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Messages - Guigui

#1
^ Great idea, really !

I know many people in the Soul's community like to do challenge runs of this series of games : Demons' Souls, Dark Souls I, II, III, Bloodborne, Elden Ring. I guess transposing the rules to this series may be fun too.

As for the BG3 Lemmings run, I aknowledge not being able to do it myself because I dont own/know the game. Maybe you'd have more success if you were to introduce the concept in a BG oriented forum ?
#2
Quote from: Flopsy on March 13, 2026, 08:24:27 PMDefinitely adding this to my "to play" list. Not as a NeoLemmix 30, a full playthrough  :thumbsup:

Can I ask where one can see your playlist ?
#3
Oh well, time to give up on Terrarium's talisman. I can save 43, but not 44. Sorry about that Mobiethian and Armani  :(

I'm joining my solution for the whole pack. I had a very good time with it. I loved the design and the way tilesets are used, especially the mushrooms and flowers ones. So thanks to Dexter for that too !

I'm giving quick thoughts on the levels that struck me the most :

Spoiler
Prepare 7 Flower Power. I had a surprisingly hard time containing the crowd and pushing the button here. I must have used a very suboptimal method, but it worked in the end !

Prepare 10 Construction Function. Very nice design on this one. I had a fun time figuring out a route from those thin diagonal floors, and went via some small holes here and there.

Prepare 16 Caught In Liminal Space Great design again !  It reminds me of the game Castlevania : Symphony Of The Night, mainly on PS1 and Saturn consoles if anyone is familiar with the game. The whole game is set up in a giant castle you have to explore. And where you think you're finally done with it and beat the final boss comes a twist :
Spoiler
You have to go through the whole castle again but it is reversed upside down, opening whole new paths and ways to explore !
So yeah, having reversed elements in here reminded me of that tremendous game.

Nuisance 6 Mesmerizing 1st level by Armani, I was not even scared ! And it went smoothly  8-)

Nuisance 7 Mirror World 2nd level by Armani, I was not even scared, and I should have been ! See discussion above.

Nuisance 8 Hoopin' on the groove line I had fun jumping here and there. A bit disappointed by the end part tbh. Maybe I backrouted it and the intended solution is somehow funnier ?

Nuisance 8 In The Rear With The Gear Not a very big fan of the level tbh. One quickly understands what needs to be done, and after that there is no thinking involved.  I salute the original idea and the beautiful design.
And most of all I salute the reference to that Sergent in the Full Metal Jacket movie, that very one who tells Joker he better stays "In The Rear With The Gear".
Now please make a level named "Lem has guts, and guts is enough".

Nuisance 14 Sugar Free Lemming Aid I spent so much time on this one ! For some reason I tried to used the downer tree branch. Must have realized sooner that this is not the correct way because it is hard to reach that is used up almost all my skills.

Nuisance 19 The Aquatic Ruins Very nice design again, where you have to let a lemming wander around and make the work in a very precise order and fashion. Making sure the crowd does not splat at the end was not that easy, maybe I missed something.

Nuisance 20 The Choosen One See discussion above, a real trip for my brain.
#4
Quote from: The Tomato Watcher on March 10, 2026, 12:54:43 AMAlso GuiGui, it seems your Panic 8 replay is broken on my end. I'm using NL V12.14.0 currently. What version are you using, since CE shouldn't behave any differently?

I'm using CE last RC version. This is indeed weird, because the replays work correctly on my side; I'm joining it again just in case.
#5
I have played the pack and join my solutions.

I had a very good time with it. Lots of levels were fun to watch and solve, some were medium-hard here and there, especially at the end (I'm looking at you Serpent !). No real roadblock level for sure but hey, I too enjoy having chill moments with the game where you can just look at the level and imagine many solutions to see which one will work and will be the smoothest one.

The use of custom tilesets is welcome, and the music fits very well with the themes. Congrats to TTW for making some of them himself, I know how hard that is  :thumbsup:
The special levels designs were also very nice, love all of them, especially the cracked egg and the walk under the rain.

So yes, the road through this pack was definitely a good one to me. Thank you for making it TTW, be proud of your work.
Contrarily to JawaJuice, I wont say "looking forward to your next pack" (though I could!), just because I know how much time and efforts it takes to get to the release point, and that your brain needs much rest after that. So please TTW, just enjoy and look at other people playing your levels  8-)

One thing though : the levels author are "anonymous" in the levels presentation. Why not write TTW here, as you like to call yourself in the credits and the rolling text in the pack main page ?

I'm now giving comments on the levels that struck me the most :
Spoiler
Calm rank

The Stumbling Block Sorry I did not try to save as many as I could here, just let my luck go and saved enough.

The needs of the few I had a hard time containing the crowd here, and ended up doing it under the chameleon. Certainly not optimal but it worked.

A Slight Detour It is worth noting that I played the pack backward : Panic->Tense->Calm. Dont ask me why, I just dont know. Maybe I like to end with easier levels.
In any case, this was consequently the 3rd time I solved this level, and with supposedly the easiest skillset. Remembering the other detour solutions, I thought "enough with the detour, this level title is just teasing me". So I just brute-forced my way to the exit, sorry  :evil:

Status Quo I love the design of this one, buccolic (is that an English word?) walk under the rain.
I love how that precise raindrop makes crossing the pond with builders painful : bridges end right in the raindrop, then you are forced to go up and splat !
Once again I just said "to hell with it" and went the whole bottom route. Sorry again  :devil:

Your Egg Is Cracking Once again the 3rd time I saw this level, playing backward. I tried my best to save 100% here but did not manage to save the 6th lemming from the splat at the beginning, my builder is some frame short no matter what I do. Anyone could save 100% here ?
I must also applaud the egg design, it fits very nicely in the Oh No Rock original style and this is a serious feat.

The Lemming Hair Dryer A level for the girls ! Love the electrical design, I could 100% with the upper route.

Follow Me! I found this one hard for its rank. At first I tried the upper route but did not have enough constructive skills. Turns out the bottom route works : building the many gaps actually allows to spread the lemmings apart and makes the final timing quite lenient.

Break The Cycle I recently quite fully understood the power of the so called "Dolly Dimple" bridge which allows to separate a worker from the crowd with bridges only. Applied it here and end up with an extra builder at the end.




Tense rank

Lucky Brick 3rd repeat of this level for me. Sorry I just cleared all of them with mostly the same technique each time. This is what happens when you start with the hardest one : you cannot unsee the solution you had the previous times.

Going Down I love this one ! The bridge technique I used here is also similar to a possible solution in the ONML Dolly Dimple level, which is one of my favorite level of all time considering how much time I spent stuck on it in the 90's.

Meet In The Middle Good level, my favorite of the 3 repeats, and among the favorites in this pack.
I had trouble with this one, again my fault because I was trying to more or less reproduce the solution I had for the Panic repeat of this level! It did not work though, and I scratched my head for a long time ... until I realized the level name gives the solution! 
How dumb of me not to see it, when I actually did the same in the Save One pack : give clues on how to solve in the level name!

Wait For Me! I must say I did not understand this one. The save requirement of 1 lemming out of the 2 is weird ? I just let one lemming die in the water and saved the other with the many skills available.
No idea how to save both though.

Panic rank

Lemming-Lime Soda Very good level, among my favorites in the pack!
I used one builder at the beginning to allow the pioneer to dive in the water and avoid splat. Then I went the bottom route to free the crowd. Pioneer died though, RIP.

Freezer Burn Mean level, poor Lemmings die after about 5 frames of living. I had a hard time getting to save them, and just enough builders to do so. I'd say my solution is not optimal, but it works.

The Serpent Biggest roadblock to me. I spend much time figuring out how to get up there, the compression solution did not occur quickly! After that and the idea of half turning in the serpent's eye, things were not that easy because one has to place the miners very carefully to be able to save the crowd and reach the exit.

Lemmings Replacement Theory Tough repeat of Calm 2. At first I though it was simple, until the first miner fell right before the central block, and all subsequent lemmings with him, of course!
I kind of quickly understood that the 2 losses would be 2 miners going to the left, the hardest part was to manage a half turn with a lem to the right of the central block.

Be The Girl You Wanna Be No real difficulty in the buccolic sunny grass. I may have once again forced things with basher + builder cancel thing.

Cave-Divers Builderless level, you know how to please kaywhyn.
Love how you have to use the ascending terrains to their full extent here. Also dont waste the destructive skill, because a quick count when you finally get to the upper floor may show that you dont have enough.
I was a bit frustrated that one cannot do 100% here though (or have I missed it : how to half turn w/o the blocker on the right side ?). Also some skill assignement are very precise.

A Death-Defying Stunt Tremendous level  :thumbsup:
Many possibilies here but also many of them that do not work, so I had to experiment a lot. The way to save the 2 blockers was quite obvious, but it used a lot of builders. So one has to be extra careful with the other parts of the level that have to be done almost w/o builders. Special kudos to the way you neutralize the bottom left trap right before the exit, this one took me much time to figure out.

As kaywhyn said though, I'd also point out that if one puts the left blocker a bit too far to the left on the beginning platform, he may not see that several shimmier can be escaped from the crowd. When you think about it, those shimmier going over the blocker when they are so close to it are pretty counter-intuitive. Maybe just shifts the shimmiable curved piece a bit to the left, so that even if one puts the blocker at the very left edge of the starting platform, then shimmiers can still be escaped ?

The Four Horsemen Of The Apocalypse Nice level to end the pack.
I could see a solution, though it was hard to set up correctly : over the exit, I had to make a digger pit with 2 lems in it. When the digging is done, I could make one lem walk to the right toward the other lems waiting to be saved, and the other walk to the left to the exit.
This was pixel/frame precise, and quite fiddly to pull out. So I think this solution is not the intended.


#6
NeoLemmix Levels / Re: Oh Wow! More New Worlds
March 08, 2026, 01:27:32 AM
Thank you for your answer to my interrogation on The Mirror World Armani :

Spoiler
I totally agree with you : it makes perfect sense that a shimmier can access a reversed exit like it happens here.
What lead me to think that it was not possible here, is that in CPM the exit trigger appears floating in the air, and not buried in the ground (well, ceiling in this case) like it usually does.
But then again this makes sense with the way the engine works : the feet of the Lemmings (precisely the red star under them visible in CPM) touches the trigger area when shimmiering, so all good !

I'm almost done with the pack now : only the talisman on Terrarium is not achieved : I can save 43, but not 44 yet.

I could also clear The Chosen One without help, so pretty glad about it. I confirm this level uses unusual skills, and yet more unusual interactions between them! Gotta remember the NL Introduction Pack, advanced training to know some of them.

My route through The Chosen One was quite long and fulfilling. It unfolded like this
Spoiler
1) Figure out how to push all those buttons. As I remember from a level in contest 33 by Icho, you have to build some of your own shimmiable ceilings here. Also use the slider correctly.

2) Seeing the strict save requirement of 18/20, and the 2 stoners available, realize that I need to save this button pusher ; save The Chosen One himself !
This was the hardest part for me as all my attempts before that used the single digger elsewhere to either contain/free the crowd or make a way. So I had to spare that digger to save the Chosen One and this is where 3) comes into place.

3) Release the climbers correctly at the beginning to contain/free the crowd correctly w/o using the digger and stacker. This was not that hard actually.

4) Have a heartattack when ready to finally dig-save the Chosen One with the other climber at the end : digging in a diagonal floor leaves that little pixel triangle that prevents climbers from climbing  :XD:
Then I spent 15 more minutes trying to find another place to extract the Chosen One from down here, no success. Then I saw this extra stacker and understood the unbelievable combo : stacker + climber + digger = save The Chosen One  :thumbsup:

5) Have a last rush of tension when I saw that evil Armani put a flip down there, instead of a boring non climbable wall, so that the Chosen One has a limited amount of survival time before falling to its doom.
Fortunately my digger finished its pit some 20 frames before the Chosen One came back, and they could all go together to the exit. Oh Wow !

Thank you for the ride Mobiethian and Armani, I had a very good time with the pack.
#7
NeoLemmix Levels / Re: Oh Wow! More New Worlds
March 07, 2026, 01:40:26 AM
Currently playing this pack and having a really good time.
I'm quite close to the end but I have mainly The Chosen One and Lemming Free Sugar Aid left to overcome.

For now I'd like to talk about the level Mirror World, spoiler needed I guess.


Spoiler
I could clear it with what looks like a backroute since I spare the shimmier skill. Then I looked at Dexter's solution who also states he has a backroute. His is quite similar to mine, except I use heavier timing things to make the left bunch of Lemmings turn around in time before splatting from the digger pit on the right side. Joining my solution if anyone is interested.

Looking at Dexter's solution I also noticed that he makes a pionner use the reversed exit with a shimmier skill, good job!
This never occured to me because the Clear Physics Mode shows me that the exit trigger is actually floating in the air, so seemingly not reachable from where Dexter reaches it. I'm joining a CPM screenshot where you can see the exit trigger floating in the air, and Dexter's lemming exiting while not going over this trigger.
So questions : is this a bug in the display ? Do all of you see the exit trigger floating in the air or is it just me ?


#8
Thank you for kaywhyn for taking time for the Kid Lemmings pack.

We had fun watching your solutions, and it turns out kids are like me : they dont like when people solve their levels not the way they imagined  :laugh:

Thanks also for pointing out the different music issues. I tried to turn on the volume on the Dragosta Din Tei track and modified the other levels with custom musics that may not be present on anyone installation of NL. Now the standard rotation will play most of the time. The new .zip file includes everything that's needed to play with correct music, hopefully. Just unzip in main NL folder.

I must say that one should maybe not expect the kids to create more levels in the future. As often with children turning their attention quickly from things, they are now bored of the Lemmings game and think about other things when it comes to video game, Fortnite for instance ! Nightmare, I dont let them play this yet.

And when it comes to the one still inside the lady's womb, please let her live (yes it's a girl !) without using screens for many years, and then more time to grow up before touching a computer. Please expect levels from her, if any, not before 2040 A.D. We'll be old by then, but the Lemmings game will still live.

#9
NeoLemmix Levels / Re: Oh Wow! More New Worlds
March 03, 2026, 05:07:10 PM
Thanks for the clarification about custom sound FX.

As for custom music, I encounter an issue where I download HQ Music.rar file but then I cannot unrar it. I think this has to do with my Linux system that does not handle .rar files correctly.

Anyone kind enough to compress the music in another format like .zip for me to be able to access it ?
#10
I also agree that default pickup should not be changed because it would break levels already including them.
Just putting the bigger blue ones in the Special style sounds enough.
#11
I've always had a hard time deciphering which skill is included in a pickup, to the point that most of the time I have to actually pick it up to check which skill it is. Is that just me ?

Simple suggestion : display the skill type and its number in the panel when mousing over the pickup icon ?
So if you mouse over a pickup that gives 3 builders for instance, you'd see "3 builders" written in the panel, the same way you see lemmings types and skill description when you mouse over them.
#12
In Development / Re: Ah yes, PimoreLems!
March 01, 2026, 10:25:52 PM
Once again Icho ruled us all out, congrats!

Spoiler
The Strange Relics Of Lemnos had to be done the other way around, always hard to see but it solves both problems of where to put the bridge, and not having to cancel that basher.

Your Ancient Crash Site solution is a marvel. Save a bridge by making bridges in an unnatural way at the beginning. This level is on par with Armani's best tricky designs, reminds me a lot of Underroot in the last contest.

Also 100% on Spring Break looks easy when you watch Ico do it. For some reason, I'm just not that good at seeing how to use multiple miners.
#13
In Development / Re: Ah yes, PimoreLems!
February 28, 2026, 06:41:56 PM
Hey there Pieuw (fun fact is that I'm from France too, Poitiers)

I could clear the Calm rank of PimoreLems with the talisman, with the exception of Ancient Crash Site (dont know how to do Talisman either) and Spring Break (can not go through the 2 OWW at the beginning, I am not that good at miners fests).

Lots of fun had here. I must say that the talismans make things way harder than regular levels. Usually I first played the levels without even looking at talisman requirement, then I cleared again trying the talisman. This is why you may find 2 or 3 replays for some levels ; the ones with later timestamp being the talismans.

If you release the pack as is, I suggest mentionning clearly that talismans are hard. Or else new players may be turned off if they think the first rank is easy !

I'm giving thoughts on the levels that struck me the most :

Spoiler
Emerald Cave This one was hard to spot for me : after the builders we realize that we have 2 builders left to contain the crowd somewhere. I could do it in a precise spot at the right of the level, intended I guess ?

Lemming Falls I love the water fall in this level, tricky design  :shrug:
I used the floating piece of grass to avoid the splat for the crowd, not sure if intended.

The Strange Relics of Lemnos Still dont know how to do it without cancelling the upper left basher in some mysterious way.

Minimal Design I guess I have the save 15 solution you mentionned earlier. Gotta make splatforms in an optimal way : one bridge to both avoid splat and go over the blocker previously set for turn around.
It did not take me long to figure it out because, luckily, I just played the Mobilems pack in which the level If a Lemming Falls uses a very similar technique. This level had me stuck for a week!

The Italian Job Execution was pain here : mine too early and lemmings may splat if they have not joined the crowd yet ; mine too late and you get a bunch of close lemmings some of which may fall from one pixel too high and splat.
There must be something I overlooked here to make the miner easier to set.

Standard Test Chamber Wow ! A tribute to Portal in a Lemmings level, great idea. The two best puzzle games ever in one, brilliant.

One remark though : two heart cubes ? There is only one of them in Portal 1 for sure, and tons of them in Portal 2. Breaking the unicity or the extreme multiplicity of those cubes here seems like a weird idea.
Also a suggestion : definitely put a tiny "The cake is a lie" or "The lem is a lie" text in some corner of the level !

Anyway, great level. For the resolution I came to the conclusion that one needs to first get to the middle part to push the button, then get to the upper part with the crowd to the exit. So in the meantime I had to fill the hole leading to the middle part. Was that the intended way ?
How does it compare to JawaJuice solution ?

Voltaic Mosaics Not that hard even with a single miner. I must apologize that my solutions here are a complete mess as I was improvising most of the time.

What Happened in Sovogda Love the design and the red moon. Why not set the depart screen to this moon and starting area, as you did in The Italian Job starting zoomed on the helicopter ?

Clumps I also have a save all and no destructive solution. Walkers are that strong.

Iron Industry Very nice level. Regular clear does not need any pickups at all, and talisman needs all of them. As often with pickups, I cannot decide if they make things harder or easier actually. I mean looking at the level you can quickly see in which order to go and pick them, and this kind of gives away the solution. Though if you were to give the skills readily available, then the level would fall apart. So yes, pickups are double edged.
#14
NeoLemmix Levels / Re: [NL] Mobilems (2022)
February 27, 2026, 06:05:22 PM
I have cleared the whole MobiLems 2025 pack ! Joining my replays.

This was a great ride all along, with some very interesting levels like The Pit of Despair, Is So Simple (reference to Dolly Dimple ?), Tres Humbres, Walk The Plank, If A Lemming Falls, and many many more.

There were many hard ones, especially at the end (I'm looking at you Zombies levels...), but it helped me a lot honing my solving skills and now I'm more confident to tackle harder packs in the future.

I definitely understand why this pack is so well rated and gladly appreciated to be able to play it on NeoLemmix. Thank you for your work Mobius, hope to see you around the forum soon !

Now I'm left with that Outtakes rank that does not appear in the game. Coming to think of it, I guess those must just be the levels that Mobius took out when he made the 2025 update mentionned earlier, so he left them out of the pack deliberately ?
#15
In Development / Re: Ah yes, PimoreLems!
February 27, 2026, 04:41:33 PM
The biggest difference I see between the digger-blocker and the basher-blocker interaction is that the digger does not get canceled, whereas the basher gets canceled by the blocker. This makes a huge difference.

Also the digger case always ends up with the same scenario of the digger turning direction, whereas the basher case may end up with all possible outcomes depending on when/where the blocker is set. This is certainly why most people tend to dislike it : the game is all about actions and their consequences, so when very similar looking actions result in very different consequences, players may get upset.

Oh well, sorry to derail Pieuw's thread, we were just searching for another way to solve The Strange Relics of Lemnos' talisman.