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#11
NeoLemmix Levels / Re: Scotty's Lemmings Pack (30...
Last post by Guigui - May 16, 2026, 07:33:11 PM
Good choice, I remember having the best time playing this classic pack.
Very well designed and not frustratingly hard.
#12
Lemmings Main / Re: What's your thoughts on th...
Last post by Luis - May 16, 2026, 07:07:00 PM
The slow walk speed is only noticeable if you were to try and beat levels, in under the original time limit. Take Mayhem 12 (The Far Side) for example. It has 6 minutes in the PSP and 4 minutes in the original. If you were to try and beat this level in under 4 minutes in the PSP, you're going to struggle a lot. Because PSP Lemmings don't walk as fast as the old Lemmings :lemming: does. The Far Side is one of the hardest levels in the PSP to beat in the original timer. It's possible and I have done it but very difficult. Most of the other levels can be cleared easily in the original timer.
#13
NeoLemmix Levels / Re: [NeoLemmix] Xmas Lemmings ...
Last post by Guigui - May 16, 2026, 07:03:14 PM
About one week playing the Bonus rank now, and I have cleared a single level : Bonus 3 Hod My Beer. This one was not very difficult in the sense that the main difficulty was to spare destructive skills, and trying almost all the possibilities lead to a solution.

As for the other levels, I'm getting beat quite fiercely by Armani on them ! All very hard, maybe up to the point of frustration. Not sure if I should continue trying or move to something else. I'll give my progress up to this point and see if this can me give new ideas as I write ...

Spoiler
Bonus 1 : So many difficult part in this level that I have no idea where to start :
*) compress to go the middle way with the crowd ? But I have no idea how to compress without loosing to many skills and lems, and I still have the issue of that bottom teleporter that will kill one more...
*) let the crowd use the upper teleporter ? Cannot do that either yet, getting there with the crowd uses a builder which I have to use elsewhere.
*) what about those pickups ? The top one is a builder, and I need to use a builder to get it, so nothing won here. Well actually I can win a climber in the process, but I dont know what to do with it...

Bonus 2. What I have to do is quite clear : forge a path for both the swimmer and sliders to reach the exit. I have decided that swimmers have to go right part, and sliders left part (maybe I'm wrong ?). But then my main difficulties are :
*) very beginning : I'd like to separate sliders and swimmers here but the only way I find to do this already uses 3 builders and 1 stacker. Too much for the rest of the level
*) avoid the splat on the right part with the swimmers. This uses so many builders that I am stuck after.
*) ending part where I have to turn the sliders around. Doable with a stacker, but then the swimmers cannot go to their own exit.

Bonus 4. Counting the gaps, I see that the skillset is one platformer short. So I need to set the stoner in the middle of the 2-platforms-long gap, and to clone the platformer here, great idea (hope I get it right).
I see where/how I have to set the stoner and how to reach it with a glider. But my issue is that to achieve this I need 2 swimmers, which means I need to use the cloner earlier, so no cloner left... Cannot overcome that.

Bonus 5. Does not seem so hard at first sight, but if I set the climber too early the I use too much ressources to avoid him dying at those climb=death part. I need that climber at both the beginning and at the end of the level, so no idea how to do that.
Also I cannot see how to use the bottom part of the level. Once I'm stuck in here, I have no idea how to get out since I have no destructive skill left...

Bonus 6. Not tried yet.

EDIT : I could clear Bonus 4 after all, was wrong about the 2 swimmers part. Funny how writing things sometimes allow you to realize they are incorrect.

EDIT : And I could also clear Bonus 5. Definitely not that hard, the bottom part has an important role indeed. I guess I was searching to overcomplicate this one after the previous ones ! So that makes me halfway through the rank, hope still lives. I'll give a shot to Bonus 6 see how it goes, then maybe return to 1 and 2...
#14
NeoLemmix Levels / Re: Scotty's Lemmings Pack (30...
Last post by Swerdis - May 16, 2026, 04:54:51 PM
Having completed Lemmings Plus III recently, I will give this pack a try - recommended by Kaywhyn :-) It's a short pack with 30 levels and only one rank. Here we go.

Spoiler
Scottylems

1 - Crying Over Spilt Lemmings

Nice level to start with. The Lemmings from the upper platform have to be caught with a bridge.

2 - Entanglement

This one is all about finding the correct way around the steel blocks. Since there is only one miner and digger each, this is not trivial - but no big problem as well.

3 - Square One

One-of-everything-level. A climber has to be isolated who paves the way for the crowd. Still an easy one.

4 - Fight Fire with Fire

Only one of the three hatches requires attention in the beginning. The solution is pretty straightforward, so this level is a bit time-consuming, but, again, fairly simple.

5 - Give the Lemming His Due

Another case of catching the crowd with a bridge. The time-limit is pretty tight here.

6 - Groundhog Day

The name says it all. It's again about isolating a climber who prepares the way for the rest. Still, not a bad level, albeit a very easy one.

7 - Lem Overboard!

A little step up in terms of difficulty. It's clear that those from the left side have to be saved from those from the right side. So the first Lemming from the right hatch has to hurry up a bit. The rest of the level was no problem although I had to watch out that the bridges don't run out.

8 - Swing for the Fences

Back to easy. Again, a climber must be brought into action who - in this case - constructs a long bridge the crowd can finally land on.

9 - The Acid Test

Actually no problem as well. However, I think the time-limit can be a critical factor here. Also, the bridges should not be wasted, there are not excessive amounts available.

10 - Sacrificial Lems

Nice puzzle. Two of the three climbers can not be saved, so the title makes sense. The time-limit is unnecessary here. But I like the crocodile on the left side.

11 - The Boardwalk

The best level so far and definitely a challenge. The obvious way is not possible since too many lose their lives in the traps.

12 - Down The Upside

I overcomplicated things here. Thought I had to block on the upper floor instead at the bottom. But this way, I only managed to save seven. Good level!

13 - Cream of the Crop

Very messy solution that does not look intended at all. Did not use any of the five bashers, so this must be a backroute.

14 - The Dugout

While not being overly difficult, I really like the concept of this level. Nice to see how the final Lems save those at the bottom of the pits.

15 - Stuck in a Rut

Not much of a problem here again. Trapping the levels at the bottom gives the pioneer enough time to complete the bridge.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#15
Site Discussion / Re: CleanTalk causing issues f...
Last post by kaywhyn - May 16, 2026, 07:14:42 AM
Quote from: namida on May 16, 2026, 01:20:32 AMIt's not necesserially a case of "less than 5 posts = always needs approval".

If the user has 5 or more posts, their posts are approved. CleanTalk doesn't even get involved.

If they have less than 5, their post is checked by CleanTalk, which may still approve it. If not, it will usually flag it for mod review. I have seen occasions where it outright blocks the posts; these show up in a log that I can access. I can't "undo" the rejection but I can whitelist the author.

Ah, thanks for the explanation! :)
#16
Site Discussion / Re: CleanTalk causing issues f...
Last post by namida - May 16, 2026, 01:20:32 AM
It's not necesserially a case of "less than 5 posts = always needs approval".

If the user has 5 or more posts, their posts are approved. CleanTalk doesn't even get involved.

If they have less than 5, their post is checked by CleanTalk, which may still approve it. If not, it will usually flag it for mod review. I have seen occasions where it outright blocks the posts; these show up in a log that I can access. I can't "undo" the rejection but I can whitelist the author.
#17
In Development / Re: Revenge of the Lemmings - ...
Last post by mobius - May 15, 2026, 11:51:54 PM
Quote from: Proxima on May 13, 2026, 02:36:51 PMIt's not possible to save all on that level. But I don't consider it a major spoiler that both exits are used; that still doesn't tell you how to get enough lemmings there.

Also, I am very strongly against giving one level a title taken from another level, even if it's one we are not using. Mobius did a lot of this in the past and it has caused a lot of confusion that is now adding to the workload. Let's learn from this mistake and not repeat it.

I agree; too many names got changed, and some in poor choice, in other cases mistakes were made and it added a LOT of unnecessary confusion. Part of this was necessary of course because there were a number of levels with the same exact (or very similar titleS), or some that were identical to titles from the main game. I'm slowly trying to correct all the mistakes.
Let's just keep this level as is then.

anyways, here is a fix for Tier Drops which kaywhyn backrouted. Original replay should work,.

also; Proxima you should take a look here: Kaywhyn backrouted Hotel in Hell https://www.youtube.com/watch?v=Pa-dJ6bYrK0&list=PLbp2m4KlFpJu3-uIIffWI9Kin5fNCa-Y1&index=28

this might have a very simple fix. There's no fire under the first pillar like in the original.
#18
Site Discussion / Re: CleanTalk causing issues f...
Last post by kaywhyn - May 15, 2026, 08:22:20 AM
Ok, the user's post in the 2006-2014 Lemmings games era topic from yesterday (May 14, 2026) in the Lemmings Main board went through just fine without needing approval. It's their 5th post, and so looks like only 3 posts from new users need approval? Indeed, re-reading namida's post in reply #1 in this thread, what matters is reaching the 5th post, at which point approval won't be needed anymore for the new user. Thus, there's no problem or issue here and that all seems to be working as intended here ;) 
#19
Lemmini / Re: [RetroLemmini] PimoLems
Last post by hrb264 - May 15, 2026, 06:42:03 AM
Quote from: ericderkovits on May 15, 2026, 12:53:42 AMYes, the 3 special levels require the castle tile set which is attached here.

place it in the resources/styles folder

Thanks!
#20
Lemmings Main / Re: What's your thoughts on th...
Last post by Erickk64 - May 15, 2026, 02:53:18 AM
Quote from: Luis on May 15, 2026, 02:15:53 AMI also played Lemmings PS3. It was the first game where I have gotten a Playstation trophy. The game was an attempt at making a new Lemmings game without the old classic levels. I enjoyed it for what it is but thought it could have been better. There were only two backgrounds.

About the special graphic levels. The design of those levels were inspired by other games. Like "Shadow of the Beast" for the Amiga. I don't think Team17 have the license for those games, so they didn't gave those levels unique graphics. Unfortunately this made "What an AWESOME level" easier. While I love the PSP version it does have some problems.

1. Lemmings walk slower. They increased the time limit on the levels to compensate. Mayhem 16 now has two minutes. Despite the slower walk speed, it's still possible to beat most of the levels under the original time limit.

2. The release rate for "All or nothing" is 10 instead of 99. This made the level easier.

3. The terrains they added in some levels made the level easier. For example "Tightrope City" was just a straight line in the original. Now it has wood below it. A bomber can explode and the wood will save the Lemmings from falling to their deaths. You don't even need the umbrella in "Postcard from Lemmingland" because the grass on the pillar will save the Climber from killing himself.


1. Yeah I wished PS3 lemmings was a more bigger game, it would be cool if there was more styles for the levels and maybe even a level editor, also I heard the trophies for that game is pretty "challenging", especially with that "Lemming leader" trophy
2. It's definitely a shame they didn't have the license for the special crossover levels, it would be cool to see something like the MENACING! Level in PSP lems
3. I did know about these other changes they made but Honestly I did not notice that much that the lemmings walked slower, maybe it's because I'm already used to them be walking slow since I also played a lot of the PSP version