[NeoLemmix] Zemmings Complete V3.4

Started by zanzindorf, November 18, 2020, 05:58:59 PM

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zanzindorf

Zemmings Complete Version 3: A complete collection of all my current Lemmings levels. Version 3 introduces 8 new levels featuring a new style: zanzindorf_cloud. Additionally, it included three new zanzindorf_agony themed levels and a special glitch themed level. It also includes a few back route fixes for previously released levels.

IMPORTANT - Version 3.4: See post below for change log. This version is bug fixes only, no new content.

IMPORTANT - Regarding the new style, check out it's development thread. When possible, make sure to download the cloud style, or any other style, through the NeoLemmix style manager.

IMPORTANT - Have a good day :)

Level Pack Contents:

Zemmings Volume 1: 8 Levels - zanzindorf_glacier
Zemmings Volume 2: 8 Levels - zanzindorf_kiwi
:lemming: New! :lemming: Zemmings Volume 3: 8 Levels - zanzindorf_cloud
Bonus: 2 Special Level Contest submissions (Kiwi Knight and Fish)
Amiga: 6 Levels using Gronklings Menacing and Beast styles
:lemming: New! :lemming: Amiga: 3 Levels using my own zanzindorf_agony style
:lemming: New! :lemming: Replays of all levels (See "Replay" folder).
:lemming: New! :lemming: One final bonus level: Modeye

3.4 Downloads:

Levels + Music: https://zanzindorf.com/downloads/Zemmings%20Complete%20V3.4%20(Basic).zip
Preview All Levels: https://zanzindorf.com/zemmings.html

Level Previews:



















Let's Plays:

kaywhyn V3.3 (+Some V3.4 Edits)
https://www.youtube.com/playlist?list=PLbp2m4KlFpJsLa7oq6l5BVk_03WYpCwmT

IchoTolot  (Volumes I + II)
https://www.youtube.com/playlist?list=PLKR1N9oJTTlJntd-MSI_kvtth8PbC7UvW

ericderkovits (Volumes I + II Super Lemmini Version)
https://www.youtube.com/playlist?list=PLZZlEJhdyoAPnEv9Y5wj1CST4qkyi0m-q

Colorful Arty (Volume II)
https://www.youtube.com/watch?v=ew5lneDY6Is

Turrican Lemm (Rising Stream and Hug the Clouds)
https://www.youtube.com/watch?v=1EkJLuOLVCk
https://www.youtube.com/watch?v=o9gviGd0YuY

(Message me if you'd like to be included on this list)

IchoTolot

Multiple packs coming out this day. :thumbsup:

Looks very nice! :thumbsup:

zanzindorf

Version 3 is up, featuring 8 new levels using a new tileset, and 3 new agony levels. For now, I'm releasing these as a "beta", in case early players find game-breaking issues which I'll need to fix. So if you find anything wacky, let me know. I'll post the final release in about a week. New Level previews:























See top post for downloads :thumbsup:

mantha16

are you a graphic designer zanzidorf? you do create some stunning styles

zanzindorf

Quote from: mantha16 on October 08, 2021, 01:42:38 PM
are you a graphic designer zanzidorf? you do create some stunning styles

Thank you :cute: I'm glad you like them.

I don't think I can call myself a graphic designer, I'm just a hobbyist artist and think stuff like this is really fun. Though, I studied game development and animation in college, and I've done a few paid commissions for pixel art. Maybe someday I'll turn this into a job :D

Apjjm

I had a playthrough of volume 3 and have attached my replays. The cloud tileset looks incredible!

Spoiler

Floatstone castle
I managed the talisman on this one & nice puzzle to start off the collection!

I Spy buttons
As somebody who hasn't played around a whole lot with newer skills, the combo of jumper and glider was really fun on this level and also fits the cloud tileset too. I had a walker and jumper leftover in my solution, and maybe with some timing could have saved an extra jumper or two.

Fort nimbus
This was a good one! The only small complaint here is that it isn't clear which of the pillars the swimmer can go under initially - It is hinted a bit with the steel but maybe this could be made a bit clearer?

The windworks
I think my solution to this one is a backroute as I didn't use the teleporter and had a few skills leftover.

Lightbrick nexus
This had me stuck being one skill short for quite a while! This is really nice puzzle and looks really nice too! I'm guessing I did things at the end half of this level a bit differently as that T shaped peice looks like it really wants to be part of the solution path - though I did use all the skills so hopefully this is ok!

Hug the cloud
This is probably my first time solving a puzzle with the new slider skill in myself so It took my quite a while but I had a lot of fun with it - this was probably my favourite level so far.

Cloud coverage
I initially tried to do a miner staircase then noticed the little square at the top of the cloud blocking it off somewhat - so I abandoned that approach. I did end up with a skill or two leftover (I used some to speed up the solution) but I'm guessing given the level size this is more of an open level. It was still quite tough level as I needed to optimise assignments in the first area by making use of the jumpers to give enough skills to go about tackling the rest of the level.

The vood mirror
This level looks really pretty! I think my solution is a backroute as I did let the top lemming die straight away.
My Level Packs: Quartet

zanzindorf

Quote from: Apjjm on October 09, 2021, 04:12:31 PM
I had a playthrough of volume 3 and have attached my replays. The cloud tileset looks incredible!

Thanks for playing! Glad you like the new style :thumbsup:

Spoiler

Thank you very much for the replays, they're exactly what I was hoping for. There are indeed a few back routes I'll need to mend, especially on The Windworks, Fort Nimbus, and Vood Mirror. With the Windworks, I'll probably put a metal plate under the trap. For Fort Nimbus, you aren't actually supposed to fit under that pillar lol. That's my mistake :D I'll probably just extend that pillar down with more metal. For Vood Mirror, I will have to fix it, but I'm not sure how yet. Your right, the intended solution does require the top lemming. I'll have to think on that one.

For all the other levels, your solutions may differ from the intended ones, but I like your solutions so much, I'm keeping them as is :) They get the gist of the level even if they don't use all the skills. I really like levels with multiple solutions, as long as they don't skip too much.

For Hug the Cloud, I found a pretty bad back route in my own testing, so it will receive a change, an additional trap, but I really like your solution :thumbsup:

Thanks for the feedback! I will most likely upload an updated version of the levels to incorporate your feedback tomorrow. Though, I am still open to revisions if there's more bugs found :)

Armani

I play through the vol3 levels and I doubt any of them are intended :(

The cloud tileset looks so nice btw!
I'm sure I will use this tileset frequently when it is officially released. :thumbsup:
My newest NeoLemmix level pack : Lemmings Halloween 2023 8-)

My NeoLemmix level packs(in chronological order):
  Lemmings Uncharted [Medium~Extreme]
  Xmas Lemmings 2021 [Easy~Very Hard]
  Lemmings Halloween 2023 [Easy-Very Hard]

Apjjm

I have now played through volumes 1 & 2 as well and have attached replays.

Volume 1
Spoiler

Ice going
Pretty straight forward 10 of everything

Lems keep on slipping slipping
Again fairly straight forward, I used the miner to remove the overhang here to make getting to exit easy. I did have to go and feed a lemming to the triggered trap to see what it did in my first attempt.

Tendrils
This was a nice puzzle to warm up to some of the harders one and my solution used all the skills here. I wasn't anywhere near to the time limit on this one.

The okay fort
I was able to solve this with one miner leftover

The story of one pick lemmy
I really liked that the obvious path doesn't work here - you have to make use of the climbers :thumbsup:

A hop skip and a jump
Really nice puzzle - I like levels that have two builders meet up in a way that isn't fiddly. I did have a miner leftover so maybe a slight backroute.

March of the milipedes
I ran into a physics quirk when I was trying to solve this initially where a climber would survive a fall but a different one would splat :o. I don't think this was the intended path anyway (but would have allowed a solve without the blocker) so I stopped trying that approach. Really fun solve on this level though.

The frozen section
Working out how to get through that one-way-wall at the end whilst saving enough skills for the rest of the level was a good challenge. I'm not sure if the way I did it in the end is exactly the intended path but I think I can see a solution where I swap the builder in the digger pit with the miner at end to get through that wall instead.

Volume 2
Spoiler

Toothpaste temple
I managed a save-all solution here - but it looks like there is a bit of flexibility in approach so I assume that is intended!

Think vertical thoughts
Fun basher staircase level

Melon dungeon
Great early level - realising where to put the bomber and how to face the right way to mine away the step were the challenges for me on this one.

Doomdoria
Another great level - it is quite clear early on some of the paths don't work but working out how to seperate the lemmings to get time to build the last few steps was a fun puzzle.

Uphill battle
I don't think I did this one as intended as I had quite a few skills leftover! My initial attempt was to leave a basher staircase under steps to the right and mine down, but I was a basher short - then I realised how I could use the builders.

It's all downhill from here
I think my solution was a backroute on this one again as I had quite a few skills leftover and generally avoided the one way walls. Having said that, realising how the stackers interacted with the chain was a fun moment and the level still took me quite a while to solve.

Crumble case dungeon
This is a fantastic level - probably my favourite in the pack so far :thumbsup:! The obvious path of cloning at the start fails, and then it takes a few more realisations to see how everything lines up.

The great bomber escape
This is another great puzzle and a very satisfying solve to end the volume on. I did have a bit of trouble with making the bomber staircase work near the exit and kept ending up with a 6px step somewhere.
My Level Packs: Quartet

zanzindorf

#9
Quote from: Armani on October 10, 2021, 03:16:12 AM
I play through the vol3 levels and I doubt any of them are intended :(

Thanks for playing! Lol you are correct :D (See spoilers).

Spoiler

Floatstone Castle, Fort Nimbus, Windworks, and the Vood Mirror are all pretty bad back routes.

For Hug the Cloud, your solution is basically the intended solution, but it bypasses a component which I realize now is completely extranious, doesn't add much to the level, so I think I'll just cut it. I do want to save that last lem though.

For The Vood Mirror, I find it funny that there was a back route that only uses the top lemming and another that only uses the bottom. Lol hopefully that's fixed now.

For all other levels, some skills go to waste, but your solutions are inventive and neat enough I'll just call them alt routes.



:laugh: Just now uploaded: Version 3.1 :D



The pack is still in beta, but here's a newer version that incorporates feedback from Apjjm and Armani (Which was super helpful :thumbsup:)

Changes: Fixed back routes on Volume III, organized the Replay folder a bit, and that's about it.

zanzindorf

Quote from: Apjjm on October 10, 2021, 06:17:07 PM
I have now played through volumes 1 & 2 as well and have attached replays.

Spoiler

That physics quirk is super interesting. ???

The time limits on the first volume are a bit arbitrary at times, as when I first made them, I was under the impression that you needed a time limit since that's the way the original was lol. So I gave overly generous time limits on the levels I wanted to have virtually no time limit. I probably need to update it. I just need to remove the time limits for several levels.

On Uphill battle, that is a bit of an design oversight, but it's very close to the intended solution. I may patch it, but I might not.

On It's All Downhill from Here, you blew my mind a little lol. I had no idea one could do that with the chains. That's a very satisfying solution, so I'll probably either keep it, or patch it and make a level in the future that uses that trick ;P

All the other solutions are either exactly intended or neat little alternate paths which I like that they exist. Thanks for playing!

Apjjm

#11
I have updated my solutions to V3 following the fixes, some thoughts:

Spoiler

3.1 Floatstone Castle - I didn't go for the talisman this time to mix things up & as In the previous feedback, this is a nice start of rank level.
3.3 Fort Nimbus - This is maybe still a backroute given I managed to save all + didn't use the swimmers.
3.4 The Windworks - Working out how to prevent the crowd spilling out the wrong side of the teleporter was quite subtle, nice puzzle.
3.6 Hug the cloud - This is a really enjoyable level with working out how & when to send the worker lemming to different parts of the structure.
3.8 The Vood Mirror - I had a couple of skills left-over, but I am imagining these are probably spare incase you can't get things to line up too nicely? I'm always a fan of levels that make an interesting puzzle with 2 lemmings, and this is a really clever concept for a level that follows up with a great puzzle too :thumbsup:. I like how so many elements of this level tie into the theme - even the usage of the lazerer forms an angle like light bouncing off a mirror.

It does look like the other exit trigger area pokes out over the fire, I didn't try to sneak into it with platformers but maybe it is possible?
My Level Packs: Quartet

zanzindorf

Quote from: Apjjm on March 10, 2022, 11:38:17 PM

Spoiler

3.3 Fort Nimbus - This is maybe still a backroute given I managed to save all + didn't use the swimmers.
3.8 The Vood Mirror - I had a couple of skills left-over, but I am imagining these are probably spare incase you can't get things to line up too nicely? I'm always a fan of levels that make an interesting puzzle with 2 lemmings, and this is a really clever concept for a level that follows up with a great puzzle too :thumbsup:. I like how so many elements of this level tie into the theme - even the usage of the lazerer forms an angle like light bouncing off a mirror.

It does look like the other exit trigger area pokes out over the fire, I didn't try to sneak into it with platformers but maybe it is possible?

Regarding Apjjm's Notes:
Spoiler

Fort Nimbus: That's indeed a backroute. There's some troublesome decoration that needs a change.
Vood Mirror: Glad you liked it :D The exit trigger above the trap is indeed an issue lol. I'll have to fix that too.

With Apjjm and kaywhyn's feedback, there will likely be another updated version to fix some issues. However, I'm going to wait to update the downloads until after kaywhyn has finished their playthrough (Which can be viewed here: https://www.youtube.com/playlist?list=PLbp2m4KlFpJsLa7oq6l5BVk_03WYpCwmT).

However, if you want to see the updates I'm planning, attached is a WIP patch. It affects 5 levels. Here are the changes so far:
Spoiler

1-5 The Story of One Pick Lemmy: Changed the floor near the exit to close backroute found by kaywhyn.
2-2 Think Vertical Thoughts: Added a steel block to close a backrout found by kaywhyn.
3-3 Fort Nimbus: Changed some decoration to hopefully close two different backroutes found by Apjjm and kaywhyn.
3-8 The Vood Mirror: Added steel to lower door, hopefully closing a backroute theorized by Apjjm.

zanzindorf

Version 3.4 is uploaded. This version is bug fixes only. If you've downloaded and installed the patch in my previous post, you basically have version 3.4. There were no more additional changes.

Change log:

Backroute fixes:
1-5 The Story of One Pick Lemmy
2-2 Think Vertical Thoughts
3-3 Fort Nimbus
3-8 The Vood Mirror

All of these changes are very subtle, but close off various back routes. Thanks to Apjjm and kaywhyn for their feedback!

A note on kaywhyn's solution for the patched 2-2 in their LP:
Spoiler
You broke it again lol :laugh: However, I think I'm going to leave it as is. This solution uses most of the skills and requires an incredible amount of smarts and technical know-how to pull off, so if anyone else pulls this off, they deserve the victory, as do you :) Thanks for playing!


kaywhyn

Hi zanzindorf,

I have completed the pack, so I have attached my entire collection of replays. I generally am not too bothered about going back to resolve patched up levels once I'm done with a pack. However, since there were only two levels where my replays broke after showing off two of them in the outros, I went ahead and resolved 1.5 and 3.3 as well. Unfortunately, I think 3.3 is still a backroute :P

Also, for those who want the LP, zanzindorf was nice enough to link my LP in the OP, as well as in reply #12. Thus, I don't feel the need to link my LP in this post as well.

General Feedback

Zemmings Complete has 3 Volume packs, the third one featuring zanzindorf's new Cloud tileset, a Bonus rank of 3 levels with zanzindorf's other styles that hasn't been seen anywhere else, and an Amiga rank that consisted of 6 levels from his Special pack, which was originally for Superlemmini and were converted and ported to NL, as well as 3 new ones that essentially are replacements of 3 levels from the Superlemmini version that couldn't be converted to NL. These are Jill Jungle levels on Superlemmini, but the replacements in NL are all levels in the Agony tileset. I have previously played both Volume 1 and the Special pack on Superlemmini a very long time ago, but because I haven't touched them in a very long time, the LP might as well be a blind one :laugh:

This LP was one that I was very much looking forward to after I finished LPing Apjjm's Lemmings Quartet pack. Just like Apjjm's pack, zanzindorf also has very visually stunning level designs that are pleasing to look at with the eyes. I really like zanzindorf's styles and tilesets a lot! In particular, the Cloud tileset is really nice! As are the tilesets featured in the first two levels of the Bonus rank. For the second level, I think that's really cool how the entrance is the mouth of the dragon-like creature. I would say the third level is a bit rough on the eyes, but it's still quite an interesting one!

It may be slightly longer than Apjjm's pack, 36 levels compared to 25 levels, but don't expect this one to be a quick solve either! I say a lot of the levels are medium in difficulty, with some of the later levels a step up in difficulty. I definitely think the Cloud levels in Volume 3 were appropriately harder than either of the first two Volume packs, and then got even harder with the Bonus rank, despite it being only 3 levels. Then the difficulty resets with each of the set of 3 levels in the same tileset for the Amiga rank, where both the Menacing and A Beast II of a levels are all easy, although it still follows the natural progression in the increase in difficulty. In other words, I feel both the third Menacing and the third A Beast II of a level levels were the hardest, but again all 6 of these levels are still easy.

The 3 Agony levels, which are the final 3 levels of the pack, as well as the last 3 of the Amiga rank, are all in a difficulty class of their own. It starts off hard but ends with a medium-ish level. In my opinion, Amiga 8 is the hardest of the rank, although checking against zanzindorf's intended solution I really overcomplicated the solution to it :XD:

Volume I Rank/Pack Feedback

Since these are the exact same levels that come from the Superlemmini version, these feature only the classic 8 skills. There are probably only two hard levels in the rank, while the rest are about medium difficulty. All levels here feature the Glacier tileset.

Spoiler

Volume I 1 - Ice Going Nice easy level to start off the rank/pack! I certainly don't mind X-of-everything levels, although it's not to say that they don't annoy me, because I've seen packs where they are really overdone to death, by which I mean several levels in multiple ranks which feature them.

Volume I 2 - Lems Keep on Slipping, Slipping Another easy X-of-everything level, although a bit harder than the previous level, but not by much.

Volume I 3 - Tendrils The first true hard level of the pack. I remember this one took me a while on Superlemmini when I first played it years ago. Essentially, consider this a wake-up call for things to come, as you can say the pack already stops playing around starting with this level. Still a nice one here!

Volume I 4 - The Okay Fort Somewhat hard level. I had one lemmings slip by and drown while the builders were going at the start, and I also finished with a digger leftover. Seems my solution is acceptable, as no update was needed here.

Volume I 5 - The Story of One Pick Lemmy Even though I have a spare climber and builder for v3.4, I can definitely see what they're used for in the intended solution. I was simply efficient here :P Should still be acceptable, I would think.

Volume I 6 - A Hop, A Skip, and a Jump I also remember this one being a bit hard when I first played it on Superlemmini years ago. Still, the puzzle here is quite nice. Love how the builders from either side meet in the middle. I also love how the crowd is contained at the bottom and need to be released later with a miner.The solution can be a bit hard to work out, but eventually the solution can be worked out with some logic and deduction.

Volume I 7 - March of the Millipedes Can be challenging, but yet another nice level. I finished with some skills to spare, but seems my solution was acceptable here. I love the puzzle of working out how to get a worker lemming over the top to do the work. You have to do it in the right place, otherwise the climber will go off the top and die because the gap is exactly a builder staircase length and hence he won't turn around.

Volume I 8 - The Frozen Section A really nice level to finish off the rank! The puzzle is a bit tricky here IMO. I think I remember this one taking me some time on Superlemmini too. I think I just had problems with getting the climber to the exit. I love the puzzles in various areas here which come together to make a solution, such as how to contain the bottom entrance and getting a worker lemming to do the work. Nice job here, zanzindorf!



Volume II Rank/Pack Feedback

This didn't originally come from Superlemmini, this was always a NL pack. Thus, there are some levels which feature the NL skills, and one which even uses the slider skill, meaning this change must had been very recent, as the skill was added to stable NL just last year, even though the pack was released a few years back. There are also some levels which feature just the classic skills. The levels in this volume are harder than the ones in Volume I in general. All levels here feature the Kiwi tileset.

Spoiler

Volume II 1 - Toothpaste Temple Great level to start off the rank! The miner was placed very precisely, and it seems that it's necessary to so that he hits the steel to turn around, as otherwise the climber will splat when he comes back. I think it's just splat height!

Volume II 2 - Think Vertical Thoughts This was a level that got patched before I got through the entire LP, but zanzindorf has told me my solution is acceptable despite it being almost the same backroute I found before. His reasoning is that it uses almost all the skills and requires a lot of precision to pull off.

Volume II 3 - Melon Dungeon Nice level and puzzle. The hardest part was the timing of the climbers so that one of them turns around in the in-progress miner tunnel, builds to the OWW and bashes through it, and then to make sure that neither climber dies to the spikes pit. This barely gets it done.

Volume II 4 - Doomdoria Harder than I thought it would be. I thought I could cheese the level by taking the left exit, but it seems that it's not possible to. I used some RR fiddling to get the timing right so that only one lemming turns around and gets sacrificed before the path was done. Something tells me this was unnecessary and just a solution that I made harder than it needed to be?

Volume II 5 - Uphill Battle Not as difficult as the previous one, but can still be challenging. I'm guessing the intended solution somehow uses the pit on the far right? Seems my solution is acceptable here despite the leftover floater. I wonder if I also made the solution harder than it needed to be, especially with how I spammed the platformers at the start to keep everyone safe.

Volume II 6 - It's All Downhill from Here Hard level but a good puzzle. This is the first and only level that needed more than one video to get solved. It was late when I was playing this level, and so I can say that I wasn't at my mental best. As you have mentioned, I made the solution harder than it needed to be, especially with the RR fiddling I used and getting the timing correct in order to keep the platformer going. I didn't go through one of the OWWs. Even with all this, you said my solution is acceptable.

Volume II 7 - Crumble Cake Dungeon My absolute favorite of the rank and pack! :thumbsup: I see elements of Icho's level design here! :P I really love how all the pieces come together and the timings that need to be figured out and getting the different areas ready and done so no one dies. Job well done here! This is LOTY nomination worthy here!

Volume II 8 - The Great Bomber Escape! Nice level to finish off the rank, although a bit too excessive on the bombing IMO. Once again, it seems that I made it slightly harder than I needed to. I still like how the climbers were used on Lemmings where they slip by the builder in progress before it's done, though :laugh: Other than some difficult parts near the start with the left entrance, I would also say making the ramp with the huge wall before the exit on the right side was hard to do, especially doing it well. I like how the right entrance needs help from the left entrance to be released.



Volume III Rank/Pack Feedback

Even harder levels here than the ones in either of the first two volumes. The new Cloud tileset here is amazing!

Spoiler

Volume III 1 - Floatstone Castle Nice level to start off the rank! Despite the very limited skillset, this seems to be an open-ended level.

Volume III 2 - I Spy Buttons Harder than the previous level, but nice level nevertheless, and it still seems to be an open-ended level for the most part, especially with the jumpers I used to keep everyone safe. I have to suspect that had I tweaked some parts of the solution I would have had even more jumpers leftover in the end. This level did take me by surprise with the water, but I attribute it to simply that it's a tileset that needs to be learned, especially since I generally don't use CPM while solving :laugh:

Volume III 3 - Fort Nimbus Unfortunately still seems to be backroutable in v3.4, as I don't use the teleporter this time or any of the swimmers :P I did hate how I needed to use a basher after fencing in order to platform though :evil:

Volume III 4 - The Windworks I'm sure the part where I made a turnaround point for those who go out in the wrong direction isn't intended, but this is a short level. Even then, I still think this isn't an easy level!

Volume III 5 - Lightbrick Nexus Hard level, I thought, though that's because I overcomplicated some parts here. I used the Dolly Dimple backwards builder in order to get a lemming to build out to the right. Then I just found the necessary timing and spacing to platform up the gap and have the worker far enough ahead to bridge the gap before anyone arrives too early and slips to the bottomless pit.

Volume III 6 - Hug the Cloud Another favorite of mine, although this is a level where I really wanted to strangle the living daylights out of the slider :evil: The puzzle here is very well done!

Volume III 7 - Cloud Coverage Another level that's harder than I thought it would be. In some of my early attempts, I kept coming up a skill short, so I had to keep going back to see where I could optimize skill usage to have enough for the end. In my successful save, I was able to have two miners to spare.

Volume III 8 - The Vood Mirror Definitely harder in v3.4 with the backroute patch, where it's now obvious the intent is to use the top exit, as it's impossible to use the bottom one due to the trigger area being covered by steel, which is indestructible. This still seems to be an open-ended level, though not easy at all as I just mentioned. The platform right at the top exit is quite hard to see, but with a careful eye you can see it.



Bonus Rank Feedback

Only 3 levels here, but don't be fooled. These are quite challenging, especially the last two! These feature some of zanzindorf's other tilesets which haven't been seen anywhere else, just like the Cloud tileset for the new Volume 3 rank.

Spoiler

Bonus 1 - Bird Knight Great level! I love builderless levels a lot. It looks very hard, but it's really not, it's intimidating more than anything.

Bonus 2 - Fish Wow, this tileset looks great! I love how the entrance is the mouth of the dragon-like creature. This was a pretty hard one. I did check the intended solution, and it's definitely much easier and cleaner than mine, as in my solution some weren't bombed but were sacrifices to drowning.

Bonus 3 - Modeye Another very hard level, though I once again made the solution harder than it needed to be. The start was especially hard, with keeping everyone safe. It took me a while to see to use the laserer to free a blocker. My solution uses some timing needed to be able to separate 4 lemmings, 3 of which will bomb and let the 4th one to the bottom of the level around the middle area to do the rest of the path. I thought I could cheese the level by going over the top, but sadly the destructive skills aren't at the right angle to allow you to get through without exiting out the top and dying. I checked the intended solution and seems that my solution was intended after all, I simply used the bombers in a different place, as well as fence from the same side as the blocker rather than free him from below and from the right.

Amiga Rank Feedback

6 of these levels come from the Special pack, which was originally for Superlemmini, as mentioned. Thus, these use the classic 8 skills only. The rank starts off with 3 levels in the Menacing tileset, while the next 3 are in the Beast II of a level tileset. The final 3 levels are in zanzindorf's Agony tileset, which is another really nice levels that I have played levels in before. I especially love the animated water here! While the first 6 levels originally for Superlemmini are easy, the final 3 in zanzindorf's own tileset are very challenging!

Spoiler

Amiga 1 - Flesh Loom Nice level to start off the rank! Very reminiscent of the first level of Volume 1 in that it's an X-of-everything and a very lenient save requirement. As seen in the LP, if I can go for a save all, then I will.

Amiga 2 - Knee Deep in the Lem Harder than the previous level, but still nothing too hard, especially with excessive builders and bombers and a super lenient save requirement, where you only need to save 10 out of 80.

Amiga 3 - Tooth or Dare The final Menacing level, and certainly harder than either of the previous two Menacing levels. A save all is possible here, but just barely with the skillset given, it appears. The final miner has to be placed very carefully!

Amiga 4 - Agony Nice level to start off the Beast II of a level ones. I was taken by surprise here with how the terrain is scalable without builders or climbers on the left, but then again I didn't really check it carefully enough. To think I was going to get up to the exit another way :laugh:

Amiga 5 - Tree Dwellers Just like Amiga 2, another level with just two skill types, builders and bashers. Not very hard at all and yet another great level.

Amiga 6 - Shady Business Very nice level and puzzle to finish off the Beast II of a level ones. Taken together, these 3 are harder than the Menacing ones due to the restricted skillsets, but they're not leaps harder.

Amiga 7 - Rising Stream To start off the Agony levels, this was quite challenging! My solution is different from the intended one, but despite the restricted skillset it still seems to be open-ended. The left entrance is the harder one to save IMO. I also managed a save all solution! :P

Amiga 8 - Setting Stream The hardest level in the entire Amiga rank IMO. Maybe for the entire pack too or at least close to it. Once again, a lot of precision in my solution, especially with the way I went over the top. I checked your intended solution, and yea, it never occurred to me to put a platformer where you did and mine them out later :XD:

Amiga 9 - Midnight Stream To round off the rank and pack, nowhere near the hardest level. I would say about medium difficulty. I was a bit efficient here in skill usage compared to the intended solution :P Though, I probably could had saved even more by fencing the tombstone before platforming :laugh:



Despite being a short pack, I still enjoyed it very much. Thank you very much for the pack zanzindorf, and thank you for your remarks/comments on my solutions on Discord. I'm glad to hear that you very much enjoyed watching me solve your levels/pack. Happy to hear you're doing well too! I highly recommend others to play this pack! Once again, even if you can't solve every level, they're great ones to look at visually because of how wonderful these tilesets are!   
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