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Messages - Guigui

#1
NeoLemmix Levels / Re: Integral Lemmings
April 30, 2026, 11:16:53 PM
Thank you for the replay. We have more or less the same solution of compression involving getting as many lems as possible into the famous small step made by a basher during its motion.

Though you compress higher than I do, which is not silly at all actually : why let them descend to make them ascend later ?

I love that your solution is "clean", in the sense that you compress the exact required number of lemmings to make the ascending stair. I'm joining another cleaner version of mine in the sense that I compress them all on the same frame, and use only the required workers from that clean crowd.

#2
NeoLemmix Levels / Re: Integral Lemmings
April 30, 2026, 06:02:09 PM
I'm currently playing this pack, very hard it is !

I'm mainly done with Epsilon and Delta rank, currently struggling on the talismans of Alpha rank. I'm not sure if the Talisman for the Epsilon level "Dont Forget The Builder" has been cleared in its current form yet ?

I spent much time on it : no diggers allowed. This makes things wy harder for the half turns required after setting a blockers free. I went the compression route : compress and send as many lemmings as possible in the small step made by a starting basher. Repeat until you get up the full step, then enjoy a free half turn !

Replay joined if anyone is interested.
#3
NeoLemmix Levels / Re: [NeoLemmix] Deceit's Lemmings
April 23, 2026, 09:36:01 PM
As per kaywhyn's recommendation, I cleared the Deceit's Lemmings pack.

Definitely another good trip in this quite old package, perfect for my skills at the moment.
Some tough levels in the last rank, I may have backrouted some since I sometimes end with leftover skills and save more than required. Instance of this and comments on favorite levels :

Spoiler
Taxing 3 I, Me, Mine, Miner : One of my favorites. I'm usually not that good with miners, and this level taught me again how  to use them as delays, really nice.

Taxing 4 Symmetrical Structure System : Backroute I think ? I save 79/76 and spare many skill : just build a giant splaform by escaping a athlete, and free the crowd by a nice bomber.

Taxing 9 Slow Esthetics : This was hard to me ! Using the floaters at different places to allow builders to set up 2 bricks instead of one before the next lemming come was the key. Frame precise but fair I'd say.

Taxing 10 Pillar Confusion : those pillars are indeed confusing, great design ! Backroute again I think as I save 24/22 and have leftover skills. A single worker was enough, the long digger at the beginning helped a lot.

Taxing 14 Bubble Trouble : Mean time limit ! I had to use not less than 5 workers at the same time, so this level must please kaywhyn ! I end up with many skills left again and save 20/15 at the very last second, so this may be unintended.

Mayhem 8 The Law of the Jungle : I save 79/76 by going straight to the exit. The crowd is freed by using the pixels removed above a miner's head when it starts.

Mayhem 12 Shorty Deep Inside : I spare a miner and a floater in this very limited skillset. This is possible by catching all those not-so-close climbers with a builder, but it is frame precise and needs many tweaking on all required lemmings.

Mayhem 14 Lemmings Fever : I love this 1 minute level ! There are so many solution without the timer, but I guess only the most efficient of them work in under a minute. I loved the use of the bomber.

Mayhem 15 It's All About The Style : Excellent level ! The use of the diggers to free the blockers at the end is very ingenious, took me a long time to find.

Mayhem 16 The Scaffold : Is that a backroute ? I save so many skills that I think it is. Hardest part was to figure out the left blocker.

Mayhem 18 The Enigma : the miner extension was a must to spot. My way of sneaking under the OWW in the middle looks unintended. It saves some skill and does not use the rightmost part of the level at all.

Mayhem 20 Kreuzung At The Mountain : I love this marathon level, mainly gotta get the left lemmings to the right exit, and conversely, with nearly unlimited builders. I played it several times to try to optimize and could save 99/95. Could not make 100% save though but I'd say it is doable.

Mayhem 21 Enter At Your Own Risk : I agree with Icho and others here : this level is great. Nuke solution did not occur to me that fast because the save requirement of 72/80 is pretty high. So one has to optimize correctly to reach it, but execution is not hard actually once you know how.
This reminds of a certain One 5 level in the Save One pack, though I certainly created it before playing this Mayhem 20.

Thanks to Deceit for reating this pack in the early time of custom levels creation, and to kaywhyn for pointing me to it (open to others recommendation still). This was a very good ride to me.
#4
Yes you're right, the firewall was blockinh NL from launchung via NLEditor. Solved now, thank you.
#5
NeoLemmix Levels / Re: NotaLems Level pack
April 23, 2026, 04:37:18 PM
Im currently playing the Tough rank of this pack (I started by hardest rank as per my stupid habit, I like to end with soothing levels :D)

I can confirm that Tough 4 No Justice is hard and requires a lot of precision. One will definitely struggle to save those left-side Lemmings if not pixel-precise.
I do have a solution that saves 47/46 :
Spoiler
One extra Lem saved, certainly by sparing a bridge over what's intended to stop the miner before it falls to the bottom.
To achieve this you have to place the bomber, miner, and 2 builders in pixel-perfect places. See solution if interested.
#6
Hello,

A friend of mine installed NeoLemmix 12.14 and NLEditor 2.0 in the same folder. When he creates a level and tries to playtest it via the "Play Level" in the editor, he gets the following error :

Error: Starting NeoLemmix.exe failed or was aborted
Also in his main directory with NL and NLEditor, he has a file named ErrorLog with the following content :

20260422155035
System.ComponentModel.Win32Exception (0x80004005): L'opération a été annulée par l'utilisateur
à System.Diagnostics.Process.StartWithShellExecuteEx(ProcessStartInfo startInfo)
à System.Diagnostics.Process.Start()
à System.Diagnostics.Process.Start(ProcessStartInfo startInfo)
à NLEditor.NLEditForm.PlaytestLevel()

Any idea what the problem might be ?

For now he launches the created level manually with NL 12.14 to playtest, but it is quite annoying.

#7
Thank you for the solution and the head up kaywhyn.
I downloaded the dirt and dirt_md styles again, and the solution provided by MASTER-88 works fine now. For some reason my dirt styles were wrong.
#8
And the Blizzard of Lemm pack has fallen. All in all a very nice trip in the cold, many interesting levels of medium+ difficulty. Thank you for the compilation jkapp  8-)

Now I'll move onto something hotter, recommendations welcome : not too big and not too hard pack ?
#9
Thank you for the replays MASTER-88.
Unfortunately the glod talisman replay breaks on my NeoLemmix installation, because at 3.44, the worker dies in the water. At the beginning you isolate the zombie on the bottom left part (which I did not find, clever), then you open the path to the trap, come back. But then you mine and just die in the water, I'm joining a screenshot just before the worker dies.

Maybe we are not using the same version of the level ?

#10
NeoLemmix Levels / Re: NotaLems Level pack
April 18, 2026, 09:21:52 PM
I'd also like to play the pack. But will there be some updates ? I'd rather play after updates since everyone already played before...
#11
Yes it was very nice to play it.
I'm wondering if you have a solution replay for level 18 gold talisman. I have no idea how to tame that zombie without swimmer and walker ?
#12
Thank you for the clarification. So now I'm searching a way to cut some time with those diggers, by enforcing my way through a very well chosen ice pillar.
Did not find which one yet as I come up with 1 or 2 diggers short each time, but I think I'll make it !

EDIT : yay, I could clear the Snow Palace. 4 mandatory diggers left me with 7 of them, so 28 pixels of horizontal digging. And the last falling pillar does have a 28 pixel width at a very specific point, quite high also !

So yes, going through that pillar indeed saves enough time. With a little more tweaking I could even save 79/80. The only one lemming that can not make it is that poor worker who laid out 50 bridges and dug 11 times. Cruel world.

EDIT AGAIN : so after looking at kaywhyn's solution, very similar to mine, I realized that the way I use the diggers to go horizontal is not optimal.
kaywhyn's method is better because he digs when the lemmings is facing away from the wall, so no need to create a half turn point and this saves time.
And now combining my method (which saves a builder at the beginning at the expense of some seconds), and kaywhyn's method (which saves more seconds), we get this solution which can save all lemmings in The Snow Palace, yay !?
#13
I'm currently playing this pack, nice and not too hard for now  :)

I read the messages here about The Snow Palace (Whiteout 3) level. I'm sorry but I'm still lost after all the explanations given because there are too many parameters for my brain.

I have The Snow Palace level with 51 builders, 11 diggers, 10min time limit, and play with NeoLemmix 12.14. Is it solvable like kaywhyn mentionned earlier ?

I can solve it in about 10min50sec with some straightforward route, and many diggers left. Though I cannot see how to save 50 more seconds.
#14
Quote from: JawaJuice on April 14, 2026, 04:36:51 PM
Quote from: Guigui on April 14, 2026, 04:16:43 PM
Spoiler
How did JJ stop the laserer ? Is it stopped because it meets steel by like 1 or 2 pixels ?

Spoiler
I did the same as you :)  I used a basher to remove a little bit of terrain before using the laserer; I believe this changes the trajectory of the laser such that it doesn't need to be interrupted (to avoid destroying the platform above). I don't believe the steel acts to stop the laser; it normally would, but only if you're going into a significant chunk of steel, not just touching a couple of pixels at the very corner of a steel section.

Sorry for spoiler discussion about stopping the lasered in The Aquatic Ruins !

Spoiler
I did not stop the laserer, in my solution it destroys the platform with the button on it, but then I overcome this with a well placed basher.
In the end your solution uses basher+laser+jump, where mine uses laser+basher+jump, so we're equal here.

But then I maintain that the steel definitely stops your laser. Later this allows you to save another skill and then have that builder left at the end to turn the slider around to the exit.

On my side I turn the slider around with the walker pickup, which is why I think my solution is intended whereas yours is backroute : laser stopped by steel is not intentionnal by designer Mobiethian/kaywhyn. Let's see what they say !

#15
JJ was faster than me on that one, here are my replays for the updated levels of v2.0.
I could not do 100% on some of the Prepare levels anymore, but I think they are more solid this time around.

As for The Aquatic Ruins, it is not a hard and very nice level ! Comments :

Spoiler
I also had to choose where to use the jumpers carefully. In the end I did not cancel the laserer because the extra basher allows for making the slight space needed to access the second button in a single jump despite the laserer hole.

I think I have the intended solution because I do need the walker pickup at the very end, to save the cursed slider.

The hardest part for me to figure was that one actually needs 2 pionneers to make it at the end : disarmer cannot be slider too. So isolating 2 lemmings at the beginning was necessary, and the weird part where one needs two builders to reach that leaf on the wall makes perfect sense !
So yeah, I guess this is intended solution ?


EDIT : after looking at JawaJuice's solution, I also have the idea that it is a backroute. Question :
Spoiler
How did JJ stop the laserer ? Is it stopped because it meets steel by like 1 or 2 pixels ?