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Messages - Guigui

#1
NeoLemmix Styles / Re: Style updates topic
September 06, 2026, 01:21:46 PM
Great job Dexter. Will those be included in the style manager in NL, or do I have to download them manually ?
#2
In Development / Re: First Custom Levels: VexLems!
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 ?
#3
In Development / Re: First Custom Levels: VexLems!
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.
#4
In Development / Re: First Custom Levels: VexLems!
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.
#5
In Development / Re: First Custom Levels: VexLems!
September 03, 2026, 11:52:48 PM
I have cleared this first batch of levels you gave to us Vexar.

Those were very pleasant levels to me, clever and classical puzzles as everyone love them. Some were quite straightforward solves, while others required more thoughts from me. None seem unfair to the player, the main matter is to use skills to their full extent.

Now you said you feared backroutes, so please be aware that you may find many of them in my solves. I often end with left over skills (btw, I love the oldstyle way you give bombers everywhere when you're not allowed to loose lems) or save more than required. This does not mean that the level is bad to me, just that our brain are not wired the same and that I may know some NeoLemmix weird techniques that were impossible or not easy to perform under WinLems (which I never played).

Here's a quick breakdown of my solutions :

Spoiler
Remake 1 : nice starter, beware where/how to set the turn for the climber.
Two exits but I used only one, which seem to be a recurring fact in those levels. Maybe are there some repeat levels not available here that make use of both exits ?


Remake 2 : straightforward solve. Good use of diggers and stairs so as not to splat.

Remake 3 : I love this one ! Nice bubble environment and a beautiful walk for those lems all around this level. It took me some time to figure out where to put that final builder rescuing the whole crowd.


Remake 4 : The solution appears fast enough considering all those builders you have. There seem to be extra destructive skills and save requirement is quite lenient, so I started to try to optimize to save many more lems ... until the evil timer came into action ! It turns out that the whole point is to try to save time, is this what the extra destructive are for ?
In the end a good level with a 2 step solves : see the solution, optimize time it takes to execute.


Remake 5 : First real deception of the pack to me : the climber is not where it seems. I also love how you give only miners here whereas bashers would make the level way easier, miners force you to leave the comfort zone and use the whole layout  :thumbsup:
Very nice level and I think I have intended solution seeing how I have no leftover skill and save the exact requirement.



Remake 6 : Pretty hard to gain all this height with so few builders and a single miner. I resorted to a zigzag blocked miner.
Though I think I have a backroutish solve here because I save an extra lemming (certainly a blocker) by containing the crowd with a builder on the left side at the beginning.

Original 1 : First level I played in the batch, and it stuck me for way too long !
In the end it is somehow a compression level and both exits are used, very good one :D

Original 2 : This one was straightforward, builderfest as some may call it. I dont mind it from time to time.

Original 3 : This level left a weird feeling to me. In the end I save the exact number of required lemmings and use all skill, but I cannot help but think this is not what you expected. Is that part with miner + digger to reach the diagonal shaft correctly done ?

Original 4 : Boths exits used and the two crowds helping each other make this level a very nice one !
It took me way too much time to figure out that you have the contain the bottom crowd with a builder, to save a blocker for the ending part...

Original 5 : Just Cross The Wall had me stumped for 2 days as mentionned earlier. This is why I resorted to obscure techniques of height gaining through walls.
I think you'll call that a bad backroute seeing that I have a digger and the climber left, and do not use the whole level, at all.
Well, blame it on the level's title : I just crossed the wall !

Original 6 : three independant levels in one, be warned that some players may not like those kinds of levels here. Of course I solved each level independantly at first, using as few and disjoint skills as possible for each, then solved them all simultaneously as the title implies.
I have many leftover skills, and think this level has a very high number of different solutions !

Original 7 : Definitely my favorite level here  :thumbsup:
This has to do with how I was not able to solve the Crazy rank Dolly Dimple level in Oh No More Lemmings as a kid. And this level is just Dolly Dimple on steroids, I love it !
It is also quite deceiptive in the place where you have to store the crowd, and how to handle the ending part with those miners.

Original 8 : good looking brick level. Seeing the layout, one quickly removes the rightmost exit from the equation, though you are left with tons of possibilities with just the left one still.
I used a lem from the upper hatch to create a path for the bottom one, he was ahead of the other just enough to build over the gap, nice. The solution also uses an air-builder lem for some frames !
Though the whole solution sound hackish because of leftover skills and the dense builders concentration I made to ensure no lem gets trapped in the left pit.

Original 9 : Compression Method, at least the title is clear.
Save requirement is 8, but you teased me with silver and gold talismans requiring to save respectively 9 and 10 w/o blocking, and with a title that sounded like a challenge to my compression skills ?!

So I went havoc and used "assign climbers one after the other to slow lemmings down, and use an awful lot of fast forward" to compress a bunch of lemmings almost pixel perfect ; the time is takes to achieve this is over 30 minutes on the ingame timer. In the end I save 14, platinum talisman ?  8-)
#6
In Development / Re: First Custom Levels: VexLems!
September 03, 2026, 09:10:18 AM
Sure, I could get across the wall and am currently trying to solve Original 8.
I'll definitely write a little heads up of my replays when I'm done with Original, and maybe Remake too if it is not too long nor hard.
#7
In Development / Re: First Custom Levels: VexLems!
September 01, 2026, 09:20:27 PM
Im currently playing the pack, started with the Original rank.

Nice level design with some deceptions here and there. Also kind of tough levels, I could only solve 4 of them in approx 3 hours.
Currently stuck in Original 5 Cross the Wall, believe it or not I am not sure how to cross the wall !
#8
?? I must say I do not understand how that can work on NL ?? Can you explain a little how you do that and what the player is supposed to do ?

In any case, Duck-Hunt X Lemmings looks fantastically fun :D
#9
I have Neon White on my radar for a long time now, and since I love speed based game I'll certainly give it a go when time comes.
Thanks for your post Strato !
#10
I'm currently playing Hades II on the Nintendo Switch.

I have already cleared Hades I some years ago when it came out, and Hades II is a "more of everything" sequel, which is perfectly fine to me.
If you do not know those games Hades I and II are "roguelite" action games : you start a run and try to clear the game with your character. This run consist of a series of rooms in which you encounter various ennemies that you have to clear to access the next room. Sometimes you encounter boss, friends, story events and more. Sounds simplistic and it is, but more than enough to keep you on your toes.
At first you do not succeed in clearing the game and get a gameover, but you have gained more knowledge of the game mechanics, gather materials that allows to unlock character and weapon improvment, and meet more characters who will help you on your journey. Then you start another run and repeat.

The whole setting of the game is in the Greek Mythology which is both really well respected and sometimes made fun of. All characters from the mythology have interesting background, picturation and voice acting.

The game is still very engaging, gameplay and its loop are perfect and rewarding, story unfolding is great, the numerous combat and bosses phases are expertly crafted and clearing foes is addictive.

Very high recommend if you love action games.
#11
I have not read the whole thread precisely, still giving my 2 cents. Feel free to discard post if those have already been discussed about.

Previous screen displays, in this order :

Level name, green

Pack name, rank, position, green.

Author name, green or blue. I think it just make more sense to have author not between level and pack name : you give all infos on the level and its position, then you give credits to its author.

Save n of N of now, green

Do not display RR information. After all this is purely a level solving element, only required when you start thinking how to solve, so not needed here.
One can also say that if you show RR here, then you should also show the skillset, which you definitely do not want at this point.

Time limit yellow if present, infinite time green if not.
#12
NL CE 1.1.2

When using Playback mode : pause the game then rewind to the beginning with the F1 shortcut. At this point I can not exit the pause with the [space] shortcut key, I have to use the pause button in the toolbar.
Not a big issue but may be worth mentionning.
#13
NeoLemmix Levels / Re: Lemmings Plus Series
August 16, 2026, 01:52:51 PM
I played through the first rank of the Lemmings Plus Alpha pack.

Having only cleared Lemmings Plus I by namida, I think this is a huge step in difficulty. It also looks like this is the latest entry in the Plus series and I can say that we see here all the expertise in level crafting gained by namida throughout all those years. All levels are really well crafted, quite small, pose immediate and clear problems that require lots of thoughts to be solved.

Playing them is really a fun time and many time I had to resort to the "keep thinking about the level for one day or two until you find a solution while doing something else" method. You know a game/level is good when it occupies your brain even when not playing, great job namida !

Also it looks like I am not good enough to find regular solution and I often had to resort to obscure tricks leading to backroutes. Here is a quick breakthrough :

Spoiler
Mutilation 1 Good one to start, not too hard if you do not neglect the middle hollow part like I did for too long.

Mutilation 2 This one, as all height-gaining levels, gave me many troubles. I finally got it with certainly a backroute since I save an extra lem and have a platformer left, also make maximum use of those cloners. Maybe the zig-zag miner was supposed to be made in the right wall instead of the left ?

Mutilation 3 I save +3 lemmings here beause the timing is quite lenient. I made the splatformer from the left well instead of from the center balls part.

Mutilation 4 Doable when you find how to make 2 turns to free the crowd. I do not use the center arrow part and have a basher left, not intended ?

Mutilation 5 This one took me two days I think. Using all those diggers to contain the crowd and isolate a worker at the beginning is a real good move ! My ending solution sounds a bit hackish as I use the last builder only to prevent lems from falling between diagonal pixels.

Mutilation 6 Hard one again because of height gain. I save all instead of 18/20 and have 2 skills left, so I could not find what I was supposed to do...

Mutilation 7 The ceiling route was one of my first option, but then again isolating a worker with digger was the issue. Nice use of the last lem.

Mutilation 8 Once again dig to delay. Setting the first basher was not easy but doable with framestepping.

Mutilation 9 Not need for cloner as the title says. Setting RR to 99 at the start was enough to isolate enough workers.

Mutilation 10 At first I was trying to get higer in the tubes structure but no success. Going throught the middle route works better and allows to save 3 skills, hackish I think.

Mutilation 11 Once you understand how to do the starting stack/platform structure, everything fits into place perfectly. Good one !

Mutilation 12 Needed a few hours to realize that I had to midair-bomb somewhere, the save req told me that, but where ? Then it took me at least 2 days to realize that the climber has to handle both crowd, he is a hero !

Mutilation 13 Watching the solution of this one is not really impressive, but it also stuck me for a very long time. For some reason that last blocker that both turns the crowd and make a dent in the terrain after bombing eluded me...

Mutilation 14 Easier level thus far, solved by improvisation and the "simply overcome any obstacle in front of you" method. I also have skills left, so I think this was not the intended way.

Mutilation 15 Again a long solve, the air-miner used to remove terrain right above your head is tricky. Acutally I found it but kept using it on the snowman for some reason  ??? Stupid me, especially considering that I had already realized that the left way would be better and that only 2 pixels prevented me from climbing there...

I'm joining my Mutilation replays. Also some Decimation replays but I'm stuck on Decimation 9 Return to Gemland, there are just too many ways to build over those gaps and I am yet to find the correct one.
#14
Quote from: WillLem on August 08, 2026, 06:41:22 PM@Proxima - I'll probably start including your compilation with CE, after making the updates you've suggested in your OP.

Every now and then, someone asks about the OG levels. Many people probably don't ask, but still want them. Let's just provide them once and for all.

I can confirm that getting the original games to run on modern machine quickly leads to this forum and NL. At first newcomers most certainly want to replay those games before even thinking to try user made content.
That was my case some months ago and I was a bit disappointed that the original games were not all readily available.
#15
Help & Guides / Re: Trying to 100% ONML
August 08, 2026, 04:25:27 PM
I can not play the level right now and have not tried  the 100% on it.

First idea that comes to mind would be to flood the wall area, assign diggers fast enough so that one Lem gets through by stepping up a less than 6 pixels step, then have him dig cleanly at the end to allow climber.
Not sure how to stop the first diggers though, I may be totally wrong here  :-[