[NeoLemmix] Lemmings Uncharted [Difficulty: Medium-Extreme]

Started by Armani, July 21, 2021, 04:43:50 AM

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joshescue18

First three ranks completed.

kaywhyn

Hello Armani,

I have completed the Aries rank, so here are my replays.

General Feedback

Wow, I'm really enjoying this pack a lot. There are plenty of difficult levels already in the first rank, but many of these are quite satisfying to figure out and solve. Lots of great tilesets here and custom music. Your great artistry definitely shows a lot in these pretty landscapes you make, although I'm pretty sure there are way more mind-blowing visual ones much later in the pack.

Aries Rank Feedback

I honestly would say the start is already harder than the Pacifism rank of United. However, the level that is way too hard for the first rank is Aries 10 - Detective Milla on the Case. I ended up being stuck there for a few days. Despite that, it is one of my favorites! ;) Also, luckily a lot of the levels are much easier after you get past Aries 10, and that's exactly what I saw.

In my experiences, Aries 1 is easy, Aries 2 is hard, Aries 3 is Medium, Aries 4 hard, and Aries 5 was easy. So really, in just the first 5 levels, the difficulty jumps around quite a bit and hence the difficulty is a bit wonky in the first rank.

More detailed feedback on the levels:

Spoiler

Aries 1 - King's Cove You already told me my solution is a minor backroute. I'm guessing it's simply due to how I have a jumper leftover. Still, this is a great level to start off the pack.

Aries 2 - Petrifying Gaze This level is somewhat difficult, although it took me some time to see to stone the first in such a way so that two can go on ahead to shimmy and the first one stones for the other one to land on to bash towards and beneath the exit. The rest of the level followed easily after that. Quite a nice one here :)

Aries 3 - Lems are Having Fun Not hard but not exactly easy either. I like how everyone needs to jump and climb up the digger tunnel to get to the exit.

Aries 4 - Multi-Angled Approach Ok, I was a huge dummy here for a long time. I had the builder locked at a particular location for a long time, in particular on the first block that you build to the left just a bit to the right of the exit. There's a lot of red herrings that can trip you up here if you're not careful. Turns out the builder goes past the exit to the left of it, and that is where you use the laserer to free the crowd. Then the climber/glider will go at the bottom and then get back up and fence and glide to land just before the exit on the right side. Nice level, especially in the pretty Circus tileset, which happens to be one of my favorites of L2.

Aries 5 - Crystal Clear Easy and a much faster solve for me. I like how the skillset is a 1-of-everything in 7 skill types. That's quite a nice trick with using a stacker so that the climber will be in a higher position to be able to shimmy across the top.

Aries 6 - Rock Climber Quite a nice 1-lemming level here. I like how the level really makes you think about which way to go at every turn. The tall level makes it look intimidating, but it's still not too hard. The Rock tileset happens to be one of my favorites of ONML, but the Bubble tileset would have to be my top favorite.

Aries 7 - Easy as MAS101 Nice level with infinite amount of jumpers and shimmiers. Quite a nice puzzle introducing the slider. I like how the only way to get the basher pickup on the far left is to slide down the right side and then assign a jumper to him so that he climbs up and then jump again to the right to get it. Fortunately, the maze is not very confusing at all, but it's a really good level showing off the basic mechanics of the slider skill.

Aries 8 - BlockChain Company The first of two X-of-everything levels in the rank. Not hard but at the same time not trivial. Since it's a X-of-everything, it's probably an any-way-you-want level. You did pretty good with the Brick tileset here ;)

Aries 9 - Hop, Step, and Jump! Easy one. That's a very nice trick with using a jumper and then bombing him in midair to release the blocker so that he doesn't blow through the floor. It's a nice variant on using a passthrough blocker and then bombing a lemming that falls right on top of him to release him. Well done here :)

Aries 10 - Detective Milla on the Case As mentioned before, I was stuck here for a few days. It's a very deceivingly hard level for such a simple looking one. For a long time, I kept thinking of going through the middle wall. I simply ran into too many problems with thinking about how the solution would go, and you would always be a skill short or you won't save enough. I just dismissed bridging from both sides of the water gap at the bottom on the basis of how can one get a Milla on both sides in order to do so. That turns out due to how I kept doing or thinking the part with the top entrance wrong. In any case, I think we're in agreement here that this level is too hard for the first rank. However, let's wait for further feedback from me so that we can find a suitable level in one of the later ranks to swap positions with it. Still, very nice level that is one of my favorites! :thumbsup:

Aries 11 - Operation Cooperation Another really good one here. Doesn't take too long to stumble upon the solution. The timing to release the climbers can be tricky, but it's nothing too difficult. Nice to see you got inspiration from one of Icho's Polar levels in the Pacifism rank from United.

Aries 12 - Midnight Circus As you have already mentioned, my solution is a backroute. Quite an easy level here :P

Aries 13 - Incomplete Another favorite of mine! Extremely nice puzzle here, especially with the second climber using the builder staircases to shimmy to get into position to turn the miner. As you have said, this is like an easier version of "Polaris Rhapsody." The Sports tileset from L2 also happens to be a favorite of mine, particularly because of the green, as it is my favorite color.

Aries 14 - Trinity Force Another really good one and favorite of mine. Again, nice use of the shimmier to use the underside of the platformer bridge that's in progress so that he can drop down to the steel block at the bottom to stack and then platform to the left for the crowd to make their way back up to the platformer bridge to the exit. Well done here! :)

Aries 15 - Conventional Method Another really good level, although like you said mine is an acceptable alternative. Your intended solution you described to me is quite cool, but I think mine is just as cool, particularly with the bashing in such a way so as to cancel him midstroke with a builder and then with a lemming that goes on ahead build so that he closes off the 1 pixel gap to prevent anyone else from following him. With this, you have to make sure that no one slips to the bottom. The level uses other nice tricks too: backwards basher to make a climber friendly wall, and bashing the wrong way into a OWW to turn around. I also needed the climber to survive so that he can bomb the crowd free. The tricks in your intended solution are great too, in particular bombing a faller to release the crowd trapped at the bottom, which I at one point did consider :laugh:

Aries 16 - Cheese in the Trap Another favorite of mine and really good puzzle with neutrals. The only hard part is figuring out how to get a lemming past the apple worm trap on the right side, but once you do the rest is easy. It simply involves cloning and then turning the right-facing lemming with a walker to achieve that.

Aries 17 - Curiosity Killed the Puppy Another nice slider puzzle here. I pretty much had the solution, I simply used one too many cloners on the left side which prevented me from being able to do the right side correctly.

Aries 18 - Colorful August Can be a hard level, especially if one isn't aware that the pickups do serve a purpose despite none of them being collectable. As a result, it took me a while to realize they serve as hints to the solution. I sometimes think if it's possible to solve the level without realizing they're hints, and I think it is, but that's not certain unless many say otherwise. There's that cloning a fencer trick again, one which you seem quite fond of and one that I think is amazing that you managed to find really good ways to use that trick ;) Nice job here with tripping me with this one :laugh:

Aries 19 - Yawning Crevasse Another difficult one, although this one didn't take me as long. You've already mentioned mine is an acceptable alternative, as my solution is heavy on the precision. It almost doesn't work either, perhaps with even 1 or 2 more layers of terrain then the ceiling would be too thick to be able to step up. That's really cool with the snowman with the word "HELP" on the right side.

Aries 20 - Renaissance of Lemmingland Difficult 2-of-everything level to finish off the rank. This is also the second X-of-everything level in the rank. Took some time due to the large wall in the middle, although it seemed that I had done it correct for the most part, I simply didn't do the left side efficiently enough. It took a while to find a way to spare a basher for the very end to get to the exit. Also making sure that at least one climber survives to get to the right side to mine through the second OWW, as well as making sure the climber is one of the blockers. Getting the spacing necessary so that no one slips past the blocker to the left can be difficult. If intended, that's a nice trick with bombing and then digging further inside the first OWW. Quite a nice level to finish off the rank, especially in a really great tileset by Dexter and tan x.

For the most part, I really enjoyed these first rank levels, especially many of the ones after Aries 10. I look forward to the other challenges of the pack in the other ranks. Once again, nice job Armani! :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

Armani

Thanks for all the replays and feedbacks! and also LP videos. I've been enjoying them a lot :thumbsup:
All the feedbacks, I'll keep that in mind and they will be valuable assets for my future projects.

I think I already responded to your solutions on YT comments, but I have several things I forgot to mention:

Aries7 Easy as MAS101: The title came from Namida's level "Easy as A Bee C"(first level of LPO2). And MAS101 is the subject code of calculus at my university.
Aries8 BlockChain Company: This is the only level that has a repeat level in later rank. There will be a level with same terrains, more restricrtive skillset, higher save requirement etc.

I think I'm going to update the pack everytime you finish a rank. And for now, I will wait for your feedbacks on which levels to swap positions with Aries10.

Good luck with your LP on Gemini rank :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]

Armani

V2.8 is out! ;)

Level fixes:
-1 01 King's Cove - added a steel block
-1 12 Midnight Circus - added a steel block, builders are now pick-ups
-4 12 Sweet Mirages - added a trap
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]

Ron_Stard

I think the solution for Aries 1 is this, but I'm confused about...

Spoiler

...the fall safe distance of a jumper.

Got me thinking for a while. Nice level, a bit hard -only for me, since I am still not used to the new skills :-[-

Armani

Yes you got the correct solution :thumbsup:

Fall distance is measured from the starting point of jump, not the top of a Jumper's arc.
It can be confusing at first I can understand that.
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]

Kingshadow3

Quote from: Armani on September 29, 2021, 02:10:26 PM
Fall distance is measured from the starting point of jump, not the top of a Jumper's arc.
It can be confusing at first I can understand that.

It actually depends on when and where the lemming goes into the fall state (Uninterrupted, the jumper goes into the fall state at the same height as where he jumped from. If a jumper hits his head then Fall distance is calculated from where the lemming hit his head which would be higher.

kaywhyn

Completed the second rank, so I'm back with more replays and feedback :)

Gemini Rank Feedback

Levels are harder here, but still plenty of great levels with excellent solutions! The entire rank was slow going, but after much struggling I managed to make it all the way through.

Spoiler

Gemini 1 - Hornet Flight Contest level of yours that I have played during the playing phase of that one. Really good level that I remember backrouting, but it's even better now that it's properly patched up. Very nice trick with the stoner and then using another lemming with a shimmier jump to get on top of it. The rest of the level is easy after that, but I temporarily forgot how to solve it, as it's been a while :crylaugh:

Gemini 2 - Apex Predator Difficult but another good one. It took a while long time to see to use a blocker to turn a digger. Also nice trick with using a bomber to stop the miner going to the left, as it's necessary for both climbers to survive. Nice trick of using a backwards miner to create a climber friendly wall. Then the rest of it is timing it correctly so that the second climber turns around near the end of the first climber's miner tunnel to mine through the obstacles to the left so that the first one has enough time to build over the gap, as well as over the water near the exit. Quite a satisfying one to figure out and solve :)

Gemini 3 - Heretics of Dune Somewhat difficult, although I say the hardest part was getting two sliders to go down the first wall so that they can shimmy along and get to the right side. According to your comment on my YT video, it appears that RR fiddling is necessary in order to achieve that. You also mentioned that my solution is more efficient due to how I was able to spare a basher, as well as it being an acceptable one. Cool! ;)

Gemini 4 - Born to Die Another favorite of mine! The part that took me a very long time to figure out was how to get a stack in both places to keep the digger going. Turns out I was a dummy and failed to realize the crucial placement of the first stacker in order for him to climb and get over the right side to place the other stacker. Very nice solution with digging away two pillars and bombing to break through both sides once low enough :)

Gemini 5 - Simple Aesthetics A little difficult, but not too hard at all. You said my solution is acceptable but is much tighter on time than the intended one.

Gemini 6 - BPM 37093 Backroute as you already mentioned, as well as the first one of the rank I found. This level is the one I asked if it was inspired by a LOA one, as I remember one where it was also a 1-of-everything skillset and needed to get someone into the water pool to forge the path for the others. This level has something similar. The LOA level is "When I Come Around" (by Green Day)

Gemini 7 - Rush Hour Another backroute here as well. You probably already decided how to fix it, either with steel or by making it a save all level. I'm just amazed my solution ended up working while still finishing on time :P

Gemini 8 - Step by Step Another favorite of mine! That is the first time I've seen the use of a blocker to turn a laserer so that both groups of blockers from either side can be released with it. Thanks for the hint of the bright white boxes in the floors to mark where to put the blockers. I'm sure that will save a lot of frustration, but it does require that the player picks up on them being hints.

Gemini 9 - Between Madness and Creativity Hard one, though I had the mistaken assumption that a single bomber isn't enough to get over the final obstacle in the way of the exit. I should really try these things first instead of assuming it won't work :laugh: Certainly it's hard to figure out how to contain and keep the crowd safe at the beginning, as well as getting a worker lemming through the bottom to build over the final gap. Still, another nice level in the Renaissance tileset ;)

Gemini 10 - Is That All We Have? Yet another favorite of mine. Nice trick with building past the steel to make a step for the climber to break his fall, but especially nice trick with building from the left in order to release the crowd from the digger pit! :thumbsup: That's the first time I've ever seen that required in a custom level. Otherwise, the level can certainly be hard, in particular the beginning to keep the crowd safe again. The digger pit near the edge is very important, otherwise you cannot get the level solved. Well done!

Gemini 11 - Look Before You Jump Level which you said is a breather, which I completely agree with. The only hard part is knowing which lemmings to assign a climber and which ones to assign a shimmier. Another favorite of mine, especially with getting one shimmier to go all the way to the far right, while all the other climbers and shimmiers need to be contained in the pit before the exit. This is the hardest part to get correct, as most of the time either a climber was too fast for the first shimmier, or when I finally got the shimmier past but then the next shimmier is too close and therefore won't be contained. Very nice level, I really like it :)

Gemini 12 - Magic Box Deceivingly difficult one. It took me a really long time to figure out the middle part. I didn't see to build from both sides at the top, with the one from the right side to seal off the gap and to be cloned so that you can get up higher and platform to the exit. You've already mentioned that my solution is the first one you've seen that spares two bashers, so this makes the level one of the few in which I was more efficient in skill savings than you :P Very nice level!

Gemini 13 - Welcome to the Woodworld Another hard one but great one as well. I have already played this single level of yours a long time ago, and you told me that I found the intended solution back then, so it was simply a matter of remembering how to solve it. Luckily, it didn't take me very long at all. I especially like building over the top and blocking behind him, as well as digging in such a way so that we can release a climber later and containing both crowds. Also with digging away the wooden pillar so that you can just use one builder to get over the gap instead of two, but then you won't have enough skills to solve the level. Nice work here.

Gemini 14 - Crossover I can see this one being difficult. In particular, I have in effect haven't solved the level the proper way due to the water objects being placed too high. I was very confused why the worker didn't drown. In any case, the backroute resulted due to the design and hence why I had a few skills leftover, the shimmiers.

Gemini 15 - Gates of Hell This was an experimental level when the laserer hasn't made it into the stable release of NL yet. I wasn't able to solve the level back then, I still wasn't able to solve the level for a long time. Turns out I did a couple of parts wrong. That was a very nice trick of using a laser to allow a shimmier to get over the top of the level to bomb the far right side to make the ceiling thin enough for the crowd to get up. To do this requires that the laserer be placed quite precisely. Also the blocker needs to be placed correctly in order to be released and to free the crowd. Once you realize this, the only hard part left is to time the assignment of the laserer and the cloning of the shimmier so that one worker gets far enough ahead to build over the gap in the middle platform the laserer made, as well as platform to the exit. I also had a lot of incorrect assumptions, such as to bash at the top to get to the exit, as well as build to get up on the far right side after either bombing or laserer-ing. All turn out to be wrong. I especially like the 1-of-everything skillset here. Excellent level here! ;)

Gemini 16 - Brakes Failed, Gemini 17 - Secretly, Greatly!, and Gemini 18 - Breaking The Cycle are a recent contest level, single level, and another recent contest level, respectively. I have played all of these already and found the intended solutions to all except for the last one. It seems that you blocked off my backroute and very fiddly solution even though you didn't update the level during the LOTY2020 playing phase. For the last one, I already saw the intended solution from when LOTY2020 was still going on after I solved the level for the first time, so it was really a matter of remembering it here. I really like the trick of mining and cloning to make a hole on either side of the stack so that the crowd can step up on it from either side, thus they're stuck in an infinite cycle and hence the level title of the solution requiring us to "break the cycle." Also, the music track is different for the first two, while the third one still uses the same one.

Gemini 19 - Steepest Slope As mentioned on Discord, this is a level that can be a big roadblock. Indeed, that has proven to be the case, although I have had the solution nearly all figured out in the first video where I played this level. I will have to say this is another favorite of mine! That is super clever with bombing the stoner away so that the shimmier can go all the way to the left side, as well as being able to platform up both sides of the gap. This can be a bit tight, but it's necessary to have the platformer turn around so that you can bomb the terrain away to make a staircase for the crowd to keep going towards the exit later. I also had a wrong assumption here that the lemmings would splat falling over the top on the far left side when they will actually survive. I should had tested this or used the splat ruler :XD: I also used the basher wrong, where I used it so that everyone would be released and turn around in the basher tunnel, while another one bashes out to the right in order to get a head start to platform up the gap, as well as stone a falling lemming to fill up the remainder of the small gap for the crowd to go over the top. This is wrong. Instead, the climber needs to bash in such a way so that the crowd is released later with a basher. Also, the climber can simply drop down and climb out to the left in order to shimmy along. Well done here! :)

Gemini 20 - Never Let You Alone Quite an easy level for the rank finisher. Another action based level due to the infinite amount of jumpers, shimmiers, blockers, and walkers. The route should be very obvious. The only very hard part is getting past the two zombies who are both climbers and gliders. Nice trick of getting ahead of the neutral to block and turn it around to get to the exit. 

40 levels in and I still continue to enjoy your pack very much, Armani! :thumbsup: I might had only been able to generally take on about 2 levels each time per video in this rank, but this shows how the pack is already getting difficult even in the second rank. I expect the third rank to be more or less the same. So, it seems that it's just going to be one long slug to the finish line, but I will keep persevering and try and make it to the very end. So far, I haven't let the difficulty get to me and make me collapse under tremendous pressure.

I'm also very happy to see and read your comments on my solutions on my YT videos and that you're continuing to enjoy my LP of your pack very much :) More to still come later! ;)
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

Armani

V2.9 is out! ;)

Level fixes:
-2 06 BPM37093 - added a button to push
-2 07 Rush Hour - added some steel blocks
-2 12 Magic Box - new talisman "Schrodinger's Lemming!": complete using no more than 4 bashers
-2 14 Crossover - lowered the water objects by 1pixel so lemmings can't just walk through the water anymore
- corrected some grammar errors in the pretext of the following levels: 2 16 Brakes Failed, 2 20 Never Let You Alone
-4 15 Help Yourself - added a steel block, added a fire
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]

Armani

@kaywhyn :thumbsup: :thumbsup: :thumbsup:

I'm surprised that only 5 levels have been backrouted so far. :lem-mindblown:
I expected you to backroute about half of the levels in the worst scenario :crylaugh:
So far I've watched all your vids other than the last one, and yes I've been really enjoying them 8-)
I notice that most of my contest levels are in 2nd rank. There will be 2 or 3 more contest levels in 3rd rank and after that all other levels are brand new levels.
I decided to keep some of your solution that save some skills as challenge solutions and add a new talisman cos I was quite impressed by your solution to that level.

Hope you enjoy the rest of the pack as well :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]

kaywhyn

Leo, the third rank, has fallen, so I'm back with more replays and feedback :)

edit: Reattached zip file with the correct name, as it should say "up through Leo rank" instead of "up through Gemini rank." Oops :-[

Leo Rank Feedback

Levels get harder but are still manageable given enough time. In particular, Leo 2 was a huge roadblock like you mentioned, as that one took me the longest out of any other level in the rank. Leo 4 was also another one I struggled with, as well as Leo 6, but the latter I was able to get it solved in the same video. It also happens to be one of my favorites! :thumbsup: Needless to say, the Leo rank was also slow going just like the Gemini rank, but I still managed to power my way through the rank despite being super busy and exhausted from work each day.

Spoiler

Leo 1 - Childhood Dreams Already played and solved this level before, and I believe I voted for this level in every round of the voteoffs in the LDC #22. You've already explained to me that there are some parts that were changed since that contest ended, and I definitely noticed that it didn't exactly play out the same way.

Leo 2 - Steps of the Rite I think this was the hardest level of the entire rank. This one took me the longest out of any other level in it. In particular, it was very hard to work out how to get two non-climbers to forge the path for the rest. A digger going to the left to cancel the first digger was very hard to see. I also made the wrong assumption that the only way to turn the athlete near the exit was with a miner and platformer. It took a while to come up with platforming at the top and then blocking to turn the other climber around and then digging the platformer bridge to float down safely on the other side of the OWW in order to bash through it. It's quite tight for the platformer to finish on time before the other non-climber slips through and drowns.

Leo 3 - The Day After Christmas Yet another contest level that I've played and solved before, and so this was another quick one. Even then, before knowing the solution this is a very hard level, as I really struggled with it during the playing phase of the LDC #22. Very nice solution, though. That's especially clever with using a stoner in order for a jumper to turn around and glide into the area to fence and clone. The only thing is making sure that the jumper is given to the third lemming or so.

Leo 4 - Kiwi Pie Deceivingly difficult level. You already mentioned that my solution is acceptable even though I used the second stoner differently from the intended solution. At the same time, you managed to find a backroute to your level. This is a really nice tileset by zanzindorf, and I especially love the touch of the digits of Pi that you put at the top of the level :)

Leo 5 - We Are Super Dogs! Another favorite of mine in the rank. Very nice solution. This one was almost a complete breather. I've never seen the anti-splat and splat pads for this tileset ever. I love the tricks here: bombing so as to avoid landing in the trigger area of the splat pad and therefore they will splat, shimmying with the Milla trapped at the bottom of the level so that you can bomb and then allow the floater to turn around by platforming up the bomber hole gap, and then building so that the crowd doesn't land inside the trigger area of the splat pad. Nice job here!

Leo 6 - Cool Head and Warm Heart Difficult one but another favorite of mine! It was very hard to see bombing a faller before building from the right side to get inside it. I especially love shimmying to get to the bottom of the level so as to make a landing platform for the crowd. Before this, I kept thinking to drop down from the far right side. Very nice red herring there. I managed to solve this with a climber to spare, but this is acceptable, as you said. Also, that's really cool what you did with the fire and snow tilesets to make the design look the way it does :)

Leo 7 - Price of Progress Nice builderless level. Can be difficult, but this one wasn't too bad at all. Here, I did the timing of the climbers so that the climber that turns around in the miner tunnel turns around to free the blocker. I also stopped a basher midstroke with a blocker and then got the crowd compressed by digging next to the blocker so that they bypass the blocker field.

Leo 8 - No Devil Lived on Nearly a complete breather here, although we are in agreement there the trick needed at the end makes it too hard for the Aries rank. Otherwise, this would had been a nice candidate to swap with Aries 10, which is way too hard for that rank. As you already mentioned, my solution is a backroute. The hardest part is making sure the miner doesn't get torched after cancelling him with a jumper.

Leo 9 - Naughty Kids The Lemmings are indeed "naughty" here :laugh: I surprisingly struggled here, but only because of the end part where they kept going in the wrong direction instead of towards the exit due to this property of sliders being most annoying. Then when you finally commented on the video you described an easy way to solve it. I can't believe I completely overlooked that :forehead: You're absolutely right about if lemmings turn twice with sliding then going in the wrong direction is cancelled. That pixel precise miner placement so that the sliders don't end up going the wrong way I would agree is likely not intended. I should probably report it to namida, although I might need help showcasing it when it comes to posting the GIF images.

Leo 10 - Almost Paradise I especially love the design here, with what you did with depicting nature with the flowers, the waterfall, and the bees. The Rock tileset happens to be one of my favorites of ONML, although the Bubble tileset is my top one from that game. Surprisingly struggled with this one too. In the end, I used and found a very tight timing solution in several parts of the level. I definitely see what you mean with getting a floater from the right entrance to sync up with the climber from the left entrance so that he can get past the lizard trap. I can't believe I didn't think of that, though :forehead:

Leo 11 - Marina Bay Sands Another contest level of yours I've played and solved before. Quite a nice one that I backrouted so many times during the playing phase, but in its current version I couldn't get this solved before it ended. I was able to solve it on the first day of voting. The part I kept missing was the miner placement so that the swimmer can get back up to the left and go back to the starting area. I also kept trying stuff on the far right side which ultimately doesn't work.

Leo 12 - Life is Suffering Almost a breather here as well, but can still be difficult. I love the trick of blocking after building twice to turn the other climber around to mine through the other parts to get the crowd to keep moving towards the exit, and also bombing him in order to reduce the height and make it a safe drop. I especially love the blocking at the very end so that you can still build to get to the exit. The only thing to watch out for is to make sure that you mine into the steel to turn around, as if the climber is allowed to go back to the starting area he will climb and get killed by the rope trap.

Leo 13 - Cactus Valley Yet another contest level of yours that I've played and solved. This was probably my favorite of your contest levels in that LDC, with "Brakes Failed" being a close second. I believe I've voted for this level in every round. Very nice solution, with the hardest part to see cancelling a basher midstroke with a builder. I especially love the timing to bash and make sure the climber gets up the terrain before the basher takes away the terrain to prevent that from happening so that he can shimmy along the top again. And of course, my favorite builder/miner combo ;)

Leo 14 - Triple Trouble in Space! As you mentioned, my solution is a very bad backroute. I thought it was, I didn't think it was supposed to be that easy :P

Leo 15 - Art of Puzzle Solving Difficult one, although that's because there were some things I couldn't wrap my head around, such as the only way to the bottom at the right is with a climber, as well as bashing the ceiling from the top. Then, I believe I came up with a solution that likely isn't intended despite using all the skills, so I might have beaten you here again :P Something tells me that one is supposed to use the ceiling route.

Leo 16 - Snow Flower Easier than the previous level, and also a nice one. That was a really good trick with digging and then platforming in the holes in order to extend the basher. The very hard part is timing the climbers in order to bounce the miner with a blocker to get the crowd up, as well as digging in order to leave an overhang to stop climbers and anyone from spilling out to the left and splatting. I'm thinking there are easier solutions than the one I found?

Leo 17 - Polaris Rhapsody This was a single level of yours that I nominated for LOTY2020. I was so amazed at the solution that I told myself that I will nominate this level. I was really hoping this level would go all the way to win the contest, but alas it lost to DireKrow's "Shoestring Operation," which admittedly is a great level, but I was more amazed with this level of yours. Anyway, this is a harder version of the Sports level in the Aries rank, like you said, but they both have in common getting a blocker in place to bounce a miner.

Leo 18 - V Stands for Victory I'm sure this is a huge backroute? I don't think it's supposed to be this easy :P Now that I think about it, the thought of a very long extending a basher sounds ludicrous :laugh:

Leo 19 - Mysterious Circle Another level that I struggled with. Seems like the level is obvious for the most part, but one still needs to watch out for being short on skills. There were times that I kept running short on cloners and builders. Knowing myself, there are easier solutions than the one I found. In particular, the difference between almost succeeding and my success was I built instead of bombed first. I guess this created the spacing necessary in order to bomb and only allow one to go on ahead to make the splatform. Nice level, though.

Leo 20 - Fall in the Dark Nice level to finish off the rank. I also struggled with this one, but that's because I couldn't figure out what to do with the basher. I seem to have made the incorrect assumption that the digger is used to release the crowd when in fact the basher can be used instead, depending on where the platforming underneath is done. I'm not sure if the digger placement is intended here, but if it is it's quite a nice one and a hard one to see. It uses the fact that the digger goes through a bit of the steel, as well as places the platformer brick right underneath him so that he covers the gap completely and is able to go to the left to forge the rest of the path. Before this, I kept running out of skills to stop the climber from going out to the left side and dying.

Well, that's 3 ranks completed and hence 60/100 levels solved. Two ranks and 40 levels remain. I expect to get majorly stumped with the final two ranks. As a matter of fact, I've already had an attempt at Libra 1 and I couldn't solve it. It's so not a "breather" like you claimed in the pre-text :XD: Then again, you did say there's a huge spike in the difficulty going from the third to the fourth rank, and similarly from the fourth to the fifth rank. I guess the spike already hits with Libra 1.

As usual, I'm continuing to enjoy the pack! :thumbsup: Here's hoping that I can make it through the last two ranks too. However, since I managed to get stumped badly at various places throughout in each of the earlier ranks, I don't expect the rest of the pack to be smooth sailing from here at all. Also, thanks again for all the Youtube video comments on my solutions :) Glad to hear my LP is still continuing to be very enjoyable for you to watch.
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

Armani

@kaywhyn
Thanks again :thumbsup: I've downloaded and watched all your replays so hopefully I can respond to your solutions after I catch up your LP videos for 3rd rank ;)
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]

Armani

V3.0 is out! ;)

Level fixes:
-3 04 Kiwi Pie - a basher is now a pick-up, new talisman "Two Lemmings with One Stone": complete using no more than 1 stoner
-3 08 No Devil Lived on - added a OWW
-3 14 Triple Trouble in Space! - added some steel blocks
-3 15 Art of Puzzle Solving - lowered the fire object a little bit, locked the RR
-3 17 Polaris Rhapsody - corrected some grammar errors in the pretext
-3 18 V stands for Victory - added a OWW, added a steel block
-3 19 Mysterious Circle - a climber is now a pick-up
-3 20 Fall in the Dark - added a steel block
-4 15 Help Yourself -  remade the solution
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]

kaywhyn

Wow, perfect timing. I've already downloaded v3.0 of the pack, so I'll be good and ready to go for rank 4 when I get home from work just so I don't forget later on. I've had this happen plenty of times where I often forget to download the pack again when there's a new version before I start LPing due to having downloaded the pack so long ago, so when an update is released I forget to redownload. Needless to say, just preparing ahead of time to prevent that from happening ;)

So, it appears I was correct with beating you with 3 15 and 3 18, as I guessed my solutions to those levels were backroutes :laugh: I didn't think 3 19 and 3 20 were at all, so I found more backroutes than I thought I did :P Well, I guess that's a good thing, as sometimes the level/pack designer doesn't always catch them alone. Glad to help in this regard.
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

Armani

V3.1 is out! ;)

Level fixes:
-4 05 Deep Inside the Beehive - added some steel blocks
-4 06 Mr Lem's Secret Wine Cellar - added a steel block
-4 08 A Dance of Fire and Ice - a miner is now a pick-up
-4 10 Bloodthirster - removed some steel blocks and added some normal terrain and fire there
-4 11 Dungeon of Despair - added a OWW, modified terrain near the exit
-4 12 Sweet Mirages - swapped the positions of a stoner pick-up and a bomber pick-up
-4 18 Moonlight Sculptor - removed a bit of terrain, added a fire
-4 20 Another Hero Time - added some steel blocks
-5 01 Game of the Century - added a OWW, added some steel blocks, added a fire
-5 15 Simulation: FARO - modified terrain a bit in the middle of the level, +10save requirement, +10total lemmings

Positioning change:
- 1 10 Detective Milla is on the Case <---> 3 12 Life is Suffering

New level:


Meanwhile in a Parallel Universe

- The old 3 18(V Stands for Victory) is replaced by the new 3 18(Meanwhile in a Parallel Universe)


I was not happy with the quality of the old 3 18(V Stands for Victory), so I decided to replace it with a new level.
I can assure you that the new level has much more interesting solution than the old one. ;)
For someone who still want to play the old 3 18, I attached level and solution replay files of it below.
Sorry for the inconvenience to those who already played or are playing the level/pack. :(

There will be no positioning change of the levels and removing the existing levels from now on.

@kaywhyn
I still have to look at your videos and solutions. I will update the pack one more time when you finish 4th rank :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]