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Messages - kaywhyn

#1
NeoLemmix Levels / Re: Scotty's Lemmings Pack (30 Levels)
November 08, 2025, 10:49:42 PM
Hello Scotty,

I have played and solved all of your ScottyLems pack. My replay are attached.

Also per your request for an LP, link to my LP of your pack:

Kaywhyn's LP of Scotty's ScottyLems

Enjoy! :P

General Feedback

ScottyLems is a custom level pack by ScottyLems consisting of a single rank of 30 levels. The pack sticks to classic 8 skills only, as well as just the L1 tilesets. At some point, the author would like to port the pack over to Lemmini, which was the major go-to engine for level packs back in the days before Lemmix and NeoLemmix.

Though this pack is short, I absolutely enjoyed the pack from start to finish! :thumbsup: Save for 5 or so levels of the pack that I consider hard, I pretty much breezed through the pack with not many problems. At the same time, there's plenty of levels in here that I can see being challenging for casual players. So, while the pack doesn't reach the extreme difficulty that packs like Lemmings Reunion and NepsterLems do, at the same time I wouldn't say this pack is a complete cakewalk either. Thus, I would classify this pack as Easy - Medium.

Spoiler
ScottyLems 1 - Crying Over Spilt Lemmings Nice level to start off the pack, with the only hard part being to get the crowd down safely.

ScottyLems 2 - Entanglement Harder than the previous level due to the many steel blocks scattered around in the wall/terrain. However, you are given more skills than you need, so that compensates for that and lowers the difficulty.

ScottyLems 3 - Square One One of the best levels of the pack! :thumbsup: The hardest part is seeing that you need to send the climber out to the right at the start, but once you realize that the rest of the solution comes easily.

ScottyLems 4 - Fight Fire with Fire Open-ended level so nothing hard or special here. I tried going for a save all but didn't succeed. I'm guessing it is possible, but I'm not certain.

ScottyLems 5 - Give The Lemming His Due Somewhat hard but a great level. I especially like the worker needing to bash through in order to float to the bottom to make the splatform for the crowd while the others are contained by a blocker and miner tunnel in progress so the others can't follow. The timing is a bit tight though, but that can easily be remedied by manipulating the RR.

ScottyLems 6 - Groundhog Day Easier than the first 1-of-everything level a few levels prior, but still a nice one.

ScottyLems 7 - Lem Overboard! Another open-ended level that isn't anything too special either, with the only hard part being quick enough to rescue the danger hatch before you lose too many Lemmings. Even that part isn't too difficult.

ScottyLems 8 - Swing for the Fences Another great level! I really like how the two workers need to do different things, like with sending one on ahead to make the rest of the route and the other one making a landing platform to catch the others above the water when releasing the crowd at the end.

ScottyLems 9 - The Acid Test One of the hardest levels of the pack, though that's because I was inefficient with the skills at first and hence was wondering how to overcome the builders which are in short supply. Once I realized the miner from the left entrance was the best way to release the right entrance and hence didn't need to use as many builders there, the level was easier. Nice one, though as Icho mentioned the timer can be a bit tight.

ScottyLems 10 - Sacrificial Lems One of my favorites of the pack! :thumbsup: Multiple workers doing different things in separate parts of the level tend to be some of my favorite custom levels! :)

ScottyLems 11 - The Boardwalk Another favorite of mine! :thumbsup: Very clever to contain everyone in the digger pit and releasing them with a bomber in order to get everyone through the trap with just one loss!

ScottyLems 12 - Down The Upside Third favorite level of mine in a row! :thumbsup: The entire solution is ingenious, especially with blocking to turn but also freeing him by digging, as well as bombing on the right side of the middle OWW so a faller can fall on its right side to bomb and make a hole.

ScottyLems 13 - Cream of the Crop Nothing too special here either, especially as the save requirement is very lenient and that the hardest part of the level is just knowing the route to take.

ScottyLems 14 - The Dugout Keeping the flow going is the name of the game here, where it's just assign floaters and building across each gap you get to and then just releasing everyone at the end with a digger and make anyone who got trapped at the bottom a climber.

ScottyLems 15 - Stuck in a Rut Another favorite of mine, even if I figured this one out pretty fast! :thumbsup: Bombing so you can bash under all the pillars at the start is nice, and also being able to mine the crowd out that is contained in the pit at the bottom. The rest of the solution is pretty nice too. 

ScottyLems 16 - Lemmings on the High Ground Another excellent level! :thumbsup: Very nice use of the miner to turn the whole crowd and keep them stuck in an endless loop while one goes on ahead to do the building to get out of the pit and then get across the gap before the exit. Well done! :thumbsup:

ScottyLems 17 - Trifecta Another favorite even if I figured this out in about 30 seconds shortly after entering the level ;) Nice use of the digger so one can send a climber out and over in order to breach the middle OWW.

ScottyLems 18 - Kessel Mineshaft Another great level that looks hard but isn't since compression through the traps is easy to achieve with the entire crowd. Probably the hardest part is maxing out the RR to get through both 10-ton traps and figuring out how to get the crowd up to the very top near the exit, but that's just zig-zag miners.

ScottyLems 19 - Out on a Lem Another great builderless level! This level kind of reminds me of a level near the end of the Taxing rank in Deceit's Lemmings, where the solution is more or less the same as this one. I wonder if you got inspiration from that with this one? I think it was builderless too, but I can't remember ATM. Nice use of the basher to make a turnaround point for the other two athletes so one can climb back up to the top to dig down twice and get into position to free the crowd, and for the other to bash through the big OWW to open up the path to the exit. Well done!

ScottyLems 20 - Deus Ex Lemina Another great level with using the last Lemming from the right entrance to bomb so the everyone from the left entrance can climb out, where then the penultimate Lemming needs to bomb in order to have the final Lemming float down to build to catch the others from above once you release them with a digger. Excellent!

ScottyLems 21 - High Rise Lemmings Not as hard as it looks despite appearances. Nice level of sending over three climber workers over the top in order to block so the second can turn around and build to the exit, while the third one bashes through to release the crowd. Then the final Lemming releases the blocker by bashing and then uses the right exit by climbing.

ScottyLems 22 - Rapid Descent Not a difficult level itself, but only hard because of the strict time limit. Even then, time isn't too big of an issue. Nice level.

ScottyLems 23 - Separation Anxiety One of the hardest levels of the pack IMO. It was difficult to work things out here, especially with separating the Lemmings into two groups, with the left side Lemmings being climbers to use the left exit, while the right group being the floaters to use the floater only exit on the right side. The thing that especially threw me off is how you need to send a climber over on the right side to mine the floater group free, because I wasn't sure if I be able to save enough. Nice level, but wow, hard one.

ScottyLems 24 - Keep Your Lems Close... Another level that isn't hard itself but has a strict time limit. Even then, it can still be challenging to work out where to use each skill since the toolset is quite restricted. I'm sure there are ways to make the time limit less of an issue so that not a lot of time is spent walking or taking long detours though. Save requirement is a bit on the lenient side, so that drastically reduces the difficulty.

ScottyLems 25 - Down to the Wire A level that looks hard and imposing but isn't despite appearances. I had my struggles here at first due to overthinking, but once I realized that you don't have to build from both sides of the gap at the same time, then the level is easier. It can still be challenging to work out the finer details of the solution.

ScottyLems 26 - Vertigo Definitely the hardest 1-of-everything level of the pack, though that's justified due to being near the end of the pack. I was too focused on figuring out how to turn around the worker back to the left to bash through the pillar at the bottom, but once I realized that the stuff on the left isn't decoration, then the solution came to me easily. Excellent level, one of the best of the pack too! :thumbsup:

ScottyLems 27 - Open Season Definitely one of the hardest levels of the pack. It wasn't easy to figure out how to release all entrances and same thing with isolating a worker to make the path, especially in the middle where the OWW is. It can also be difficult to ensure that Lemmings aren't too close to the one that goes on ahead to build over the bear trap so that you don't lose anyone, but fortunately you're allowed 2 losses instead of one if you don't have the timing right. Great decent challenging level nevertheless!

ScottyLems 28 - Re-Use Miners & Climbers Easy one, with the only hard part timing the second climber correctly in order to turn around and mine the crowd out at the bottom once you release them with a miner on the left side where the entrance is.

ScottyLems 29 - Aftershock Not a difficult level, but not an easy one either. At first I had the wrong idea of building over the exit, as that caused me to lose one too many Lemmings. So, I went through the thin pillars below the exit and was able to spare a builder in the end. Nice level.

ScottyLems 30 - Upsidedown World II Nowhere near the hardest level of the pack by a mile, but it's still a challenging level to finish off the pack. You're very limited on bashers and miners again, with your most prominent destructive skills being the diggers and bombers. Getting through the web with climbers and bombers is quite tricky. You fortunately have plenty of builders to get back up again after using bombers for the web. It is important to save the blocker for the very end so the others can turn around towards to the exit.         

Thank you again for your ScottyLems pack, @Scotty! I enjoyed it through from start to finish, even if it's on the easier side than most other custom level packs currently available! :thumbsup:     
#2
Quote from: JawaJuice on November 07, 2025, 12:04:53 PMVery nice to meet you, kaywhyn! You're something of a legend around these parts  8-) I've read your detailed feedback on many a pack after solving them myself. The handle is, more mundanely, a reference to Star Wars; specifically Attack of the Clones. The drink is offered to Obi-Wan in Dex's Diner on Coruscant. I know it's got nothing to do with Lemmings, but it's a name I use elsewhere so just thought I'd stick with it here  :P

Likewise with it being a pleasure to meet you JawaJuice! :) Aww shucks :-[ I don't know about me being a legend around here on the site, but I appreciate the compliment nevertheless! :laugh: :thumbsup:

Thanks for the explanation on your username. Oh man, believe it or not I haven't seen any film Star Wars since middle school! So, about 25 years now :lem-mindblown: I think I only fully seen just one film, and probably portions of one or two other films in the series. Needless to say, I'm not that well-read or well-versed in anything Star Wars related :-[ Perhaps it's time for me to revisit the series again after so long and also buckle down and watch the films I haven't yet! I don't really remember much from any of the films.     


QuoteYeah, I'd say I've probably completed about 80% of all Neolemmix packs, but NepsterLems and Lemmings United are two where I gave up. Hopefully I'll return to them at some point if my solving skills are ever good enough! I did complete Lemmings Reunion, which is certainly easier than United but still quite challenging - a great pack actually; I really like IchoTolot's approach to level design. It can be hard to see the solution, but they're normally very logical, and fair, when you do. That's clever design. The kind of difficulty I don't care for is where a level is overly fiddly and relies on pixel perfect execution / timing or knowing some arcane trick to finish it.

I'm the same with finding levels where the solution is obvious but it takes so much trial and error to get the setup correct not enjoyable. At least IMO. Instead, I'm a big fan of hard levels where the solution is difficult to figure out but the execution of the solution isn't.

QuoteI'm looking forward to giving it a shot although it sounds like it might be too difficult for me :P I did complete your AWESOMRE Fire Level from the random levels thread, but it wasn't easy and I'm sure your new pack will be more challenging than that. Anyway, thanks for the warm welcome - happy to be a part of this great community!

If you still have your replay for my AWESOME Fire Level, please send it to me. I would like to take a look at your solution! :thumbsup: You can post it in the Random Level Sharing Topic itself :) From what it sounds like, you probably got either the intended or an acceptable solution to it. On the other hand, that does remind me that I still need to fix a backroute by a member who privately playtested it for me from several months ago. Your solution sounds like it isn't the same one they found, but I'll have to check your replay to be sure.

You can also consider being a pre-tester for my pack once I open up the pre-testing phase in the far future. It really sounds like you're someone pack authors would greatly appreciate doing testing and getting feedback from :thumbsup: For my pack, you don't have to worry about this for a long time, as I'm quite slow when it comes to level making and I haven't made much progress on it in a long time, though I'm happy to say that I've finally gotten around to resuming work on it again :laugh: 
#3
Quote from: Guigui on November 07, 2025, 01:25:40 AMOuch, now comes the time when kaywhyn will LP my pack, such a good time  :lem-mindblown: . Many thanks to you, and this whole forum, for making the Lemmings game alive.

Our pleasure! :thumbsup: We're very happy to have you! :)

QuoteI'm also very glad that IchoTolot playtested the pack, he helped a lot. Because of the whole "you can only Save One lemming" thing, levels tend to be very prone to backroutes. A single mistake and all Lemmings can go in, not good.
At first I was working alone : make a Save One level --> playtest --> find it's nice --> go to sleep --> launch the level again the morning after --> find 3 backroutes that save more than one -->  ???

Yup, happens even to the best of us. I've been making custom Lemmings levels for 4 years now and I still haven't gotten a lot better at backroute fixing myself :-[ Similarly, just ask others who have been in the level making scene far longer than me, and they will tell you that their levels have still been known to get backrouted. Doesn't matter how long one has been making levels. A person could possibly have been making levels for twice as long, or maybe three times as long, as me (just look at how many patches Lemmings United received after Icho released it!), but still backroutes can result. With experience, over time the amount of backroutes can be drastically reduced, though on occasion one or two can still slip by unnoticed :evil: That's pretty much why people have testers for their levels/packs! ;)

QuoteSo I quickly understood that my solving skills were not good enough to ensure the pack to be solid and asked IchoTolot for help.

Nah, your solving skills are far better than you give yourself credit for. For example, you were able to complete DoveLems, Lemmings Plus 1, nearly all of Weirdyland, and I believe all of Quest for Kieran? This is quite an accomplishment, I must say, so congrats! :thumbsup: Even if there are a few levels of a pack you couldn't solve, it is also, in my opinion, a great achievement to come very close to solving all of a level pack, especially one that is really hard :)

I recently explained to another member in this community that it is a misconception that everyone here is an expert Lemmings level solver. What is true is that nearly every member here has completed at least one of the official Lemmings games and hence possess adequate knowledge of the game. However, few have been able to solve completely many custom Lemmings level packs. This is in large part due to how custom packs tend to be far harder than the official games themselves. The hardest custom packs make ONML look like a pushover, even though a lot of us, myself included, really struggled with that game back in the days.

QuoteThe only reason why I asked Icho instead of you kaywhyn is because he is moderator on this subforum and he seemed to be more active than you on the forum at this time, I did not want to bother you.

No worries at all. It's simply letting you know that you can also ask me to playtest your levels for future reference :) You're right that for the last few months I kind of gave the appearance that I wasn't around. In truth, I was, where I checked in a few times whenever I could each day, and simply didn't have anything to post on the site ;)
#4
My YouTube playlist of video solutions:

Kaywhyn's Lemmings Reunion V 3.3 Video Solutions (Old Formats NL)

As the link says, these are for Old Formats NL, i.e the v10 NL players. As such, since Icho is no longer maintaining that version, some backroutes that are fixed in the New Formats version might still remain in the Old Formats version.

Finally, even though they likely aren't really of interest, my complete replay collection for Old Formats NL is attached for archival purposes

Quote from: whoever on September 28, 2025, 06:35:36 PMI wanted to follow kaywhyns Video tutorial on Lemmings Reunion. But apparently he uses an older version of the levels -- e. g. Level 1.30 was substantially changed and seems now much harder to solve (if it is at all solvable). Has someone still the older version of the Levels available (for NeoLemmix)?

My commentary video series on Lemmings Reunion was recorded at a time when I got intended/acceptable solutions for all the levels with V 4.9 The most recent version of the pack, V 5.2, is from Icho fixing the backroutes Swerdis found. That's why some of the solutions you see in my video probably wouldn't work anymore with V 5.2 ;)

Thanks for the interest in my videos, though! :thumbsup: Also, you're not alone with 1 30 stumping you, as this is pretty much a roadblock for everyone. This level also took me a bit back in the days, especially when I first played it on Lemmini.
#5
My YouTube playlist of video solutions:

Kaywhyn's PimoLems V 2.3 Video Solutions (Old Formats NL)

As the link says, these are for Old Formats NL, i.e the v10 NL players. As such, since Icho is no longer maintaining that version, some backroutes that are fixed in the New Formats version might still remain in the Old Formats version.

Finally, even though they likely aren't really of interest, my complete replay collection for Old Formats NL is attached for archival purposes
#6
My YouTube playlist of video solutions:

Kaywhyn's DoveLems V 1.4 Video Solutions (Old Formats NL)

As the link says, these are for Old Formats NL, i.e the v10 NL players. As such, since Icho is no longer maintaining that version, some backroutes that are fixed in the New Formats version might still remain in the Old Formats version.

Finally, even though they likely aren't really of interest, my complete replay collection for Old Formats NL is attached for archival purposes
#7
For the last several months, I went through and played several games I remembered from my childhood, with some also being in more recent times.

In August, I went through the GOG (Great Old Games) Mega Incredible Machine pack that I downloaded from way back in 2019 and have installed on my machine but which I didn't play through all of each game. The bundle consists of The Even More Incredible Machine, The Incredible Machine 3, The Return of the Incredible Machine: Contraptions, and The Return of the Incredible Machine: Even More Contraptions. The only one of these I played back when I was a child is TEMIM, though I didn't finish all of the puzzles at the time. It wasn't until after I had graduated from college when I finally played and solved all 160 puzzles.

The only other game in the series I owned when I was a kid was The Incredible Machine 2. TIM3 is essentially TIM2 but with an updated UI and for Windows rather than Dos. I wasn't able to get the speech for TIM3 working until I asked a user on one of their videos how they got the speech working. They referred me to ExoWin for that. Needless to say, it's a huge pain to get working on modern machines. IMHO, you're better off just sticking to TIM2, as IMO the TIM2 soundtrack is many times better than the remakes in TIM3.

Well, I felt it was time to play through all 4 games of the mega bundle, even TEMIM in spite of how that was the only game in the series included in the bundle that I have played in its entirety. So, for about a month I successfully completed all the puzzles of each game and hence got a diploma of Contrapology after completing Even More Contraptions :laugh: Absolutely worth getting if you're into The Incredible Machine and puzzles in general. I think this pretty much explains why I'm able to solve custom Lemmings levels more easily than most.

After that, in September I played through Contraption Maker, which is pretty much a spiritual successor to The Incredible Machine. It's a game that is available for purchase on Steam. I bought this back in 2017 and played for probably about a week before I stopped playing for a long time before I finally buckled down and played through all the puzzles for real. After about a week, I completed all the official puzzles. Though controls are at times clunky, a lot of the puzzles were very satisfying to figure out and solve :thumbsup:

In the same month, I played Age of Empires and its expansion Rise of Rome. I was one of those who only used cheat codes back then, but nowadays I don't play with them anymore and play the campaigns legit. I went through the campaigns of both games and completed them all again on the highest difficulty of "Hardest." I played them on a Win XP virtual machine, and it's quite surprising how very well they run despite the games themselves being quite old. Here, I played the vanilla version via the Gold Edition that is available for download online. The reason for this is because I really miss the old graphics and sounds I remembered growing up playing the game. For clarity, I also have the Steam AoE Definitive Edition installed on my machine alongside the Gold Edition, but the AoE Steam version just doesn't do the series justice. In particular, I don't really like the music remakes on Steam. It's such a travesty IMO!

Finally, Guigui's post saying that they played through both Portal games inspired me to play through them again as well, which I did last month. Not only did I complete the single-player again for them, I also completed all the advanced chambers of Portal again. I honestly didn't remember finishing all the advanced chambers maps, but I apparently have from several years ago as indicated by the 100% completion shown in the game.

It didn't stop there. Thanks to this Portal 2 Tutorial - How to Switch Players in Co-Op When Playing Solo, I was able to complete the entire co-op by myself :P Despite how it's intended to be played with another person, it's definitely possible to complete solo. There's only a few sections that have extremely tricky and difficult timing, but they are possible to do solo. I don't have any recorded videos of my playthrough of Portal 2 Co-op, but maybe sometime in the future I will ;)

Quote from: Guigui on September 16, 2025, 10:19:22 PMI'm currently playing Portal 1 and 2 games, for maybe the 3rd time each since they came out.

The simplicity of the concept, and the tremendous puzzle it is able to create still amazes me each run I make. Plus the humour around those corridors is really good. Definitely give it a try if you love puzzle games, and do not get misdirected by the firts person view : those are real puzzle games.

Absolutely agree with the excellent voice acting of the Portal games! :thumbsup: I think in this case this was either my 4th or 5th time playing them ;)     
#8
@Tomato Watcher

Congrats on the release! :thumbsup: I'll take a look at this in the coming days/weeks. The level previews look great! :thumbsup:

Quote from: Guigui on November 01, 2025, 01:06:07 AMCurrently stuck at Sweet 5 Just Relax.

Lack of constructive skill gets me : 4 gaps, some quite large and high and only 2 builders and 6 stoners. Also, how can this basher help me get higher ? Need to think more I guess...

Quote from: Pieuw on November 01, 2025, 07:15:34 AMStarted to play his pack yesterday. The Sweet rank gets quite challenging at some point! I'm stuck at the "Puzzle" level (I don't remember the full title). Either I don't understand how these teleport looking objects work, or they don't work properly? Probably the former. I'm quite dumb when it comes to stuff that are not in the original Lemmings.

That being said, I enjoyed the levels I managed to solve :thumbsup:

This surprises me, as I took a look at these two levels after you gentlemen posted and I didn't think either of them are that hard :P However, @Guigui congrats for solving Sweet 5 after getting the hint :thumbsup:

@Pieuw

Those are portals on Sweet 6. They work the exact same way as teleporters except they aren't RR sensitive and are bi-directional, meaning Lemmings can go in and come back out the same way they came from.

Quote from: JawaJuice on November 02, 2025, 11:30:56 AMFirstly, thank you for making this pack, The Tomato Watcher - thoroughly enjoyed playing through it! It's on the easier side, but still a nice challenge, especially on certain levels. My replays for sweet and sour ranks attached. I don't think I found any backroutes here, but I'm not the best at knowing when I've found one and when it was the author's intended solution!

Secondly, by way of introduction, I've been lurking on this forum for six years or so and thought it was time I stepped out of the shadows. I'm a long time fan of OG Lemmings, having bought it when it came out in '91 on the Atari ST (probably giving my age away a bit there!). Discovering Neolemmix and this forum was a godsend and I just want to thank all of the authors of packs on here, who've brought me many hours of entertainment (and frustration!). Keep up the good work!

@JawaJuice

Hi JawaJuice, welcome to the Forums! :thumbsup: Nice username. Is it a reference to Jamba Juice by any chance? It reminds me of that because of how your username is similar sounding to it when said out loud :laugh:

Ah, another one who has been lurking for quite some time before finally posting to the site. I too was one for a few years even after I registered to be a member back in 2017 before finally posting publicly to the Forums in 2020. So, I've now been active in this community for 5 years but has been a member for 8 years. Before that, I read posts in the background silently :P

Quote from: JawaJuice on November 06, 2025, 04:50:49 PMHey, Tomato Watcher! Apologies for the late response - I haven't quite got the hang of this forum yet :P I assumed when you had posted in a thread you would automatically be subscribed to it and therefore receive notifications. Since I hadn't got any notifications (email), I assumed no-one had replied to the thread so hadn't bothered to check the forum for a while! Guess you have to explicitly subscribe to a thread?

Correct, you'll have to click on "notify" found at either the top or bottom of the board or topic you're viewing in order to get notifications of posts/replies to topics you wish to watch. At the same time, I think you might have to go to your profile settings => Notifications and check at least one box for the two settings "When a topic I follow receives a reply, I normally want to know via..." and "When a new topic is created in a board I follow, I normally want to know via..." That should allow you to get notifications once you click on "notify" and one of alerts or email or both are checked in your notifications settings in your profile ;)

QuoteAnyway, congrats again on your pack, it really was a lot of fun and I'm glad you enjoyed watching my replays. I should have provided you with feedback for specific levels like Guigui did - I'll try and remember to do that in future as I'm sure it's helpful to a level designer! I will say that I clocked early on that a relatively lenient save rate was going to be a theme of your pack so I took it on myself to try and save as many lemmings as possible on each level as an extra challenge, hence some of the unnecessarily fiddly, un-intuitive or timing-precise solutions. I don't think there's anything to fix on your part - it's just how I decided to approach it. I'm used to playing packs that do require such precision to complete, so I guess it's a hard habit to break :P As a gauge, I'm a fairly experienced solver, though not on the level of a few players on this board who make LP vids! I typically struggle with Very Hard or Extreme difficulty, so packs like yours are most welcome in my book!

I'm the same way with wanting to either save all, or if that's not possible, then save as much as possible. Thus, this often gets me into trouble with levels where you're allowed (or even required) to lose one or more Lemmings. Has happened to me quite often! :-[

It's perfectly normal to struggle with the Very Hard or higher difficulty levels. Everyone at some point will struggle with these levels, some more than others. For example, it took me an entire year to solve all of Lemmings United. Similarly, believe it or not it took me almost 3 years to solve all of NepsterLems, all courtesy of Black Hole 1 which I was really stuck on but finally managed to figure it out after quite some time.

Along with the above, you're in for one heck of a ride when and if I ever get around to finishing my level pack Lemmings Memories and releasing it. I haven't made that many levels for it yet, but from all the feedback I've received so far, it's shaping up to be a really difficult pack, even if I don't expect it to be the next Lemmings Reunion or NepsterLems in terms of difficulty :P

Anyway, enjoy your stay and the many level packs that are currently available to download and play. We're glad to have you with us! :thumbsup:       
#9
@Guigui

Congrats on the release! :thumbsup: I'll be taking a look at your level pack as soon as I go through some other ones that were released before yours. As I just completely solved all of StokeApe's STOKEAPE JUMBLE earlier today, that means in order the next packs I'll be playing are ScottyLems and Lock and Key. Once I'm done with those two, then it'll be time for your pack! :thumbsup: When I do, I of course will link my LP ;) For now, I must say the level previews look great, that L1 Pillar one especially looks amazing! :thumbsup:

That's awesome that Icho was your pre-tester for the pack before release! :thumbsup: Indeed, he's one of the main go-to people for that, myself being another that many have also asked to pre-test levels for. So, if you ever want a second opinion or looking for other possible pre-testers, I can be one :)

Regarding the music, I recognize a lot with them. 12/16 as a matter of fact. As a result, you'll probably hear me singing a lot in my LP! :laugh:   
#10
NeoLemmix Levels / Re: STOKEAPE JUMBLE: Level Pack
November 06, 2025, 10:13:16 PM
Hi StokeApe,

I have played and solved all of V1.1 of STOKEAPE JUMBLE. I've attached my entire replay collection for the pack :)

Also, link to my LP: Kaywhyn's LP of STOKEAPE JUMBLE V1.1

Enjoy! :P

General Feedback

STOKEAPE JUMBLE is a level pack by StokeApe. 40 levels across 4 ranks of 10 levels each, with the final rank also having a self-solving 11th level. Nearly all of the pack uses custom tilesets, most of which I haven't seen in a long time. There's a few that I don't recognize, though that's probably because they were just recently added to the NL standard library.

Save for the first several levels which took me by surprise because they're much harder than I expected, the difficulty pretty much flattens out for the rest of the pack, with the occasional odd level or two that are harder than usual. So, I can probably classify this pack's difficulty as Medium - Hard.

Aside from the breather levels which were mostly builder heavy and hence builderfests to an extent, there were also some levels that weren't really my cup of tea. Most notably, there's a few levels that require a lot of stoner/stacker staircase spamming. I generally am not a fan of levels where one needs to do a lot of rapid firing skill assignments in a really short amount of time. This is personal preference, though I'm far from being the only one in this community who dislikes such levels :P Also, a lot of the levels that have time limits are super tight for some reason on top of the level already being difficult as is. Why make them even more stressful by putting in a very unforgiving timer? At the same time, I have checked the intended solution which does finish with time to spare and therefore I have myself to blame for making things way more complicated than they needed to be.

For Proxima's Minesweeper set, as mentioned in my LP I need to ask him about whether it's ok for the Lemmings community to use for making levels in, as I think I remember some time ago he said that he still needs to make changes to the set itself. If there are indeed some additions he needs to make to it, then StokeApe will need to make changes to his Minesweeper level in this pack. Along with that, keep in mind that hiding stuff in the terrain is generally frowned upon by the NL community, especially as CPM (Clear Physics Mode) renders that completely pointless, since one click to activate it is all it takes to reveal the hidden trap and exit triggers. At the same time, that's how the game of Minesweeper works, though the whole point is to logically deduce where the mines are based on the revealed numbers. Even then, I don't know the rules of the game too well and therefore I still can't play Minesweeper really well :P

For a first level pack by StokeApe, even if there's still room for potential improvement and that I have definitely found some backroutes, this pack is quite decent quality IMO. In particular, there's some true gems in here, with my favorites being BANANA 1, BANANA 4 (I probably consider this the best level of the rank, even if my solution is somewhat harder than the intended way :laugh: :thumbsup:), BANANA 9, BANANA 10, WATERMELON 5, WATERMELON 6, and PINEAPPLE 5. 

For @StokeApe, 3 of your replays don't work in the current V1.1 version: BANANA 3 - Azure, COCONUT 7 - Slop Realm, and WATERMELON 7 - Crystals, Of Course. Also, this is the only patch after the pack's initial release, and so I don't know what changes were made for the levels that were mentioned to be updated in between the versions. I did check and seems plenty of levels received massive changes in the layout/design. I also ran a mass replay check of my V1.1 replays on the initial pack release version and there are some that fail. That doesn't matter, since all my replays are for the current V1.1 of the pack.

Also, some of the levels have preassigned SMS Lemmings tracks, but you didn't supply the music tracks with the pack download. You might want to fix that. In my case, it works out because quite honestly I'm not a fan of the SMS tracks. This is in large part how I grew up with the Dos version of Lemmings, and hence I'm a sucker for the Dos/PC Canadian version of the Lemmings tracks :P That's why you hear the PC Canadian music tracks in my LP ;) Music is personal preference of course, and players can always customize the music to their liking for NL level packs.

BANANA Rank Feedback

The first rank of the pack, with the first several levels harder than I expected but afterwards the difficulty flattens out for the rest of the rank. Some great levels as I already mentioned above! :thumbsup:

Spoiler
BANANA 1 - Habana Bonana Excellent level to start off the pack! :thumbsup: Wow, lots of nice red herrings here that look like they can work but don't, resulting in a level that's much harder than I gave it credit for! :-[ I especially like the falling bomber to make a hole for the others to fall into to be contained by a blocker, as well as a basher coming from the other side to release both the blocker and the crowd who then has more than enough time to build across the gap before the others arrive. Well done! :thumbsup:

BANANA 2 - Yellego Nice to see Colorful Arty's Lego set here, one that I haven't seen in a while. Open-ended level it appears, so any solution that works should be acceptable I'm guessing.

BANANA 3 - Azure Another level that's harder than I expected but still a nice one. Finding a way to contain the crowd while letting a worker go on ahead to make the path is the hardest thing in this level.

BANANA 4 - Cactus Murder I used staircases from interrupting destructive skills midstroke here, which I honestly thought was required and hence why I consider this my favorite level of the rank! :laugh: :thumbsup: Turns out it isn't required, though interrupting midstroke is required in a few later levels of the pack.

BANANA 5 - Rebuild Wow, another really hard level, quite possibly the hardest of the rank. Then again, I completely missed the landable ledge at the start that my solution doesn't use at all. Even then, in a way I kind of like my solution a bit better, even if it's a bit hackish and somewhat inefficient in some places :P I was able to spare the jumper in my solution.

BANANA 6 - Frosty Treats Pretty much a breather, being a builder heavy level, with the hardest part being how to contain the crowds and then release them all later while not losing anyone.

BANANA 7 - Lab 23 Pretty much another breather, with the hardest part being how to contain the crowd while one goes on ahead to make the path for the others.

BANANA 8 - Nimbus Bimbus Same as the previous two levels above with being a breather, with again the hardest part being to  contain the crowds.

BANANA 9 - Ancient Refinement Nice level that's somewhat hard but isn't too difficult. My solution is different from the intended way, as the remaining skills I used to make a safe fall for the left entrance.

BANANA 10 - The Oven Wow, a great level to finish off the rank! :thumbsup: That builder on top of the steel to make a wall to contain the crowd is great and same thing with the release of jumping to get on top of the staircase and then digging to free the crowd. My solution is different from the intended way, but it should still be fine as they're quite similar in pretty much every way save for a few details.   

COCONUT Rank Feedback

This rank in general overall felt easier than the previous rank, with the occasional odd level or two that are harder than usual. Still a nice rank.

Spoiler
COCONUT 1 - Pi Seems to be open-ended here, though there aren't too many options here. Checking your intended solution, one of the bombers is absolutely not necessary, as I tried it myself without it and your solution would still work and hence you would finish with a bomber leftover ;)

COCONUT 2 - Go Home Breather builder heavy level. The tileset is nice, and I do believe this comes from SuperLemmini.

COCONUT 3 - Lem Sweeper Will talk to Proxima about his Minesweeper set, and again if he still needs to make additions then the level might need some reworking depending on the changes. Quite an easy level if one uses CPM, since it reveals the trap triggers and where the hidden traps are. However, for the extra challenge, I decided to play the level without it, as I generally don't use it in my live LPs anyway :P

COCONUT 4 - White Branches Another breather builder heavy level, with the hardest part being making sure not to get anyone trapped who won't be able to be rescued later on.

COCONUT 5 - Don't Fall Seems the level design has changed drastically in this version. My solution is very different from the intended way, so is probably a backroute :P

COCONUT 6 - [/b]Step Up[/b] Wasn't too much of a fan of this one, though that's because I generally struggle a lot with using stackers to solve levels in NL. It's different from your solution, but should still be acceptable.

COCONUT 7 - Slop Realm This one wasn't too bad despite it looking somewhat difficult. Another graphic set I haven't seen in a while.

COCONUT 8 - Slush Lemming Most definitely a backroute as I ignore the preplaced Lemming at the top completely :P Nice to see one of WillLem's Lemminas 2 tileset here in the pack! :thumbsup:

COCONUT 9 - 21 Two replays are included here, as I was able to find a way to finish the level on time instead of running out of time on the same frame the final exiting Lemming counts as saved. Just needed a minor tweak to my first replay but is still overall very different from your intended solution.

COCONUT 10 - Pistachio Yum, my favorite! Sorry, another backroute here, as I avoid the pickups completely :P     


WATERMELON Rank Feedback

Pretty much the same as the previous rank in terms of difficulty.

Spoiler
WATERMELON 1 - Black Gold Nice level to start off the rank, though maybe a backroute since I don't collect the pickup in the top corner? ???

WATERMELON 2 - Pumpkin Patch Lems Hardest level of the rank for me, but as explained I tend to struggle a lot with zombie levels. Impressive intended solution though! :thumbsup:

WATERMELON 3 - Honey Lummy Another nice Lemminas 2 tileset by WillLem :thumbsup: Complete breather here, with the only thing to watch out for (at least in my solution) is Lemmings slipping by the teleporter at the bottom, but that's easily remedied by making a pit so they can't go out the right side.

WATERMELON 4 - The One's That Come Before You Sorry, not a fan of this level, even when seeing your intended solution that it is indeed intended after all to quickly cancel the stacker after laying one brick. As mentioned, stoner/stacker staircases aren't my cup of tea in NL, and I'm not the only one :P

WATERMELON 5 - The Heavy Stuff Pretty much the best level of the rank IMO. I especially like that a basher from the left needs to cancel out each digger so that you don't use more bashers than you actually have. Well done! :thumbsup:

WATERMELON 6 - Tasty Jams Breather, with the very nice element of needing to use the structure at the top in order to bypass the wrong facing force fields. Excellent! :thumbsup: Also another tileset I haven't seen in a long time.

WATERMELON 7 - Crystals, Of Course Another heavy builder breather level, with the hardest part being how to contain the crowd while sending one worker ahead to do the work as usual. I'm not sure if getting to the exit from the right side is intended, though looking at the platforms below the exit it doesn't seem that would work since there's no way to turn the Lemmings around and hence they'll get into danger.

WATERMELON 8 - Dig Just! Pretty much like WillLem's Inverse Lemming version of the level, except in yours the entrance and exit are also inverted 180 degrees while in WillLem's they retain their positions in the non-inverted version. Nothing too hard here other than the thick terrain might be difficult to get through.

WATERMELON 9 - Pixel By Pixel Pretty much a breather here for me, though I finished with a lot of skills to spare :P

WATERMELON 10 - Missing The Cold Another level I wasn't a fan of even after checking the intended way. As explained, I've played way too many levels of this type by now that it's another one that's overdone to death for me, with needing to fill the gaps between multiple obstacles in order to have a miner go through all the builder staircases. It's a case of the solution is obvious, but is not enjoyable for me due to so much trial and error in getting multiple staircases placed correctly. To add insult to injury, the miner has a bad tendency to chip off the base of the staircase when placing the builders in the bomber holes :evil: So, sorry, wasn't a fan of a level where I've seen bulder/miner combo so many times by now with all builders needing to be placed correctly between multiple obstacles.         

PINEAPPLE Rank Feedback

The final rank of the pack, which honestly wasn't too difficult of a level save for one which I wasn't a fan of (at least the part of the level where you need to spam repetitive skill assignments) and one where I'm not sure if the very obscure trick is required in the final level. If it isn't, then I'll come back to the level sometime to see if I can solve it without it. I haven't checked your intended solution for PINEAPPLE 10 just in case it isn't required.

Spoiler
PINEAPPLE 1 - There Is No Grey Nice level to start the rank and another tileset I haven't seen in a while. The only hard part here is containing the crowd.

PINEAPPLE 2 - No Choice Nice level which seems to have been a bit inspired by a level of Dodochacalo's in the final rank of Fiat Lem! but has 1 minute time limit instead of the unusual one here.

PINEAPPLE 3 - 1 Up As you already know, I wasn't a fan of the stacker stoner staircase part of the level, but I really like the miner to make the ceiling thin enough to allow the crowd to get to the exit. In your solution, you made the end more complicated than it needs to be. All you need to do is cancel the miner midstroke with a jumper or builder :P

PINEAPPLE 4 - Nothing Goes To Waste Not a difficult level, though not an easy one either. The hardest part (again, in my solution) was making sure no one dies to the bear trap on the left side. My solution is also different from yours, but is likely still an acceptable one ;)

PINEAPPLE 5 - Not To Scale Wow, excellent level! :thumbsup: I really like sending that worker to the bottom who makes his way back up in order to disarm the traps and then release the crowd from below by bashing away the platformer. Well done! :thumbsup:

PINEAPPLE 6 - Fool Me Twice Hard one, but another one where my solution is different from yours that saves some skills. I still consider my solution just as difficult as yours, as for example stoning that glider that's one pixel away from touching the ground is an obscure one but allows one to stop Lemmings from slipping out the wrong way.

PINEAPPLE 7 - I Think It's Seven Now Another hard level and quite possibly the hardest of the entire pack. I probably made this harder than it needs to be in some places. I'm not sure what happened the first time with not being able to collect the bomber pickups when bashing but was later successful. Probably the 1 or 2 pixels of bashing lower made all the difference there.

PINEAPPLE 8 - Bubble O's Easy level if one knows that a blocker can turn a digger. The rest is just basher/miner staircases.

PINEAPPLE 9 - Scenic Route Likely a backroute, as this was quite easy and I literally solved and figured out in 30 seconds :P

PINEAPPLE 10 - Ripped Off I use the obscure basher/blocker trick here which I'm not sure is absolutely required here. If it isn't required after all, then I'll come back to the level sometime to see if I can figure out how to solve the level without it. I think I know which level the title is referring to, as I remember a very similar Fire level to this one.

PINEAPPLE 11 - Thank You Self-solving level.   


Overall, well done for a decent first level pack! Thanks for this, I enjoyed it for the most part :thumbsup:       
#11
Yes, I've noticed and posted about this problem in the SMF 2.1 Upgrade topic, in these two posts:

https://www.lemmingsforums.net/index.php?topic=6856.msg105291#msg105291

and

https://www.lemmingsforums.net/index.php?topic=6856.msg105886#msg105886.

This I've observed ever since the Forums software upgrade took place. It's still a problem a year later.

namida apparently also made a topic on it too:

https://www.lemmingsforums.net/index.php?topic=7122.0
#12
Quote from: Strato Incendus on August 05, 2025, 08:17:42 PMI just realised the music rotation doesn't work, as the level files have individual tracks specified. Meaning, even if I swap out the music rotation for my Lemmings World Tour tracks, it's still the original DMA tracks that will play.

You can rename your Lemmings World Tour tracks files to orig_01, orig_02, ..., orig_16, orig_17.
#13
Yea, I'll open a topic on a potential Lemmings Plus VII community pack sometime in the future. We should see if there's enough general interest in one first before I do so, though, especially as it will only go ahead if there is. It won't be for a while anyway, so don't worry about it for a time.
#14
Quote from: Crane on July 23, 2025, 03:11:49 AMIndeed, and regarding the above point, I don't know if someone voted at the last minute just to break the tie or if they legitimately left it late...

Your guess is as good as mine. It could very well be for other reasons too. What's done is done, though. There's nothing that can be done about the results. Instead, let's turn our attention and focus on more important matters, such as things that will be decided by polling.

Quote...but hiding the poll results until it closes will also help to avoid any possible manipulation.

Exactly, that's why I put forth the suggestion that poll results be hidden entirely until the closing of the poll instead of having them be shown to the user once he/she has casted a vote like it always has been done. That's the other option the poll creator can select when making one. This point will be up for polling once Icho makes the call for the current one, takes it down, and puts up the new one ;)
#15
Quote from: Crane on July 23, 2025, 02:22:18 AMWatching the last vote-off carefully, Rule 3 was dead even between "Migraine" and "Quick Lab Rush" at 4 votes each, but then someone else voted close to the cut-off time to break the tie.  So ties are definitely possible.

Right, there wasn't ever a doubt that ties aren't possible at all under the new system. I was simply pointing out that tiebreakers so far haven't been needed, though to be fair it's only been two contests under the new way :P With more votes depending on how many levels there are for the ruleset, I suspect ties will be more frequent, especially if the maximum number of votes per user is used each time, but of course one can always cast less than the maximum amount of votes allowed if they want.

In any case, like Icho already mentioned, contests would still be over after a few rounds no matter what is decided here.