Recent posts

#11
NeoLemmix Levels / Re: Quest From Kieran [Difficu...
Last post by MASTER-88 - November 13, 2026, 01:10:20 PM
Over 6 Hours attempts a today and only one completion. Yes final difficult is done. This level 12 was pretty damn compilcated too. But i got it with some extra things done. 8-) I am pretty glad. That was super genius level. :) And i make it even more genius saved more than needed

Two hardest level are remain yet both Step 3 Hard but fun. I simply cannot figured out Level 7 Star Trek (even 1 lemming saved is too hard here. I don't have the faintest idea what you have to make in Star Trek, just same feeling as i work Scando 3 Strutcture of matter Fiat Lem. :-[  Another just Insane level is this heck Boxing lemmings level. There is a lot massive troubles all around level. Guess its contains some pixel perfect bomb aimings. Those heck barrel objects caused me major problem, but its not only one here, builders are another one. I´ll also really dislike those bomb aiming type levels myslef. But i´ll look it more yet. If i got figured out it. But might requires to test lemmings editor & test lemmings used.

Here is Step 4 Not Fun level 12 Lemmings Sorting factory. This let me finnish last difficult
Lemmings Sorting Factory
Extra lemmings saved and builder remain that was just pretty awesome solution. Damn this level was mega cunning, its take a lot time to solved

Overall Step 4 Not fun was way much easier than Step 3 IMO.

EDIT:
Here is Step 4 Not Fun youtube version all levels.
https://www.youtube.com/watch?v=znWRXVBg5rY

#12
NeoLemmix Levels / Re: Festival Millas 2024 - Rel...
Last post by lemmkeev20 - November 13, 2026, 12:58:02 PM
oh my fred f*cks...

this is F*CKING BEAUTIFUL :'(

how much time did all of that took man... no seriously you get a big 100/10

2 peak 2 play  :thumbsup:
#13
Lemmings Main / Re: Lemmix Next Project
Last post by weirdybeardy - November 13, 2026, 10:56:13 AM
This new project sounds fascinating and I'm looking forward to seeing how it develops.  :)  :lix:

I don't really have any useful input, but my completely trivial and non-serious thought is that it would be a fun world-building detail if the "rogue" lemmings had sprites that were coloured or designed to look like the "evil" lemmings from Lemmings Touch.  :thumbsup:  Or maybe even the Lix.  :lix-cool:
#14
Contests / Re: Level Design Contest #34
Last post by JRT - November 13, 2026, 09:12:51 AM
Looking like I'll get my rule 3 finished in time but my rule 2 will unfortunately spill into the playing phase by a few days. Hope that's not too much of a problem for everyone.
#15
Lix Main / List of my Lix guides
Last post by Silken Healer - November 13, 2026, 07:48:33 AM
I've written a couple of Lix guides, and perhaps would like to write some more, so I thought I'd index them all in one thread for easy access

How to convert between ticks and seconds: https://www.lemmingsforums.net/index.php?topic=6982.0
How the nuke/overtime system works: https://www.lemmingsforums.net/index.php?topic=7674.msg110628#msg110628
#16
Lix Main / [Lix guide, written at v0.10.3...
Last post by Silken Healer - November 13, 2026, 03:20:19 AM
Disclaimer: This guide is written in good-faith but I am not responsible for any harm if this guide is wrong. Anyone else (particularly Simon) is free to correct me if they spot any mistakes

Simon told me that a lot of people don't understand how the nuke/overtime system works, so I thought I'd make a guide explaining how it works.

Lix overtime and nuke mechanics.drawio.png

What is the intent behind the system?
Quote[2026-11-13 03:06:36] ␃20␈<␈SilkenHealer_␈>␈␏␃99 Can I ask for your input about what the intentions of the nuke are? I understand the code itself as you told me before␏
[2026-11-13 03:06:45] ␃18␈<␈SimonN␃18␈>␈␏ There are at least 2 special cases. People with 0 points don't trigger the nuke, and 0-overtime maps behave differently from > 0 overtime.
[2026-11-13 03:07:05] ␃20␈<␈SilkenHealer_␈>␈␏␃99 Is the idea behind it so Lix levels don't go on forever right?␏
[2026-11-13 03:08:01] ␃20␈<␈SilkenHealer_␈>␈␏␃99 and it also functions as like a system where if you get enough Lix home as quickly as possible you can then nuke and hope everyone doesn't catch up during overtime␏
[2026-11-13 03:08:52] ␃18␈<␈SimonN␃18␈>␈␏ Hmmm, you're drilling into a sore spot. The idea is to somehow force the game to a close when one player is clearly winning. I don't know what "clear" is; it depends on the map and the players. I don't like to make a hard time limit from the level's start. I agree with Kory Heath in how a hard timer it's the least satisfying way to solve a problem.
[2026-11-13 03:09:39] ␃18␈<␈SimonN␃18␈>␈␏ These nuke routes (save some quickly, then nuke and hope) are a by-product. I'm neutral toward them. Interesting emergent design, but I'm not attached to them.

Quote[2026-11-13 03:31:05] ␃20␈<␈SilkenHealer_␈>␈␏␃99 What's the point behind the team needing at least one point before global overtime runs␏
[2026-11-13 03:32:49] ␃18␈<␈SimonN␃18␈>␈␏ Point is to unrestrict level authors. Otherwise, level authors would have to make overtime at least as long as how long it takes to build a route. If author doesn't, weak players could always nuke to force a draw.

Changelog
2026-11-13 03:58:14 deleted the guide as I figured a mistake but then I couldn't understand what Simon was talking about in IRC anyway and I wanted a break
2026-11-13 04:25 Rewrote the guide
2026-11-13 04:27 Mildly changed an imagequote
2026-11-13 04:28 Changed the code blocks of the IRC conversations to quote blocks as I want text wrapping
#17
Lemmings Main / Re: Lemmix Next Project
Last post by EricLang - November 12, 2026, 07:44:15 PM
https://github.com/ericlangedijk/misc/

Here 4 of the first experiments (game1...game4) png.
#18
NeoLemmix Levels / Re: Quest From Kieran [Difficu...
Last post by MASTER-88 - November 12, 2026, 06:21:12 PM
3 Levels remain yet. Those all seems just toughest.

Here is another 5 replays.

Step 3 Hard but Fun

Level 5
Uphill Struggle
This take me quite long figured out, but its quite simple. Just goes it lower route. Perfect compression and extra saved

Level 13
How its Hanging
First this level seems quite impossible looking, but when i start look board carefully i got it quite fast. Also extra saved, but guess its intention solution. Seems just only possible way

Level 15
Ultimate quest take 3
This level take me long to figured out. I´ll first look is there bash bending trick, but this setup doesn´t goes correct. Also any normal route not seems work. So i´ll just goes bash it through the roof. Its look backroute, but might be intention solution here


Step 4 No Fun

Level 1
Temple of Doom
This level take me a lot time to figured out. Its super genius, but i make it even more genius. Saved 3 extra lemmings and let one builder remain. A lot awesome tricks here. This level seems a impossible at first and yes its take me many sessions and many hours to figured out. One most cunning level in this pack


EDIT:************************
Step 3 Hard but fun
Level 8
My first crush
Yeah completed. Yes im not liked this level but got finally done it, 8-)  improve my older setup a lot


BTW Remained levels***************************
Step 3 Hard but fun (2 levels)

Level 7 Star Trek. I cannot completed this level rightnow. Its seems just super vicious and complicated. Not even good attempts to make.
Level 11 Boxed In. I did some approach. There is still a lot troubles to actual completion yet. Just seems very confused level. Very limited skills. Seems just very tough one.

Step 4 Not Fun (only 1 level remain)
Level 12 Lemmings shorting Factory.
This level seems huge and massive amount lenght. I´ll test it few times, but its seems super complicated. This will sure take a lot time to solved. So many things have to look.  Look very difficult level.
#19
NeoLemmix Levels / Re: Reverse Lemmings: Megadriv...
Last post by JawaJuice - November 12, 2026, 03:06:36 PM
@Armani, watched your video of Present 1-15! Gratifying to see you play through it, if quite humbling at times with how fast you solve levels, but I expected that - this is you we're talking about after all! I see you generally struggled (if that's the right word) more with Guigui's levels than mine but that's understandable; he's a better, more experienced level designer than I. Early on in the pack, I was very much learning as I went along - you should see that my levels in the Sunsoft rank especially get a bit more challenging, hopefully!

Anyway, here's my feedback on your solutions to my levels - I'll obviously let Guigui respond to his:

Spoiler
Present 2 - A slight backroute but acceptable :thumbsup: All of the key elements of the solution were there, you were just a bit more efficient, hence one skill leftover.
Present 4 - Completely different talisman solution to mine, but I think it's a fool's errand to try and enforce an intended solution on an x-of-everything level where there are probably many possible solutions. Good job!
Present 6 - Exactly as intended! :thumbsup:
Present 8 - Exactly as intended again - I think the only slightly tricky part is right at the beginning of this level.
Present 10 - Yep, as intended. They key here is the RR, which you worked out very quickly! :D
Present 12 - As intended, with a slight variation at the beginning, but one I was aware of. You can either do it the way you did it, or you can make the first lemming out of the hatch a blocker then build into him with a left-facing lemming to reach the ledge. Then at the end, you release the blocker with one walker and turn him with the other. I think the way you did it is probably more logical though; Guigui did the same during testing IIRC.
Present 14 - As with 12, glad to see this level giving you a little more pause for thought, but this was a complete and utter backroute! ;P Probably the issue with giving you so many walkers. This is the one level so far I will have to fix if we get around to releasing V2.
#20
NeoLemmix Levels / Re: New Level Pack - Lemmings ...
Last post by 92Dexter11 - November 12, 2026, 01:57:13 PM
Thank you for your kind words and your replays!

Here are the solutions that I have the most to say about:


Simple
Lazuli - A unique solution here, good one!
Stepping Stones - I think this is the first solution I've seen for this level which uses the intended solution and isn't a backroute lol! :thumbsup:
Dodgy Plumbing - Some creative use of skills here, especially that basher staircase.

Safe
Diamond in the Rough - I think I saw this solution from you during LOTY 2025 playing phase - it still blows me away that you managed to save the neutrals. :thumbsup:
Doors and Gates - This one always is always fun to watch since it's so open ended. I always love the blocker-in-front-of-locked-exit trick  :thumbsup:

Steady
Serpent Shrine - Another backroute, although it's unlike any of the others that I've seen. Great job on saving so many skills!
Hey Presto -  :o Very unique solution! It hadn't occurred to me that you could just fence up the right-hand side towards the exit.
Lost in the Desert - Another unique backroute, very creative use of diggers - well done!
Lost in the Dessert - Another very unique solution - dislodging the blockers at the beginning with the fencer was very fun!
Chamber of Horrors -
Quote from: JawaJuice on November 11, 2026, 09:32:51 AMAs a horror fan, I love the gruesomeness of the death fx!
Thank you! :devil:

Tricky
Which Way Mr Scarecrow -
Quote from: JawaJuice on November 11, 2026, 09:32:51 AMAnother very hard talisman, not too far behind Steady 2 for me. My brain doesn't cope well with splitters at the best of times and this was actual ragebait!
This one is super tricky for sure!  :devil:
There's a knack to it that I mentioned in one of my earlier replies where you turn the lemming around as they're walking through a splitter - you seem to have done that here, good job on figuring it out! :thumbsup:
Fear Knot - It's been so long since I made this one that I can't for the life of me remember the official solution. It always amazes me how many solutions this one has since I threw it together at random and built the level around the terrain - good job on finding another solution!

Treacherous
Pushing Up Daisies - Your solution here is similar to the one submitted by PlodderUK. The official solution uses shimmiers to interrupt the platformers above the buttons, allowing lemmings to fall down easier. It's very impressive that you did it using only three shimmiers, as there's very precise timing involved - amazing job!
Heard it through the grapevine - I think your solution here is what my brother intended, aside from the beginning - you used an impressive trick with some precise pixel-perfect terrain shenanigans to separate one lemming from the rest - nicely done!

Turbulent
Can I have a Peppermint - A backroute, but quite a funny one, since it relies on delaying the lemmings long enough for the glider to build a staircase. Very nicely done! :thumbsup:
Sugar Rush - Your solution here is quite unusual - it's partially a backroute and partially intended, good work!
An Omen of Doom - Backrouted, well done!
Bumbly Beach Bazaar -  :lem-mindblown: This one was really impressive to watch! Having one of the lemmings backtrack to free the blockers is really unique. Amazing!
Ice Nine - I think this is another backroute, well done again!
River Styx - Damn, this is a complete backroute. I thought for certain the metal on the left would be impenetrable, seriously well done for managing to break through it! :o
A Tale of Two Cities - A photo-finish, just barely managing it within the time limit, good job! :thumbsup: