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Messages - kaywhyn

#1
Loap / Re: General Loap progress discussion topic
December 08, 2025, 07:10:35 PM
Quote from: karjonas on December 08, 2025, 01:43:55 PMThanks. I managed to get the rotation working by hacking around in the source code a bit. It's a fun game and I'm already at the Mayhem levels. What is the license of the source code btw?

Source code is here: https://bitbucket.org/namida42/loap/src/master/

This link is also in the OP at the very bottom of the post: https://www.lemmingsforums.net/index.php?topic=5892.msg95202#msg95202
#2
NeoLemmix Levels / Re: List of all NeoLemmix Level Packs
December 08, 2025, 09:04:32 AM
Thanks @Armani for updating the list. I meant to do it a while ago but never got around to doing so until about the same time as you, but you beat me to it :laugh: I actually ran into a problem when following your instructions in the Excel spreadsheet. It's been a while since I've done this, so I can't remember how to do it. The problem for me occurs in the "copy" instruction step after filling out the columns for a pack.

Anyway, after some thought, I decided to merge the other packs of Lemfan's into the Lemfan's Various Packs topic as well and hence I've updated the links for OddLems, Lemmingshades, and Lemmings Rundown in both the NL v12 list and the Excel spreadsheet.

Also @JawaJuice I'll be more than happy to fill in some more of the difficulties for various level packs that don't currently have one. I'll do it whenever I'm able to and I have a chance ;)   
#3
NeoLemmix Levels / Re: LemFan's various packs
December 08, 2025, 08:46:05 AM
I managed to play through Lemmingshades and everything is solvable except for "Unable" in the Pink rank. At least it appears unsolvable to me, due to maybe one of the skills provided being the wrong type. I can see it potentially being solvable if another miner was provided, or if the terrain at the start was probably set up better. I'm not going to attach my replays for the pack at this time. Quite a difficult pack for sure though!

The list of unsolvable levels has accordingly been updated in the OP and I can reproduce the list here:

Packs With Unsolvable Levels:

LemFanLems I - Brutal 18 and Chaos 3
Lemmings Obliterated - "The Top Card"
Lemmingshades - "Unable" (?) in the Pink rank   
#4
Loap / Re: General Loap progress discussion topic
December 05, 2025, 12:07:43 PM
Hi @karjonas, welcome to the Forums! :thumbsup: Yup, it's possible to pan and rotate with the mouse for Loap. For rotating, hold the right mouse button. For panning, it's the middle button if your mouse has one. In my case, I have a Logitech MX Anywhere 3S mouse which has a scroll wheel instead and clicking it at the bottom does the same thing as panning for me.
#5
NeoLemmix Levels / Re: Holiday Lemmings 2024
December 05, 2025, 10:59:29 AM
Thanks to @JawaJuice's post, looking back on this topic, I apparently still haven't posted my replays from the time I pre-tested the pack as well as my feedback from last year! :-[ Oops! Well, gonna change that now, as I have now gone back and resolved updated levels I backrouted before the pack's release. Also thanks to @Mobiethian for the reminder that a few days ago, on December 1, 2025, was the 1-year anniversary of the pack's release with collaborator Armani! :thumbsup:

As way more than enough time has passed, I'm attaching my entire replay collection, which also includes new replays of levels where my pre-testing ones don't work anymore. In particular, I needed to resolve Night 1, Daytime 18, and Daytime 23. I remember Mobiethian made a change to his Night 1 level, but it's been a while, so I'm not sure what changed and caused my pre-testing solution to break. Daytime 7 also had an orange check mark, and it would had helped if I had actually ran a mass replay check on my replays instead of getting a new solve like I did, because my pre-testing solution still works :forehead: So, in essence the only levels I really needed to resolve were Night 1 and the two levels of Armani's, Daytime 18 and Daytime 23.

General Feedback

Holiday Lemmings 2024 is a collab pack between Mobiethian and Armani. There are 2 ranks of 25 levels each, first the Night rank, followed by what should be the harder Daytime rank. The intention with this pack is to basically mark the 30th anniversary of the original Holiday Lemmings 1994 game. This is Mobiethian's third pack, after his Lemmings Heritage and Lemmings New Worlds, as well as his very first collaboration level pack with another Lemmings Forumer.

I had the honor of pre-testing all of the pack for the authors before they released the pack last year. There were others who did a bit of pre-testing but I believe, for the most part, the levels were beyond their level solving abilities. I was able to solve everything, albeit with a lot of struggling, especially with Armani's levels. Not so much with Mobiethian's, although there's even a few from him which are difficult nuts to crack. Most definitely a sign that Mobiethian has improved somewhat in his ability to make difficult levels, or at least shows he has potential for them to be hard if he knows how to ;) In any case, it was an absolute pleasure to do the bulk of the testing, as well as to lend plenty of guidance to Mobiethian along the way! :thumbsup:

Night Rank Feedback

As I sent all my feedback before the authors released the pack last year, I'm just going to copy/paste what I wrote to them. However, I apparently emailed Mobiethian my feedback, and it wasn't all the levels or too much on their solutions, so it's just going to be on Armani's levels for the most part :P 

Spoiler
Night 2 - Lems Are Playing Freeze Tag! Nice first level from you and not too hard, though I did make the mistake of building from left to right for the final gap instead of the other way around. It might still be a little difficult to be this early in the pack IMO, though I know that Mobiethian did a lot of the level ordering, so I'll make sure I bring this up with him. The only reason I think so is just simply due to everyone being a pre-assigned slider and so the main challenge is just coming up with ways to turn them back from going out the "wrong" way.

Night 3 - Choo Choo, Santa! The main difficulty comes from figuring out the most efficient way to get through the level, but it's not easy to because of the very limited skillset. I think it's clear that one needs to go over the top, but it's not easy to see how to use the skills efficiently here.

Night 4 - Christmas Tree Hunting The main difficulty comes from figuring out the solution. Here, I made the mistake of going through the tree instead of going over it, the one after the water gap. Doing it the second way seems to always leave you a skill short. Very nice red herring, but the level did feel like it's hard for its position.

Night 6 - Silent Night, Holy Night Another one that I didn't find too bad, though I found the final part of the level the hardest, but that's because I tried some incorrect things, such as making sure the gap is completely sealed off at ground level instead of the mining finishing a lot higher so that it's easier to reach the exit. Well done, I think this is the right difficulty for the rank despite the very restricted skillset.

Night 7 - Lighter Than a Snowflake This on the other hand IMO is too difficult for its position. The solution is quite obvious in that one needs to get a non-glider to the very far right in order to land at the bottom safely without dying to the fire trap, but how to achieve it is very hard. It's a very nice trick with jumping with a glider and then cloning him at the right spot in order get the stoners in place, but it's the hardest part of the level. It's also not easy to judge whether a non-glider is able to get to the next snowflake with jumping. So, this level definitely needs to move later in the rank, but I'll let Mobiethian know. You also have just the right amount of jumpers to do so and therefore cannot waste any of them at all.

Night 10 - Party Time! Very nice builderless level! :thumbsup: Even then, it's still a little difficult to figure out the way through to the pickup and back. I did finish with some skills leftover, but my solution is likely still acceptable. This I feel is the right difficulty for the rank as well :)

Night 11 - 23:58:30 12/24 Nice title, being a reference to 1.5 minutes before Christmas Day and therefore the 1:30 time limit :laugh: This was a really great level, I like it a lot :thumbsup: The most clever part was having a worker on the far right flip all the splitters to allow another through in one smooth go. The hardest part to see here was where the digger needs to be used, as well as realizing that every Lemming goes to his own exit: Floater to the far left one, climber to the middle, and finally the regular one to the far right one. Also because I kept thinking the digger goes in the upper part of the level on the far right and that two need to use that exit I made the mistake of having one Lemming be both the floater and climber. Nice red herring! :laugh: I love how everything falls into place once one realizes the solution. Well done! :thumbsup:

Night 12 - Lost and Found Another nice level, though the hardest part was rescuing the shimmier that was stuck in an endless loop. I can definitely see similarities to David's Jasmine level from DavidLems here! :laugh:

Night 13 - Claustrophobia 2 Aha, the sequel from your Xmas 2021 pack but with a very good use of the time limit! :thumbsup: Very nice trick with leaving a step past a thin enough wall to have a worker land on it and build the rest of the bridge to catch the others from the other side. I managed to finish with just a second remaining, phew! :laugh:

Night 15 - Happy New Year! Wow, great level from the both of you :thumbsup: The hardest part was seeing the mining on the first 2 in order to rescue the one trapped at the bottom. That part is pretty precise, especially as you have to take care to make sure you don't leave a gap in the platformer bridge. There's a lot of wrong ideas that look like they can work but they don't. In particular, the hardest part was figuring out where you need to do the bridges and which ones you can afford to not use a constructive skill. I think the gap before the exit is a given that a constructive needs to go there. It was also not easy to figure out how to get the button where the water is, but I had more trouble figuring out how to get both to the exit with the 1-of-everything skillset provided. Well done, gentlemen! :thumbsup:

Night 16 - All I Want For Christmas is... Not too hard of a level, though I incorrectly kept trying to fiddle around where the OWW is where the stomper trap is. I knew that we had to go through it, but what wasn't right was thinking that all the diggers go there. I did think about going through the huge water pond on the right side, but it took me a while to figure out that it was the correct way and how to get the swimmer out of there without also putting the non-swimmer in danger. It's quite easy to think the left Lemming needs to the swimmer instead of the one from the right. The correct way actually has the swimming digger go all the way to the very bottom instead of trying to interrupt him. As a result, this one might possibly be too hard for its position, but it's a bit more than halfway through the rank, so it might be fine.

Night 17 - Living in a Fairy Tale Seems open-ended, especially given that one can lose plenty here. Even then, it can still be difficult to work out the best way to go about the level, especially each section. In particular, there is a splat fall to deal with and just being able to get the right entrance over to the left. I think I could had been more efficient with the middle part by stoning higher so that one only needs to platform, though maybe then I would be wasteful with them if they're needed elsewhere. Even then, I think the builders/platformers are interchangeable for the most part. Just the right difficulty as well IMO.

Night 23 - Moondance Another great level that I was impressed with. I saw the solution almost right away, and it's really nice how it all comes together timing-wise. Nice trick with shooting a laser and interrupting the climber basher who frees the top entrance! :thumbsup:

Night 25 - The Bear Necessities Nice level to finish off the rank. This was a bit hard to figure out, but I expected that. I managed to save a digger, so I don't know if that's a backroute or if I was simply efficient here. I think it just depends on how one does the building at the start so that it determines whether two or three slip on by. Thinking of how to contain the crowd and releasing them later is not easy!

Daytime Rank Feedback

Intended to be the harder rank of the pack, though this seems a bit questionable since it sounds like from what both Guigui and JawaJuice have stated that the Night rank is just as hard or even feels a bit harder in some places. Same thing, most of the feedback I'm copying/pasting is on Armani's levels. Daytime 18 and Daytime 23 should both be intended now and if so great levels! :thumbsup:

Spoiler
Daytime 1 - Walking Bearfoot in the Snow Very nice level to start the rank! That's super clever with having one Lemming jump into the ice machine trap so that the swimmer/disarmer doesn't die to it. Before I had figured that out, I had all the level figured out except how to get a Lemming in position to platform the water gap, which can only be done from the right side. I remember the solution came to me as I went out to get some late night fast food with the jumping into the ice machine so the worker survives :laugh: That trick alone IMO makes the level difficult to be the first one for the rank, but IIRC the remaining ones for the rank are all harder, and so this one is probably fine where it is.

Daytime 2 - Wake Me Up When It's Christmas Open-ended and just the right difficulty and hence it seems fine for the second level of the rank.

Daytime 4 - Angels We Have Heard On High Another nice one from the both of you. It's a bit hard to figure out how to bridge the gaps, though once I tried a builder for the first one and saw that one isn't enough, then the solution became a lot clearer. For example, for the tip of the iceberg that immediately screams out land there with a glider by cloning it and then build/clone, and therefore stack and then clone a platformer for the first gap. The hardest part then was the middle part, as I thought fencing would work but it wouldn't since he would stop before getting through the last part of the next wall, but I saw that I have a digger to spare and hence it was clear to me that you're supposed to dig and then fence. That part is pretty precise, though. It's obvious that it needs to be that, since a laser stops way before the second wall.

Daytime 6 - Skating on Thin Ice Wow, another great level! :thumbsup: I especially love that trick of bashing with one and the next Lemming goes on ahead to platform to turn around and then the basher cuts off the platformer bridge to allow the one that turned around to fall before the snowman :thumbsup: I had figured that out somewhat fairly quick, but then the hardest part was seeing the platforming and then stopping him with a basher before he seals the gap off in order to punch a hole in the wall so that he can climb into it and bash again. Might be a bit hard for its position due to these tricks, but I think it might be fine.

Daytime 8 - Fluffy Snow vs Rock Hard Ice Another great level! :thumbsup: It was very hard to figure out how to do the building over the water gap in the bottom middle. I kept thinking that the worker needs to be the one to do both sides and also the gap before the exit, but turns out that after you release the crowd you have more than enough time to build from the left and the final gap before you lose too many thanks to very low RR. That was really hard to see, and before I realized the solution I thought I had the solution but then realized I'm probably not using the shimmiers properly. It was also hard to see building over the water gap on the left side, as I kept thinking to use shimmiers there due to the terrain setup :laugh: Also needing to bash through the OWW on the right caused me to keep overthinking the solution :XD: It's another one that might be difficult for its position as well.

Daytime 9 - Amphibious Operations I was quite impressed here as well! :thumbsup: This one really reminds me of the Prerequisite level from Xmas 2021, which I nominated IIRC :) It was clear where the cloner needs to be used in order to get the rest of them out of the water pit near the top right. I have two solutions, where the miner hits the steel to turn and then digs but luckily everyone makes it out before the wall becomes too high. I didn't realize that you can scoot the miner over a little and the swimmers would still be able to get out of the water pit. I especially love the lasering from the bottom right in order to release the crowd. Before I realized this, I kept thinking to dig and then either fencer or laser out, but then this causes everyone to fall and splat later. The fencer at the start is a bit precise, especially as it almost nearly doesn't release the crowd. I do like how the disarmer turns around before all the crowd does so that you can bomb the final swimmer in the bottom middle to allow the clone disarmer through.

Daytime 14 - Sky Shield Hard one, especially with figuring out how to release the crowd and whether you're supposed to keep the crowd moving or can contain them. Also if the latter then if you release with either the basher or bomber. I did realize the middle part with getting a shimmier through, but this was also the hardest part to see with bombing it in order to allow the slider to shimmy through. I kept thinking you needed two shimmiers here, but then I would run out or the slider slides down the stack instead of going over like I want him to in order to make another round on the right side. I especially love the timing here of the slider and climber and they do work separately on the right and left sides, respectively, in order to help the crowd later. It was very satisfying seeing the solution all come together :thumbsup: Would the title here be a reference to SC2: Legacy of the Void? I remember that one was a pretty fun mission.

Daytime 18 - INside OUT Nice level. Here it was very hard to see what the glider is used for. Here it's quite important to figure out when to platform up the gaps, as doing it in the wrong order will cause you to fail. It was also clear that one needs to mine at the top of the huge wall in the middle first, as otherwise the crowd has no way to get to the exit later. All the complications come from platforming up the gap on the top right first because I was wondering how would you platform the gap at the bottom right first before releasing the crowd.

Revised feedback since this needed to be resolved: Took me a while to see that the water at the top is important so that the crowd can still walk to the exit later. This should be intended now and if so great level! :thumbsup: Definitely had a hard time working out how to get around the issues that arise when making the tunnels in the huge middle structure. 

Daytime 20 - Watch Your Step! Another one which appears to have been inspired by that level of David's from DavidLems with collecting the right pickups. Even then, it was pretty hard to figure out the solution. Before I realized the correct way, I kept thinking to release everyone to the bottom right, but the problem is more gaps than you have skills to have all of it covered. I think once I realized stoning at the top to keep a basher going the solution was a bit clearer. That was really clever with putting a blocker at the far left to bounce the miner despite the small gap. I kept thinking that it needed to be timed so that the blocker blocks in front of the miner as he's going. The mining is really precise, though. I like how other the corner ones which are complete red herring pickups all need to be collected except for the slider in the top left and the two pickups over the water on the left side.

Daytime 22 - Warm Cozy Basement This one wasn't too bad at all, though how to contain the crowd and where the building needs to be done were not easy to figure out. I think I could had made the timing less tight if I had the released the crowd at the right time better. I have a shimmier to spare, but this seems to be acceptable, as I was probably simply efficient. Nice level.

Daytime 23 - Constructus Interruptus As you mentioned, this is the hardest level of the pack, and I would agree with you here. The closest I came to a working solution but it failing was due to me wanting to get a builder to release the crowd from the right side by finishing at a point so they can get over the stack. After seeing all possible positions, I kept wondering how to do the level as it seems that I needed to rethink my approach. I saw that a fencer is able to cut off the platformer bridge, but the problem here is that getting him in the middle of the level the fencer finishes too far away from the platformer bridge is. Also, I kept thinking he would need the help of a stacker to reach it, but I saw he always stops before he gets close to it no matter how the stacker is placed. When I saw that a platformer does allow a Lemming through with a one-pixel gap, I thought hmm, perhaps I can time this in such a way so that I can stack with a Lemming before the platformer lays one final brick to be one pixel away from closing off the gap and have one Lemming get through. It was also very hard to see that one needs to go through the water gap at the very top and fence through the trees to get the upper entrance down. I kept thinking that it has to be the case of bashing/cloning at the bottom middle to release the bottom entrance and to reach the exit, but what I couldn't phantom was the far right with closing off the gap with two constructives, one which needs to be a platformer, but then I wouldn't have a platformer to get over to the middle part because I used a platformer at the top. A lot of very appealing red herrings here makes for a very hard level.

Overall, this is a great level, just with too much precision, though if this is intended then yea, no way to avoid the trick platforming and stacking to stop the platform and then be able to build to get over the stack without the stack closing off the gap completely. However, the precision with fencing through the trees can be reduced easily, as there are some holes that can stop the fencer.

Revised feedback due to needing to be resolved: The clicking moment came to me when I remembered a Lemmings Uncharted level which required the building in such a way to release the crowd over the stack from the other side. Nice! :thumbsup: Also helps that you released a contest level in the previous LDC which required something similar with interrupting constructive skills. So really, the level title is kind of a big hint to the solution even though you told me it's a reference to Team Fortress :P Overall, an excellent level with a hard to find solution but can still be worked out logically! :thumbsup: 

Daytime 24 - Where Angels Dwell Definitely not as hard as the previous level but still difficult. I can definitely see inspiration from my level "Snow Way!" here with the first icicle trap :thumbsup: I kept thinking that two workers need to simultaneously build over the water gap in the middle, when in fact only one worker needs to do it. It was also hard to see where to put the blockers and the route to take through the small rings and terrain at the bottom. I really like the fencing at the end with the crowd going under and to the right to get redirected by a blocker to then use the 3 builders to reach the exit. Before I saw this, I kept thinking to go through and over, but in fact there is a tiny wall that doesn't allow you through, no matter how you use a bomber. Great level and very nice design! :thumbsup:

Daytime 25 - And They Lived Happily Ever After I literally LOLed at the part where a lot of the neutrals and Lemmings make the heart and HAPPY XMAS text just fall and drown in the water at the start :laugh: That's really clever and neat, though :thumbsup: A very nice conclusion to a wonderfully made pack by the both of you. It took me about 5 mins to realize that it needs to be a very long basher through by putting a platformer at the right spot to extend it. A nice level with a few surplus skills.

All rightie, in the coming weeks I'll get on doing a video series covering the pack with my commentary when running my replays on them. That I been meaning to do for a long time, just haven't gotten around to doing it yet :-[

Quote from: JawaJuice on December 02, 2025, 02:31:04 PMThis was a pack I started playing back in July, but gave up on Armani's levels quite quickly, only completing Mobiethian's. Having recently played and solved quite a few of Armani's levels from the Random Level Sharing topic and the upcoming LDC #33, I realized he's not so scary ;) In fact, I like his levels a lot! So, I thought with the festive season on the horizon, this would be the perfect time to dive back into the pack!

In my experiences, I generally tend to struggle with Armani's levels more than Icho's, and that's saying a lot! :P However, I'm in agreement with the former's levels being great for the most part! :thumbsup:

QuoteFirstly, if I were to assign a difficulty level to this pack, I'd probably go with Medium. Alternatively, it could be Easy-Hard as it runs the gamut. The difficulty curve is kind of all over the place, and the Daytime rank is only slightly harder than the Night rank overall. Medium seems like a good median though. What @Guigui said is 100% accurate:

QuoteThe actual pattern I found for the difficulty in your Holiday Lemmings 2024 pack is rather simple :
* created by Mobiethian : fair difficulty, have fun. I loved the living-room themed levels, with the trap-cat :D
* created by Armani : get prepared for brain burning.

I'm in agreement with you on Easy - Hard being the most accurate difficulty classification for the pack, with the upper range possibly even inching into Very Hard, but it's pretty close IMO. You are correct that the difficulty curve is currently very wonky, but let me tell you why. Mobiethian did all the level ordering before the pack's release and hence it was very hard for him to place a lot of these levels. For example, I currently say Night 7 is too difficult for its position, and even Armani agrees here, being his level and all. Similarly, Night 4, one of Mobiethian's levels, I think is also too hard for its position.

QuoteI was able to solve the whole pack without hints with three exceptions: All I want For Christmas Is..., Sky Shield and Constructus Interruptus. These I will go ahead and say are the hardest levels of the pack imo. The first two I was 95% of the way there and just needed a final push, courtesy of Armani. The latter, I had the right idea but I think an action to do near the end is so critical, it's more than a 5% thing. It never would have occurred to me without Armani's hint. INside OUT I also struggled with, but that was just me being stupid and the solution was obvious coming at it afresh the next day.

Wow, that's still pretty good with how much of the pack you were able to solve before you needed hints for the final push towards the solution! :thumbsup: Yea, I agree with you on the 3 levels of Armani's you mentioned above, as they were also the hardest ones for me. I was able to solve them without hints after a lot of struggling, though with a backroute for Constructus Interruptus as already mentioned :P Also agree with INside OUT being a hard one, though I also solved that one with a backroute when I pre-tested the pack for the authors.

Indeed, you're definitely seeing that the best way to get better at level solving is to simply play a lot of custom levels. Don't worry, even I struggled and had so many roadblocks when I first started playing NL back near the final quarter of 2019. It didn't help that I immediately dove into Lemmings United as my very first NL level pack to play! :laugh: To be fair, I felt like I was prepared to take it on, after having beaten DoveLems, PimoLems, and Lemmings Reunion on Lemmini, as well as SubLems on SuperLemmini :P Nope, took me an entire year to solve all of United while also getting whooped in the behind very badly!

QuoteThe Lem is Home Alone! - Another joint effort that required a pretty long solve time!

Just to be clear, I had absolutely no part in making the level :P I was simply credited because I gave Mobiethian the idea to put zombies in the level to have them be Harry and Marv from the Home Alone movies chasing the Lemming (Kevin) around :laugh:    
#6
NeoLemmix Levels / Re: LemFan's various packs
December 04, 2025, 11:57:03 AM
All rightie, due to the packs scattered all over this topic, I felt it was time to gather them all in one zip file and place for easy access and convenience. I've attached it to this post. You just need to extract to your NL directory ;)

See below for the link which is in the OP.

The all in one zip is also attached in the OP: https://www.lemmingsforums.net/index.php?topic=5558.0. I also listed the packs in release order in case anyone wants to play the packs in order ;)

Also, note that there's a few other level packs by LemFan that aren't in this topic. I'm thinking of merging them into this topic as well.

edit: After some thought, I decided to merge the 3 packs that aren't in the topic along with all the other packs of the author. 

What I would also like to do is make a list of which packs have been proven to be 100% solvable and which ones aren't. I will fill that info in the OP as well and perhaps duplicate the list here too. This is where I will need help, as I have not played any of LemFan's packs. From what I can gather from the most recent posts by Jawajuice, Plodderuk, and Armani, there's only been, I think, 3 packs total out of the 11 that have at least one unsolvable level? ??? Many thanks for the report on what's unsolvable, gentlemen! :thumbsup:

Ah, I was close. 2 packs in this topic, plus another one I've merged into it that I think is unsolvable. See reply #162 for the list.
#7
Hi @The Tomato Watcher,

I have played and solved all of V4 of the pack! :thumbsup: Replays attached.

I also recorded an LP of your pack: Kaywhyn's LP of The Tomato Watcher's Sweet 'N' Sour Lemmings

Enjoy! :P

General Feedback

Sweet 'N' Sour Lemmings is a custom Lemmings level pack by The Tomato Watcher. 12 levels across 2 ranks of 6 levels each, with the rank names being Sweet and Sour. Most of the levels in the Sour rank are repeats of Sweet levels and I must say they are very well done! :thumbsup: Even the unique levels are great. I agree with The Tomato Watcher's classification of Easy-Medium for the difficulty of the pack, and I still enjoyed this pack very much even though it is short and on the easier side when it comes to custom Lemmings level packs :) Well done @The Tomato Watcher, and as some others have said I too hope you make more levels in the future, as you definitely have a lot of potential with the wonderful levels you made for this pack! :thumbsup:

Sour 2 I would consider the hardest level of the entire pack. At least in the current V4. Very nice level but this one took me the longest to figure out, believe it or not ;) I'm not sure if it was true in earlier versions of the pack with being one of the hardest, but based on the changelog you posted maybe that wasn't the case. So yes, I would have to say it seems to be quite solid now in being backroute fixed!

Sweet Rank Feedback

Generally characterized as open-ended levels with lenient skillsets and save requirements, though Sweet 2 has the tightest requirement despite a seemingly lenient one :P

Spoiler
Sweet 1 - Basic brick Nice level to start off the pack with a very nice save all optional challenge! :thumbsup:

Sweet 2 - Falling down the stairs You'll be fine as long as you accept the many unfortunate losses here, as there's nothing you can do about the ones that get trapped at the bottom.

Sweet 3 - Long road to nowhere Can be challenging since there's no way to hold back the crowd, but you do have the necessary skills to avoid both of the traps. It's a matter of clearing obstacles as you get to them in order to avoid too many unnecessary losses.

Sweet 4 - Wish upon a Lemming Nice open-ended level with another great save all! :thumbsup:

Sweet 5 - Just relax... As long as you know your stoner mechanics and realize you need to build over both the first and third gaps, you'll be fine here. I'm definitely surprised this managed to stump Guigui, but here I acknowledge that it's simply likely due to him not being well-versed with stoners.

Sweet 6 - A Puzzle Adventure Nice level to finish off the rank! :thumbsup: I'm not sure if anything's changed here from previous versions, as I did take a quick look at the level after Pieuw posted not being able to solve this one, which I don't think is difficult. Again, it's due to him not being used to the new portal objects that were added in v12.13 NL.   

Sour Rank Feedback

Most levels here are repeats of levels in the Sweet rank, with the levels made harder usually by reducing the skillset and increased save requirements.

Spoiler
Sour 1 - Back again? Excellent level to start the rank! :thumbsup: Love that sending two climbers ahead, one to build to the exit for the others and the other to turn around to bash the OWW to free the crowd, with the added twist that you need to time it correctly so that the first climber doesn't get blocked by the builder staircase and therefore will prevent him from coming back to the crowd later on. Well done! :thumbsup:

Sour 2 - I need some space... Definitely the hardest level of the pack IMO, as it took me a while to figure out the solution. Another very nice level and one of the best of the pack! :thumbsup: Nice use of the blocker to compress the crowd but with the added twist that you must release them before everyone falls out of the entrance so that you can bash through the first diagonal terrain before you lose too many from falling out the wrong way. Well done here as well! :thumbsup:

Sour 3 - Chasm Capers Open-ended level and very interesting there's 2 of everything except for builders where you have 60 :laugh: I'm not sure if the level is supposed to be harder than this or if it's simply anyway you like and that you just need to be quick before you lose too many Lemmings.

Sour 4 - The Ball Pit Excellent level! :thumbsup: That jumping the penultimate gap to dig and then bomb in order to have the final builder go all the way through to the exit platform without getting interrupted is quite clever.

Sour 5 - Through thick and thin Another excellent level! Jumping over the gap and exit and mining from above along with bouncing off a blocker to free the crowd from below for the solution is really nice :thumbsup: And of course that shimmier, I love the shimmier skill a lot in NL :)

Sour 6 - The Institution This definitely reminds me of a past contest level of The Tomato Watcher's which was kind of one that failed because it was backroutable IIRC. It seems way more solid here. Nice level to finish off the pack and not too difficult to figure out since you don't have that many options at any moment. Nice added touch with the final builder to the exit and then using the walker skill to turn him around to bash and release the crowd.     


Thank you again for this pack @The Tomato Watcher and again hope you make more levels in the future! :thumbsup:     
#8
Well now, it's been a while. I suppose it's time for another update, don't you think? ;)

First up, I've reinserted the images in the OP by using the attachment method, since Imgur no longer works if you're in the UK. They should be visible to everyone again.

Second, I managed to resume work on this again and hence now the level completion count is now up to 16. As you can see, work is proceeding very slowly. Still, some progress is better than none, even if I only recently started making levels for the pack again :P

Finally, some more level images of levels I recently completed:

It's Crazy Sports Day!.png
It's Crazy Sports Day!

First L2 Sports level I made for the pack. In the current LDC #33, meaning this is a contest level that I'll be including in the pack ;)

Lemmings 3 Lab Experiment Recreation.png
Lemmings 3 Lab Experiment Recreation
                                                                                     
There is another version of this level that's in the current LDC #33 which has pickups. The contest version won't be in the pack, as I simply edited the level to be a no pickups version which you see here, as I only plan to use it as a last resort for backroute fixing :P This is also the first L3 Biolab level I made for the pack.

shipwrecked.png
Shipwrecked

A nice, challenging builderless final rank Dirt level I made for the pack. If you been watching my LPs, you know how much I love this type of level, so of course there needs to be at least one for the pack! :P

The Snowy Detour.png
The Snowy Detour

Interesting that I've been working a lot lately with the rough edge graphic sets. It's good practice, as I will need to get out of my comfort zone and work with the difficult to make levels with tilesets anyway due to what I plan to use for the pack :P

So, with the newly made levels, except for Oh no Rock and L2 Circus (I do have one level each made in these tilesets, but they're not going to be in the pack :P), I have now made at least one level in every graphic set I plan to use for the pack :laugh:
#9
Hi @Guigui,

I have solved all of the pack! :thumbsup: Replays attached.

Also, I recorded an LP of your pack: Kaywhyn's LP of Guigui's Save One Pack

Enjoy! :P

General Feedback

Save One is a level pack by Guigui. The concept here is that while there are multiple Lemmings per level, it should be possible to save only 1 Lemming, very similar to Dexter's Lock & Key Pack, which I recently finished LPing after a lot of struggling before playing Guigui's pack. That being said, the only real backroute in my playthrough should be One 3, as I managed to save way more than 1 on that level :P

Though Icho classifies this as a medium difficulty pack, after my LP of this pack, I honestly would have to agree with JawaJuice here that the difficulty is a bit understated. It seems to be on the high end of the medium difficulty range, with some levels most definitely feeling to be "hard" difficulty, with maybe a couple "very hard" difficulty. Here, both One 2 and One 5 come to mind with the latter two, as I consider these to be the hardest levels of the pack, as brilliant as their solutions are :P Needless to say, I would say Guigui's pack is Medium - Hard, though Medium - Very Hard is pretty close, but overall I would probably say the former is fine.

All 3 talismans here are quite hard and hence are pretty appropriate challenges. Eon 2's was one that I figured out after a bit but took so many tries to get right and hence is the most frustrating IMO, while the other two are easier but can still be hard to pull off, especially One 2's. Neo 1's is the easiest of the three talismans but whose solution is very well-hidden.

Overall, I was impressed for a first level pack by Guigui, as there's some excellent levels here, though I suppose you can expect that of a pack especially if Icho pre-tested it and Guigui fixed up the backroutes as a result :P Well done, @Guigui! :thumbsup:

Eon Rank Feedback

Nothing too hard here other than Eon 2 (only if going for the talisman but isn't a hard level if not) and Eon 4, so the latter one I'm in agreement with JawaJuice about the difficulty. The music for them is great though, as I love Daft Punk and Disney's Aladdin, respectively :thumbsup: Still, that doesn't change anything for how very frustrated I was with the talisman of the former :evil: 

Spoiler
Eon 1 - Be Attitude For Save One Nice level to start off the pack even if I got this one super quick. I love the part with bombing the second climber in order to make a turnaround point for the first one who needs to be interrupted with a builder after bashing and making a route to the exit.

Eon 2 - Trust Your Lucky Star? Not a hard level if not concerned with the talisman, but as mentioned it's super frustrating if going for it. A lot of the time the climber came at the wrong time and hence wouldn't be able to make it to the very top. Consider easing the talisman to make it less frustrating. It is a nice one though!

Eon 3 - I Am E.Z.T Nothing hard here other than you need to make sure you don't destroy all of the overhang on the far right edge, since that serves as a splatform for the Lemming trapped on the left side. It still took me longer than it should had. Not sure why it took me a while to figure it out :XD:

Eon 4 - Head Bang Bump Wash Dry Turn Blow Another one that I struggled with much longer than expected. Not sure why building to get over the teleporter from the right side took me a long time to figure out. This makes a big difference in that it allows the long basher to get to the receiver area in time to allow a neutral through after parking with a blocker and bombing to release one at the right time

Eon 5 - Four Shruggers Easy one just like Eon 1. The only hard part is the top Lemming using one builder only as delay, but it's not too hard to see after one spots catching the bottom climber with the middle Lemming by building and you see that attempting to build past the traps results in splatting after it's done. 

Neo Rank Feedback

A bit harder here but doesn't reach the peak that some One levels do. I also agree with JawaJuice about Neo 5 being so frustrating to pull off. Sorry, I'm not very keen on that level the way it is currently either! :P

Spoiler
Neo 1 - One Hot Minute Wow, very nice talisman and one that took me a long time to figure out. It took a while for me to find a different way than having one climb to go on ahead before I succeeded. It really should had occurred to me that you will always fail the talisman if even one obstacle is climbed, but I didn't catch on apparently! :forehead: As mentioned, the talisman solution is very well-hidden. Didn't think to use a digger to turn around instead of two bombers at the start. In this way, you will have all bombers to clear all the obstacles ahead so that no climbing is necessary, since it's impossible to achieve the talisman that way, even if you squeeze out the maximum potential in saving as much time as possible. Excellent talisman! :thumbsup:

Neo 2 - So Many Spikes Somewhat hard and one in which you will always fail if you take the normal route of passing through the traps at the top, as all Lemmings get killed, even if you bomb the athlete to release the blocker so that he's compressed with the rest of the crowd and hence only 1 dies to each trap. It's not clear that a bomber is enough to not get anyone killed to the needles trap at the start. Nice solution with bombing close to the steel wall at the bottom so that the athlete is the one who goes to the exit! :thumbsup:

Neo 3 - Eroded Ark Nice builderless level! :thumbsup: These tend to be my favorite type of level in the game. Took me some time to see that the climber is the one who goes to the exit, not the floater. The floater simply prepares the route for the climber. Once you realize that, you have to figure out how to delay the others long enough to be able to send a climber at the right time but not so long that one of the diggers digs to the bottomless pit.

Neo 4 - Tower of Sacrifice Nice level by Icho here! :thumbsup: Love the concept of the climbers needing to survive and go up the ramps to make turnaroud points by bombing. It can be a bit difficult to get the climbers to be first to get up the "tower of sacrifice" though. I'm guessing the floaters are for that purpose of making the timing easier, especially to release the Lemming trapped at the bottom by making him climb.

Neo 5 - The 6" Escape Plan Yea, sorry, this also made me rage. I really would suggest expanding and making more room available so that it isn't so tight on the execution. Remember, demanding precision to increase the difficulty is not a great way to do so, especially on an engine that emphasizes that the difficulty should come from the puzzle, not the execution :P It also wouldn't hurt to make some things more obvious that they wouldn't work, such as destroying the terrain before the exit being off by a few pixels and similarly with making it more obvious that the miner would fall past the exit at the top.   


One Rank Feedback

Being the final rank, the hardest levels of the pack are here. Indeed, IMO One 2 and One 5 are the hardest levels of the pack, but only because their solutions can be very hard to figure out, with the latter more than the former.

Spoiler
One 1 - Umbrella Irony Irony indeed, as for some time I assigned the final floater to the wrong Lemming. That's simply due to me being so fixated on building on the far right with the second builder to turn around, when in fact you can just build on top of the green emerald in the middle of the level to do so. Doing this gets around the problem of the timing not working out in the middle of the level with the gap before the emerald. Excellent level! :thumbsup:

One 2 - Aquarium Deception Wow, this is one of the most creative levels I've seen that involves the nuke! :thumbsup: I should had picked up sooner that the nuke is involved due to the high Lemming count, combined with the very low save requirement, and how if you attempt to build over the gaps on both sides you'll always be a builder short. My only point of criticism here is that if my solution is intended, I would lower the terrain at the top so that it's clearer they won't walk out the top of the level and die. I'm not sure if the solution can be adapted to get to the exit from the right side instead.

One 3 - Clappy Clapple Backroute just like darkshoxx, though I haven't seen their solution yet. Mine's definitely one since I saved way more than 1 Lemming here :P

One 4 - Clues Do Easy one but only because I'm already aware of the double builder turnaround trick. Still, I like how every Lemming needs to keep moving forward in the level, especially as only the non-climber can make it to the exit. Well done! :thumbsup:

One 5 - Blues Possibly the hardest level in the entire pack, I had a suspicion the nuke is involved here too. It just took me a while to figure out how to make it work, as it's way less obvious here than on One 2. Should had been clear due to always being a destructive skill short if taking some kind of normal route. All the cracks and everything in the level all seem to be due to backroute fixes and hence that kind of compromises the aesthetics of the level to an extent :P Even then, what do I know, as I haven't made that much levels in the Fire tileset yet. Nice solution but can be very hard to execute. That took me several tries before something finally worked, since I would be able to get the crowd to the exit but none would be able to exit since some explode to take away the terrain burying the trigger and hence the ones that stop on top of the exit trigger fall past it and therefore can't exit. The solution definitely reminds me of one of my levels for my upcoming Lemmings Memories pack, but as mentioned I'm not going to spoil which one it is :P You'll have to wait for me to release the pack first, if and when I ever do ;) Even then, there's a possibility that people might have figured out which one if observant enough :P

One 6 - Bonus Level : The Blue Pi Nice level to finish the pack on but can still take several tries before something works as well. Here I managed to save a digger but should still be acceptable since it should only be possible to save just one Lemming. Looks like I'm not quite right in that it doesn't have to be the athlete that makes it to the exit. Any of the others can do too, as long as the floating block is used to get to it.     

Thanks for this pack @Guigui and well done again! I enjoyed it from start to finish despite some levels I wasn't keen on and some stuff that is very frustrating to pull off :thumbsup:   
#10
NeoLemmix Levels / Re: LemFan's various packs
November 28, 2025, 11:38:50 AM
@Plodderuk

What do you use to zip the replays? I personally use Winrar and haven't had any problems with attaching replay collections with it. I'm on Windows 10, but I checked with a Win11 machine and no problems there for me. So, I'm not sure why zip file attachments aren't working for you.
#11
@Plodderuk

Hi Plodderuk, my turn to welcome you to the Forums! :thumbsup: For the level in question in your post, I've tried it just now, and yes, I've confirmed that OMG 21 - Have a pain day is completely solvable with the given skillset. Replay attached.
#12
Quote from: JawaJuice on November 27, 2025, 10:22:38 AMCheers! He hasn't confirmed yet, but I think I have now found the intended solutions for Icho's levels. I was surprised to backroute them too. I just normally take a path-of-least-resistance approach, rather than thinking about what the author might have intended, which sometimes leads to backroutes I guess! The exception to that was his R1 level. Initially, I couldn't really see how to do it at all, so it was more of an any-means-necessary approach, which I pretty much knew would be a backroute b/c who uses the basher/blocker trick as a key element to a solution? XD

There's one level by Turrican whose solution absolutely requires this combo. I'm not going to spoil which level it is, you'll have to figure it out for yourself! :P I believe two Lemmings Uncharted levels by Armani require it too, though I think he told me it's not necessary?

QuoteIf you want to put it in spoilers, I'd be curious to know what others have found to be the hardest part of your R3 level, because the rest seemed relatively straightforward to me. Working out how to release those two lemmings that fall into the little well was the main headache.

I think Armani more or less said this was the hardest part as well, so apparently you're not alone there! :P It surprises me because I thought the setup here makes it easy to spot what's required here, but hey, what do I know regarding whether people find my levels easy or hard? :laugh:

QuoteAs I've said, I'd love to be a playtester on your upcoming pack, so bear me in mind when the time comes for testing!

Yup, absolutely! It's not going to be for a long time because, yea, I'm very slow when it comes to making levels. Not to mention 125 levels is a very overambitious goal I'll admit and I'm nowhere near the target even after almost a year :P

QuoteC++, now you're talking my language ;)

I still have some of my homework assignments from the course, and I believe last year I installed Visual Studios on my machine again after so long. Some currently don't compile correctly and hence throw errors, but I would have to investigate the code I wrote on my end for those. This was a really long time ago, back in 2009, meaning it's been at least 16 years since I last did any coding/C++ programming. So, pretty much means I'm relearning the programming language due to the huge lapse in time from the last time I worked with it and Visual Studios.

Thank you so much again for playing my levels as well as the banter as you mentioned :thumbsup: You'll definitely be seeing more from me in the future, but as mentioned there's Armani's LDC Compilation Pack you can play through for several of my past entries. That reminds me, I would like to submit some updates to replace some of my levels in it, since yea, I'm not necessarily proud of my earliest levels due to the poor visuals. Nowadays, I can't even look at those really early levels of mine without cringing at least once :sick:   
#13
In Development / Re: Levels by Crane
November 28, 2025, 02:37:51 AM
Ah, Mincemeat. The one I pre-tested for Crane. I still urge you to attempt the level, JawaJuice. It's one of my favorites and is quite a satisfying solve! :thumbsup: The talisman is excellent as well, even if it's on the fiddly side, but then again a lot of max-save challenge solutions are! :P 
#14
Quote from: JawaJuice on November 27, 2025, 08:39:12 AMCheers, kaywhyn :thumbsup: It was a pleasure playing your levels in this contest; I enjoyed them very much!

Thanks for the compliment! :thumbsup: Glad to hear you enjoyed my levels :) You've also done a great job with getting the other levels in the collection pack solved and finding some backroutes in the process. In particular, I haven't seen your solutions to Icho's R1 and R2, but I'm surprised you managed to backroute them because when I pre-tested his 3 entries I managed to get the intended solutions to all of them. Nice finds!

Quote
Spoiler
I seemed to recall your AWESOME Fire level used it as well when I said that but I may be misremembering there - was that one just blocker turns to extend the miner? Anyway, you're quite right, I can't jump to that conclusion based on a couple of levels. It was just a frivolous observation though :P I thought your use of the technique in your R3 level was very clever - I certainly didn't spot it as a possibility for quite a while and you might have less experienced players stumped.

No worries, I knew you were just messing around there with that remark :P I just thought it was funny that, out of the nearly 50 levels total I've made (some haven't been released yet, since they're for my WIP level pack) over a span of 4 (almost 5 now) years, I have only made about 5 levels that require keeping skills going and you thus associated me as someone who likes this element in my intended solutions :laugh: There's other skill types that can do the job as well, and I've yet to make those levels! ;)

Regarding the Fire level of mine you mentioned in the spoiler tag, I'm not going to say anything about the solution yet other than what I've already told you before about it being a backroute. I need to get a patch out for it, though I didn't realize I left it untouched for nearly 1.5 years :lem-mindblown: How time flies haha.

Also, thank you for the feedback of my R3 regarding the difficulty. It is a bit surprising to hear that was the hardest part for you, but as a level designer you can't always predict what parts will stump players and what parts they'll figure out quickly. More often than not, designers often underestimate the difficulty of their levels, which is easy to do because you as the creator know what's intended while other players who play them don't. Moreover, just only seeing the intended solution is what makes us designers blind to backroutes! This is where other players sending in solutions and feedback come in very handy. That's why authors often get testers for their levels/packs!

QuoteI'm a very logical person, being a computer programmer by trade! I can't even begin to do cryptic crosswords haha

Oh nice, another computer programmer on the Forums! :thumbsup: There's plenty of programmers/coders in this community. I'm not one, but I did have to take a C++ computer programming course in my undergrad for my math major. So yes, I'm the same way with being a logical person :) O.o, cryptic crosswords. Those are tough! Never tried one, but I know what those are. I can't even complete any kind of crossword puzzle from newspapers haha. At least not without doing them with another person or group of people :laugh:     
#15
@JawaJuice

Your solutions to my R1 and R3 are intended! Great job! :thumbsup:

For R1, there's actually two intended ways, since

Spoiler
the basher and miner are interchangeable in the solution :) It's true that the miner skill is a downwards moving destructive skill, but the basher skill's destruction mask starts at the row of the Lemming's feet and removes several rows of pixels above it too :P If you do it this way, you need to make sure to mine through the dart in the same way so that he is not delayed, i.e, you need to be right up against the dart when you assign the miner. Then the basher assignment to release the ohnoer is at nearly the same spot as the miner, just an extra pixel forward but the effect in the end is the same: The ohnoer touches the exit trigger on the ground in time before he explodes ;) 

Quote from: JawaJuice on November 26, 2025, 07:56:30 PM
Spoiler
You like your destructive skill extensions via builders don't you? :P

Heh, I like how you've played levels of mine that happen to require this and you are quick to associate this solution element with me, when in fact only one other level of mine (in one of the previous LDCs, not this one) requires this :P Yes, I do love this combo in general, but I've only used this as part of my intended solution just last year, 3 years after I first started level designing! :P This is also only one type and way of doing so. I haven't yet made other levels that involve this with the other skill types! :P

QuoteIt's of course possible that I might stumble upon a trick I wasn't previously aware of just by ditching prior assumptions and trying many things, but perhaps not probable. Where do you stand on topics that detail advanced tricks? I read through Strato Incendus's Advanced Blocker Tricks topic (nothing on there I didn't already know, but interesting nonetheless, probably helpful for some) and the discussion that ensued makes for interesting reading. Opinions seemed mixed on whether such a topic was a good idea or tantamount to a cheat sheet. After a quick search, that's the only topic documenting tricks that I could find.

Even though I am one of those Lemmings level solvers who doesn't like hints or spoilers of any kind, I personally don't mind such a thing existing. I think they're good to have, if only to serve as reminders for those who are already aware of them, since it can be kind of easy to overlook or forget them from time to time when solving levels. I myself have the tendency to overlook the simple parts of the solution while getting the complicated solution parts quickly :P If they're hidden behind spoilers like they are in that topic of Strato's, then those who prefer to avoid them can simply not open up what's behind the spoiler tags, while those who want to know can if they like.