Recent posts

#11
Contests / Re: Level Design Contest #34
Last post by JRT - Today at 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.
#12
Lix Main / List of my Lix guides
Last post by Silken Healer - Today at 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
#13
Lix Main / [Lix guide, written at v0.10.3...
Last post by Silken Healer - Today at 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
#14
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.
#15
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.
#16
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.
#17
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:
#18
NeoLemmix Levels / Re: Amiga Classic Special 2 (5...
Last post by MASTER-88 - November 12, 2026, 01:50:02 PM
1.01 Version. This is mostly talisman update, thanks to Crane tested out few those levels. Few toolsets are also changed. Bedlam 3 Magnificent performance was still broken level. So let try 3rd tool sets. Hope its work with this time.

I´ll keep 1.00 version link in mainpage. Let added 1.01 version.

1.01 Version here changed things.

Amiga classic 1.01
Amiga Classic 2 1.01v

Fun 1 Time to be hero: Added Crane name test played preview text

Mayhem 1 Sacrifice  is worth it: Added Gold Talisman Speedrun under 2.30. Great solution Crane.
Mayhem 5 Athletic Lemmings. Remove cloner. Totally pointless. Also 99% saved is required when cloner is removed
Mayhem 7 Figure out this part two. Added Silver talisman named crane magic trick.
Mayhem 9 Road to victory part one. Added Silver talisman extra saved. Nice find Crane

Bedlam 3 Magnificent performance. Change toolsets over again. This level was still broken. Hope its work with this time
Bedlam 9 Climber Pandemonium. Completion required 47 saved with this time, thanks to Crane you notice my stupid error. Two Gold talismans is also added. Crane masterpiece and another evenmore optimize variation speedrun talisman. Completed under 3 minutes.
Bedlam 10 Lammings latest dawn. Added Crane name test player postview text.

Zip is also added mainpage.

#19
NeoLemmix Levels / Re: Reverse Lemmings: Megadriv...
Last post by JawaJuice - November 12, 2026, 12:40:19 PM
Quote from: Armani on November 09, 2026, 04:05:05 AMAlso I noticed the music pack download link is a Dropbox link. You can change the 0 at the end of the link to a 1 to force an immediate download instead of opening the preview page.

Guigui has fixed this now in the OP, thanks for the tip! Also, just noticed you posted an LP vid on YouTube of Present 1-15 a couple of days ago - I look forward to having a watch through that when I get chance! :thumbsup:
#20
NeoLemmix Levels / Re: Quest From Kieran [Difficu...
Last post by MASTER-88 - November 12, 2026, 09:19:24 AM
There is helluva much easier solution Rock Climb. 8-)  I really did it very hard way last time. :laugh: Let post better replay and also few other levels i played yesterday

Step 4 Not Fun

Level 14 Rock Climbs (Much easier) 8-) Will post this another replay. Make this level breeze compared my way last night
Rock Climb
No releaserate manipulation need anymore. Just use climber, make sure its not turn back when you build to exit. He will otherwise climb over this tree and go to death. This solution was heck much easier, only hard timing is this bash under goal.

Other levels contains one step 3 and few step 4.

Step 3 Hard but Fun

Level 10
Drifting Away
Saved two more than needed. But guess its intention solution

Step 4 Not Fun

Level 5
Rising Condesation
Easy level, guess its also intention solution


Level 6 Crag David amaze and confuse me. ???  I´ll guess i did actual completion using backroute, because im not got my much more harder and idealic looking puzzle to work. Let make next things under spoiler tags. Will attach my both replays. Just this idealic attempt and actual completion.
Crag David
First i´ll aim goes lower route, but what ever i do its let me only save 34/35 and cannot got that setup correct. So let make it upper route, which was very easy and saved a lot more extra lemmings than we need. I´ll post replay both


EDIT**********************

Step 4 Not Fun
Level 13
Highground
cunning but quite fun level. 1 basher and 1 climber remain


BTW
At this point only 8 Levels are remain this pack :)

Step 3 Hard But Fun (6 Levels remain) 5, 7, 8, 11, 13 & 15 (few those not give me any single idea rightnow)
Step 4 Not Fun (2 Levels remain) 1 & 12 (not are make any efforts level 12 yet. Level 1 really road block me. Not even close completion yet.