Recent posts

#1
NeoLemmix Levels / Re: Scotty's Lemmings Pack (30...
Last post by Flopsy - Today at 03:10:37 PM
I've had to move this topic to the board for finished level packs, as you are considering it as a finished level pack from the sound of your post.
Posting it in the NeoLemmix levels forum will increase the chance of your pack being played :)

Of course you are welcome to post another Development topic for any further levels you decide to add to the pack in the future :)
#3
NeoLemmix Levels / Scotty's Lemmings Pack (30 Lev...
Last post by Scotty - Today at 01:54:59 PM
Greetings, some years ago i made a bunch of levels, something i have wanted to do since i was a kid! I originally planned for more but they never materialised, and i have sat on these for too long now. The bulk of these were made in 2018-19. I don't know if i'll ever get around to making any more but am leaving the door open for now. I should also really come up with a better name for this project, heh.

This pack is my love letter to the original game and creating it was a way to embrace the massive amount of nostalgia i have for Lemmings. The pack intended to give the feeling of the original levels but in a 'dlc' of sorts.

There are 30 levels and while it is hard for me to judge the difficulty i would guess that they all fall somewhere in the Taxing and Mayhem bracket. While i used NeoLemmix due to liking the level editor, the levels are unapologetically old school and designed to be doable without the need for frame perfect inputs and such tools that NeoLemmix allows. I may port this pack to Lemmini one day as the levels should all translate to a more vanilla style game engine nicely.

I hope you enjoy solving these as much as i enjoyed making them. If anyone happens to record their gameplay of these please do share, i love to see people's processes in arriving at solutions.

Couple of level previews:




scolems.zip
#4
In Development / Que Sorpresa! Mas Lemmings (Wh...
Last post by GigaLem - Today at 11:56:22 AM
Something I felt the itch to work on during the development of Festival Millas 2024. Now while this isn't the grand "Millas is back on track" people was hoping for, this is Something I feel I could work on but not worry about releasing it until I know im happy with what I've made so far.

If I may take Breaks from this pack time and time again, I will, more so if in case I draw a blank for some time. however despite all that, at the time of making this topic, there's a total of 76 complete levels so far.

This is

A Level Pack that's in Spanish, though translation may not be accurate and I may be looking for some help with correcting the names.
This Pack is primary only using the sets made by Dexter, with an original set of additions sketched be me and Sprited by plom. New Backgrounds may be part of this set.



Leve (Mild) - The Easy Levels, teaching you the Skill, The Objects, The Mechanics



Caliente (Hot) - The Not as Easy Levels, Levels that tries to do more with the skills you're given showing you the extra use for each of your skills



Fuego (Fire) - The Point between Tricky and Mayhem, Levels not hard enough for the next rank, but a bit of a jump from the previous rank.



Diablo (Devil) - The Hard levels that require the hard stuff, the tricks that you can do with your skills, the levels that require knowing the use of your skills



Infierno (Inferno) - This is the rank full of each set's Final Boss. The Basis being that of the final level of that peticular set in the pack, this was why I didn't make the Topic right away.

Credits
Spoiler
Original Assets
Plom510

Graphic Sets
92Dexter,ʃtan x dx

Additional Levels
Wafflem
Nessy
Namida
Nepster

Inspiration
Dodochalo (Franlems)
Pieuw (Fiat Lem)
Ichotolot (Lemmings United)
Armani (Lemmings Uncharted)

How can you help?
You can submit a level, or a song for me to use (Currently need songs for Mona, Grotto, Build World, Jade, Palace, Wacky, Brass. You're free to suggest almost anything) I will also accept any help from those whom speak the language to review the level titles and the like.
Read below for what will not accept.
Spoiler
I will not be accepting - Non-Video Game Music that isn't public domain, Levels/Music that depict NSFW, Political, or Hateful Topics.
I will not accept any Level, Art Asset, or Music made with Generative AI. I know that's a touchy subject but respect that I have a stance against it. I will not have any discussion about this rule,  nor will I be tolerant to those whom break it for this thread. I'll leave it here, Keep your peace and we wont have issues, and be respectful to each other.

I can't Guarentee a release date of this pack, nor a date for a demo. I would like to have some music for the demo before putting one out there.
#5
Loap / Re: [Bug?] Bombers can't destr...
Last post by namida - Today at 05:51:51 AM
I'm no longer actively working on Loap. At some point I'll probably make a small fix for the music looping bug that showed up in newer versions, but aside from that there's no plans for further work simply due to the low interest in it. With that being said, it's open source (MIT licence), so anyone is free to take over if they wish.

Loap doesn't intend to be a 1:1 accurate replication of the DOS game. This becomes more noticable with custom levels, where some of my custom ones actually needed modifications to ensure they worked properly under Loap. You're likely correct that there's a one-frame (or so) window where the climber is considered to be inside the block above him, but Loap handles this differently (either by not having such a window at all, or by having a different timing of when the bomber takes effect so that it can't do so within that window).

You can definitely increase the resolution of the skybox... if you have a higher resolution version of those images to use there. (Maybe a rip from the Playstation version? I believe it has higher-res skyboxes compared to DOS, which is where these were ripped from.) No special steps needed, just replace the existing image with the higher-res one and it should just work.

#6
Loap / [Bug?] Bombers can't destroy t...
Last post by Name Invaild - July 13, 2025, 12:56:48 PM
I dunno if Loap still gets worked on now-a-days but I only found out about this program a few days ago and I got to say... I prefer this over the PS1 version that I played years ago after wanting to play through the game again. The many QoL stuff that it has such as camera panning made this better to play by far.

I recently finished the Vanilla Level Pack of 3D lemmings though I do want to make a report that Bombers can't seem to break terrain above them if climbing a wall. Now... this was iffy even in the PS1 version that I played long ago but it was possible for terrain to get destroyed by a Bomber in that version (I also watched a video of someone playing the DOS version and they were able to break away the terrain above them while climbing.)

You kinda have to be frame perfect it seems given that it's already iffy to bomb away ceilings while climbing, but it seems that in Loap it's impossible to do that even if using the frame by frame to line up the bomber.

The attached image is in "Taxing 02 - Picky Platform" where I'm one frame away from the Climber hitting his head on the ceiling and falling down. I apply a Bomber on this frame which he goes boom and... doesn't damage the ceiling there. Doing it a frame later will have the lemming go through the "oh no!" animation while falling which... wouldn't be anywhere near the ceiling, so no damage occurs there.


Another instance of this can occur in "Mayhem 08 - Five Towers" where you can't break away the ceiling while climbing the wall after building a few bridges, though after watching a video... turns out I never knew the actual intended solution to that level. I either build bridges and time a bomber or try to have the climber break away the ceiling with a bomber, though that has to be frame perfect.

*EDIT*
I got curious and tried this in "Fun 07 - Candyland Climber" where I'm one frame away from a Lemming hitting the ceiling & falling. Given the hitbox location I guess that's why you're unable to break the ceiling that's directly above you. It's apparently inside the wall itself. I've attached a screenshot of that.

I do wonder why it's do-able to do that in the PS1 & DOS versions though. Might be due to the lemming being a frame inside the ceiling allowing them to damage it? Maybe all this time the PS1/DOS version being able to bomb away ceilings while climbing was a bug. *shrugs*

P.S.
I also want to make a mention that holding the right-click in order to pan around the camera for some reason tends to bug out and not move correctly in the right direction. For example... if I move my mouse to the right while holding right-click most of the time it works fine and pans to the right but then sometimes it'll pan to the left or up/down. In order to get around that I have to let go of right-click and hold it down again in order to pan the camera around correctly. I have attached a gif to hopefully show the issue.

I would've made this a separate thread, but unsure if Loap is still being worked on.

P.S.P.S.
Is there an option to change the sky box resolution? Or is that not possible in the current Loap Build? I'm using Loap 0.29.0 / Loap Core 0.27.0.
#7
Contests / Re: Level Design Contest #32 -...
Last post by IchoTolot - July 13, 2025, 12:16:48 PM
The voting for the 3 rules is open!  :)

  Rule 1 voting topic
  Rule 2 voting topic
  Rule 3 voting topic
#8
Contests / Re: Level Design Contest #32 -...
Last post by IchoTolot - July 13, 2025, 12:10:54 PM
Planned:

Rule 1 -- 5 entries (~20% survival rate)
Rule 2 -- 4 levels (~25% survival rate)
Rule 3 -- 4 levels (~25% survival rate)

Rule 1
Armani's "Gold Rush" & Armani's "Diamond Rush"
Colorful Arty's "Treasure Island" & Colorful Arty's "Forbidden Treasure"
Crane's "Ice Cream Cake" & Crane's "Ice Cream Cake (part two)"
IchoTolot's "Berkana" & IchoTolot's "Eiwaz"
kaywhyn's "Oh Yes! A Hardcore Molten Problem" & kaywhyn's "Oh No! Another Hardcore Molten Problem"

____________________________________________________________________________________________________________________________________________________________


Rule 2

Armani's "Speedlunky"
Crane's "Monster Munch"
IchoTolot's "Chain Of Command"
kaywhyn's "kaywhyn's Organic National Park"

____________________________________________________________________________________________________________________________________________________________


Rule 3

Armani's "Spring Has Come!"
Crane's "Migraine"
IchoTolot's "Industrial Incident"
kaywhyn's "Quick Lab Rush"

____________________________________________________________________________________________________________________________________________________________


Finals
#9
Contests / Level Design Contest #32 - Vot...
Last post by IchoTolot - July 13, 2025, 12:10:34 PM
In each voting round, you're allowed to vote for up to a certain number of levels. Vote for the levels that you want to stay in the contest, not for levels you want eliminated. You may vote for fewer levels than the permitted maximum. You may vote for your own levels.

It's not allowed to discuss the levels publicly on the forums during the voting phase, even if the level is not in the current round, or even between rounds.

You may discuss any level in private messages. You may discuss publicly off-site, e.g., you may post Youtube videos of your playthroughs, or discuss in IRC/discord chat. Eliminated levels may be discussed anywhere, even publicly on the forums.

- Voting takes place for all 3 rules at the same time. Topic links:
  Rule 1 voting topic
  Rule 2 voting topic
  Rule 3 voting topic
- Only the level with the most votes in each rule moves on. Each person only gets 1 vote for each rule.
- Dertermining the top level in a rule might result in a tiebreaker. (Edge case: A tiebreaker between tied levels results in another tie where nobody is eliminated -> All move on.)
- The top 3 then consists of the top level of reach rule. The placement is then determined in a single voting round. Each person only gets 1 vote. A tie here simply results in a tied 1st or 2nd place.

Prize:

- The "choosing the rules for the next contest" prize will be the only one you can get.
- The authors of the top three levels will each get to choose a rule. If an author got multiple levels in the top three they get to choose multiple rules accordingly.
- If people choose (near) identical rules we will sort things out through pm communication so that the rules are different.

So... let the voting begin! Each round will be open for voting for 3 days, except the final which will be 4 days.

All levels are still avialable in the discussion topic: https://www.lemmingsforums.net/index.php?topic=7118.0
#10
Contests / Re: Level Design Contest #32 -...
Last post by IchoTolot - July 12, 2025, 02:44:58 PM
I will put up the voting soon as LOTY does not need the voting topics anymore.  :)