Lemmings presents GOTTA GO FAST!!! v1.56 [Difficulty: Medium - Very Hard]

Started by Flopsy, September 16, 2021, 11:04:12 PM

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Flopsy

4/4/23: It is now ok to video LP this pack again, the ban has been lifted.

4/5/22: Gotta Go Fast v1.56 is out.

Yes, you've guessed it, another back route fix for Chilli Dog 19....

past versions
30/4/22: Gotta Go Fast v1.55 is out.

yet another fix to Chilli Dog 19 to fix yet another major back route.

27/4/22: Gotta Go Fast v1.54 is out.

a further fix to Chilli Dog 19 to fix another major back route.

26/4/22: Gotta Go Fast v1.53 is out.

a further fix to Chilli Dog 19 to fix a major back route.

25/4/22: Gotta Go Fast v1.52 is out.

more back route fixes courtesy of IchoTolot on
Sneaker 8 and 21
Chilli Dog 1 and 19

Removed Talisman on Super Sonic 6

23/4/22: Gotta Go Fast v1.51 is out, just some further fixes to stuff I overlooked in Rose 20 and Shield 7 (talisman now removed).

18/4/22: Gotta Go Fast v1.5 is out, with back route fixes on IchoTolot's posted solutions and more added talismans.

Spoiler
back route fixes on
Rose 6, 20
Shield 7
Ring 19
Sneaker 4, 8, 21
Emerald 8
SSonic 1, 5, 15
Chilli Dog 1, 10, 14, 16, 19
Encore 15

New Solution on Sneaker 20

Talismans added on
Shield 8, 10
Ring 14
Sneaker 11
Emerald 9
SSonic 6
Chilli Dog 3, 15, 21
Encore 12
Toolkit 7




02/11/21: Gotta Go Fast v1.4 is out
Spoiler
v1.4 The 4th Armani update

back route fixes on
Sneaker 9
SuperSonic 11
Toolkit 12

25/10/21: Gotta Go Fast v1.3 is out

Spoiler
v1.3 The third Armani update

back route fixes on
Sneaker 2, 9
Emerald 17
SSonic 5, 11
Encore 11
Toolkit 12

Sneaker 2 has had to be completely reworked.

talisman added on
Chilli 14,17

18/10/21 v1.2 is out! More back route fixes and talismans added.

Spoiler
v1.2 The second Armani update

back route fixes on
Sneaker 2, 6, 7, 9
Emerald 17
SSonic 5, 11, 18
Chilli 7, 8, 12, 14, 17
Encore 8, 11
Toolkit 11, 12

talismans added on
Sneaker 20
Emerald 7, 14
SSonic 1
Toolkit 16, 17

28/09/21
v1.1 released - a ton of back route fixes courtesy of Armani and josh's replays, thanks both for playing the pack very early on :thumbsup:
Spoiler
v1.1 The Armani and josh update

added post level texts

back route fixes on
Rose 17
Shield 18, 21
Ring 4, 7, 17
Sneaker 2, 3, 6, 9, 11, 12, 16, 17, 20
Emerald 7, 10, 14, 17
Super Sonic 1, 2, 5, 10, 11, 12, 18
Chilli Dog 3, 7, 8, 10, 12, 14, 17
Encore 6, 8, 10, 11, 18
Toolkit 11, 12, 16, 17

talismans added on
Rose 8, 12, 13, 16, 17, 19
Shield 7, 8, 12, 15
Ring 1, 8, 12
Sneaker 8, 14
Emerald 8, 15, 16
Super Sonic 6, 8, 9, 14, 16, 19, 20
Chilli Dog 2, 6, 13, 15
Encore 3, 4, 5, 17
Toolkit 5, 7, 20, 21

Original Post
4 years ago today I released a pack called SEB Lems after making 175 levels in a little over 18 months with a lot of help from Wafflem.
Now I present to you after 4 whole years since SEB Lems.



To celebrate the 30th Anniversary of Sonic the Hedgehog, I am releasing a Lemmings pack entirely made of Sonic the Hedgehog tilesets.
Help guide the Sonic Lemmings to the exits in 189 levels across 9 ranks!
Help Sonic overcome Eggman's plans to take control of these mindless Sonic Lemmings and use them for his evil plans.



DISCLAIMERS (PLEASE READ):
1. This pack uses a lot of custom animations, and uses no effect trigger objects. These have been added for nostalgia purposes for the sake of trying to make the tilesets look as much like a Sonic game as possible. If you don't like this, please disable the background images in the config menu.
2. Most levels have 10 minute time limits by default, I discussed this with a few people before deciding on whether to implement this or not and I got all kinds of responses to this so my gut feeling was to just implement this feature. I am not going to have this pack topic descend into discussion about the time limits being unnecessary, this was also added for nostalgic purposes (Sonic would die if the time limit reached 10:00 on most Sonic games). I have added this to the levels where it is possible to solve the level significantly under the time limit (ie. you have at least 3 mins left) so I have added these time limits appropriately and not just to every single level.

This pack is deemed to be mostly on par with the difficulty of SEB Lems, however some testers have said that this pack is a little harder than SEB Lems even.

This pack is made up of 9 ranks, the first 7 of which are the main difficulty ranks and the last 2 are bonus ranks.
The pack also features custom sprites made to look like Sonic (thanks to Nessy for making these).
Each rank contains 21 levels, the final level in each rank is a boss stage and features a unique music track.
The first 7 ranks contain one level from each of the 21 main tilesets used in the pack.

With Special Thanks to
Nessy - for being the sole tester for this entire 4 year development cycle, helping me with making backgrounds and the lemming sprites. Such a great person to work with, always willing to help!
Also for providing the Hydrocity tileset for the pack.
Wafflem - "We've finally done it, the pack is finished. I wish you could be here to see it finished, please come back soon". For being a second tester when he was not away and being the pure inspiration behind this pack.
Lucia - Love Always xxxx
WillLem - for testing/improvements on the 1st rank and providing an animation for the Scrap Brain buzzsaw, it looks great!
GigaLem - for the work you have done on making the Sonic tilesets look great.
Plom - for the Metro, Studiopolis and Press Garden tilesets
and anyone else who has been supportive of this pack over the years!


ROSE - Named after the stalker Amy Rose, this rank starts out with nice X of everything levels and a few other kinds of levels designed to ease you into the pack.


SHIELD - The 2nd rank, named after the Shield power up that Sonic collects on his travels. Still X of everythings in this rank but the difficulty is higher.


RING - The 3rd rank, named after those golden rings which Sonic collects on his travels. We now shift towards Puzzle style levels and the X of everything levels become much less common, unless X=1 of course :P.


SNEAKER - The 4th rank, named after Sonic's very speed shoes. The speed is largely getting up to running speed by this point, we are truely into the meat of the pack now and the difficulty is ramping up.


EMERALD - The 5th rank, named after those collectable jewels in the bonus stages of Sonic. Now we are truely heading into the harder levels in the pack, they are hard just like collecting the emeralds in the Sonic games!


SUPER SONIC - The 6th rank, named after Sonic's powerful form after collecting all the emeralds. Now the levels are getting larger and much more complex, a lot more abstract thinking required here.


CHILLI DOG - The 7th and final difficulty rank. Here we are, the last hurrah! The pack doesn't get any harder than this! Can you get to the coveted Chilli Dog at the end of the pack?


ENCORE - An overflow rank of levels which didn't fit into the main ranks but were still awesome enough to include in the pack. Including a few collabs with other level creators!


TOOLKIT - This rank is a certain type of level which I felt belonged in its own rank so that if you don't want to play these types, just stay out of this rank. These are levels with large skillsets and require a large amount of thinking and resources to solve. I know some people don't like this level type so I chose to separate them out (That's not to say the rest of the pack is entirely free of these "toolkit" type levels though!).


Now onto the tilesets by Flopsy.
Scrap Brain (Sonic 1) - the old favourite, remastered for GGF. Special thanks to WillLem for helping with the buzzsaw animation.


Happy Hour (Shield 10)

Star Light (Sonic 1) - remastered for GGF, now with added lighting effects.


Do You Believe in Magic? (Super Sonic 10)

Marble Garden (Sonic 3) - remastered for GGF with improved water animations.


Harden The Paint (Emerald 8)

Casino Night (Sonic 2) -  remastered for GGF with significant light effect improvements.


Casino is the Night (Ring 1)

Sandopolis (Sonic & Knuckles) - remastered for GGF with improved updraft symbolising.


Pedalpusher (Chilli Dog 8)

Mystic Cave (Sonic 2) - remastered for GGF with improved trap visibility


Shining Light (Sneaker 16)

Death Egg (Sonic & Knuckles) - remastered for GGF with improved animations


Death and Destruction (Emerald 14)

Labyrinth (Sonic 1) (in collab with GigaLem) - the water labyrinth of Sonic 1, possibly everyone's nightmare when playing Sonic. This tileset will feature water related Swimmer puzzles in most cases.


Let's Ride (Ring 21)

Chemical Plant (Sonic 2) (in collab with GigaLem) - the Chemical Plant from Sonic 2, featuring teleporter tubes and plenty of megamac to swim around in!


Lems at Work (Ring 20)

Lava Reef (NEW) (Sonic & Knuckles) - a new tileset, a cave filled with glorious lava. There is also a colder variant for where the lava has cooled (like Act 2). Needless to say the Lava will kill.


It's Tea and Biscuits Time! (Chilli Dog 19)

Oil Ocean (NEW) (Sonic 2) - the classic zone from Sonic 2 (which recently made an appearance in Sonic Mania, this tileset is based on the Sonic 2 classic zone. A tileset based on pipes and an oil water (can swim in). Similar to Sandopolis, oil slopes act as one way fields.


Past the Point of Delirium (Super Sonic 4)

Spring Yard (NEW) (Sonic 1) - the original pinball zone from Sonic 1, this tileset has a mesh similar to the crystal tileset in standard Lemmings which the Lemmings will be able to traverse.


Whodunnit? (Chilli Dog 5)

Hill Top (NEW) (Sonic 2) - a high altitude zone from Sonic 2, this zone has some grass terrain and even underground terrain. This tileset also features Lava, be very careful.


Down the Hillside (Emerald 16)

Marble Zone (NEW) (Sonic 1) - the original lava zone from Sonic 1, has some resemblances to Marble Garden Zone with the grass however this tileset features Lava, a pillar trap and ruins.


The Big Fat Greek Level (Super Sonic 18)

Metropolis (NEW) (Sonic 2) - the Scrap Brain of Sonic 2, this tileset features conveyor belts, molten lava and teleporters.


This is Lemmings! (Shield 21)

Ice Cap (NEW) (Sonic 3) - the last tileset to be made for the pack, felt like an ice tileset was what the pack needed to round out the variety of environments. Bears some resemblance to L2 Polar and ONML Snow but the crystal lattice pattern brings some uniqueness to this tileset.


The Last Blocker (Ring 11)


Guest Tilesets by other authors

Green Hill Zone (Sonic 1) (by GigaLem) - the original GHZ tileset by GigaLem, a must for a Sonic pack.


69 and OUT! (Sneaker 3)

Launch Base (Sonic 3) (by timfoxxy and GigaLem) - the final zone from Sonic 3, where Eggman originally planned to launch the Death Egg into space.


Geronimo! (Sneaker 15)

Studiopolis (Sonic Mania) (by Plom) - A newer Sonic Mania zone reimagined by Plom, a bit of a studio based zone.


The Cascade Swimathon (Sneaker 14)

Press Garden (Sonic Mania) (by Plom) - A newer Sonic Mania zone reimagined by Plom, a newspaper press mixed with Japanese cultured terrain.


Dawn Treader (by Flopsy/Wafflem) (Sneaker 21)

Hydrocity (Sonic 3) (by Nessy) (NEW) - the water zone from Sonic 3, reimagined by Nessy, a bit of a water rollercoaster!


Detonator (Chilli Dog 12)

plus more special guests!

These styles were all submitted to the styles manager earlier this week and namida has updated all these tilesets so you can either download them from within NeoLemmix's styles manager or alternately, the styles are included in the download anyway.

Download the music pack for Gotta Go Fast here
https://www.dropbox.com/s/ip0arwol1n0vnxy/lemmings_presents_ggf_musicpack.zip?dl=1
(71 tracks, 282MB size)

Optional download
Includes a few custom sounds for the pack - note that this will play on all packs you play and not just this pack. It is optional to download this but it will add a few more sounds which will improve the player experience.
Alternative "Let's Go" - instead of saying "Let's Go", a sound of Sonic saying "HERE WE GO!" will play like he does in Sonic Unleashed when beginning a level.
Success jingle which plays the Japanese version of Sonic CD's post level jingle.
Failure jingle which plays the game over tune for Sonic Spinball.
To download these sounds, download the "optional_ggf_sounds.zip" and extract to your NeoLemmix folder. You will have to overwrite existing files.

IchoTolot

Congratulations on the release! :thumbsup::thumbsup:

Onto my "to-play" list it goes. :)  It will probably be a little while before I get to it, but I bet in the meantime some people will give you some backroutes to worry about. ;P

kaywhyn

I'm a bit late, and I've already did so on Discord, but I still want to post my congratulations on finally getting the pack released! :thumbsup: You've worked hard on it, and the preview images definitely shows that, as well as the huge amount of detail and contributions from various members. In particular, I especially like how you carried on the work of a pack that was originally started as a collaboration and finished the work after the other seemingly vanished. It might had taken a while, but you persevered and now the long wait is finally over. I admire this in people very much.

Thank you for the kind act of adding me to the credits, even though I didn't contribute anything or played absolutely no part in the creation of the pack whatsoever ;) GGF is definitely on my to-play list. Like you, I absolutely look forward to LPing the pack, which I will do in about a few months or so. Hopefully, it won't take anywhere near as long from the time I promised you I would play through MSB :P Hopefully it won't take more videos than SEB Lems, but no guarantees, if the fact that your first pack managed to stump me very badly in so many places is any indication to go by :laugh: We shall see, but surely the entire pack will take a lot of videos anyway, given that it's almost 200 levels :P
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

I've solved first two ranks. 8-)
I attached replays and here're some feedback.
Well it was a perfect choice for me to play this pack during the holidays. :thumbsup:
(as I mentioned on discord, we are having long thanks giving holidays so I have plenty of time to play lemmings.)
The preview images are already nice-looking but GGF was beyond my expectation when I actually played it.
There are bunch of awesome styles, backgrounds, custom sounds and great puzzles! not to mention that the musics are fantastic. :D
Especially I'm so happy that you presented so many nice tilesets featuring various types of water. I've really hoped there are more styles with waterfall object & transparent water so I can make/play swimmer puzzle which is one of my favourite types of puzzle.
The first two ranks were not too hard. I think I breezed though most of the levels. I expect the difficulty to be much higher toward the end though.

Rose Rank

Rose01 Here We Go!: Nice level to start off the pack! It's 10-of everything level so solving the level itself was easy. But the talisman wasn't easy at all. Especially the final wall is not climber-friendly, so I wasn't able to send climber over and mine from the right. I used some unobvious and fiddly tricks to achieve talisman using all the bashers. I think it's probably the hardest level of the 1st rank if you try to get the talisman. ;)
Rose02 Let's Get The Show on the Road!: Another 10-of everything level but with swimmer this time. I didn't use any swimmer though.
Rose03 Knock Knock Knockin on Eggman's Door: 10-of everything but with much more Neolemmix skills. I really love the design of the level here! :thumbsup:
Rose04 A Spring (yard) would be helpful here!: To get the talisman, I used stacker+walker / stacker+stoner staircase tricks since there is no clear way to get the crowd up with out miners. Very nice puzzle!
Rose05 Marble Garden Ruins: The terrain looks random at the middle. So it was not easy to make the path for the crowd without builders.
Rose06 Caught by the Sand(opolis)!: Nice usage of glider/updraft interaction!
Rose07 Helter Skelter: Again, the level itself is easy but getting the talisman is challenging! I was already familiar with fencer+platformer spiral staircase so it wasn't a big problem for me.
Rose08 Sing Little Lemmings!: I feel my solution is a kind of backroute. Since I used very little amount of skills. But I could be wrong and this level is just open-ended.
Rose09 I Don't Fall That Way!: Wow only jumper level! But that doesn't mean that the level is easy though. I needed to figure out which routes each climber had to take. And jumpers are always fun. :thumbsup:
Rose10 Antisociology: Nice fake-disjoint union. I simply released the blockers in clock-wise direction. The destructive skills were lenient but the constructive skills were very tight!
Rose11 King for a Day: This level looked intimidating at first but it's actually not so bad at all. If I tried to save all 4 crowd with the x-athlete superman lemming, I think I couldn't finish the level on time to get the talisman. Instead, I first save the bottom right crowd and used them to rescue the bottom left crowd. This save me a lot time!
Rose12 The Goldfish Bowl: I really love the design and all the blinking, shiny objects! Also the puzzle was quite nice too.
Rose13 Doorman: This level was quite difficult despite it being an open-ended level. I didn't use any shimmier though. I can see some nice shimmy-able terrain at the middle left, so I could have use some shimmier to send some athletes there!
Rose14 Random Acts of Kindness: I think I played you level from a contest with similar title. It was funny to see all the neutrals and zombies are trap in such a tiny places. I had to rescue all the neutral while avoiding zombies at the same time. I really enjoyed this one!
Rose15 You Gotta Go There To Come Back!: It's an open-ended but still I ran out of construtive skills quite quickly. I like the animation of the teleporter/receiver though!
Rose16 Hurry Up and Wait!: Another very nice level here! I needed to make safe fall for the upper crowd and after gathering them all together, I also had to clump them up to pass the trap with minimum sacrifice.
Rose17 The Lem's Too Strong: Single-lemming level! I love it. After I solved the level, I realized that I didn't have to collect the top left pick-up platformer since I didn't use it. So I suspect I didn't take the intended route.?
Rose18 Across the Ice Cap we go!: It's first time I play a level in NEW ice cap tileset, and I must say I absolutely love it. :thumbsup: It's so beautiful and I love the crystal hanging(?) things. The puzzle was also very nice. I ended up all the destructive skills and barely complete the level.
Rose19 Airbubble Chamber: It was quite difficult to make a staircase for the crowd. There are many precise assignments which are likely to be self-inflicted. :crylaugh:
Rose20 Around the Back of Shearing Hill Top: Nice puzzle still not too hard.
Rose21 Only in Dreams: This level remind me of a level from United(Water Maze2). Both of them require me to use various destructive skills to make a path while avoiding water, and the water is literally everywhere. Very fun and entertaining level to finish off the rank!

Shield Rank

Shield01 Perfect Situation: Now the skillset is restricted compared to the 1st rank. Getting the talisman was quite hard. The main difficulty were lack of constructive skills and getting through the complex terrain at the middle.
Shield02 Vegas Two Times: easier than previous level. Still it was a very nice level! The main difficulty of this level was making splatform for the crowd before I ran out of swimmer.
Shield03 Ride Across The River: Very nice level! It's only 1 of 5 different skill level but the level contains so many nice tricks. :thumbsup: I had to time the basher so the climber would not climb over and killed by the trap.
Shield04 Jumping across the Oil Ocean: Somewhat easy level for its position. still a very nice one.
Shield05 Lithuum Stretch: This is probably my favourite level so far! :thumbsup: I absolutely love how the swimmer lemmings swim under all the obstacle and make the path from the opposite side. I said I love swimmer puzzle with waterfall and this level is a perfect example. :thumbsup: :thumbsup:
Shield06 Saving Amy!: Another very nice swimmer puzzle! The most difficult part was saving the bottom left swimmers.
Shield07 Having A Blast: I think I found the main trick of this level: using jumper+bomber combo to destroy the bars so the worker lemming can keep platforming without hitting the wall and turning around. The only suspicious part is that I mine under the laser to avoid it. I have some leftover jumpers as a result.
Shield08 We Gotta Get Out Of This Place!: Nothing so hard on this level. I have plenty of skills, lenient save requirement and so many blockers to contain the crowd everywhere I want. I really like the vertical lava object though.
Shield09 This is How I Roll!: This one on the other hand, was quite tricky. I had to take advantage of mesh terrains to gain height. I used most of the bomber and barely solved the level.
Shield10 Happy Hour: Another one of my favourite levels! I had to think carefully on how to use destructive skills efficiently. I have no idea what the stoners are for though. ??? I didn't use any of them.
Shield11 Snow Way Out!: Yay! more Ice Cap level! This level was not too hard.
Shield12 Endless Bummer: Solved in about 5 mins on timer. 8-) The level was very huge and intimidating at first but it was actually not so bad. The main difficulty was lack of destructive skills. I have plenty of diggers but they were not very helpful in this level.
Shield13 Your Local Hero: Wow I liked how the 4 different specialists are trapped in different places of the level at the beginning and how every part of the level needs help from the different athletes. Saving the bottom left crowd was the hardest part. I think I used most of the stackers there.
Shield14 Run Like Quick Sand: Nice and easy 1 of everything puzzle!
Shield15 Painted Lines: Connecting the top and bottom terrain with stackers to keep diggers going was quite clever! Also the 100% save requirement makes the level challenging.
Shield16 Let's take a Hot Bath!: I enjoyed this level a lot too. I like the trick which using stoners to interrupt the platformers and gain additional height so the crowd can walk up the zigzag miner tunnel.
Shield17 Speed Dash Mountain: This is probably the hardest level so far in this pack, no left over builders and miners! After you figure out the main trick with shimmier+stoner, it's not that bad but figuring out that trick took me some time.
Shield18 The Omega Standard: likely to be backroute? I have bunch of leftover gliders and two builders. I like the design though! Getting through the level with very little amount of destructive skills were challenging.
Shield19 There's A Star in the Night Sky: Very clever 1 of everything puzzle! My favourtite part is using builder to the wall to turn around and digging down immediately. I didn't use the climber though.
Shield20 Back to the Shack: Another very clever puzzle! It wasn't easy to see that I had to dig down with the climber/glider athlete so the non-glider climbers can climber over without gliding.
Shield21 This is Lemmings!: Nice and difficult level also favourite of mine, well fitting as the rank finisher! :thumbsup: I ended up using all the builders. I think my solution could be not intended since I didn't use the right side of the level. My solution is played mostly on the left side of the level.

So far I'm very much enjoying the pack, and will definitely play more. :thumbsup: Let's see how far I can get during the holidays. :laugh: Of course I will play though the entire pack but after the holidays I think I have to slow down the pace.
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]

Silken Healer


Flopsy

For Armani
Spoiler

Thanks for your kind remarks, I'm glad the 4 years spent polishing this pack has been time well spent.

Rose 1 - I really like that talisman solve, considering that it uses blockers, I like that approach.
Rose 2 - The swimmers are just there to round out the skill set, I like having 8 skill types in a level even if one of the skills doesn't really fit the solutions.
Rose 3 - This is more of a Wafflem style level, he likes putting unlock buttons around a level. It's more of a dedication to him. I like how you went out of the way to spin the goal ring as well, these are optional ;)
Rose 4 - I'm learning new tricks just by watching your Talisman solves on this and Rose 1, they really are a revelation to me of things I didn't know about!
Rose 5 - Another nice Talisman solve :)
Rose 6 - Had to do an updraft level for this tileset in the first rank because people get confused about this tileset although the updraft animations never used to be on the sandfalls until now. Nessy helped me put the animation on the updrafts while keeping the sandfall vibe.
Rose 7 - this is probably the easiest Talisman so far because a lot of people would see the fencer+platformer trick.
Rose 8 - no back route here this is an open ended level, you just really simplified your route. I could put this as a talisman as well since the amount of skill types you used was next to nothing. I'm still looking for Talismans to add to this pack to add in an update.
Rose 9 - Thanks, I suck at single skill levels but this one really worked out. Technically it's not jumpers only though when you consider that the 2 lemmings have pre-assigned skills.
Rose 10 - Again this is open ended, there is no right or wrong way as long as it solves. Talisman added purely to encourage multitasking which can be a little fun.
Rose 11 - That's a very good idea, I didn't consider that you could use a freed crowd to work on the level also, shows how much better you are at solving levels than me.
Rose 12 - I think out of all the tilesets in the pack, this one had the most work done to it, there are loads of animated objects in this tileset because it's based on a casino. Nice 100% save on this one :)
Rose 13 - You are right, the climber + shimmier thing would make this level easier to do, you did this the hard way though and I could add a talisman for not using shimmiers now since you proved it is possible. Way to go.
Rose 14 - This level was actually rejected for the contest you're thinking of, this level was disallowed because the zombies were in fixed abode and were just fire objects essentially. However the level you're thinking of Random Acts of Nastiness (not Kindness) is in this pack as well and you'll see that much later! That level was actually made because kindness was not suitable for the contest.
Rose 15 - The reason you ran low on constructive skills was the idea was to mine the one way wall, instead you opted for your lower route though the one way wall which was heavy on platformers. Nothing wrong with this solution though, nice to see your alternative approach. Thanks for your nice remarks on this tileset, this is the oldest tileset in this pack (seeing as it is in SEB Lems too) and it has really matured well in this pack.
Rose 16 - another potential for Talismans here, your constructive skill usage here was top notch. I liked the builder bumping head after single brick technique.
Rose 17 - WOAH I did not know a jumper could shimmy like that on the conveyor belt, that is why you didn't need the platformer in the second half. I think just for knowing that obscure trick I shouldn't take this solution away from you, I could always make this a Talisman again. However what you did with the Digger was a back route, I overlooked that.
Rose 18 - I like how this solution does not go over the top of the loop, instead you just go through the bottom of the level instead. I typically don't back route fix Rank 1 levels anyway, not that this is a back route, it's a clever short cut.
Rose 19 - Did you not notice there was 10 Lemmings and 10 Climbers on this level? You made this a lot harder than it needed to be. But at least I could make a Talisman out of this.
Rose 20 - This is kind of a puzzle for the end of the Rose rank, just something different to X of everything :)
Rose 21 - This is just a boss stage really, you get unique music on these levels. Nice Talisman solve again here.

Shield 1 - Yeah, a lot of lower X of everythings now. I liked this Talisman a lot, proud of this one.
Shield 2 - This level isn't too bad if you're used to "rush to save the trapdoor" style levels.
Shield 3 - This was a very old contest level from a while back, you were required to only use 5 skills once each. I think the level size was an important factor too.
Shield 4 - Because I only allow one level in each tileset per rank, we will get situations like this where the difficulty might spike or the opposite, a level which is easier than the others around it. This is a good example of that.
Shield 5 - I like this level a lot too, it's such a nice looking level and Nessy made this tileset for the pack, it's a strong tileset.
Shield 6 - The Labyrinth tileset is pretty much all Swimmer puzzles IIRC, so you can expect at least one swimmer puzzle per rank.
Shield 7 - Because you didn't use the Blocker, I might make this a talisman. It's a clever solution. Usually you should go to the left and block and then do the same thing just lower down.
Shield 8 - wow, nice job saving 42 out of 50. I'm starting to worry about the later levels if you're saving more lemmings on these earlier levels.
Shield 9 - my solution is heavy on platformers in this level, yours is less so. I didn't think the mesh would be that strong on this level, my solution has no mesh usage whatsoever!
Shield 10 - I had the stoners to help with zigzag miner staircases, I know of some people who would find Stoners useful in those scenarios, in fact you use a trick like this in Shield 16 with platformers and stoners in zigzag miner tunners. I love the design of this level, it's a clock face :)
Shield 11 - again if you can solve with less than 4 of any skill, this is a freebie :)
Shield 12 - I really like how you ignore certain skills in levels like this, it makes for interesting Talismans I could add, like here you didn't use any diggers or platformers :)
Shield 13 - this could have been a contest level but I decided not to enter that contest in the end, it was the disjoint union rule where they all had to meet at the same exit, so not quite disjoint, I think the rule required communication between the different quadrants too, hence why you're required to take the specialists (ie. local heroes) different areas to their own.
Shield 14 - I think this solution is forced.
Shield 15 - I didn't know you could save a floater here, I might remove 1 floater from the skillset here.
Shield 16 - I'm proud of this level, I like how you start with no skills and you have to take the long way around (and you asked why stoners were needed in Shield 10 :P )
Shield 17 - Despite this being as hard as it is, me and Nessy felt this belonged in Shield. It really becomes trivial when you figure out how to get up the level.
Shield 18 - Yes you did find a short cut at the beginning and it made the level seem easier, I might fix this up so the intended is forced.
Shield 19 - nice solve, I think the Climber is meant to be a red herring.
Shield 20 - thank you, this level is a personal favourite of mine, it's the Back to the Future level of GGF. There was also one in SEB Lems.
Shield 21 - I don't think there's a lot wrong with the route you took, it's not really worth fixing this if you still enjoyed the level. This level is just poking fun at the mobile version of Lemmings, it's very blocky and the level is shaped like the mobile levels.

Very good start here, and thanks for some quick feedback, I wasn't expecting replays so soon.
Some more great Talisman ideas from some of your solutions.
There are some things to fix like Rose 17 however.

I look forward to seeing how you get on with the rest of this pack and I feel there will be back routes galore

Armani

More replays incoming!
I solved 3rd rank today. :laugh:
The difficulty felt somewhat similar to first two ranks at the beginning but it becomes harder and harder toward the end of the rank.
There are another batch of really nice levels here!

Ring Rank

Ring01 Casino is the Night: The first level was quite hard. RR is maxed out in this level and it seemed there's no obvious way to contain the crowd. Even after I contain the crowd somehow, it's again not easy to get the crowd up to the exit. There're several precise assignments in my solution; containing the crowd + making a little step up toward the right with well placed miner / falling bomber to make additional step up. I didn't use any walker so it could be a backroute but still it's was a difficult one.
Ring02 Street of Orange Light: Nice 5 of everything one. This level was far easier than Ring01.
Ring03 It Isn't Over!: One of my favourite here! I have to say using the digger to release the both crowd + letting all the lemmings walk to the right by taking advantage of slope is really clever! :thumbsup:
Ring04 Unplanned Roadworks: This level could be impossibly-difficult if you don't know the two diggers canceling each other trick. But I'm aware of that trick and nothing too difficult for me!:evil:
Ring05 Lemmtris featuring Hydrocity Zone: Is this level also based on mobile version of lemmings? ??? It's also very blocky and vertical. I would say the most difficult parts of the level were saving the bottom crowd and pushing the top button.
Ring06 Climbing the Wall: This level has very interesting layout. And I like how the level requires me to bounce the miners off so many times to make super-long miners!
Ring07 Fight or Flight?: I'm almost certain this is a backroute.:evil: My guess on the intended solution: send two climbers to the left and assign the blocker to one of them(which will be the only sacrifice) and send another guy to the opposite side with a shimmier. Then send one more climber to the right, build and platform from both sides to cover the lava gap and finally mine the crowd out. ;)
Ring08 Reach for the Stackers Nessy!: I played Nessy's Lemmings Destination and I found out that Nessy tends to be a traditionalist and his levels feature mainly classic 8 skills. But I also found out that out of Neolemmix exclusive skills, he loves to use stackers and platformers in some of his level. So I'm not so surprised the level dedicated to Nessy features a lot of stackers.
Ring09 Sacred Hearts Club: First one of everything level of the rank! It's very cool and I love the usage of the builder to break the fall for the upper crowd and do the dolly dimple trick at the same time!
Ring10 Homewrecker v2: Another very nice consecutive one of everything level! Not too hard since it's quite clear where I should use some of the skills like shimmier, platformer, stacker and basher.
Ring11 The Last Blocker: Pretty nice symmetric level here! I love the jumper+bomber trick to release the blocker.  :thumbsup:
Ring12 Do It With Love: This level is easy for its position I think. or possibly I just backrouted the level since I didn't use the stacker.
Ring13 I Can Do It Without You: Very nice level! This level presents many different ways to gain height using various skills. First I used a stacker to let the normal lemming out from the left, I stoned him at the edge of the platform so one builder is enough to cover the gap, and I used finally build+climber bomber combo to the exit.
Ring14 Do You Wanna Get High?: This level was deceivingly tough. The hardest part was containing the crowd and releasing them later. Placing a blocker at the slope so the lemmings can pass through him from the left but not from right is very clever. I also liked the fact that the final lemming spawned is the one who release the crowd. ;)
Ring15 Orange Dream: Another favourite of mine! Not too hard but it has an elegant solution and the design looks nice! I realized that some of your levels have orange bus-terrains. Is that bus something related to Sonic series?
Ring16 Sandopolis Cathedral: Another very nice and satisfying solution. My favourite part of the level was cloning the miner and builder in specific positions to save some skills.
Ring17 Welcome To Flpadopolis: Somewhat easier than levels around it. still a nice one though!
Ring18 Static Space Lover: It's much harder than the previous one. The builder is very limited and that makes the level difficult. I made a bomber hole at the wall and sent a glider there and used stacker to break the fall for the upper crowd. I think there's no other way to let the upper crowd down since we have very limited amount of builders.
Ring19 Out into the Yard!: It's 4 of everything level and I thought the skillset is lenient at first, but not at all actually! I ended up using all the skills other than few blockers.
Ring20 Lems At Work: This one was quite difficult. Saving the bottom two lemmings was the hardest part. I have a leftover digger though.
Ring21 Let's Ride: Like you said, every rank so far has some swimmer puzzles and they are only getting better and more challenging. :thumbsup: It's by far the hardest and my favourite of them. I can't wait to play higher ranks and face other swimmer puzzles. I like how the normal crowd can do almost nothing and need helps despite them being way higher than the swimmer crowd though. :laugh: I think I haven't assign any skill to normal lemmings other than the first builder.
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]

mantha16

welp as per usual im already stuck in the first rank ha ha ha ha but I wanted to comment I really like the no effect intereactive objects and may put some into telelems if i can be bothered to put in the work so i may be asking for help at some point :D

Flopsy

Quote from: mantha16 on September 21, 2021, 11:31:05 AM
welp as per usual im already stuck in the first rank ha ha ha ha but I wanted to comment I really like the no effect intereactive objects and may put some into telelems if i can be bothered to put in the work so i may be asking for help at some point :D

namida helped me code most of these objects but the nxmo files for the corresponding objects in the flopsy styles should give you an idea what to write.

Flopsy

At Armani's Ring replays

Spoiler

Ring 1 - wow, another solution which completely wipes out a skill type entirely (walkers). You're good at simplifying solutions.
Ring 2 - again like with the Oil Ocean level in Shield, there may be some instances where levels were out of place. Like this may be easier than Ring 1 but this level might have been deemed harder than "We Gotta Get Out of this place" which was the Lava Reef level from the previous rank.
Ring 3 - thanks, I do like making good 1 of everything levels. There are a fair few of them in this pack and SEB Lems has a fair few as well ;)
Ring 4 - ok this is a back route for sure, you weren't meant to use that area below the exit, that was added for decoration, I'll have that fixed for the next update though.
Ring 5 - you know what, it's actually nothing to do with mobile Lemmings but funny that you make that association. It's actually based on a level from Lemmings 3D called Lemtris and it's actually a sequel to a similar level in SEB Lems.
Ring 6 - thanks, I do like making use of Blockers in interesting ways in this pack in general. This is just one of those levels which shows off a bit with Blockers :)
Ring 7 - yes, a clever back route here though. Luckily it's an easy fix, and yes the shimmying thing you suggested is on the right lines.
Ring 8 - well Nessy as a tester always made mincemeat of my levels with back routes whenever there was even a single stacker in the skillset, it became a bit of a running joke to the point where I was saying "there are stackers in this level, so go easy on me :P". I decided to make a stacker dedicated level just for Nessy and dedicate it to him.
Ring 9 - your solution is significantly different to mine but I like your solution as well. Both use all of the skills anyway.
Ring 10 - 100% intended here, this was a level which was originally in SEB Lems but got removed. I managed to make this puzzle in GGF instead with the shimmier (hence the v2 added to the end of the level title), there are more levels like this as you go along in the pack.
Ring 11 - 100% intended again, this is called The Last Blocker because it was actually the last puzzle level made for the pack (with the exception of Toolkit level 21, which is the true last level made for the pack).
Ring 12 - nothing back routey here, the stacker was just there to help the level be less precise with the miner assignment, the stacker could extend the wall in the basher tunnel so the miner can go a little further and lower hence making the wall ascendable with less precision. I guess I could make a talisman for not using the stacker, you're helping make the talismans in this pack! You use a stacker in Ring 19 to make a miner tunnel assailable, it's kind of similar to what the stacker was meant for in this level.
Ring 13 - nice solution, again nothing unintended here. The level title is referring to the fact that the climber lemming is not really needed to get the Lemmings to the exit until the very end of course!
Ring 14 - my solution manages to contain the crowd without using platformers, just the stacker and the blocker but one Lemming does get past the stacker to the right so I have to use an extra platformer anyway. Both solutions lead to the same result ultimately :)
Ring 15 - no the buses have nothing to do with Sonic, I work as a bus driver and these are actual art based on the buses I drive provided by the bus company I work for. I thought the buses make nice additions in some levels and I even have them in various different colours. This level used to be entirely orange terrain but I changed the steel to match the GGF standard steel.
Ring 16 - very nice solution, pretty much the route which should be taken through the level and you managed to save a digger but it's the intended solution anyway so doesn't matter.
Ring 17 - this is a back route unfortunately which might explain why you thought it was easy, you have taken a route which wasn't intended and I'll have to fix this.
Ring 18 - intended solution here, well done. The bomber and stacker trick was intended.
Ring 19 - this level you used a stacker trick which was meant to be used in Ring 12. Also woah, that shimmier then blocker trick was mind blowing. If this is the way you think then this pack will not stump you in any way! I don't have a set solution for this level, the main level trick is trying to ascend when you work your way left again towards the exit and you did this very well.
Ring 20 - WOW this solution is so awesome. I like how you made the Lemmings go all around the level, this is way more complicated than my solution but well done on finding this alternative. It's nice to know there are more solutions than one to this level.
Ring 21 - very well done here, you made this level look so easy. Wafflem would be proud if he was here to see your solution to this level. I'm glad you're enjoying the Swimmer puzzles, I found them very difficult to make.

Keep them coming, these are great solutions you've found.

Armani

I've played two more ranks!
replays attached. 8-)

Sneaker Rank

Sneaker01 Stuck in the Middle With You: Nice level to start off the rank. Once I saw that the climber lemming have to take the top route so he can build from the opposite, this level wasn't too hard.
Sneaker02 We All Mine Down!: This can't be intended.:evil: My solution is just mine, build and exit!
Sneaker03 69 and OUT!: I attached two different solutions. First one, I'm quite sure is a backroute since I have too many leftover skills. And I think the second solution is intended. I used stacker+platformer to contain the crowd and the platformer is also used to connect the basher. Very nice level! :thumbsup:
Sneaker04 Ket's Play Some Games!: This level is from a contest which I entered for. So I'm familiar with this level so it was a quick solve.
Sneaker05 The Lemming Waterfall Connection: Another nice level with cool concept! It was very interesting that both crowd need to help each other and I had a lot of fun playing this level! :thumbsup:
Sneaker06 Harpenden Square: This seems not intended. I didn't use pick-up skills near the exit.
Sneaker07 Get Up and Fly Right: I had to bash the OWW out first and then platform over the gap to the exit, but then the crowd fall to death before the platformer bridge is finished! So I had to use basher somewhat higher so the crowd can't walk over and later they can release themselves with a builder. That's really clever trick I would say!
Sneaker08 The Edge of Glory: Ice Cap levels never disappoint me! :laugh: I first thought that I had to send two lemmings to the opposite site and use jumper+bomber to make a bomber hole at the wall and start bashing from there. But it was not.
Sneaker09 Your Latest Trick: It was a nice 1 of everything level. The hardest part for me was dealing with the high RR. Not sure if the digger+bomber to hold back the crowd from going to the left is intended but anyway very nice level!
Sneaker10 Rescue Plan: Another fun level! The fact that every hatch is blocked by different kind of OWWs so you have to use different methods to break through them is interesting!
Sneaker11 Flow Rider: I'm not 100% sure if this is intended as I have some leftover skills, or this level is open ended.
Sneaker12 Sector 4T Lemmings: My first approach to this level was just send a climber to the top and just dig, build, mine and clone. But the gap was quite wide so the two cloned miner didn't go well. And my second approach seems intended. The hardest part to see was leaving digger+jumper turn around point for the climber after he glide down near the exit area.
Sneaker13 Let It All Hang Out: This level is one of my favourites! I especially love the part where I had to destroy the stacker wall before the two climbers come after they turn around. I think that's the only possible way to prevent the gliders from going to wrong direction. very very clever! :thumbsup:
Sneaker14 The Cascade Swimathon: I think struggled with this level little bit. I ran out of skills quicker than I thought! After I realized that two builders+ two cloners are enough for the final exit part, I managed to save enough skills for the rest part of the level.
Sneaker15 Geronimo!: Another favourite of mine in this batch! It has very nice design and satisfying solution!
Sneaker16 Shining Light: Another very nice level! I used final cloner at last just to meet the save requirement but other than that I think my solution is mostly intended. It was hard to see how to avoid the trap at the top. Using builder there seemed too expensive so I tried to find if there is another way to avoid it and the stacker+walker was the correct answer.
Sneaker17 Full Circle: Probably not intended. I didn't use the telporter!
Sneaker18 The Sonic Mini: This level reminded me one of Namida's level.(Mini mayhem from LPA) Both level has "mini" in their names and both levels have minimum height! Getting everyone up to the exit area was quite tricky since the we are quite low on destructive skills.
Sneaker19 Watch Them Fly Sundays: Okay this might be a good candidate for a backroute of the century! :evil: I abused the fact that it takes some time for a glider lemming to open his parachute. I just positioned the stoner carefully and dig away part of stone so all the glider lemmings pass through the updraft. Because this is obviously a backroute and super quick solve, I play this level again assuming that I can only use the stoner very late and actually this level turned out to be one of my favourite level! :thumbsup: I love how to isolate two worker lemmings and prepare the path for the glider lemmings. The highlight of this level is in my opinion is making a turn around point for the gliders with blocker and stoners.
Sneaker20 Jardin de Flopsy: Another very nice level! The hardest part for me was to time the second climber so he can make a climbable wall for the first climber and also he can land on the platformer that the first climber built. And come to think of it now... I didn't need to do the timing things if I used leftover walkers. :forehead:
Sneaker21 Dawn Treader: This level looked intimadating and very hard at fist glance but it was not that bad. I could probably use the bottom route for the left crowd instead of bashing through the tree and that's why I have some leftover skills.
Emerald Rank

Emerald01 Bad Day at Faraday's: The hardest part was saving the bottom middle crowd. I have a leftover cloner and I think that was meant to be used to clone the stacker to contain the bottom crowd.
Emerald02 Four Little Lems: This level also has very interesting concept! :thumbsup: Three specialists are trapped in different areas and you have to decided which one to save first.
Emerald03 Fun With Flags: This level is from a contest I entered for and I remembered the solution exactly!
Emerald04 Be Back In A Moment: I like that this level force me to use every floor of the level. After I found out that I have to bash and fill the small gap with a stacker for the worker lemming from the upper floor, rest of the solution came to me naturally.
Emerald05 Jump For Joy!: I think this is the hardest level for today. I first try to cheese through the ceiling with the normal lemmings and ignore the bottom athlete but it didn't work. I like the way to make stepping stones for the bottom athlete by stoning the fallers. :thumbsup:
Emerald06 Sit Next To Me: The blocker position for the bottom crowd is very clever! It prevent all the climbers climb up to the spikes and also it got released later by the digger from above.
Emerald07 Bury Those Feet in the Sand: I don't think this is intended. I have so many leftover skills and I think there is more interesting solution than this using the bottom left area of the level.
Emerald08 Harden The Paint: This was considerably easy for its position, but it's always good to have some breather levels here and there. ;)
Emerald09 Pinball Wizard: This one was pretty hard and also very satisfying to solve! I absued the mesh terrain to the max to get the crowd up but still end up using most of the skill.
Emerald10 Pick A Part That's New: attached two solutions. Second solution is simper but I like it more, because miners are always fun and bouncing off the miners are even more fun. :laugh:
Emerald11 The Curse of Lady Bay: Getting up the level is the hardest part of this level. This level provide lots of skills but you can't waste them, especially constructive tools are very precious here.
Emerald12 Random Acts of Nastiness: And another level from a contest I entered for! And the level I was confused with Rose14 Random Acts of kindness. Back then when the contest was on playing phase, I think I made a digger pit to trap all the zombies, but I used two stackers to make a zombie fence this time!
Emerald13 Dance Like A Fire: I absolutely love this level! I love that multiple worker lemmings glide down to various locations to make splatforms on each floor simultaneously. It's very satisfying solution to pull off!
Emerald14 Death and Destruction: It's probably not intended. Maybe I could send the athlete to the bottom, bash and build+clone, and then prepare path for the crowd from the opposite.
Emerald15 Life on the Nickel: This level was another very hard level. The hardest part was finding the way to get the crowd up through the downward arrow near the exit.
Emerald16 Down the Hillside!: This level was a quick solve since I already familiar with the bomber insede the digger hole trick. It's very nice level anyway.
Emerald17 The Eskdale Drive: I used two jumpers at the beginning so the first lemmings has enough head start to finish the stacker and only one lemming can slip by. Not 100% sure but I think the swimmer is just a red herring since if someone dive to the water, I have to mine him out later and I think 1m 30s is not enough time to do all those things.
Emerald18 Tabloid Superjunkie: This is deceivingly tough level. It's very unobvious how to get the crowd up to the exit. I was strongly tempted to use a bomber at the beginning to contain the crowd, but I wanted that bomber elsewhere so I invested more diggers instead.
Emerald19 Confessions in the Pool: Best level for today! :thumbsup: Everything falls in to place perfectly and I love how the normal crowd and two swimmers help each other to get through the level. I also love stacking multiple times at the end to keep the miner going!
Emerald20 Loyal Like Mark and Alice: Dealing with 99 RR was the hardest part. Rest of the solution was quite obvious that I had to make a long miner from the top to the bottom.
Emerald21 "DMA" the Movie!: A very nice 2 of everything level!(unless we include the pick-up skill) Managing the camera-shaped terrain was the hardest part for me. There is a plethora of possible ways to get through the camera terrain, but most of them end up failing the level in the big picture. I also really love the epic music here. :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]

Flopsy

For Armani Sneaker replays

Spoiler

Sneaker 1 - Nice level to ease into the rank, I can see that the timing literally is on a knife edge with your solution also.
Sneaker 2 - indeed that is a back route, this level was always a little vulnerable and you've just proved that it is not quite there yet in terms of back route fixing.
Sneaker 3 - yes the second replay is intended but thanks for finding the back route as well. That shall get fixed :)
Sneaker 4 - yes, this is a contest level and your solution is fine :)
Sneaker 5 - brilliant solution here, I like how you start your fencer/miners in bomber tunnels along the waterfall, that was very smart. There's enough skills to go for the "Call in the Bomb Squad" approach too if you didn't think of doing it the way you did.
Sneaker 6 - yes, this is a back route again. I need to fix it so the pick up skills are used because the level trick is in those skills.
Sneaker 7 - and....another back route, while your solution did use all the skills, it was not the one I wanted to see.
Sneaker 8 - your solution is just an alternate way of doing this level which is acceptable, as long as you jumped a Lemming over the top of the level. I'll make the blocker save a talisman ;).
Sneaker 9 - this is another back route sadly, it was not the intended solution.
Sneaker 10 - this solution is ok, pretty much anything which solves is ok since it is open ended.
Sneaker 11 - I'm actually going to adopt your solution because you make it much simpler. The skills saved here are amazing, well done. You really do these water puzzles well :)
Sneaker 12 - I didn't realise the Blocker was outright useless in this level, I guess I could remove it entirely. It was in case the climber lemming managed to climb into the digger tunnel and climb up to the left of the trapdoor but you can avoid that by making the digger a blocker but I guess you make this level seem better without the blocker.
Sneaker 13 - Nice solution here, pretty much intended.
Sneaker 14 - Nice job here, the solution is intended and you saved a platformer :)
Sneaker 15 - 100% intended, well done.
Sneaker 16 - you did something unintended at the end of the level which lead to the cloner not being used so I had to fix that. Other than that, the solution was very spot on :)
Sneaker 17 - OMG that solution is elegant and so simple compared to mine. I am implementing that solution instead, except I am swapping the Stoner use at the top for a Blocker so it rounds out at 2 blockers and 2 stoners. Another nice job here. You weren't meant to use the teleporter, you were supposed to take that route.
Sneaker 18 - Very nicely done again, intended.
Sneaker 19 - ok that back route is pretty impressive, you need to know a lot about glider mechanics to see that one though. Anyhow, I've fixed that to ensure no cheapness like that can happen again. Your second solution is pretty much the intended route though. Nice job!
Sneaker 20 - Major back route here, you weren't meant to get through the one way down arrows that easily at the bottom centre of the level. I'm still currently trying to fix this.
Sneaker 21 - nice ending to the rank, the route is intended, you chose to not use the right crowd to work and instead opted for the left and that's perfectly fine.

For Armani's Emerald replays

Spoiler

Emerald 1 - Yes you are right, you were meant to use the cloner there. Other than that, very intended.
Emerald 2 - Yes, it's very similar to Your Local Hero in Shield. This is an open ended level anyway.
Emerald 3 - Yep, this level looks even better now with the secondary animations added to the tileset as well :)
Emerald 4 - Very well executed solution here, I'm happy you used all of the space available to you to be honest, my solution avoids the bottom level entirely I believe.
Emerald 5 - 100% intended solution here, well done. I really like this solution myself, my favourite jumper level in the pack.
Emerald 6 - I guess this just goes to show that I can't enforce what I was trying to do on this level :(.
Emerald 7 - Yes, a naughty back route indeed, luckily I can just make the one way wall at the top point upwards and that stops that in its tracks!
Emerald 8 - intended solution well done.
Emerald 9 - very nice solution there, I don't even mind the mesh abuse. It's a nice shortcut but you still had to go find the buttons so I guess it's not too back routey.
Emerald 10 - Well both replays are actually back routes, it's not what you did with the bouncing miner which was wrong, the bottom crowd didn't take the correct route through the level. Anyway I've fixed both.
Emerald 11 - This level is deceivingly difficult despite the skill set, you used the terrain very well in your solution, well done :)
Emerald 12 - I like how you solve this level a different way, I remember my jaw was dropped at your solution which you submitted during the contest. Both solutions you did are good :)
Emerald 13 - Again, this is intended. Glad you enjoyed this level, it was fun to make this level as well :)
Emerald 14 - ah yes, a nice back route there. It's easy to fix luckily.
Emerald 15 - nice solution here, you made things harder for yourself by using both blockers at the start of the level. There is a way to use just one, hence why you had to resort to cheesing through the one way arrows. I'm not going to disallow this though, it's a good solution still.
Emerald 16 - nice solution which negates the climber entirely. I've put the no climber use as a talisman. Your solution is almost the same as mine. I just use the climber and jumper to turn a lemming around using the ski lift terrain above.
Emerald 17 - your solution is actually a back route that's why. I've managed to fix it though so no worries there.
Emerald 18 - nice solution here, you clearly saw the bombers were needed for the end and that was good :)
Emerald 19 - Again, nice solution here, this is pretty much intended. I'm not bothered that you had skills leftover, I'm learning to expect that from you now :P
Emerald 20 - Nice, your solution is practically a carbon copy of my solution. I guess that means it is very back route proof.
Emerald 21 - Your solution is a little different to mine but you ended up doing the same thing mostly and this is intended.

Very good stuff here, well done :thumbsup:

Armani

SuperSonic Rank finished!
This rank is quite a big step up in difficulty from the earlier ranks, which is good :laugh:

Super Sonic Rank

SuperSonic01 Andover Sonic Speed!: The first level was not that hard. I managed to get the crowd up to the exit with several leftover skills.
SuperSonic02 Aphrodite: Harder than the first level but stilll not too bad. At first, I assumed I needed to use dollydimple trick at center of the level, but it didn't work well. It turned out that I don't need that trick and just need to build twice to get out of the pit and it was smooth sailing after that.
SuperSonic03 Funnel Cake: Very nice and also difficult level! :thumbsup: I like how the platformer stacks are used to connect the digger, and also really love using two stackers to cover the entire trigger area of the exit so the climber lemmings can freely climb over the exit trigger area.
SuperSonic04 Past the Point of Delrium: Probably one of the most difficult level so far! It was clear that all 4 builders have to be used to cover the water gaps, which means I can't use any builder elsewhere. The most difficult part to see was that I need to time the second climber so I can build to the upper platform and bash to the right so the crowd can get up using the mesh terrain. I have a blocker left, but I reckon my solution is not a backroute and it's there to reduce precision, hopefully!
SuperSonic05 Something in the Way: This one on the other hand, was too easy for its position. And my solution feel somewhat unintended.
SuperSonic06 Do We Chill Well?: I attached two solutions. I feel like the first solution is intended. :laugh: And the second solution is just a challenge variation of the first one saving one blocker.
SuperSonic07 Palace Of Excess: Very nice level again! :thumbsup: You only have one climber after you assign climber to all the bottom lemmings. So that means the only climber from the upper hatch have to save both bottom crowds. Realizing that was the key to the level and rest of the solution comes together nicely!
SuperSonic08 Say It Ain't So...: Somewhat challenging level. I saved one more lemming have a leftover blocker. I think I could use the digger+blocker tricks so the crowd can pass underneath the blocker's trigger area instead of digger canceling trick I used in my solution.
SuperSonic09 Flo's Labyrinth: One of my absolute favourite levels from this batch! :thumbsup: :thumbsup: I love how all part of the levels are connected each other and all the three crowds from different hatches have their own missions in this level: normal top lemmings have to help swimmer lemmings to go top of the level to push the button, and disarmer lemmings have to reach the exit area first and disarm all the traps before the other two crowd reach.
SuperSonic10 Do You Believe in Magic?: I attached two different solutions. For the first one, I suspect it's intended. I love the variation of dollydimple trick to contain the crowd while sending a worker lemming to the bottom of the level. :thumbsup: For the second solution, I'm sure it's not intended as I didn't collect the pick-up stacker and didn't use some of the skills.
SuperSonic11 The Odd Couple: I don't think this is intended. I didn't collect the pick-up builder and disarmer lemming didn't disarm the trap and just bypass it.
SuperSonic12 So Far Away: Another backroute here! :evil: So many leftover skills!
SuperSonic13 Grey Will Fade: This was a pretty good one! :thumbsup: This level requires various kinds of blocker tricks in order to complete and it's satisfying to watch all the worker lemmings cooperate each other to push all the buttons and make the safe path for the crowd in time.
SuperSonic14 Blowing my Stack: This can be quite difficult level if you don't see that the one bomber can make the both left and right wall climber-friendly at the middle. That was the hardest part for me. 
SuperSonic15 Just Looking: Very nice level! The design is beautiful and the solution is extremely clever! :thumbsup: The last part is a highlight of this level for me. Placing two miner tunnel closely so you can get the crowd up with a platformer not a builder!
SuperSonic16 Little Sahara: This also a hard level. Especially I need to do lots of fiddling with digging tools and blockers at the exit area.
SuperSonic17 Island in the Sun: This level was somewhat easy for me. Still I like how the multiple floaters+gliders are float/glide down before the crowd and make the way to the exit in time.
SuperSonic18 The Big Fat Greek Level!: I think my solution is mostly intended. Although letting the climber just fall into the lava after collecting pick-up shimmier is questionable. ???
SuperSonic19 Error 77C: Very huge and intimidating looking level, but it was not too bad and I enjoyed it a lot! :laugh:
SuperSonic20 Heavy Fuel: I think this level can be very difficult if you don't see that the well-positioned bomber can let all the three crowd(top two and bottom left) get into the spaceship where the teleporter is, since the destructive skills are very limited in this level and you can't waste any of them. I like the design of the level very much though! :thumbsup:
SuperSonic21 Can't Stop Partying: Very nice and epic level to finish the rank! Figuring out which lemmings can access to which exits was tricky as for some of the lemmings getting to certain exit is way more expensive than getting to another exit!
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]

Flopsy

Armani's Super Sonic replays

Spoiler

Super Sonic 1 - Back route right off the bat, kind of my fault for allowing for that route to be taken though.
Super Sonic 2 - Well actually that was the trick I was trying to enforce, you shouldn't be able to use the glider to sail by that section so I've fixed that.
Super Sonic 3 - Intended solution, well done :)
Super Sonic 4 - This is intended, I can't remember myself where the blocker is meant to go but the main trick was to stop the diggers with blockers such that they are still passable for the main crowd.
Super Sonic 5 - Yes, this is a back route, this level was meant to be way more complicated than that. Nice find though
Super Sonic 6 - Intended solution for both really. I like the Blocker save. I'll make that a Talisman :)
Super Sonic 7 - 100% intended, well done :)
Super Sonic 8 - you found a way to save a Blocker which I'll make a Talisman for, you were meant to use it where you doubled up on the diggers and it would be like in Super Sonic 4 where the crowd can bypass. Intended otherwise :)
Super Sonic 9 - here we are at the water level again, another Talisman for saving 44/45 implemented. Amazing job on not needing most of the blockers! Nothing wrong with the solution.
Super Sonic 10 - first replay is 100% intended, second is a nasty back route. Thanks for finding it.
Super Sonic 11 - yes that's quite a nasty one, I've put a time limit in on this one now to enforce the intended solution (hopefully!)
Super Sonic 12 - that's broke the level quite badly. I'll have to fix this one later. Nice find though.
Super Sonic 13 - this one is intended, well done. I'm happy with this level because it has no constructive skills.
Super Sonic 14 - again, intended solution you just found a more stacker efficient way to solve which is good :)
Super Sonic 15 - intended solution well done, I think the extra Swimmer is in case you want to multi task both sides. Thank you, I like that trick near the exit too and I'm happy that the intended solution seems to be enforced.
Super Sonic 16 - another level with leftover blockers! The solution is intended anyway, you just seem to find ways which don't use Blockers.
Super Sonic 17 - perfectly acceptable solution, you got the gist of what the level was requiring. You might find this level easy but it's a late Super Sonic level for a reason, it's a Hard for Flopsy level in a way! :P
Super Sonic 18 - even though you used all the skills, this is a mega back route. I have to fix this one too.
Super Sonic 19 - very good solution here, I don't often make large levels like this anyway.
Super Sonic 20 - again a Blocker save, intended solution still though. This was going to be a contest level but I decided not to enter this level at the last minute.
Super Sonic 21 - even though you have skills leftover, it's still a good solution. I feel this level is hard enough without me taking skills away. Nice job here.

Chilli Dog awaits, the hardest levels are in this rank!

joshescue18

I solved the first two ranks.