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#2
Contests / Level of the Year 2024: Voting...
Last post by IchoTolot - Today at 02:36:36 PM
We've reached the final phase and got 6 levels as candidates for LOTY 2024!

We will vote them down from 6 to the top 3 in the first round (ensured by tiebreakers if nessesary).

After that I plan only a single round with 1 vote like in the normal contest to determine the final placement.



If you want to see the full list of nominated levels in non-randomized order, check the nominations list topic.
If you want to play these levels without having to dig up all the various level packs, check the playing phase topic which has a pack available for download that contains all the nominated levels.

Please remember that discussing the nominated levels is not allowed in the LOTY2024 topics now that voting has begun. This does not apply to levels that have already been eliminated at the time. Discussing them elsewhere in the site is okay, as long as it's not in the context of LOTY2024.
#3
Contests / Re: Level Design Contest #32 -...
Last post by Crane - Today at 12:47:39 PM
R1's are V1.

Changelog History of R2:

V2 - Increased height of steel veins to patch a backroute from Velixi. Added more decorative veins.
V3 - Extended length of steel veins to the left of the sphincter(!) to patch a backroute from Kaywhyn.
V4 - Moved leftmost tooth to patch a backroute from Kaywhyn.

Changelog History of R3:

V2 - Small modification to the terrain at the waterline to patch a backroute from IchoTolot.
V3 - Extra entrails and blood drips underneath the platform to patch a backroute from IchoTolot.
V4 - Lengthened an entrail above the skull to patch a backroute from Velixi.
#4
Contests / Re: Level Design Contest #32 -...
Last post by Crane - Today at 12:36:27 PM
Ugh, that trick...

I will admit that I like elements of the solution, and maybe in future they can be adopted, but currently it makes the bronze talisman too easy to obtain.  Maybe I'll experiment a bit.  V4 is out though.
#5
Contests / Re: Level Design Contest #32 -...
Last post by kaywhyn - Today at 11:49:33 AM
Resolved Crane's R2 for V4 ;) Here, I simply tweaked my previous solution a bit
#6
Contests / Re: Level Design Contest #32 -...
Last post by Crane - July 03, 2025, 08:05:28 PM
Well, "Monster Munch" is a backroute, but should be fixable.  The others are all intended - well done.
#7
Contests / Re: Level of the Year 2024: Vo...
Last post by IchoTolot - July 03, 2025, 05:57:01 PM
6 levels made it to the 3rd phase!

I will prepare the next one and probably start it during the next days.

There we will determine the top 3 (the only round I will enforce the survival rate with tiebreakers) and then (like in the normal contest) the winners in a last round of voting with 1 vote.
#8
NeoLemmix Levels / The Lemmings Chronicles: The F...
Last post by The Tomato Watcher - July 03, 2025, 05:28:23 AM
A conversion of the first ten levels of each tribe in The Lemmings Chronicles to NeoLemmix, complete with reworked solutions and brand new titles.


Classic Tribe 5 "First You Do A Zig..."


Shadow Tribe 4 "Tiptoeing Around Danger"


Egyptian Tribe 8 "Choose Wisely..."

The level pack is attached to this post, and the music can be downloaded here. The music used is CD-ROM soundtrack of The Lemmings Chronicles, with the Shadow and Egyptian tribes each getting an additional music track from different versions of Lemmings 2 so that each tribe has 3 tracks. Enjoy! :)
#9
Contests / Re: Level Design Contest #32 -...
Last post by kaywhyn - July 02, 2025, 10:13:29 PM
I've released V5 of my R1's to fix a backroute on "Oh Yes" thanks to Velixi/saba by adding steel. Also split left OWAs into both left and right OWAs in order to do some visual tidying up.

All rightie, I've followed suit and have played and solved all the LDC 32 levels :) Replays attached. Not sure if any of these backroutes, though.

Rule 1 Feedback

Armani's Gold Rush R1V7
Not sure if this is intended, even though I use all the skills. The only reason I think it isn't is due to saving 1 more than the requirement

Armani's Diamond Rush R1V7
Wow, that was a pretty nice trick with stoning a shimmier from below in order to raise the terrain high enough in order to get over the stack! I remember thinking of this while I was showering last night, so when I had the chance I tried it out, only to see it not work. As it turns out I was on the right track, just was missing interrupting the stacker when it's 7 pixels high, since the stoner from below raises the terrain by 1 pixel and hence makes the stacker wall now 6 pixels high.

I think the reason I thought of this trick quicker was due to something similar I tried on one of Strato's LHOF pack that I pre-tested but ultimately it isn't part of or required in the solution. It still required raising the terrain to make the stack steppable, just not from below like in your level.

Colorful Artys' Treasure Island R1V1/Forbidden Treasure R1V1
Nice visuals and nice open-ended levels. The latter especially reminds me of "I Demand a Builder" from United! :laugh: Going for the save all on it is a nice challenge as well! :thumbsup: 

Cranes' Ice Cream Cake R1V1/Part 2 R1V1
Not sure if the first one is intended, since I have a floater leftover, while the second one seems to be fine, although I probably would be able to save a bit more had I been a bit more careful about getting the right amount of compressed Lemmings through the traps. This took some time to get right, though I overlooked using the blocker to help with that at the top.


Rule 2 Feedback

Armani's Speedlunky R2V1
Nice level which I figured out the solution to very quickly, though I was a dummy and kept trying to see if I could turn the shimmier around with the blocker by blocking on the builder staircase :forehead: After several tries and seeing it fail every time, it made me second guess that the solution must be something else. Turns out I completely missed the path the climber can take to get over everything to the left of the entrance :XD: Nice level!

Crane's Monster Munch R2V2
Nice level, though I believe I came up a builder short by building to the teeth at the ceiling on the right side. Can be somewhat challenging.


Rule 3 Feedback

Armani's Spring Has Come! R3V1
Wow, very nice swimmers only level that looks impossible at first but has a great solution that relies on getting the zombie disarmer past the first masher trap on the right but then needs to get him killed when he falls onto the trap trigger since that's the only way to get rid of him. This took several tries to get the timing and release of more swimmers right, so it can be somewhat annoying, but luckily the RR is low and there's plenty of Lemmings that come out of the entrance.

This one reminds me very much of your Color Coded level, except that one was blockers only, while this one is swimmers only :laugh: Both are quite difficult levels despite using only one skill type! You definitely have shown that it's possible to make such non-trivial, difficult levels of this type. Nice! :thumbsup:

Not going to lie, but for some reason I thought the nuke played a part in the solution! :laugh: I held onto that for some time before I abandoned that approach. It just wasn't going to work considering the distance of the entrance from the preplaced blocker and how you're not going to have that many Lemmings on the screen before the crowd starts drowning and dying.

Crane's Migraine R3V4
Heh, this reminds me of that one 1 minute Chaotic level from Lemmings Cranium requiring the exact same thing with making the digger a bomber in order to get him into the exit on time, except this time you need the nuke to do so since you don't have a bomber available. Nice level, though!
#10
Contests / Re: Level Design Contest #32 -...
Last post by kaywhyn - July 02, 2025, 09:41:16 PM
V5 of R1's uploaded!

Changelog History of R1:

V2 - Added some traps to fix backroutes thanks to Crane.

V3 - Shifted a fire trap and a minor terrain change to fix a backroute thanks to Armani

V4 - Added OWAs to fix a backroute thanks to Icho.

V5 - Added steel to fix a backroute for "Oh Yes" thanks to Velixi/Saba. Also split left OWAs into both left and right OWAs to do some visual tidying up.


R2 remains V7!

Changelog History of R2:

V2 - More steel to fix a backroute thanks to Crane.

V3 - Reworked my ineligible entry because it had a laser skill. The result is terrain added and some more steel. Many thanks to the user who notified me that I had an invalid entry! :laugh: Can't believe I didn't catch myself, and I came up with the ruleset too! :-[

V4 - More terrain modification to fix a backroute thanks to Crane.

V5 - More steel to fix a backroute thanks to Crane.

V6 - Terrain changes to fix a backroute thanks to Armani

V7 - Massive reworking with the following changes to fix backroutes thanks to Crane and Armani:

  • Terrain changes (including more steel)
  • -1 jumper, -1 miner, and +1 basher
  • RR is now locked and increased Lemming count to 50


R3 remains V7!

Changelog History of R3:

V2 - Added a trap to fix a backroute thanks to Crane

V3 - Extended steel structure and shifted platforms several pixels up to fix a backroute thanks to Crane.

V4 - Added more blocks to a fix a slight backroute.

V5 - Terrain changes to fix a backroute thanks to Crane and from another solution I was PMed

V6 - More terrain changes to fix a backroute thanks to Crane.

V7 - Made the wall by the exit thicker to fix backroutes thanks to Crane