Recent posts

#71
NeoLemmix Levels / Re: LemFan's various packs
Last post by kaywhyn - December 04, 2025, 11:57:03 AM
All rightie, due to the packs scattered all over this topic, I felt it was time to gather them all in one zip file and place for easy access and convenience. I've attached it to this post. You just need to extract to your NL directory ;)

The all in one zip is also attached in the OP: https://www.lemmingsforums.net/index.php?topic=5558.0. I also listed the packs in release order in case anyone wants to play the packs in order ;)

Also, note that there's a few other level packs by LemFan that aren't in this topic. I'm thinking of merging them into this topic as well.

What I would also like to do is make a list of which packs have been proven to be 100% solvable and which ones aren't. I will fill that info in the OP as well and perhaps duplicate the list here too. This is where I will need help, as I have not played any of LemFan's packs. From what I can gather from the most recent posts by Jawajuice, Plodderuk, and Armani, there's only been, I think, 3 packs total out of the 11 that have at least one unsolvable level? ??? Many thanks for the report on what's unsolvable, gentlemen! :thumbsup:

Ah, I was close. 2 packs in this topic, though for the packs that aren't in this topic, not sure yet.

Packs With Unsolvable Levels:

LemFanLems I - Brutal 18 and Chaos 3
Lemmings Obliterated - "The Top Card" 
#72
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by JawaJuice - December 04, 2025, 09:30:42 AM
♪♪ When I'm on road I rock a nuke proof suit... ♪♪

OK, I also cleared the ONE rank, though not without a big struggle on levels 2 and 5. I almost certainly backrouted 3. More detailed feedback below:

Spoiler
Umbrella Irony - Yes, these are the kind of levels from Save One I like! Once you figure out that you can't afford to use any skills getting past the trap, the old umbrella compression technique comes to mind, though it probably took me longer than it should have :P

Aquarium Deception - The old adage 'just because you can doesn't mean you should' springs to mind here. I kinda hated this level, to be brutally honest with you. The fact that it's a nuke solution occurred very early on after realizing you'd need 16 builders for an easy solution and you only provide 15. The one-pixel gap at the top of the central structure isn't that hard to spot, so the nuke solution was readily apparent. Pulling it off though, jeez. I actually had to ask another member with more experience of the mechanics of the game than me exactly how nuke counters work and even armed with this knowledge it was a pain and a half to execute, bunching up the back of the pack, keeping the first lemming out the hatch busy while the back of the pack catches up. Yes, this is possibly the hardest level of the pack but that difficulty doesn't really come from problem-solving, it comes from timing and pin-point execution, which is something I don't like. No way I could be bothered with going for the talisman solution after all that, which no doubt would have been fiddly as heck.

Clappy Clappie - Pretty sure I backrouted this one as I saved a lot more than 1!

Clues Do - My favourite level of the rank. A clever little puzzle that took me a while to see how to get a non-climber over to the ramps. In the end I went for a climber compression technique, which was quite hard to pull off in terms of timing, but a satisfying level to solve. Nice one!

Blues - Oh great, another nuke solution. Two of em in a 6-level rank is pushing it. Needless to say I wasn't keen on this one either. The fact it had to be a dreaded nuke solution occurred early on when I realized there simply aren't enough destructive skills to get one lemming down to the exit. I don't dislike this as much as level 2 because the timing and execution isn't so critical; the hard part is working out how to get the crowd down near the exit and contain them there. I think this level and 2 are the only occasions in all my time playing Neolemmix where I've had to make use of the right-button marker to keep a particular lemming highlighted! I'm not gonna say this and level 2 are unfair - quite - but you do need to know exactly how nuke counters work and I didn't, despite being a pretty experienced player. I ended up saving 3, more by luck than judgement I hasten to add, but I don't think it's a backroute because there's no other way down, is there?

The Blue Pi Oh, this was clever! I bore in mind the opening text saying 'This is not a Lemmings level' and after messing around fruitlessly for a while, decided I would just try deploying the diggers on 'S', 'A', 'V', 'E', 'O', 'N', 'E' and the final symbol and just watch it play out! Sure enough, it all syncs up perfectly and you can just sit back and admire your level design :thumbsup:

Overall, I really did enjoy this little pack, soured only by NEO 5, ONE 2 and ONE 5, which were all infuriating in their own ways. I still maintain it's Medium-Hard difficulty, not straight Medium though, even if some of that difficulty comes from the execution rather than the problem-solving. Looking forward to your next pack, @Guigui, and your updates for this one! Cheers! XD :thumbsup:

#73
NeoLemmix Levels / Re: [V4] Sweet 'N' Sour Lemmin...
Last post by kaywhyn - December 04, 2025, 07:45:46 AM
Hi @The Tomato Watcher,

I have played and solved all of V4 of the pack! :thumbsup: Replays attached.

I also recorded an LP of your pack: Kaywhyn's LP of The Tomato Watcher's Sweet 'N' Sour Lemmings

Enjoy! :P

General Feedback

Sweet 'N' Sour Lemmings is a custom Lemmings level pack by The Tomato Watcher. 12 levels across 2 ranks of 6 levels each, with the rank names being Sweet and Sour. Most of the levels in the Sour rank are repeats of Sweet levels and I must say they are very well done! :thumbsup: Even the unique levels are great. I agree with The Tomato Watcher's classification of Easy-Medium for the difficulty of the pack, and I still enjoyed this pack very much even though it is short and on the easier side when it comes to custom Lemmings level packs :) Well done @The Tomato Watcher, and as some others have said I too hope you make more levels in the future, as you definitely have a lot of potential with the wonderful levels you made for this pack! :thumbsup:

Sour 2 I would consider the hardest level of the entire pack. At least in the current V4. Very nice level but this one took me the longest to figure out, believe it or not ;) I'm not sure if it was true in earlier versions of the pack with being one of the hardest, but based on the changelog you posted maybe that wasn't the case. So yes, I would have to say it seems to be quite solid now in being backroute fixed!

Sweet Rank Feedback

Generally characterized as open-ended levels with lenient skillsets and save requirements, though Sweet 2 has the tightest requirement despite a seemingly lenient one :P

Spoiler
Sweet 1 - Basic brick Nice level to start off the pack with a very nice save all optional challenge! :thumbsup:

Sweet 2 - Falling down the stairs You'll be fine as long as you accept the many unfortunate losses here, as there's nothing you can do about the ones that get trapped at the bottom.

Sweet 3 - Long road to nowhere Can be challenging since there's no way to hold back the crowd, but you do have the necessary skills to avoid both of the traps. It's a matter of clearing obstacles as you get to them in order to avoid too many unnecessary losses.

Sweet 4 - Wish upon a Lemming Nice open-ended level with another great save all! :thumbsup:

Sweet 5 - Just relax... As long as you know your stoner mechanics and realize you need to build over both the first and third gaps, you'll be fine here. I'm definitely surprised this managed to stump Guigui, but here I acknowledge that it's simply likely due to him not being well-versed with stoners.

Sweet 6 - A Puzzle Adventure Nice level to finish off the rank! :thumbsup: I'm not sure if anything's changed here from previous versions, as I did take a quick look at the level after Pieuw posted not being able to solve this one, which I don't think is difficult. Again, it's due to him not being used to the new portal objects that were added in v12.13 NL.   

Sour Rank Feedback

Most levels here are repeats of levels in the Sweet rank, with the levels made harder usually by reducing the skillset and increased save requirements.

Spoiler
Sour 1 - Back again? Excellent level to start the rank! :thumbsup: Love that sending two climbers ahead, one to build to the exit for the others and the other to turn around to bash the OWW to free the crowd, with the added twist that you need to time it correctly so that the first climber doesn't get blocked by the builder staircase and therefore will prevent him from coming back to the crowd later on. Well done! :thumbsup:

Sour 2 - I need some space... Definitely the hardest level of the pack IMO, as it took me a while to figure out the solution. Another very nice level and one of the best of the pack! :thumbsup: Nice use of the blocker to compress the crowd but with the added twist that you must release them before everyone falls out of the entrance so that you can bash through the first diagonal terrain before you lose too many from falling out the wrong way. Well done here as well! :thumbsup:

Sour 3 - Chasm Capers Open-ended level and very interesting there's 2 of everything except for builders where you have 60 :laugh: I'm not sure if the level is supposed to be harder than this or if it's simply anyway you like and that you just need to be quick before you lose too many Lemmings.

Sour 4 - The Ball Pit Excellent level! :thumbsup: That jumping the penultimate gap to dig and then bomb in order to have the final builder go all the way through to the exit platform without getting interrupted is quite clever.

Sour 5 - Through thick and thin Another excellent level! Jumping over the gap and exit and mining from above along with bouncing off a blocker to free the crowd from below for the solution is really nice :thumbsup: And of course that shimmier, I love the shimmier skill a lot in NL :)

Sour 6 - The Institution This definitely reminds me of a past contest level of The Tomato Watcher's which was kind of one that failed because it was backroutable IIRC. It seems way more solid here. Nice level to finish off the pack and not too difficult to figure out since you don't have that many options at any moment. Nice added touch with the final builder to the exit and then using the walker skill to turn him around to bash and release the crowd.     


Thank you again for this pack @The Tomato Watcher and again hope you make more levels in the future! :thumbsup:     
#74
NeoLemmix Levels / Re: [V4] Sweet 'N' Sour Lemmin...
Last post by The Tomato Watcher - December 04, 2025, 01:55:05 AM
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.  :)
#75
In Development / Re: kaywhyn's Level Pack: Lemm...
Last post by kaywhyn - December 04, 2025, 12:55:12 AM
Well now, it's been a while. I suppose it's time for another update, don't you think? ;)

First up, I've reinserted the images in the OP by using the attachment method, since Imgur no longer works if you're in the UK. They should be visible to everyone again.

Second, I managed to resume work on this again and hence now the level completion count is now up to 16. As you can see, work is proceeding very slowly. Still, some progress is better than none, even if I only recently started making levels for the pack again :P

Finally, some more level images of levels I recently completed:

It's Crazy Sports Day!.png
It's Crazy Sports Day!

First L2 Sports level I made for the pack. In the current LDC #33, meaning this is a contest level that I'll be including in the pack ;)

Lemmings 3 Lab Experiment Recreation.png
Lemmings 3 Lab Experiment Recreation
                                                                                     
There is another version of this level that's in the current LDC #33 which has pickups. The contest version won't be in the pack, as I simply edited the level to be a no pickups version which you see here, as I only plan to use it as a last resort for backroute fixing :P This is also the first L3 Biolab level I made for the pack.

shipwrecked.png
Shipwrecked

A nice, challenging builderless final rank Dirt level I made for the pack. If you been watching my LPs, you know how much I love this type of level, so of course there needs to be at least one for the pack! :P

The Snowy Detour.png
The Snowy Detour

Interesting that I've been working a lot lately with the rough edge graphic sets. It's good practice, as I will need to get out of my comfort zone and work with the difficult to make levels with tilesets anyway due to what I plan to use for the pack :P

So, with the newly made levels, except for Oh no Rock and L2 Circus (I do have one level each made in these tilesets, but they're not going to be in the pack :P), I have now made at least one level in every graphic set I plan to use for the pack :laugh:
#76
NeoLemmix Levels / Re: Holiday Lemmings 2024
Last post by Armani - December 03, 2025, 07:38:13 AM
Thank you very much for playing our pack and for the detailed feedback! :thumbsup:
I can confirm that all of your solutions (at least for my levels ;P ) are either intended or perfectly acceptable. In particular I would call your solution to The Bear Necessities a "clever alternative," while all the others are exactly as intended. Mobiethian and I had great fun making this pack so I'm really happy to hear that you also enjoyed playing it!

Here're some comments on individual levels ;)
Spoiler
Lems Are Playing Freeze Tag – I hoped this level would help you get used to the slider mechanic for the upcoming more difficult slider level.(Watch your step... :evil: )

Lighter Than a Snowflake – Looking back now this level might be a bit too difficult for where it is placed. I've received similar feedback from several people. :XD:

23:58:30 12/24 – The idea behind this level was: can you make a level with a single hatch and n exits, with a time limit that only allows a solution if you go for all n exits? The answer turned out to be a relatively easy "yes". ;P

Lost and Found – I wanted to give some spotlight to one of the least-used skills: the stoner. You can create terrain mid-air without any starting point for constructive skills and that's a unique feature of the stoner!

Claustrophobia 2 – A spiritual successor to my level Claustrophobia from the previous Xmas pack. The urgency created by the tight timer is completely intentional! :evil:

Happy New Year! – Just for your information, several levels were co-authored. The general rule is: the first author listed creates the terrain/objects and the second author creates the solution. ;)

Living in a Fairy Tale – This is my favorite tileset. :thumbsup:

The Bear Necessities – Not exactly intended, but your solution is actually better than my original one! :lem-shocked:

Walking Bearfoot in the Snow – Yes, I didn't want to add too many extra elements beyond the main idea of the sacrificial jumper.

Sky Shield – I think you could have solved this level even without the hints!

Watch Your Step! – The theme I had in mind was that all skills must be provided as pickups similar to rule #3 in the current level design contest. :laugh:

Warm Cozy Basement – I'm glad you liked this one. It's my personal favorite level in the pack! :)

Constructus Interruptus – Yes, this level stands out a bit in terms of difficulty. I could have removed some tricks to make it easier but ultimately I ended up liking them too much and kept everything as-is. :evil:

Where Angels Dare – Yes, this one is more of a visual level. I drew the scenery first and the solution came afterward!

And They Lived Happily Ever After – If this level made you laugh, then it achieved exactly what it was meant to do. :laugh:  I didn't have any particular reference in mind when choosing the title.
#77
NeoLemmix Main / Re: [+][BUG][NL][DATA LOSS] Al...
Last post by WillLem - December 03, 2025, 01:25:46 AM
Please can you PM your copy of userdata to either myself or Namida, and then send it again after the green check marks disappear.
#78
Lemmini / Re: Help With Missing Resource...
Last post by WillLem - December 03, 2025, 12:33:52 AM
Quote from: FaeWilds on October 12, 2025, 01:23:08 AMHi,

I'm installing RetroLemmini (2.3) for the very first time and I am getting the error:
Missing resource:  resources/gfx/menu/floater_lemming.png
Checking the install folder, the file is missing and wasn't included in the download here: https://www.lemmingsforums.net/index.php?action=dlattach;attach=23403 . If you copy another png to that path and name it to it it boots.

Very sorry about this. The image isn't actually used in the menu, so it wasn't included. Thanks for flagging it up. I've attached the image to this post.

2.4 is due very soon. I'll triple check to make sure this doesn't happen again!



EDIT: 2.4 is now available. You can get it here.

#79
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by JawaJuice - December 03, 2025, 12:19:36 AM
Hey @Guigui!

I decided to return to this pack, and I'm glad I did because I've now cleared the NEO rank! I didn't use any of the clues you gave me previously - not because they were poor clues, just that I'm really bad at deciphering peoples' meaning unless they're really straightforward! With hindsight though, I get what you were driving at. Except for NEO 5 - even having completed the level, I still don't understand your clue haha XD

Anyway, I wanted to give you a bit of feedback on these levels:

Spoiler
One Hot Minute - Weirdly, on revisiting this level, I found it easier to get the talisman solution than the regular one! I always struggled with the timing of using two climbers so it was kind of a relief not to have to think about that. I had a bit more time left at the end than before as well :thumbsup:

So Many Spikes - Almost certainly the hardest level of the rank. If I did it correctly, the key was realizing that it doesn't really matter about compressing the crowd to the nth degree as both of the trap routes are red herrings and impossible. It's just that the blocker needs to be close enough to the ramp to create a concave hollow when he explodes to turn the climber around. Nice level, if somewhat vexing ;-) Very long solve time for this level!

Eroded Ark - This one's clever. Took a minute to see what needed to be done and then to execute it.

Tower of Sacrifice - Didn't have my thinking hat on the first time I looked at this level. And I should have known you would never have any leftover skills in an IchoTolot level! Well, except the floaters - I didn't really have any use for them. A typically well-designed level from Icho.

The Six Seconds Escape Plan - Thanks, I hate it.

Onwards to ONE then, although I might take a bit of a break before attempting that! I'm expecting pain ;)

EDIT: Reading through @kaywhyn's notes, it sounds like we might have got different solutions to some of these! I'll have to check his LP vids of the levels I've cleared.

#80
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by Guigui - December 02, 2025, 09:48:22 PM
Quote from: darkshoxx on December 02, 2025, 05:38:45 PM
Quote from: Guigui on November 30, 2025, 10:59:26 PM* NEO 2 So Many Spikes I consider it a backroute too, because the pioneer goes in by himself, no crowd needed. The intended solution is much more satisfying imo, need to fix again.
You used this trick twice in your replays : start bashing through an illegal terrain (steel or one-way), and still get some pixels of terrain removed under your feet because one bashing animation finishes before getting canceled. Nasty.

Oh lol of course I completely forgot that that was cheesed. Yeah that's obviously a backroute. I have that one like 98% solved, I just can't line up the crowd correctly. The release rate is fixed to a very specific number so I was assuming there's a common known way of aligning them all at that rate and I just don't know it.

I'll get back to backroutes fix when I finish watching kaywhyn replays, having so much fun with it !

If you want to try NEO 2 w/o that nasty backroute be welcome. Compressing is easy with the given blocker, *some people* in this thread even tried it.
I can only say that fixed RR indeed plays a role in the intended solution.