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#11
Contests / Level Design Contest #34
Last post by IchoTolot - September 05, 2026, 12:27:50 PM
Welcome to another contest of the Lemmingsforums! This time the three rules have been picked by kaywhyn.

A few words to new participants and forum members: If you haven't entered before, I strongly encourage you to try - even if you don't win, it's fun to participate; and we have had cases where first-time entrants have won before! There are three choices of rules given, you may enter one level for EACH one of the rules.
You may either use NeoLemmix, or Lix.

RC/experimental NL builds aren't allowed, only the stable version of NL!

If you have more than one entry, they may (but do not have to) be for the same engine. Please make sure you tested your level for basic solvability before submitting and be sure to also submit any custom tileset you are using, so others have no problem playing your level. ;)

Pre contest testing: You can choose 1-2 persons who do a bit of pre-testing for you, so that the biggest backroutes and screw-ups of your levels can be detected before the playing phase. I cannot control this so it's only a guideline, but still I would prefer not everyone knows every level before the playing phase starts. ;)

Here are the rules on how the submission deadlines work:
- Initial submission phase deadline will extend such that it's 72 hours from the time of the last submission, up to the 5th submission (inclusive). After this it no longer changes no matter what.
- Update phase deadline will not extend over the initial dead line!
- Even if you missed the cutoff date for the initial submission phase, late entries are accepted until the update phase ends. There is no penalty for a late entry, beyond that people are less likely to spend as much time on the level before voting begins.

And here is the new ruleset:

Rule 1 (kaywhyn) - Object minimalism:

*  Make a level with the only objects allowed are the entrance and exit. No limit on either and the rest is anything goes.

Rule 2 (kaywhyn) - Happy 35th Birthday, Lemmings!:

* Make a level depicting a birthday cake and 35 Lemmings (as a way to represent the candles, putting in the candles themselves is optional).
* Pre-placed Lemmings and cloners are allowed and count in the total, as long as the total is 35 exactly.
* Save requirement is anything goes.
* The solution needs to involve the cake in some meaningful way.

Rule 3 (kaywhyn) - Multiple rulesets fulfilled!:

* Pick one of the previous contests with 3 rules and make a level that satisfies all 3 of them. There are contest for which this is impossible.
* No mixing between different contests, so stick to the same contest for the ruleset.
* If a rule states "use a new object/skill" simply take an object/skill that was new in the context of that specific contest.
* You can use Proxima's topic for previuos contest's design rules as an rough overview - it goes up to contest #30 right now. For the exact rule details, please look into that contest's topic though.

To make it clear from which contest you took the ruleset, please name your level the following (with XX being the contest number): "User1_Levelname_LDCXX_R3V1".


Submission phase ends November 14th 2026 at 00:00 UTC.

Ruleset in detail again: http://www.lemmingsforums.net/index.php?topic=2246.0

Send me a personal message with your level/s and if needed tileset/s to participate. It would also be nice to also tell me the rule which each level satisfies.

Please use the following naming format:  User1_Levelname_R3V1.nxlv ---> Level "Levelname" by User1  for Rule 3  Version 1 of the level

Prize selection:

- Pick next contest's rules (the author of each level in the top 3 gets to select a rule)

Entries so far: 0



Rule distribution:

Rule 1 -
Rule 2 -
Rule 3 -
#12
In Development / Re: First Custom Levels: VexLe...
Last post by Guigui - September 04, 2026, 11:47:03 PM
Some posts ago you asked what is to be done with the levels, and now I see that you've started working out the backroutes.
I must warn you that closing all backroutes and getting to a single solution level usually takes a ton of time and playtests, especially in large levels with many different skills like there are a lot in this batch. I remember doing this for my Save One pack with the help of not less than 3 playtesters (and not the worst Lemmings players btw  8-) ) and it often took me a whole week to get something close to good for a single level.
So yes, do that if this is what you want for sure, but prepare to get headaches :d

I'll try version 2.0 if time allows, and must say that the levels are mostly fine in the sense that even if the player does not solve them as you expect, he still gets enjoyment from trying to solve and this is the essential I guess.


Also about save 16 in Original 9 : after taking a look at Armani's replay, it turns out we have the same core method, except that I was not never good at controlling floater assignment time to make a lem get closer to another.
Armani does the compression in a quite optimal way using both climbers and floaters, but I quickly gave up on using the floaters. So I used the climbers only, this takes a lot of fast forwarding but is easy to achieve. I'm curious to know if Armani managed his compression easily or needed a lot of trials and errors ?
#13
In Development / Re: First Custom Levels: VexLe...
Last post by Vexar - September 04, 2026, 09:31:07 PM
I knew people here were good, but that Original 9 Armani just, wow

I'll definitely update some levels, I already worked with what Guigui shared, so feel free to jump in again! There's a couple solutions still in the dark, and I'm sorry but I'm gonna take some skills from you, but maybe I could fix this with a better level layout, what do you think??

The 2.0 will be online pretty soon, let me know if you like it better

Anyway, here's my recap of your solutions Armani:

Results
Remake
1. Yes! That's how it's done, GG
2. I think I should patch this backroute but is not that far from intended
3. Nice, this is just an intimidating level haha, perfect solution
4. Same as Guigui, that long bridge shouldn't be possible, I need to fix that haha sorry
5. 90% close to what Lacktardo intended, but since this is a visual remake, I don´t know if I should patch it
6. Yep, close but not exactly, but again, not my level so I think this will remain the same, Dodochacalo already had a great one

Original:
1. Exactly how I meant it, GG. The second exit is also possible but it started as a decoy
2. My first level, just big and simple, but I can't leave it behind
3. Very good, solved as intended
4. Now I'm sure that second exit should be almost impossible to reach, I meant it as a distraction too tempting to reach, but virtually impossible. I'll close it, let me know what you think
5. Good solution, a backroute indeed but maybe I can add the No blockers Talisman
6. Tons of solutions, this stays the same
7. A partial backroute from things I added as eye candy haha, I'll fix it but close enough!
8. That exit, definitely not as hard as I wanted, I'll try to remove the backroute without deleting the exit
9. That's impressive, yes that´s the solution, but taken to the extreme, I didn't think it was possible to save so many, and indeed that's the limit in theory. I have no words, very good work there! I'll adjust the talismans to Gold 16, Silver 14, Bronze 12 and standard 10 because wow
#14
SuperLemmix / Re: [RELEASE] SuperLemmix 3.0....
Last post by WillLem - September 04, 2026, 06:39:19 PM
3.0.3 Update

The long-awaited release of SuperLemmix 3.0.3 is here! :lemcat: Here's what's new:

Changelog

:lemming: New 'Minimum Skill Limit' Talisman
• It's now possible to set a Minimum Skill Limit which the player must use in order to obtain the Talisman. This is displayed as 'Use at least X' or 'X+' in the UI, and can be combined with the existing Maximum Skill Limit to create a range (e.g. 5-10) of skills which must be used. The Minimum Skill Limit is capped at 10 to keep this Talisman sensible, and this cap may be raised/lowered in the future depending on usage and feedback

:lemming: Replay Modes
• Players can now choose whether 'Standard' (Red R) or 'Insert' (Blue R) is the default Replay mode when a replay is activated. The existing 'Insert' toggle (O by default) can still be used to switch between the two
• Same-Lemming-Overwrite is now possible in Insert Mode (we show a 'CUT X TASKS' warning to show that assigning the skill will erase future assignments for the selected lemming)
• Added 'Click Air to Cut Replay in Insert Mode' option (Standard Mode is always 'Click Air to Cut')

:lemming: Autosave Playtest Replays
• Replays are now auto-saved when playtesting a level (regardless of completion status). The replays are stored in Auto_Playtest and, if a particular level already has an auto-saved replay, the existing replay is overwritten. The replays can be auto-deleted via NL Editor 2.2 and later

:lemming: Pickup Skills
• Mousing over a Pickup now shows skill type + count in the panel info
• It's now possible to specify a Pickup object's size in the .nxmo (if necessary) so that the mouseover hitbox can match custom Pickup sizes

:lemming: Skill Panel
• Mousing over icons now shows panel hints
• The save count is displayed in blue until the requirement is met, then it changes to green
• Removed duplicate Amiga theme gfx
• All display values are capped at 999

:lemming: Level Select
• Title & Author captions are correctly reloaded after using 'Edit Level'
• Optimized treeview loading and interaction to keep UI responsive. See this topic and please report if you notice the Level Select menu going unresponsive
• Optimized Level Search feature - it's now faster and more stable

:lemming: Playback Mode
• 'Cancel Playback' hotkey is now printed onto a button which opens the hotkey config
• 'Browse' now opens a directory picker to select a folder of replays
• Optimized playlist creation and loading
• When Playback Mode is cancelled, we return to Main Menu and display the reason
• Bugfix - When 'Autoskip Preview and Postview Screens' is active, mouse and keyboard inputs made on these screens no longer pass through to the gameplay screen

:lemming: Replay Manager
• 'Browse' now opens a directory picker to select a folder of replays

:lemming: Hotkeys
• Added hotkey for 'Select Unassigned Lemming' - this can be used to select any lemming that is either a Walker, Ascender or Faller, and not an athlete. There is no default key, so be sure to set it yourself if you wish to use this hotkey

:lemming: Preview Screen
• Show 'Spawn Interval' instead of 'Release Rate' depending on which option is selected
• Special lemming types (Neutrals, Zombies) are subtracted from the total lemming count and displayed separately
• Improved layout and updated clickable text colors

:lemming: Postview Screen
• 'Show skills used n' clickable text added, where n is the total skills used in the level. Clicking the text opens a dialog detailing which skills were used (NOTE: this is only shown on successful level completion)

:lemming: Included Levels
• Steel type has been set to 'Always Steel (even if behind terrain)' for all levels
• Fixed music for 'Multiverse' and 'PS3' in DMA compilation

:lemming: Styles
• Style Manager has been updated, and includes all the latest styles for SuperLemmix
• Panel icons for all relevant styles have been updated to include the 'Exit + Amiga tick' icon
• Exit markers and new objects have been added to all relevant styles (courtesy of ericderkovits)
• Updates to slx_crystal Exit gfx (locked exit animations are smoother, colors are improved)
• Default background color is now Amiga Blue (000030) instead of Black (000000) in all styles
• 'owa_down' in slx_fire and orig_fire fixed (courtesy of 92Dexter11)

:lemming: UI / Bugfixes
• Clear Physics Colors can now be changed using settings/SLXClearPhysicsColors.nxmi
• 'Color Cycle' option has been removed. It's now possible to cycle any color in Clear Physics by adding 'CYCLE' as the relevant value in settings/SLXClearPhysicsColors.nxmi
• Gameplay no longer soft-locks when the Nuke is activated prior to a Zombie spawning from a hatch
• 'Show Backgrounds' option is now 'Show Decorations', and includes decorative objects as well as backgrounds
• Check for missing pieces before displaying Preview text (see this topic)
• Hotkey Config - Fixed unlinked event handlers (so, changing values updates the UI immediately)
• Hotkey Config - Improved layout and optimized list rendering
• Backwards compatibility settings are now loaded first

See also: SLX Editor 3.3 Update



Download the latest version of SuperLemmix here.

A reminder of what's new in SuperLemmix 3.0

#15
SuperLemmix / [RELEASE] SuperLemmix Level Ed...
Last post by WillLem - September 04, 2026, 05:25:02 PM
SuperLemmix Editor 3.3 Update

A few additional features, tweaks and bugfixes. Here's what's new:

:lemming: Talismans
• Added support for Minimum Skill Limit talisman. This specifies a minimum amount that the player should use (up to 10) of a particular skill.

:lemming: Keep Playtest Replays
• Option added to keep playtest replays. If checked, replays generated when playtesting a level will be saved to the 'Auto_Playtest' folder. If unchecked, this folder will be deleted when the Editor is closed.

:lemming: Open Recent
• Recent levels can now be opened via File > Open Recent.

:lemming: Bugfixes
• Applying a Custom Skillset immediately commits the skillset to the active level.
• 'Animation' objects are recognised as 'No Effect'.



Get the latest version here.

#16
In Development / Re: First Custom Levels: VexLe...
Last post by Guigui - September 04, 2026, 05:03:36 PM
Yes I can do it : save 16 on Original 9 w/o blockers.
Compress 19 with climbers only (this takes 35+ minutes, fast forward hell), use builders to get the 20th lemming at the correct place for bombing, loose 3 out of the 19 compressed to the traps.
#17
Community Edition / Re: [RELEASE] NeoLemmix Commun...
Last post by WillLem - September 04, 2026, 02:51:31 PM
Apologies, fixed the broken link.
#18
Community Edition / Re: [RELEASE] NeoLemmix Commun...
Last post by Guigui - September 04, 2026, 12:58:36 PM
It looks like the link in OP still points to CE 1.1.2, I get the everlasting 404 error.
#19
In Development / Re: First Custom Levels: VexLe...
Last post by Guigui - September 04, 2026, 09:35:55 AM
Ahah, now Armani's replays will certainly prove to also be very interesting to watch !

Armani too challenged me on Original 9, save 16 is possible ? I'll definitely get back to it, now that you mention it maybe I can adapt my solution to reach 16.
#20
Other Projects / Re: Level Editor for the Sega ...
Last post by Adrian060756 - September 04, 2026, 08:25:40 AM
Quote from: GigaLem on September 04, 2026, 01:56:56 AM
Quote from: Adrian060756 on September 03, 2026, 11:52:01 AM
Quote from: GigaLem on September 03, 2026, 12:46:38 AMThe website uses the wrong title screens for the SNES and genesis version, the SNES title screen has the Genesis Logo, and the Genesis title screen has the snes logo, they should be swapped.

They're darn good editors though. Just to think we can make Lemmings romhacks on consoles now. No longer locked and bound by PC and mouse.  :lemming:  :)
I'm talking about the website buttons, not the editors, Genesis and SNES are using the the wrong title screens in the editor selection menu, the button that has the Genesis logo is using the SNES title screen, and the the button for the SNES editor is using the Genesis title screen, the graphics should be swapped

Yeah I knew what you were referring to, I just added on by saying that regardless of that, the editors are great fun to muck around with.