup: Though as mentioned this level can still work without the preplaced lemming ;)

Perky 9 - To those who wait Yes, that is quite sneaky with the last lemming being the specialist who can disarm the traps. I didn't even notice the shadow of the athletic permanent skills. I also didn't notice that no one else was a climber besides the last lemming and hence didn't question why there was one. Of course, it's very possible to solve the level without him making all the traps harmless, although it is somewhat challenging due to the traps covering a wide vertical area, similar to the flamethrower traps in other tilesets.

Perky 10 - Be not idle, my Lemmings Think you said that my solution isn't intended here, although it's certainly challenging due to the time limit.

Perky 11 - Don't get greedy Nice somewhat challenging level where it's not really possible to get higher due to only platformers being given.

Perky 12 - Labyrnthine Kitten Gauntlet Great any-way-you-want level, though it seems the intention is to compress the lemmings to get through the cat traps with minimal losses due to the save requirement ??? Even then, it's easy to save everyone.

Perky 13 - Hero's excavation Another favorite here! :thumbsup: At first, I thought the blocker was irrelevant, but nope, it's necessary to rescue him, as the solution does require bombing to get to the exit and if you don't rescue the blocker you will be 1 short of the requirement. I especially love the fencing with the preplaced lemming on the left and then bashing to release both the crowd and blocker.

Perky 14 - A touch too much Nice level demonstrating using a stacker as a splatform and also to block the exit trigger which is bashed away later after the crowd drops down safely. I love the method of isolating a worker lemming by using the last one in the crowd to float down and make the splatform with the stacker.

Perky 15 - Six pixel principle Another level demonstrating how to get past a 7-pixel wall which also seems to be a once-per-rank level. This level is really to teach the player the stoner/stacker combo as it's nothing but that. It's one of the more obscure tricks of NL and can probably still be difficult for a player to discover. I don't think I ever found it myself before playing the tutorial level on it in the Introduction pack. Then again, United was the very first NL pack I played before I played the other level packs, particularly those where there are levels teaching this combo in a much easier way. United does have a level where it's required, but it's not obvious it's needed.

Perky 16 - Small As already mentioned, I made the solution harder than it needs to be as I bashed while the platformer is in progress because of how he would turn around otherwise due to how I placed the digger.

Perky 17 - Half the fun Somewhat challenging, but it's really about making the correct choice of how to get past the obstacles to get to the far right to get the pickup skill. The second obstacle is harder to get by, and I did make the incorrect choice of using a miner to, as there is a hole he leaves in the floor by the checkerboard mechanic. Instead, you need to build to get higher and then you can mine through the wall. Can also be hard to get a lemming far enough ahead to patch up the gap where the water is, but luckily a single builder brick is all that's needed.

Perky 18 - Another death march Difficult level, especially as achieving the compression is difficult to figure out. I really like it though, bombing and then bashing inside it and cloning the basher to make a wall on either side and then cancelling. Then another basher to the right and cancelling midstroke to release everyone once all Lemmings all in the pit.

Perky 19 - Flooded forest Nice design and level! :thumbsup:

Perky 20 - If only they had stairs Just the stacker staircase multiple times, which isn't exactly something that's fun to do in NL. Nevertheless, I do like how a save all isn't all that hard to achieve here, just need to be careful about trapping lemmings on the other side of a stacker.

Perky 21 - Caves in the deep Great level! :thumbsup: At first I made the mistake of using a glider to get past in the starting area, but that turns out to be a mistake, as you won't be able to get the glider to where he needs to be later on. Instead, the answer is to need to over the gap. I absolutely loved seeing the glider go around to get the pickups, although admittedly him going all the way down when coming back to the left took me by surprise. I thought he was going to be stuck on the bottom far right, but that's only the way it appeared.

Perky 22 - Look at them shimmy! Ah, I remember this one tripping me up on Old Formats, as it has with some of the others. However, this is an excellent level and an absolute favorite of mine :thumbsup: I really love the solution here. You also succeeded with the red herrings which make it look it's still possible to solve the level but aren't.

Perky 23 - Yum yums Yum yum indeed, Raymanni's Food tileset is awesome to look at, especially with the different foods might make one think about food :laugh: Nice any-way-you-want level here!

Perky 24 - Who's on detour duty? The only hard part here is to rescue the lemming who goes to push the button. Nice solution, though it seems I overcomplicated it a bit, especially with how it wasn't possible for me to build over the trap without fencing into the terrain first.

Perky 25 - Tricky triangles I think I remember this one from Old Formats. Nice almost constructive skills only level, where there's a basher, though it's very possible to solve the level without it, if I had platformed up the gap on the far right instead, for example.

Perky 26 - Sailing the skies Great level :thumbsup: I was momentarily confused about gliders being able to bounce off the stoner, but that's because I failed to realize that the gap is sealed off completely with how precisely the stoner needs to be placed. Then that makes it possible, meaning if there's even a tiny gap then they'll just glide into the fire trap. I really love how two take the teleporter while the others go over the top and take a long detour for the workers to prepare the route ahead. It was fun seeing the updrafts push the gliders upwards as usual.

Perky 27 - Lemming mash Now this one probably would had worked out better as a compression tutorial as a replacement for the kitty trap tutorial level in the previous rank, except maybe I get rid of the right entrance to make it nothing but achieving the compression. The traps take a while, so even if some drop out to the left it's still possible for a trap to kill one each, though you still need to place the digger carefully.

Perky 28 - Service with a smile Awesome level :thumbsup: I especially like how everyone needs to do something at the start in order to prevent dropping into the pit where they can't escape and will die to the trap, and they all take different paths through the level before meeting together again at the bottom.

Perky 29 - Celestial drawbridge Nice level, although the hardest part is keeping everyone safe and isolating a worker to carve the path, but once successful with both, the rest is easy, and the skillset isn't too tight at all.

Perky 30 - Sucker for punishment Nice level, though I realized I could had made things easier by bombing someone else walking inside the second digger pit instead of just bombing shortly after the vertical trap kills the digger :forehead: Then there would be no need for the super tight timing.

Perky 31 - High speed gap closing I think I remember this one from Old Formats too. I really like the multitasking that's needed to platform each gap with a different worker in order to ensure finishing on time.

Perky 32 - As the Lem flies Another nice level, though for some reason I kept thinking there was only 1 miner when in fact you have way more than enough with 10 :forehead:

Perky 33 - If only they could dig I instantly realized it's a nuke level because of the very unusually low save requirement, so no fooling me there :P At the same time, all levels I've seen that require the nuke have time limits. Here, if you really want to enforce nuking down the middle where the red arrow points, putting in a time limit is the way to go, as it takes much longer to reach the exit from the sides due to all the building needed.

Perky 34 - Down and dirty Another favorite of mine :thumbsup: You really have to think about how to make the most of the skills given due to the 1-of-everything skillset in 7 skill types. I especially love my solution of fencing the blocker free, though that's not necessary because of the save requirement.

Perky 35 -One shall pass! I also remember this from Old Formats. Great level. I love how one lemming hits the splitter to platform up the gap, bashes to free the others, and finally dig through the platformer bridge to get to the exit. The only hard part is achieving how to turn everyone except 1 back to the left, but once done the rest is easy.

Perky 36 - Live and lava Great level which looks intimidating and hard but it's not too hard. I really like the going over the top to get to the right side solution here. I think maybe something can be done with the background, as I mistook what looks to be a wall to be "solid" at the very start even though this isn't the first time a level in this tileset appears. I think it can definitely be made clearer it's background.

Perky 37 - Severe flood warning I remember this rank finisher from Old Formats. I really like how a glider goes over the top to collect the pickup, as well as meeting up with the worker on the far right to block to prevent anyone from going into the fire trap, as well as how the worker at the bottom mines out the others who are trapped in a narrow water pit after digging. The only other hard part is figuring out how to get a worker far enough ahead to build to the midair exit, as no one is allowed to slip by or they will get killed by the alligator trap at the far bottom left.         



I will continue with the rest of the pack soon. I've already done a little over half of the Twitchy rank and continue to be very impressed with the pack :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

kaywhyn

Twitchy rank completed. Replays attached and more feedback.

Twitchy Rank Feedback

For a pack that's aimed at those who are new to NL and the casual players when it comes to solving, I would have to say this rank is a huge step up in difficulty from the previous two ranks. I ran into several brick walls here and hence solving times were much slower in the rank overall. As a result, this rank took double the number of videos from either of the previous two ranks to solve all of it. Even then, the pack still continues to impress me with the many high quality levels, with some of the ones that stumped me for a while I even declare are some of my big favorites! :thumbsup:

Spoiler

Twitchy 1 - Six pixel principle Yet another repeat level that teaches a different trick to get past a 7 pixel wall, the stacker and then mining to make a hole in it so that lemmings coming up to it can step up on it and get over the previously too high to step up wall. Here, you can achieve the same thing with substituting a miner with a cloner ;)

Twitchy 2 - A fair trade? The trick of using multiple stackers to extend a basher isn't anything new to me, but it's not exactly something that I'm a fan of either.

Twitchy 3 - Lem isn't fair Quite a hard level which is a big step up in difficulty despite the very minimal skillset and hard for its position this early in the rank. Perhaps moving it to later in the rank would be better. In particular, removing the terrain underneath the exit for lemmings to get past it is a huge leap for most players, as I think Lemmings players normally associate with not destroying the trigger for exits. It also uses the special midair exit rule for floaters, which I think most players won't even think is possible, especially as I think it is quite inconsistent across different engines. I totally overlooked the fact the top entrance being preassigned floaters being very useful and therefore I kept thinking I was a platformer short for getting back into the exit, when in fact they don't need one but the non-floaters do. Yes, you did do a tutorial on gliders/floaters being able to exit in midair, but that was several levels ago, way back in the Calm rank, and if especially casual players ever get to this point of the pack, they will likely not remember it for this level.

All this being said, I consider this one of the best levels of the rank/pack! :thumbsup:

Twitchy 4 - Sacrificial Lem The only hard part here is timing a lemming to bash the zombies free in such a way that you can turn him around with a walker before he gets infected so that he can bash through the other wall behind him. Otherwise, another nice zombie level.

Twitchy 5 - To each his own This should be a backroute, as I think the intended way has everyone use a different exit except for the glider and floater who use the same exit. Even then, it still took me a while to find this backroute and to make it work, especially as the climber/glider kept running a trap. This level is also misleading in that it's impossible to tell who has what skill until you put the game off pause and see what happens as a result, though here every lemming has only 1 permanent skill and no two possess the same one.

Twitchy 6 - Someone has to... I think this level can also be a step up in difficulty, where players will likely catch on that the crowds must be contained between two blockers, but they might not realize where you place them is actually very crucial, where they must be placed in front of the locked exits or the level cannot be solved. I've already seen this trick a few times and hence that's why I immediately realized that needed to be used. Instead, what tripped me up was getting the floater back up to the exit, where I was so focused on using a stacker underneath and lining it up with the exit platform to make a climber friendly wall for him that I kept thinking the basher needs to be used on that platform rather than on a builder staircase that allows him to climb up and provides him a way out later on to climb the stack from the other side :forehead: Very good level, just I was a big dummy here.

Twitchy 7 - Janky devices Somewhat hard, and again I was a dumb dumb, especially as I kept thinking in my mind to glide down and use a climber to get out of the pit and then a walker to turn him around but I kept thinking it was too slow to save the others from splatting. Instead, the answer is to glide so that he doesn't land in the pit and then quickly turn him around to platform so that the others land inside the trigger area of the anti-splat pad. And yea, you're right the blocker isn't needed after all, one simply needs to bomb higher so the others cannot step out. Great level!

Twitchy 8 - Trigger finger As you already commented on this level, it sounds like you will fix the level by blocking out the way I dug one of the blockers free when I built to land in front of him. I still found this one challenging, and not because of the complete bomber red herrings, both the ones you are given at the start and the pickups which you can't even collect ;P

Twitchy 9 - Terminator Great level that looks very challenging but it's actually not that hard. It took me a while to figure out how to build to get over the water pit but then keep him safe from the zombie heading in that direction who disarms the traps for the Lemming to get into the exit safely later. There are a few traps I'm not sure what was disarmed though, in particular one on the black terrain near where the zombie starts and one near the exit. I will have to investigate that.

Twitchy 10 - Sewage shaft As mentioned in the LP, I'm not a fan of this level at all, as stoner staircases are no fun and it's extremely tedious and repetitive. I would agree with making a replacement level for this. Alternatively, you can also change it so that it doesn't take as much stoners to get past walls and stuff.

Twitchy 11 - Hero's proof Quick solve and another great level for the once-per-rank, with the only difference from the previous version of it being that the steel is in a different spot. Once again love the 1-of-everything skillset but this time in 7 skill types.

Twitchy 12 - Vertigo Looks hard but it isn't that bad. It's all about being quick to make the splatform for the others at the start and keeping everyone safe once that's done and the splatform at the bottom left. Then the other main challenge is saving the glider, where it's easy to have him go over the exit, though if he does land past it then you can make him turn around with a walker if you have any available at that point.

Twitchy 13 - Attack on Kitten That's cool how the level has images of the cat trap in both the idle and killing animation. The only hard part here is making sure you don't lose too many to the cat trap at the start but is otherwise not a hard level, with cancelling fencers midstroke being required twice here, the second time so that the exit platform isn't destroyed. Although, you can also either block or stone the worker so that even if the exit platform is destroyed you can simply platform up the gap.

Twitchy 14 - Adrenaline rush Nice level with only one lemming who you must keep safe from the zombies roaming around who can infect him, but this can be very difficult and fiddly to achieve. In particular, it was super frustrating making miner staircases without destroying the ceiling a second time. Most of the time, I thought I accomplished it, only to find out that it's too thick for him to step up it through the ceiling. Once you are successful, then the zombies are stuck in an infinite loop once you mine again in the appropriate direction to do so. I like the concept of this level, it's probably just too fiddly for my liking. Even then, you are provided a surplus of either skill.

Twitchy 15 - Mount Lemerest Almost the same title as a United level, only Icho's level is much bigger, which is justified due to it being based on Mt. Everest being the tallest mountain in the world. Though there's also an Xmas level around the concept but is instead very wide rather than tall due to the limitations of the Dos engine.  For this level, looks hard but it really isn't, though probably a bit repetitive for my liking. Even then, it's not overdone here to death. I do like there's enough walkers to save the blockers and hence save all but the bomber.

Twitchy 16 - Build faster, slave! Can be a challenging level, but it's quite a nice one. Took me a while to figure out how to keep the other lemming from the entrance safe. I'm guessing the intention is to cancel the second builder with a basher and then reassign him at a time so you can seal off the gap completely. However, I'm not sure if you took into account that you can use a fencer to delay the other lemming as a builder staircase keeps him going and is the main way to extend a fencer.

Twitchy 17 - Getting there half's the fun Pretty much a breather level, where the only hard part is getting the lemming who collects the pickup back into the starting area.

Twitchy 18 - Me, myself, and Lem Hard one but a really good one! :thumbsup: Before I solved the level, I made the mistake of thinking there needed to be very tight timing on the splitters so that the climbers can go through them in order to prepare the route on either side. This was a big mistake. Instead, one needs to assign the worker lemming a climber, build at the right spotand then clone him at the right time so that you get both buttons before either climber slips by the exit while it's locked. This took a few times to get right. Great job with this level! :)

Twitchy 19 - One at a time Almost a breather here as well, with the only hard part figuring out how to release a lemming one at a time to platform up each subsequent gap after the previous one gets killed by a trap. Finished with a builder leftover though ;)

Twitchy 20 - Dangit Harold! Nice not so hard and not so stressful level as there's only 1 lemming here. I don't like how visually it looks like the flamethrower at the start will kill the lemming, but I understand why this is necessary, as otherwise you can simply build and then mine into the steel to turn him around and then the level's already done. My other nitpick here is that to get through the terrain at the bottom middle looks to be very tight and fiddly. I would probably expand the area of the destructible terrain there so that it's not as difficult to get to it and to get by it.

Twitchy 21 - Puzzles within puzzles Nice level, with the only hard part being how to keep everyone safe at the start and how to isolate three lemmings who will compress to get one lemming past both traps at the bottom. Once you're successful here, the rest is somewhat easy.

Twitchy 22 - Pit of panic Repeat of Twitchy 6 but this time the entrance and splitter are at the bottom. There's no fooling me this time, as since the solution is nearly identical to the original, it was a far faster solve ;)

Twitchy 23 - Do more than just dig! Repeat of the nuke level but this time it has a time limit which absolutely enforces the multitasking in order to save enough time to finish in time. I forgot to dig with the lemming at the bottom, but I still managed to finish on time. I later realized that you just need to send 7 workers rather than 8.

Twitchy 24 - Square wave Somewhat hard level, with some red herring paths that look they might work but don't. In particular, building to get across inside the first pit at the bottom. Instead, the answer is to build at the top to get across, using two stackers to extend horizontally for the final few reaching steps. Easier said than done, as this needs to be timed just right. Great level, though.

Twitchy 25 - Dive on in Very hard level that took me a long time before I got it solved. Getting both traps was very hard to figure out. Before I realized the easy solution of just building over the first trap, I kept trying a lot of what I thought would be fiddly to get past the first one and to try and get a glider to go over the top, only to have him get killed by the second trap in most attempts. Overall, the solution is very hard to figure out here. It's definitely worthy of this position near the end of the rank.

Twitchy 26 - Operation: Super Rescue Great level involving figuring out how to rescue the triathlete and keeping everyone safe while the specialist goes on to disarm the traps. Definitely a favorite of mine here ;)

Twitchy 27 - Castle in the woods Somewhat hard level, although most of the attempts I had the level solved but then the athlete gave me a lot of trouble as he would get stuck after reverse mining to get the others up to the exit. Figuring out the solution isn't easy, especially with how to keep everyone safe at the start while a worker goes on to prepare the route and collect the glider pickups, as well as how to get everyone down safely. Skills are quite tight here too. The very fiddly terrain of the top of the tree complicates matters further.

Twitchy 28 - Legion Not as hard as I thought, though the hardest part was figuring out how to get the button and then to get the Milla back up again to platform over the second gap. Then it's just a matter of getting the Millas as tightly grouped as you can so each trap kills 1 only.

Twitchy 29 - Frozen factory Huge level that looks intimidating and difficult, but it's not too hard. Another favorite of mine, where I especially like how the worker goes to multiple areas of the level to collect the pickups and figuring out how to get him back out later to take the same route as the others. Well done here! :thumbsup:

Twitchy 30 - A quick performance The only hard part here is finishing on time but is quite a nice one. I feel awesome I one-shot the level :laugh:

Twitchy 31 - CATS! Repeat level except the exit is now at the top left corner and is just one entrance this time and located at the bottom right. The main challenge was keeping the climber safe and also pushing both buttons while being able to rescue him later on, as everyone needs to be saved. Definitely looks hard and intimidating due to all the cat traps, but it's luckily not too hard and tight on resources.

Twitchy 32 - Take me to the future To finish off the rank is a rank finisher that's definitely harder than either of the previous two. There are some areas here that are hard to figure out. In particular, releasing the crowd at the end and getting the top button. The save requirement looks lenient, but the losses add up very quick here but still isn't super tight. Nice level to end the rank on.   

I look forward to the Hyper levels, which I'll be seeing for the very first time in this LP, as again I haven't played anything past Perky on the Old Formats version. As usual, I continue to be very impressed by the pack and the high quality of these levels! :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

kaywhyn

Hyper rank completed. More replays and more feedback.

Hyper Rank Feedback

The 4th and final main rank of the pack, the hardest levels are here. However, I would have to say that Hyper wasn't as hard as I thought it be, mostly because a lot of levels are currently backroutable and hence they're easier than they're supposed to be. I'm sure if they're properly patched up then the levels will be very difficult and provide a far greater challenge. In addition, I feel that the Twitchy rank is harder than Hyper and also the strongest main rank of the pack IMO. It's not to say that the Hyper rank wasn't good, because it is, and I enjoyed the challenges in it. It's just that the the rank doesn't feel like the hardest of the pack despite being the final main rank. This pack isn't the only one I observe this being the case. Lemmings Destination by Nessy is another pack where I felt the penultimate rank of the main part of the pack was harder than the final main rank.

Spoiler

Hyper 1 - United we stand Lol, same title as a Lemmings United level. Great hard level to start off the rank. I really like the stacker/cloner trick at the start to compress the lemmings, as well as cloning a basher to destroy the stacks to release groups of lemmings in either direction when they're all clumped up to get by the traps with minimal losses. Very nice level that uses the cloners well! :thumbsup:

Hyper 2 - The joke's on you Another excellent level and favorite of mine! :thumbsup: I really like the solution of sending two on ahead to prepare the route for the crowd, one of them making a splatform at the start and then both going on ahead to swim, turn around, and climb up the wall behind them, with the first one bombing and then the other climbing into the hole it made and platforming to make a splatform and to get past the trap. My only gripe here is that the tub can very easily be confused to be solid when it's actually background, though that is a concern to raise with the tileset creator, which IIRC is Raymanni. The only reason I knew it was background is from playing Raymanni's Raylems for Old Formats some time ago and recently uploading my solutions to the pack about two months ago.

Hyper 3 - Hero's sidekick This should be a backroute, as I'm sure the intended solution involves using the far left side somehow.

Hyper 4 - Taxing triangles Not a very hard level for the repeat, just dealing with the 99RR is the main challenge. I don't know if the second platformer is needed to keep anyone from falling off the bottom of the level.

Hyper 5 - Double the fun Very hard level, as it's not obvious how to deal with the obstacles, though the solution isn't too convoluted itself. The main frustration comes from clearing the obstacle on the far right in order to send a climber up to get the pickup. Seems that the builder needs to be done pixel precise and same with the bomber. Aside from that, this is a great level, with the main difficulty coming from figuring out the solution with an extremely restricted skillset, especially in the digging destructive skills where you only have 1 basher, 1 miner, and 1 digger (once the pickup is collected), as well as a killing destructive skill, 1 bomber.

Hyper 6 - Timed triangle trial It would be a straightforward level except there is a very tight time limit. Nevertheless, you have plenty of skills and simply need to find the most efficient way to get both entrances to the exit on time. In my solution, I needed to max out the RR right away and still only managed to finish with a second to spare. I think if I had gathered the crowd closer to the exit I would be able to finish with more seconds to spare. Still, nice level.

Hyper 7 - Diving for treasure Another great favorite of mine! :thumbsup: Looks hard but it's actually not that bad, particularly since you have surplus amount of skills here too. I like how you can block at the start and release him later with a walker once you give him a way out of the water later by bombing the left side of the pool with a worker coming from the bottom. Also blocking in the hole to direct everyone back to the exit and then releasing him later with walkers. Nicely done here, nin10doadict!

Hyper 8 - Catch 22 Somewhat hard, although the hardest part here is rescuing the lemmings who drop from above with splatforms, and it seems they survive only on the very last builder brick. I like building in the middle and cloning him 3 times at the appropriate times to make the splatforms, though I honestly would reduce the precision to avoid frustration. I know it's the final main rank, but things like this can be avoided by reducing precision, I personally would, as I don't like players failing my levels due to a lot of precision or things failing by a single pixel even though I myself tend to get sucked into fiddly solutions when solving. Just my take on the matter ;)

Hyper 9 - Telefragged Seems the teleporter was modified so that it's not possible for anyone to get by the teleporter, even at a 99RR, meaning it's faster than even the chameleon trap from the Rock tileset of ONML. However, it's still an easy level, as the save requirement is very lenient and all you just need is compression so that the teleporter only catches a few lemmings. However, I'm more confused as to why the lemmings go out to the left when using the teleporter, as I don't see a flipped teleporter ???

Hyper 10 - Bit of a biggie Definitely harder than the original, though there's another difference in that there's now another entrance on the other side of the wall. Somewhat hard, though the hardest part is definitely getting up to the exit with the very limited skillset. Building over the digger pit closest to the exit nearly got them past the exit, but they still jumped in. I wonder if it's easier to come from the right side instead.

Hyper 11 - Criss-cross crossing Solution is obvious, but pulling off being able to mine to the right is challenging and frustrating. Luckily it's the only thing needed in the level after the obvious mine to get the pickups and bashing to release both crowds on either side. Not only that, you need to make sure no one gets trapped on the other side of the stoner. Here  built first before stoning to avoid this.

Hyper 12 - Save the animals Very difficult level to figure out, as most of my attempts had a snake trap eating all but 1 or 2 zombies before getting disarmed by the zombie athlete. After a while, I think it's clear that two traps must be kept active in order to eliminate all zombies, though at the same time you must create a tight space for the zombies to get into to ensure they'll all get killed before being disarmed. I kept using the third from the left to kill the zombies, not realizing for a long time that it's easiest to get the athlete past the final trap on the far right due to the trigger being buried in terrain and only requiring 2 stacks to get past, while the other traps seem to require 3 stacks. It was a long struggle, but I finally managed to get through it.

Hyper 13 - Cloner country Looks hard but it's not too bad. Seems that the two who go to collect the pickups are the sacrifices, so everyone else must be kept alive. I later realized I overcomplicated the solution, as you can simply dig with the athlete clone who walks back towards the crowd at the start and one of the lemmings trapped between the stacks could bash out to the left :forehead:

Hyper 14 - Waterlogged woods Another hard one but really good. It was difficult to figure out which gaps to platform and when I needed to bash with the swimmer/climber and when I could delay bashing for later. I also had a hard time figuring out how to get the crowd to where you need to dig and then bash to get to the exit, as I kept thinking they need to drop down the middle but can't because the gap has been platformed up. The answer was to bash at the top to release and get them down past the tree branch.

Hyper 15 - Fiery forest This looked like it wasn't going to be any fun to execute, but that's mainly true on engines that don't have have rewinding or framestepping. At the same time, this isn't the first time I've seen this technique being used of digging down and bombing around the same place each time to be able to keep building towards the exit. It's just a bit tedious and repetitive. For a time, I kept thinking it wouldn't be possible to contain the crowd while sending out multiple workers because I kept thinking I wouldn't be able to if I made a digger pit for them, but you just need to realize that digging and bombing actually take out 2 posts, leaving you with a skill to release the crowd from the pit later.

Hyper 16 - <3 Not as hard as the previous level, but it can still be challenging because of multiple routes that look possible but aren't. It definitely was a much faster solve, though!

Hyper 17 - Roads to nowhere Probably a backroute I found here, as it seems that the intention is to platform across the wide water gap at the bottom. I'm just not sure if there's enough platformers or if there's enough time to do so. The main thing that makes me think that's intended is because when digging the only safe way down is by platforming after the digger digs all the terrain away, as it'll be splat height otherwise.

Hyper 18 - Terror temple The solution is obvious for the most part, with the hardest part figuring out how to bomb the middle statue away and realizing that a stacker is needed to clone a basher to get through both OWWs. Seems the stacker placement is crucial, along with finding the right spot to bash and time to clone to do so. Despite that, this is a great level! I kind of like it myself.

Hyper 19 - Dragon's Table Not as hard as it looks, though losses add up very quickly from dying to the traps where the four entrances in the middle are even though the save requirement seems very lenient. Also due to how there's a lot of building to get the disarmer there to rescue the entrances. Nevertheless, what makes the level easy is with the surplus amount of skills provided, as the stress is over once you manage to get the disarmer to disarm the traps quickly enough. Nice level here!

Hyper 20 - Palace of Winds Another hard level but really good and one of my favorites! :thumbsup: I was very confused about how to get the gliders up to the exit for a very long time, as they kept coming back out to the left. Turns out the key is to cancel a midstroke with a walker so that there's isn't as much terrain destroyed in order for the gliders to be able to keep moving up towards the exit without being able to come back out. This has a nice solution, although there were a few frustrating parts, in particular mining to keep the others from following the climber, and making sure that the climber is behind everyone else in case he and some manage to slip by the in-progress miner tunnel so that only he goes on ahead to mine and platform to collect the upper glider pickups while the non-climbers can come back to the left before the hole in the platformer gap is made to prevent them from doing so.

Hyper 21 - Power Core Despite there being at least two solutions, I definitely consider this the hardest level of the rank/pack. I did go for finding two solutions, and the right side is easier than the left, though both are still hard. It seems the left exit is possible, but my best attempts would leave me with 1 too many lemmings killed, and so it might not be possible after all. I honestly am not sure. Both of my solutions use the right exit even though I found a left side and right side solution.

Hyper 22 - On the fritz To finish off the main pack, we get a very nice somewhat easy open-ended level, perhaps as a reward for reaching the final level. Once you manage to figure out how to keep everyone safe while sending a normal lemming from the right entrance over to the left side to rescue the disarmer hatch, the rest is easy and you're free to use any solution. Very nice level to finish the pack on, and the Twitchy rank finisher is by far the hardest of all the rank finishers. 



All right, with the four main ranks complete, that just leaves the Troll rank of 12 levels left. For this, there is a special surprise that I'll be doing for it. I'm not going to spoil it, as it won't be a surprise anymore, will it? You'll just have to tune in to find out what it is! :P

I definitely enjoyed this pack a lot! :thumbsup: Definitely much improved from Lemmings Squared, though I say that pack is good too, but Casualemmings is far better. That's even before I've done any of the Troll levels :P I can definitely recommend Casualemmings regardless of what your skill level is and despite it intended for casual players of the game, but be warned that it definitely gets quite difficult in both the final two ranks. The difficulty also goes up much faster than the jump between ranks from Lemmings Squared around the same position as Twitchy and Hyper.
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

Troll rank finished and hence solved all of Casualemmings 2.0. My entire replay collection is attached.

Troll Rank Feedback

As the rank name suggests, these levels are designed to "troll" the player in some way. These are often levels with designs that are considered not too popular with the NL community and should be avoided when making great levels, and nin10doadict warns that these levels can cause physical pain and suffering, though this is mostly true with the levels in the second half of the rank. I'm not going to spoil anything here about any of the levels, as that would take away the entire point of the rank and would likely deter players away from ever playing the rank anyway, and any spoilers will accordingly be hidden behind the spoiler tag, so tread carefully! :P

In addition, exclusively for the Troll rank, nin10doadict has always wanted to see his Troll rank played live. Almost without hesitation, I voluntarily agreed, and so you can kind of say I was a test subject :laugh: We went a little further than that. I agreed to have him be my co-commentator for all the Troll levels. These are the final 3 videos of my LP of the pack, and if you watch them you can definitely tell we were having a great time, if our joking around and laughs are any indication. It was definitely a good idea, as these are the kind of levels that you wouldn't want to LP on your own. As I found out, except for Troll 5, the levels aren't really hard, just very long and boring, which is especially true as you go along in the rank.

The only major change I would had done here is to take longer breaks, rather than 1-2 minutes before resuming. This made it feel extremely rushed and probably tired me out faster than it should had. Granted, I know nin10doadict really wanted to get to the later levels of the rank, as it definitely seemed to be out of desperation more than anything, but I think any designer who enjoys making such levels in the first place would want others to get a move on to those levels, especially just to hear the LPer's reactions and for his amusement. At the same time, it was kind of my fault for not explaining to him beforehand that I usually tend to take a 15-20 minute break after I end the recording in order to use that time to upload the video to my YT channel, write in the video description, and finally to put in the chapters. It also took every bit of me to have him refrain from giving me any hints on Troll 5, as that was the level of the Troll rank I was stuck on the longest. As much as I hated to, I eventually called it and agreed that for the better of the co-commentating videos to skip it and move further along in the rank. It was probably for the best anyway, as it ended up needing an additional 15-20 minutes of hashing it out off-camera before I got the level solved, and by the time I decided to call it quits we had already recorded a little over an hour. By that point it sounded like it wasn't really fun for him to see me fumble with ideas or not make any real progress towards a solution, although it kind of sounded there was a bit of impatience and desperation to get to the remaining levels of the rank. Again, I can't say I blame him for wanting me to get a move on so we can see the remaining Troll levels together, but I would had loved it if I could had gotten Troll 5 solved on camera, as then I would had solved every level on camera without any level of the pack needing more than one video to get solved :P The only thing I'm confused about is what trolling there is on Troll 5, as I didn't see any? ???

Spoiler

Troll 1 - Pachinko Nice gimmick with hiding pickups behind one another, which I totally forgot about :forehead: Otherwise, this level gives the impression of a seemingly "impossible" level.

Troll 2 - If only they could climb Just tedious slow building up to the exit in the narrow space

Troll 3 - Maze of Lies Nice design of using a custom object and disguising the true path to take through it. CPM does not help in any way at all, so don't bother :P

Troll 4 - Hey diddle diddle Nice puzzle, although honestly the constant maxing out the RR and dropping it back to the default RR several times eventually gets annoying.

Troll 5 - Hey you, stop that Hardest level in the entire rank and as a result I agree that it can definitely be moved up later in the rank.
the biggest problem was achieving the compression to let 4 lemmings go on and only 1 gets past the traps and then a second time so that only 1 dies to each trap at the start again and to sync up with the scout so that once again only 1 dies to each trap near the exit. I know nin10doadict said that the level being hard was unintentional, but the solution here is quite hard to see. Turns out there's a lot of pixel precision needed, and I had to stop nin10doadict dead in his tracks from giving me a hint when he said that I was "barking up the wrong tree and will need to give me a hint," even after I had explained at the beginning of the video that I don't want spoilers/hints, as I'm a Lemmings player who doesn't like them. Luckily he went along and cooperated when I said "don't" a few times.

Anyway, the hardest to see here was most certainly one of the platformer skills and how to set up blockers in such a way that they can be freed later.

Troll 6 - To those who wait Indeed, as the pre-text says, "patience is a virtue," so it seems a bit hilarious in hindsight that nin10doadict didn't really follow this here for when I was struggling with Troll 5 on camera :P Again, it really sounded more like desperation to get to the remaining levels of the rank rather than just impatience alone. Not to mention I think I'm different from most players in that I tend to have a lot of patience when it comes to solving levels in the game and that I'm willing to struggle and take however long in order to get levels solved.

For this level, it's simply the Perky level but without the gimmick that the final lemming out of the hatch is the specialist that can go around and disarm the traps, therefore reducing the amount of skill assignments needed to get the level solved the first time. However, that gimmick doesn't exist here for the Troll rank version, and because I missed the gimmick of the specialist the first time, this essentially means I had already solved the Troll rank version of the level back when I played the Perky rank version.

Troll 7 - Ponzi, Ponzi Solution is very obvious, but you essentially must bash with every lemming that comes up to the wall as you move along. You can afford to have 1 or a few lemmings turn around, but you will very likely run out of time if that happens. As a result, this can be a very slow and long and dragged out level, though I do agree that the time limit did at least make the level interesting. The highlight feature, which I rarely use in my LPs, definitely came in handy here when nin10doadict pointed it out.

Troll 8 - By popular demand Very easy level, just again another very long and tedious level as it's just repeated bashing again but without the need to bash with every lemming that comes up to the wall as you do have blockers this time to avoid anyone walking into the traps along the way.

Troll 9 - Dizziness Considered by nin10doadict to be the "ultimate troll level," if there's any level in the rank to cause pain and suffering, it's this one. Here, it's not really possible to complete the level without framestepping, as you need to keep a careful eye on who's about to walk into a trap trigger and turn each one around with a walker accordingly. Often times, you can end up in a situation where multiple lemmings die to a trap on the same frame and hence it requires backing up several frames to remedy that. This ends up making the bashing section to release each lemming seem like an eternity. I think it can definitely be shortened or even reduce the lemming count by 1. Then again, it seemed that 5 is the perfect number for this level :laugh:

Troll 10 - A bombin' nation Now that I think about it, not only does the title kind of hint to the nuke solution, along with the very low save requirement, but also due to the very messy design which nin10doadict was cracking up at during the co-commentating video. Yes, I did notice it in the way with the midair stuff and how a lot of it weren't meshed well together. Shortly after looking through the rest of the level, I immediately recognized it's a nuke solution.

Troll 11 - Rubber glove on plastic bottle Oh boy, stacker staircases :XD: Agree that it's a long level, though luckily is helped with how a miner is provided to shortened the amount of stacking considerably in contrast to the intended solution. Even then, there's still a lot of stacking needed, especially as everyone needs to be solved and you only get 1 climber.

Troll 12 - Shaft o' Suffering Pretty much a repeat of the Calm level, except made far worse by it's a long way down and you need to work all the way up with just stackers. Even more, no one can go splat, as your only loss allowed should be quite obvious with the bomber on the wall before the exit. Very long and tedious and, IMO, annoying to do. Luckily, nin10doadict was "there" with me to help past the time away. And yes, the many climbers I assigned at the end was kind of intentional even though I knew I could just use a stack and a walker to release everyone from the pit :P   



Thus concludes another LP of an excellent level pack that I can absolutely recommend for others to play, even if you're not a casual player, which seems to be what the pack is targeted for, though do be warned there's the odd level(s) here and there that are harder than some of the levels surrounding it. These I point out in the outro when I did a quick overview of every level one last time before concluding the LP. In addition, I would say starting with the third rank, Twitchy, there is a huge jump up in the difficulty, almost like ONML in nature/structure, from the first two ranks. Even then, I still recommend this to players of all skills, though beginners will likely struggle too much and won't get far.

Thanks again for this pack nin10doadict, and it is definitely a huge step up from Lemmings Squared. Also, my pleasure in LPing all of the pack on camera in response to his expressing thanks and gratitude for me doing so in general. You know, just giving this pack of yours some love and attention, as it seemed to have mostly gone ignored when it was converted over to New Formats NL and released.       
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

Turrican

Hi nin10doadict!

Here are the replays of my solutions for the pack.

Really nice pack! It contains lots of well made levels , very creative , with a lot of variety , and many good-looking levels!

My favourites are Twitchy 32 and Hyper 21! Very nice , and challenging levels!
My Youtube channel ( Turrican Lemm )  :
https://www.youtube.com/channel/UCYGFBOHdYITHlsqa203Tu8Q

jkapp76

I'm not complaining, but I adjusted the logo file a bit if you are interested. It's centered, lowered, and the letters s and u in "casual" have been slightly fattened to match a touch more.

It's slight, but I like adjusting images with photoshop.
...Jeremy Kapp

Swerdis

#12
Hello nin10doadict,

my journey through the level packs continues. After I completed "The lemmings have grown" yesterday, Kaywhyn gave me two recommendations: Lemmings Open Air and Casualemmings. I decided to do the latter first and then the other one. I already completed Lemmings World Tour some time ago and so I know a bit of Strato's content, but for you, this is my first pack. I'm really excited what to expect. I will report my progress here with some notes for any individual level - and everything starts with the calm rank.

Spoiler

Calm

1 - Lemmings on Parade

Even though I'm not the biggest fan of level in which the Player has asbsolutely nothing to do, it's a legitimate thing to do so in the first level of a pack. Apart from that, this hectic bustle really looks nice and I also like the tileset.

2 - Six pixel principle

Easy as hell which is all but a surprise. Introduction of two important things - the maximum height Lemmings can pass by themselves and the pick-up-skills.

3 - None shall pass!

Typical introduction-level for the blocker with a nice rendition of Tune 15 from the original game.

4 - Hull breach

Only thing to be aware of is that the blocker must be assigned on the upper row and the stoner below. They're not interachangeable, because the stoner-placement would take too much time at the top.

5 - Squirrely little guys

More introduction, this time with the miner and the basher, combined with a high release-rate.

6 - Swimming lesson

Very small level that introduces the swimmer and the platformer.

7 - Long way down

Gliders and floaters needed here. The latter can be assigned anywhere, the former have to be while they are still on the platform.

8 - Get up there!

A very slight increase in difficulty here because of the use of the single builder. But still pretty trivial.

9 - Not that way!

The first time Lemmings have to die as I never go for talismans intentionally. Introduction-level for the stacker.

10 - Just a gap

The first little puzzle of the pack though it's still very easy to see and execute.

11 - Get to steppin'

The first level with a preplaced Lemming - and it's even the only one, so there's no entrance here.

12 - Squishy and Splodey

First pre-assigned skill. Would be interesting to find out how many Lemmings can be saved here at most.

13 - No biggie

When I first saw a level that required me to save more Lemmings than I had available I thought this was a mistake and didn't think of the cloner.  Certainly another small step up in difficulty. Also the first time I've seen a level in this tileset without these purple parts.

14 - Snips snails and Lemming tails

The first repetition of a tileset. No bashers, so it's necessary to create a zig-zag-line to the exit.

15 - Bad kitty!

Brute-force-method required here. Maximizing the relase-rate and an actual misuse of the cloner (they're just there to refill the crowd).

16 - Hero's mark

Easier than the level before as it's perfectly obvious where to use all of the three skills.

17 - Oh, so close...

I've never seen these one-way-fields before. Apart from that, this is a well known concept. Entrance and Exit are close to each other, but the crowd has to take the long way round. Fortunately, these one-way-fields are quite friendly here.

18 - Pit o' Pain

Certainly a step up in difficulty. No problem for any experienced player, but building a bridge to catch Lemmings that would otherwise fall to death is a concept which wasn't introduced so early in the original game.

19 - Friendly forest

Multiple solutions possible here. The very low Release-Rate makes the level totally easy though I feel we slowly move to the puzzle-area now. Good!

20 - Lemmy does it twice twice

Nice level. One can do it either from both sides simultaneaously or, as I did, from one side. One of my favourite tilesets as well.

21 - Trust fall

Introduction of splat pads and something new for me. I didn't know that gliders and floaters are immune to it.

22 - Oi! Push da buttons!

Button-introduction, one of my least favourite concepts in NeoLemmix. Not as trivial as it looks because of the positions of the traps.

23 - The friendliest obstacles

I love the Lego-tileset. Also, nice solution here with building over the exit to save the crowd from the other entrance.

24 - Trial temple

A harder level that is best solved the upper way. Trapping and releasing the crowd without blockers is new here, also the central obstacle with the arrows pointing downwards. This one can be avoided, fortunately.

25 - Pyramid scheme

First level with a time-limit. I've seen this concept somewhere else before, but it doesn't matter as it never gets old. Very nice level and also a good tune.

26 - Tragedy

The first level I really had to think about the solution. There's a red-herring-pickup and a necessary bridge that is not obvious at all which adds up for a tricky level - the trickiest so far. But it's a pretty good one!

27 - Pesky posts

Easier than the previous one. Hardest thing to see is probably that the final digger can and must die. The crowd is trapped so all Lemmings can quickly pass the emerging hole.

28 - Photo finish

Very nice idea with turning all but the first Lemming into floaters, giving the leading glider a head start so that he can finish the bridge in time.

29 - Freeze frame

Strange level which would be impossible without a pause-button. There's still no leeway at all, so the skills at the bottom have to be assigned from left to right.

30 - I/O branch

Easy level which only consists of cloning the single miner. Some care when to do it is required, though.

31 - Doggie paddle

Another very easy one. It's all about deterring Lemmings from walking over the trap-triggers since the disarmer doesn't work quick enough.

32 - No need to panic 

Small, but beautiful level - one of the best so far. Really nice little puzzle. First level with one of the original tilesets (even though it's from Lemmings 2).

33 - Bittersweet realization

First zombie level. Of course on the easier side. My attitude towards zombie levels changed over the years. First, I didn't like them, but now I really like to play them.

34 - Sewer rodents

20-of-everything-level. But it's not really since except for the digger and the blocker it's all non-original skills. Level's more on the easier side, but has nice visuals I think.

35 - More friendly obstacles

Easy one as long as the basher is saved until the very end.

36 - Hither and tither

I'm no native English speaker, but shouldn't it actually be "thither"? One of the harder levels so far for a lot of things must be done simultaneously. I'm not very good with these splitter-objects as well.

37 - Between Mega and Terra

Huge level. I'm not too fond of this one. It looks a bit confusing - I mistook the blue part for water at first - and there's no real puzzle as well. At least, nice music here.

38 - Pickup sticks

Good one! First I thought it would play a little like "on rails", but that's not the case. There are still decisions to make that can lead to dead-ends. There really is a ascend of difficulty by now.

39 - Express air-evator

I like this one, too. It's actually only a tutorial level to teach the interaction between gliders and updrafts, but it's nice to see that one Lemming has to step out of line and the use of the digger is also pretty creative.

40 - Lava drops

It's not so easy to tell the terrain from the non-terrain parts in this one. Generally, I would say this level looks harder than it actually is. Quick solve.

41 - Three's a crowd

Finally a level in one of the original tilesets. Everything is "three" here. No big challenge here, to be honest.

42 - A series of obstacles

Two-of everything-level. These levels with a lot of obstacles behind each other are best solved backwards so that especially the miner can bring his strenghts into play. That's what needs to be done here as well.

43 - Exam A

The final level of the rank has dramatic music and an odd distribution of skills - but is actually pretty easy.  Nice first rank. I realize a constant increase of difficulty, but no "jumps" - so it's as it should be.



All my solutions can be found here: https://www.youtube.com/@Swerdis

Proxima

Quote from: Swerdis on January 30, 2024, 11:42:14 AM12 - Squishy and Splodey

First pre-assigned skill. Would be interesting to find out how many Lemmings can be saved here at most.

Five bombers are necessary, and I can't see a way to avoid losing one to the traps, so my guess is that 74/80 is the maximum. I'd be interested to hear if anyone beats this.

ericderkovits

75 is the max. Here is my replay