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Messages - The Tomato Watcher

#1
Just now getting to checking everyone's replays. There are indeed no more major backroutes! Yippee!

Thanks to everyone for sending replays (and for all the kind words and general feedback). :D
#2
You asked for more levels from me, so you're getting more levels from me! :D

Planned Features:
  • 30 levels split across 3 ranks--14 levels (4 of them repeats) made as of 05 JAN 2026
  • Similar difficulty to Sweet 'N' Sour Lemmings
  • A focus on original skills and tilesets with some limited use of other skills/tilesets
  • More music composed/arranged by me!

Here's some levels I've already made (which are, of course, subject to change as backroutes are found or if I later decide to scrap some):

bewarepipeline.png
"Beware of the Pipeline" / "Double Duty"

polarvortex.png
"Polar Vortex"

fourhorsemen.png
"The Four Horsemen of the Apocalypse"

theserpent.png
"The Serpent"

No promises on a release window (or even meeting my own goals), but I will try to give updates on my progress somewhat regularly and answer any questions/consider any suggestions.

If anyone is interested in being a playtester, not just for finding backroutes but also for providing difficulty feedback, shoot me a PM!
#3
Accidentally left something in Sour 2 that I thought I made impossible forever ago, oops. Had to patch it again.
#4
Apologies for the silence, but I very much appreciate the feedback (and the playthrough). :)

Just got around to releasing another version. Hopefully any backroutes are at least somewhat minor now. :P

The affected levels are Sour 2 (Sweet 3) and Sour 5 (Sweet 2).
#5
Got around to finishing Version 4 :)

I reverted the (dumb) layout change to Sweet 1/Sour 1 and simply altered the skillset for Sour 1. I also altered the terrain of Sweet 3/Sour 2 and changed the skillset and other properties quite a bit for Sour 2, so hopefully it's a little more backroute-resistant now. I also simply made the backroute the intended solution on Sour 4. I appreciate everyone's kind words about the pack a whole lot, so thank you.  :)
#6
My apologies for the bitterness, that was uncalled for :( I need to learn to step back from the keyboard for a bit when I get frustrated.

I appreciate the kind words from you both. And Guigui, that is indeed essentially the intended solution for Sour 2. Thank you SO MUCH for your suggestions, genuinely. I'll be sure to try them out tomorrow and see what works.
#7
Very few of the updated solutions are intended, but almost none are worth patching out. Sour 2 in particular feels impossible to ever be fully fixed, as it will always be possible for some precise lemming spacing to cheese the level (and might even be everyone's first thing to try no matter what), even if I make the save requirement as strict as possible. Kinda sucks because I thought the intended solution was clever, and if this level were in the original game that precise lemming spacing wouldn't even matter, but it is what it is, and it's not worth touching the level ever again.

Sour 4 is the exception. It might take a while, but I think I can make it work, we'll see.
#8
Finally got around to backroute fixes and other little tweaks. :)

Affected levels:
Sour 2 / Sweet 3 (a single steel plate :P)
Sour 4 / Sweet 5 (RR increase)
Sour 5 / Sweet 2 (major design change, Sour 5 solution change)
Sour 6 (design tweaks, solution overhaul)
#9
Nice to hear from you, JawaJuice :) Really glad you enjoyed the pack. You sure had some fancy solutions :P A lot of your solutions weren't exactly intended, but they usually involved some precise timing that I'm not expecting most players to shoot for. If that expectation turns out to be foolish, then I'll actually try to fix it. Your only true backroutes were Sour 5 and Sour 6. I have absolutely no idea what I'm going to do with Sour 5, but I have ideas for Sour 6.

Guigui, I really appreciate your feedback on individual levels, so thank you so much for that.
My responses
Sweet 2: Yeah, this level is definitely the most gimmick-y level of the pack, essentially just making sure the player internalizes the fact that they can lose half their lemmings, since you almost never are forced to lose so many.

Sweet 3: Saving the Basher is perfectly acceptable; in fact it better prepares you for the intended solution to this level's repeat. ;)

Sweet 4: Indeed, the Builders are the only real skill crunch here, nicely done!

Sweet 6: The solution is intended, and the resemblance to the mobile Lemmings game is indeed intentional, nicely spotted! I play the game occasionally and thought this level would be a fun nod to it.

Sour 2: Not quite intended, the finicky timing is not at all necessary :( The easiest thing to do is compress the crowd after building across the first two gaps (taking advantage of being able to lose 10 lemmings) then find a way to separate one lemming from the bunch after getting past the traps. Not sure how or if I'm gonna enforce that though.

Sour 3: Glad you really liked this one! I think it's the level I'm most proud of. I think I did a good job recreating the feel of an actual ONML level with this one... aside from it having a slow RR and being taller than 160 px, both of which are required to make the level work at all. :P

Sour 4: Oops! I made the save requirement too lenient. You still got the core of the solution though. Shouldn't be too hard to fix.

Sour 5: I think I'm just gonna have to leave this level open-ended.

Sour 6: Indeed another backroute; I think my idea for JawaJuice's backroute will stop yours as well.
#10
Didn't expect Sweet 5 to be so tricky, whoops :forehead:

Here's a hint for you Guigui :)
Sweet 5 Hint
You can't get over the tall column right before the goal with the skills available, so you'll have to go through it ;) If you're still stumped let me know :)

Really happy to hear you enjoyed the other levels! You are very welcome to post your replays here :) I already found a backroute in Sour 5 right after posting the pack (because of course I did) and will likely leave it as is, so I'm hoping you found the same backroute :crylaugh:
#11
logo.png

After a few months of intermittent work, my first ever fully original level pack is complete.

It's very small, consisting of only 12 levels (with only 8 unique layouts) split across 2 ranks. It also features a barebones "special" level (with an accompanying special style containing the necessary objects), music from various Lemmings versions, and an additional music track composed by me for the final level.

It should be a relatively quick and easy completion for most players, but hopefully it's enjoyable nonetheless. :)

longroadv6.png
Sweet 3 "Long road to nowhere" / Sour 2

ballpit.png
Sweet 5 / Sour 4 "The Ball Pit"

Below are multiple downloads of the level pack. ALL of them contain the levels themselves and the special style, so if you want the music, you only need to download ONE of these ZIP files. Regardless of which one you choose, it must be unzipped into the main NeoLemmix folder.

This download contains no custom music.
SweetNSourV6_CoreOnly.zip (123 KiB)

This download contains the two music tracks that are NOT alternate versions of default music.
SweetNSourV6_SpecialMusicOnly.zip (9.45 MiB)

This download contains all the music tracks.
SweetNSourV6_FullMusic.zip (21.4 MiB)

Have fun! :)

Changelog
23 DEC 2025: Version 5 (and later Version 6) Release. Updated Sour 2/Sweet 3 (twice), Sour 4/Sweet 5 (minor), and Sour 5/Sweet 2.

03 DEC 2025: Version 4 release. Reverted Sweet 1; updated Sour 1, Sour 2/Sweet 3, and Sour 4.

26 NOV 2025: Version 3 release. Updated Sweet 1 and Sour 1.

09 NOV 2025: Version 2 release. Updated Sour 2/Sweet 3, Sour 4/Sweet 5, Sour 5/Sweet 2, and Sour 6.

30 OCT 2025: Initial release.
#12
Played through the whole pack in a few days (didn't have the energy to record, sorry!) and just wanted to say these were some lovely levels, even if I may have janked my way through a couple of them. :P

Your level construction reminds me of Sunsoft's levels for the Super Nintendo and Mega Drive/Genesis, which, if you're not sure, is absolutely a compliment. :)
#13
A conversion of the first ten levels of each tribe in The Lemmings Chronicles to NeoLemmix, complete with reworked solutions and brand new titles.


Classic Tribe 5 "First You Do A Zig..."


Shadow Tribe 4 "Tiptoeing Around Danger"


Egyptian Tribe 8 "Choose Wisely..."

The level pack is attached to this post, and the music can be downloaded here. The music used is CD-ROM soundtrack of The Lemmings Chronicles, with the Shadow and Egyptian tribes each getting an additional music track from different versions of Lemmings 2 so that each tribe has 3 tracks. Enjoy! :)
#14
The CD-ROM image is available on archive.org along with a pre-packaged playable version. The only way to view the intro sequence as intended is to mount the disc image as its own drive within DOSBox with the IMGMOUNT command. For example:
IMGMOUNT D "C:\the full path to the CUE/ISO file" -t iso

At that point, you do not install the game to the C drive in DOSBox, but you play it directly from the disc image, making sure to run either L3CD.EXE or L3CDGUS.EXE depending on whether you prefer SoundBlaster or Gravis UltraSound audio for the intro (and whether you have GUS enabled in your config file.)

Unfortunately, I can't seem to get the intro music or game sound effects working no matter what my DOSBox audio set up is, no matter which executable I run, and no matter which fork I use. Will update when I figure out a way to get that working. I have not tested the pre-packaged version yet; perhaps it works just fine.
#15
I won't delete the thread then; thank you both for the support :) I'm tidying up the original demo pack and it should be released in the next few days.