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Messages - kaywhyn

#1
Quote from: WillLem on May 23, 2021, 06:08:39 PM:lemming: The music has been set to the standard rotation of the 17 tracks from L1 as opposed to every level being the "Cancan" music (NOTE: a future add-on will supply the original NepsterLems music)

Finally the custom music for the pack is supplied! :thumbsup: I've attached v1.5 of the NepsterLems pack in the OP, as well as provided the link to download the music. For both the pack and the music, all you have to do is extract to your RetroLemmini directory. Everything will fall into place. Yea, I'm one of those people who likes to make extraction for people as simple as possible ;) For the music, keep the tracks inside the NepsterLems subfolder of the music directory, as the music won't work otherwise as I decided to preassign the music to the levels by having them in a subfolder.

Regarding copyright, the worst that has happened with some of my NepsterLems videos is that they're just blocked outright in certain countries/regions. Of course, if you rather err on the side of caution, then simply play the pack in private or use the standard rotation music as defined in the levelpack.ini file for the NepsterLems pack. 
#2
To reproduce:

On RetroLemmini v2.9, play and complete an entire level pack. Doesn't matter what pack. Must finish the whole pack by having the pack marked as "completed." When this happens, clicking "choose level" via "Levels" in the menu bar doesn't open at all. Finishing an entire rank when there are still incomplete ranks for the pack doesn't trigger the bug.

Or, when launching RetroLemmini v2.9, double-click a level in a pack that is marked "completed" and make sure it goes into the level preview screen. Once there, try going to "level" => Choose level. Same thing, doesn't open.

When selecting a level from a completed pack by the level select menu, either by clicking the "choose level" button or via level => Choose level, notice that the level isn't selected when single clicking. However, the game still loads the level fine when double-clicking, as it goes to the level preview screen. At the same time, if you went to the level select menu via the huge "choose level" button on the main menu, the button "unselects" when double-clicking the level by becoming "undark" again.

Checked RetroLemmini v2.8 and the "choose level" menu not opening bug is not present there.
#3
Quote from: hrb264 on March 10, 2026, 03:03:03 PMI couldn't reproduce it either (although to be honest when I first made the level I had this issue on some bits as mentioned, but I fixed these). If you want I can take another look?

No need. If you and WillLem were seeing the same thing with there being no issue on your guys' end, then that means the problem is likely on my end. I managed to sort it out, and I simply deleted the styles folder from my RetroLemmini directory and re-extracted the styles folder from the RetroLemmini 2.8 download. I even compared the .ini files and didn't see anything different other than the addition of up and down OWAs once I updated the styles. So, whatever was causing the issue on Tricky 7 in the first place, I honestly have no idea ???

Completely unrelated, but I did the same thing with re-extracting the level editor from the RetroLemmini 2.8 download recently as well because eventually it got stuck with the zoom and didn't work properly. Once again another issue which I have no idea how it came about and so I don't know how to reliably reproduce it other than maybe playing around the editor long enough and constantly zooming in and out in it. Maybe with different levels loaded too.   
#4
Yes to both 1) and 2), RetroLemmini 2.8 and Version 32 of the level, respectively. I've tried updating the styles via Help => Update styles as you outlined in 1) and I still get Lemmings falling/clipping through the terrain on Tricky 7 of hbr264's pack ???
#5
While playing Tricky 7 - The Passover level of your pack, I found what seems to be a bug where for some strange reason Lemmings fall/clip through solid terrain. Screenshot attached.

Screenshot 2026-03-07 17.21.51.png

Per WillLem's advice, I've captured the X, Y coordinates of the problematic spot in the level while in debug mode. I posted the picture on Discord a few days ago, but I'm posting it here as well so WillLem can take a look. I currently don't have any clue why it happens on this particular level.
#6
Lemmini / Re: [RetroLemmini] MobiLems
March 10, 2026, 07:55:00 AM
I've went ahead and reattached the MobiLems pack with a small update to Friendly 4. I simply moved the right exit down 1 pixel instead of 8 pixels like hbr264 did just because IMO the exit looks a lot better when only 1 row of its trigger is buried into the ground as opposed to all of the exit trigger being buried into the ground.

Quote from: hrb264 on March 09, 2026, 10:23:06 PMHey I've just downloaded this, and unfortunately on Friendly 4 'dig a little deeper', the right exit seems to be unreachable by the lemmings even when I dig down in front of it :( I used your replay and unfortunately it only saved half of the lemmings with the right exit not being saved at all :(

I've just made a slight change and it seemed to fix the problem, attached is the adjusted level. I've also attached the original and  the original replay from the replays folder, which had the same issue with the exit on the right.

Thanks for reporting! :thumbsup: I checked the original level in the editor and the problem here is that the right exit is just 1 pixel too high for the Lemmings. It's due to the fact that the trigger for the right exit lies completely on and above the terrain, as indicated when you turn CPM and triggers on in the level editor. If you now move the right exit up 1 pixel, you can now see the empty air between the exit and the ground, hence all the exit's trigger (indicated by a pink box or whatever color you select in the editor) lies on and above the ground. In addition, the Lemming's pin is actually one pixel below their foot, not at their foot on ground level. Because the Lemming's pin is 1 pixel below their foot, it therefore does not and cannot come into contact with the exit trigger and hence they cannot use the right exit at all.

MobiLems was originally made for Lemmini, and as I have explained on Discord, the checks for triggers on Lemmini vs SuperLemmini and the other Lemmini forks are different. On Lemmini, it checks around the middle of the Lemming, while on all the other ones they check at the foot of the Lemming, which is the same way as how the original Lemmings games work. Hence, with the way the exit is currently with the trigger lying on and above the terrain, the Lemmings on Lemmini exit with no issues because their middle contacts the exit trigger. However, this same thing is a problem on SuperLemmini and all the other Lemmini forks, as the Lemmings cannot exit this way due to the check now being at the foot of the Lemming instead. The issue is simply that the exit trigger is one pixel too high and hence to fix the problem you just need to lower the right exit by 1 pixel.

The general rule for triggers for SuperLemmini and the Lemmini forks is that traps/exits work as long as you bury at least one row of pixels of the trigger (the pink box when you turn on triggers in the editor) into the terrain. You certainly could bury more or even all of the trigger completely into the ground, like you did in your adjustment of the level and the Lemmings will still be able to exit, but IMHO it looks a bit odd with way more of the exit graphic buried into the ground as compared to just burying one row of the exit trigger.
#7
@The Tomato Watcher

Here are my resolves and hence I'm attaching my updated replay collection for V2 :) I just needed to resolve Calm 6, Calm 10, and Tense 4. Calm 10 and Tense 4 are pretty much the same solutions as before, while Calm 6 is different from my initial solution.

Spoiler
Instead of building on top of the tree on Calm 6, I now just need to have the Lemming drop down to the steel and then start building up to the egg. Tense 4 also fails for this same reason as my worker doesn't build on top of the tree, but that's ok, it's not that big of a deal for me to manually recreate my initial solution for the level :P
#8
The pack has now been released, so I've went ahead and locked the topic. Further discussion, replays, and feedback for the pack should go here:

https://www.lemmingsforums.net/index.php?topic=7388.0
#9
In Development / Re: TomatoLems [COMPLETE!]
March 08, 2026, 08:08:33 AM
As the pack has now been released, I've went ahead and locked the topic. Further discussion, replays, and feedback of the pack should go here:

https://www.lemmingsforums.net/index.php?topic=7394.0
#10
Hello @The Tomato Watcher,

Congratulations on the release of your second level pack, after a wonderful first pack in Sweet & Sour :thumbsup: Also, thank you for allowing me to pre-test some of this pack for you :) I've played all the new levels that I didn't get to pre-test due to only being sent 3 levels after the initial batch and hence I'm attaching all of my replays, including pre-testing ones so that people can check them if they want. At least the ones that still work from two months ago ;)

General Feedback

As already mentioned, TomatoLems is The Tomato Watcher's second level pack, after Sweet & Sour. The former is a fair bit larger than the latter and also a fair bit harder, but not a whole lot in the difficulty. Unlike for their first pack, I had the pleasure of pre-testing a 14-level demo of TomatoLems for the author, as well as 2 additional levels and an updated level from the demo that were sent to me weeks later. I enjoyed what I saw in the demo and looked forward to the rest of the pack :thumbsup: Indeed, this pack is just as impressive as their first pack but still a fair bit better! ;)

It goes without saying that if you enjoyed Sweet & Sour, you'll enjoy TomatoLems as well! :thumbsup: So, give it a try and play the pack now! ;)

Calm Rank Feedback

For the ranks, I'm just going to give feedback on the new levels that I didn't pre-test. There's only about 3-5 in each rank.

Spoiler
Calm 2 - The Stumbling Block Probably a little too difficult for its position despite only two skills available. I was a dummy here and for some reason a few times tried simply digging with the first Lemming after the basher gets far enough to get past the block at the bottom :forehead: It's likely possible to be able to have everyone who makes it into the digger pit survive, but I honestly probably gave up trying to fiddle around with that too soon :P

Calm 5 - Status Quo Nicely designed by your friend but other than the VGASPEC like level nothing too special and very easy.

Calm 6 - Your Egg Is Cracking! Hehe, I like the design of the egg with the exit partially buried in it :laugh: I'm a bit annoyed that it doesn't seem to be possible to save everyone due to the builder staircase just barely not reaching high enough to stop the splatting on time, but well, it is what it is. I'm just one of those players who likes going for save all's as much as possible, and if that's not possible then saving as much as is possible ;)

Calm 7 - The Lemming Hair Dryer Way too easy. I would definitely swap Calm 2 with either Calm 5 or this one, though it's probably better to swap with the latter, as the halfway point of the rank seems perfect for the VGASPEC level ;)

Calm 8 - Follow Me! Harder than it looks, though that's because for the gaps where the wooden staircases are I kept trying to not use any interrupting skills :forehead: Even then, the second Lemming catches up quite quickly and hence it's necessary to either delay him with the other skills and/or also have the lead Lemming build across the gaps as quickly as possible while also cutting him off early once he's made it over the other side. Nice level nonetheless!

Calm 9 - Sneaking Out Needed to resolve this one, as one of the early skill assignments comes about a frame too late or so. Phew, nearly ran out of time, I think I was just a frame away from the clock ticking down to 0 seconds :crylaugh:

Calm 10 - Break the Cycle I remember the contest version of this level from 5 years ago. Sorry to hear that it needed to be scrapped from the pack :'( I remember it being a nice one despite it being an easy one. This one's easy too, though I think my solution to the contest version might still work here too. I would have to check.       

Tense Rank Feedback

Same thing, just going to give feedback on the 4 new levels I didn't play plus a resolve I needed to do.

Spoiler
Tense 3 - Going Down Now this would be a good example of one where it's easier than Calm 2 but still not trivial by any means. Once again, I was a dummy of having the digger face the wrong way when I was doing it on the right side, as after a few attempts I went down the left side. You can actually go down either side, just if you do it on the right make sure the digger is facing the left, not the right! Nice level!

Tense 4 - Operation Hatchling Easier than the original in the previous rank IMO, especially as you have more builders than you actually need this time unlike the last time. Still a nice level here ;)

Tense 6 - Pause and Ponder I haven't tried or checked, but I'm guessing there's a hidden exit on either side. I went for the right exit. Nice challenge to save everyone here, though it's still not too difficult. This one is a bit harder than the VGASPEC level in the previous rank, but still a nice one. Your friend did great.

Tense 7 - Meet in the Middle Nice Cascade concept level. Nice level idea with a glider going over the top to dig and build to the exit to turn and then build from the right side while also having another Lemming build from the left side later on, with some timing needed in order to turn the glider back around towards the exit.

Tense 9 - Risky Business This one I needed to resolve. The leader in my pre-testing replay gets killed by the shredder trap here. Looks like it was a backroute according to what I saw in my replay :P Just turned around with a bomber this time and I believe the rest is the same.

Panic Rank Feedback

Same thing, only feedback on the 5 new levels plus the level I needed to resolve.

Spoiler
Panic 1 - Help is on the way! Repeat of Tense 7 and probably a bit easier. The only real difficulty is being quick enough to save the hatch before you lose too many due to splatting, but I think the timing always naturally works out here.

Panic 2 - Lemming-lime soda Wow, nice level! :thumbsup: I like how the climber/swimmer needs to come from the other side to get the others out safely. Here, I was a dummy because I thought you needed to go over the green pail as the handle looked like it's too high for the others to step up through :forehead: Hence I originally tried building and blocking to build the other one, but turns out that's not necessary and hence you can just lose 1 ;)

Panic 4 - Freezer Burn Another nice level and concept of having a danger hatch over the steam blower trap of the Ohno Snow graphic set and hence you need to get Lemmings from the other entrance to make safe landing platform for the danger hatch. Even with that, quite an easy level due to the lenient save requirement and plenty of skills available. Probably could squeeze a few more saves in my replay, but meh, couldn't bother myself to go back and tweak it :laugh:

Panic 6 - Lemming Replacement Therapy Probably just as hard as Calm 2, though the level concept here is nice too. I challenged myself to get the two miners to cancel each other out at the bottom and hence make it a lose 1 solution. I would just keep it a lose 2 level, as this is super fiddly and very precise. As Armani once said of me in his Lemmings Uncharted for a talisman he tributed to me, "don't try this at home if you're not kaywhyn" :P

Panic 7 - Be the girl you wanna be Nice final special VGASPEC of the pack. Definitely the hardest one of its kind but still a very nice challenge to go for a save all :thumbsup:

Panic 9 - A Death-Defying Stunt Like the original, I needed to resolve this repeat as well. I believe it's the same as my pre-testing of the updated version you sent me in that I was able to spare a shimmier here as well. I personally would probably leave some more wiggle room to allow successful shimmying at the start, as it seems quite tight and visually appears like they won't be able to get past the blocker, but that's just me :P   

There's probably a few contenders for Panic 10's position as the hardest level of the pack, but it is honestly my favorite level of the entire pack! :thumbsup:

Thank you again for allowing me to pretest some of TomatoLems before release and congrats again on releasing your second level pack! :thumbsup:     
#11
The title says it all. Currently, when you have autosave replays enabled for RetroLemmini, the replay that is generated uses the  following filename naming scheme:

Level Pack Name_rank name_level number_Level name_time stamp_date

Yea, autosaved RetroLemmini replays generated this way are way too long IMO. Often times, a lot of the replay filename won't be displayed and hence you would need to mouse over it and/or right-click the file and click Properties.

So, my suggestion would be to provide some other naming schemes when an autosave replay is generated in addition to the one that's currently used for the feature. For example, in NL the level pack folder is made with an Auto folder inside it where the replay resides. In particular, I use NL's autosave rank and level number for my replays. I would certainly use this same naming scheme for RetroLemmini autosave replays if there is such an option :) 
#12
Hello @hrb264,

I have cleared all of your RetroLemmini pack :thumbsup: My replays are attached :)

General Feedback

This 40-level pack is a first attempt by newcomer to the Lemmings Forums hrb264, though she has some experience from having played and completed Lemmings, Oh No! More Lemmings, and Holiday Lemmings. In particular, I believe she has mentioned that she grew up playing the Win95 version of Lemmings. There's at least a few others in this community who have played the Win95 version as well, including WillLem.

This pack contains 5 ranks of 8 levels each. The Skills Refresher rank are essentially skill tutorial levels similar to what the first 7 levels of the Fun rank of Lemmings 1 did. The rest of the pack just have the 4 ranks of L1 as the rank name. At least for the first two ranks, hrb264's goal here was to make an easy pack to pretty much serve as training for her nephew when he eventually plays through the game himself. Here, she attempts to make levels where you only need to know the basic function of the skills in order to pass them. For this reason, my suggestion here is to first have him play through at least Lemmings 1 in order to get an idea of how the game works first before having him play your pack. Having him go through ONML after finishing Lemmings isn't a bad idea as well ;) The reason I suggest this is because custom level packs are often times much harder than anything the official Lemmings games throw at the player. Hence, playing through both L1 and ONML allows the player to get an idea of how the game works, even though they won't necessarily make him or her well-equipped to handle the hardest packs available. However, because hrb264 has tried to intentionally make levels where getting through them mostly just has skills do their basic function in the early ranks, this pack should still be fine for your nephew ;)

Overall, because of how very open-ended the levels are due to giving a lot of skills available, there aren't any levels that are very challenging, even in both the Taxing and Mayhem ranks, the penultimate and final rank, respectively. Here, I'll probably say that Mayhem 4 is the hardest level of the entire pack. Everything else is either quite easy or, IMO, annoying to play because of being level types that I personally am not a fan of or possibly the kind that tends to be frowned by the Lemmings community. In particular, I personally am not a huge fan of levels where you need to repeatedly assign the same skill over and over, especially if it's in a short amount of time. Here, the worst offender in the entire pack IMO would probably have to be Mayhem 7. I nearly skipped the level upon seeing it because of all the huge gaps that you need to build across that span the entire level and 4 entrances you need to watch and that requires a lot of annoying scrolling or jumping around the map.

For the latter level designs, there are some of those, such as hidden exits. To soften the blow, hrb264 is well aware of these questionable level designs since she has read the "immediate turn-offs" topic on the Forums. They just happen to be the type that she likes. In this pack, they aren't too bad, as at least hrb264 gives far more skills than you need in order to find them. These aren't as bad as levels with hidden traps, though most in this community tend to consider both types not good level design. This is especially true for the latter, as solutions that would had worked now don't because of a hidden trap that one couldn't see ahead of time. Thus, if the designer hides the exit or trap, that's why people suggest putting some kind of visual indicator, such as an X, to mark where the exit or trap is. Because these levels tend to be frowned upon by the community, it's likely many people won't play such levels, especially on an engine like RetroLemmini, where there's no rewinding and hence one screw-up and the player is forced to restart the entire level, similar to playing the game on the original engines like win95 and Dos.

Overall, while a lot of the later levels aren't the type that I like, in particular ones where you have to repeatedly assign the same skill many times, this is still a decent first attempt at a level pack by hrb264 ;) There is plenty of room for improvement, as there are some issues with many of the levels, but most of these are easily fixable. For example, I've encountered a lot of annoying one-pixel gaps which are very difficult to spot just by looking at the level due to the colors masking them very well. hrb264 has already mentioned to me that some are intentional, but some might have arisen due to possibly the game not rendering the levels correctly even though the level editor doesn't show the gaps. I don't know if that's what's going on, as I haven't taken a look myself or used the RetroLemmini level editor. Similarly, Taxing 1 looks to be a huge visual mess in the Sega style, but hrb264 has mentioned that she'll be tidying that up in a future update ;)

Another would be fixing levels to remove dependency on the level edges due to how the behavior is very inconsistent depending on what engine one is playing on. For example, in RetroLemmini, all level edges are safe except for the bottom of course, but in New Formats NL, all level boundaries are deadly. I personally don't like to use the level boundaries when solving levels, and same with making levels.

Finally, to me, a lot of the later levels felt quite dragged out and almost like they served absolutely no purpose on being big and long for the sake of being big or long. Thus, consider whether the same level can be done on a much smaller map. At the same time, there's also a lot of one-screeners, but for some reason a lot of these felt too cramped. Really small levels are not a problem in terms of completion time, as they tend to be super quick. They just felt like there wasn't really any room to move around at all.

Fun Rank Feedback

All pretty much easy levels due to having way more skills than you need to solve them, along with very lenient save requirements. It was pretty fun challenging myself to go for save all's on as many of these as I could :thumbsup:

Spoiler
Fun 2 - What's wrong with this picture? First hidden exit of the level. As mentioned before in the General Feedback heading, consider putting some kind of visual indicator to mark where the exit is. You can probably tell why Tricky 28 isn't as hated as most other hidden exit levels despite it being most players' first experience with a level that contains a hidden exit, and that is simply due to it being super close to where the Lemmings start on the level.

Fun 5 - Lollipop from Hell I was kind of bummed out that it's not possible to save 100% here :( Just my playstyle when it comes to Lemmings. You don't have to change this at all, just letting you know I like going for save all's as much as possible when playing Lemmings :P

Fun 7 - Lattice of Frustration Yea, not a fan of repeatedly assigning floaters for the right entrance. However, I of course didn't have to do that, since the save requirement is just 50%. It's still an easy level regardless, just one part with needing to repeatedly assign floaters I wasn't a fan of :laugh:

Fun 8 - Take it up to 99! Nice level to finish off the rank! This was probably my favorite in the entire rank :thumbsup: It was fun to beat the 1 minute time limit even though it's still a very easy level despite it. Well done :) 

Tricky Rank Feedback

Levels are a bit harder here but still quite easy.

Spoiler
Tricky 2 - Invasive species Nice use of the ONML traps on a Just dig variant :thumbsup: Looks somewhat intimidating due to the chameleon traps but it's still an easy level thanks to a huge skillset. Still early in the pack anyway :P

Tricky 3 - Lapland New Forest Yup, I was able to find a 100% solution for the right exit :)

Tricky 4 - I'm a lemming - get me out of here! Aww, that poor Lemming on the far left stuck with various pointing arrows surrounding the terrain :laugh: Still a nice easy level, though the first where I encountered some really annoying one-pixel gaps that need to be built over that are hard for me to spot.

Tricky 5 - Shabbot Shalom, Mr. Lemberg Wow, nice looking level! :thumbsup:

Tricky 6 - War - what is it good for? Excessive bombing isn't my favorite type of level to play either, but this one at least players have the option to play with untimed bombers. It's still not too difficult of a level with timed bombers, but yea, those days are pretty much of the past for the most part :P Besides all the bombing, quite a nice level with the one miner and basher ;)

Tricky 7 - The Passover level I'll be honest, and that is this level felt quite long and seems like it doesn't have any good reason to be long other than the nice decoration you put in the level ;) Here, where the Lemmings fall even though it looks like they should walk on the terrain just fine is a bigger problem. IIRC, I'm very confused why the Lemming fell off the bottom right where the ONML Rock set is used just shortly after the Pillar rope trap. Also, more of a question for WillLem, but is there a way to scroll faster on the mini-map?

Tricky 8 - I'm a lemming - get me out of here! V2 Same as Tricky 4, except there's more than one Lemming trapped on the far left.     

Taxing Rank Feedback

Pretty much the levels start getting quite challenging, but these are still much easier than the Taxing levels of L1.

Spoiler
Taxing 1 - The fun police Nice blockers only level! :thumbsup: My main point of criticism is it's hard to see where the Lemmings can go at the bottom, and once again what looks like the Lemmings can walk fine there's a really small and very hard to see gap. Also visual tidying up, but I think you said you planned to fix it up anyway because of how you messed up the design. I get it, a lot of the time my levels don't end up like I envisioned in the layout :-[

Taxing 2 - Archaeological Tour III Now the arches at the top is used due to an entrance being there. Much harder to get up the level than in either of the previous two iterations of the level, but still a nice level ;)

Taxing 3 - Stop digging? I will NEVER stop digging This looks to be the I am A.T. variant you were going for. Even then, this one is nowhere near as annoying as the Sunsoft level from the Genesis/Mega Drive port of Lemmings. This is quite a nice level! :thumbsup:

Taxing 4 - Does this look familiar? Ahaha, climbers available for all but that one poor Lemming who can't get one because there's not enough. Very nice puzzle rescuing that non-climber, just way too much climber assignments for my liking. Consider reducing the number of Lemmings and accordingly the number of climbers, like 10 Lemmings but only 9 climbers, for example.

Taxing 5 - Trapped at the reptile sanctuary Very nice design using the ONML Rock set! :thumbsup: It's one of my favorites, though ONML Bubble is my top favorite. Once again, a really annoying very hard to see gap right where the exit is :(

Taxing 6 - You gotta be avin a bubble! V2 Pretty much a way more extreme version of Fun 7 but thankfully you don't have to assign everyone a floater on the right and simply can stop once the splatform is made. There's nowhere enough floaters for everyone anyway. 300 Lemmings is definitely way too much here and the level serves absolutely no purpose with having that many. Once again, consider reducing the Lemming count drastically and adjusting the skillset accordingly ;)

Taxing 7 - Doom Spiral Not sure if you're aware of the digging and building across trick. In particular, I'm not sure it even works on the Win95 version of the game. Even then, alternative solutions exist to the level.

Taxing 8 - Everything about this is wrong Very nice design with the Sega style! :thumbsup: Interesting level where everyone else splats after all floaters are used, but even then you're allowed 30 losses among the 100 surviving floaters. The amount of bombing needed here is at least of a moderate amount and not too excessive. Other than that, nice level to finish off the Taxing rank! ;)     

Mayhem Rank Feedback

Despite being the final rank of the pack, these levels aren't too difficult for the most part save for Mayhem 4, which IMO is the hardest level of the entire pack, with Mayhem 2 a really close second.

Spoiler
Mayhem 1 - Living on the edge Yea, way too much excessive building spamming needed at the very start for my liking. Here, I was somewhat of a dummy with trying to contain the Lemmings at the start on the layer of the star, and while that is an approach you can take, it won't be possible to save the others from falling into the water after freeing the blocker since it's not possible to get builder terrain underneath them this way. Or, it is possible, but it would require a lot of digging building like you see on Taxing 7.

Mayhem 2 - Purimschpiel Very nice builderless level! :thumbsup: Another hidden exit level, but thankfully the last one in the pack. Here, my main criticism would be how it's very un-intuitive that the climbers can get over walls that look like they'll hit their nose instead. In particular, the part right before the three steel blocks in the middle, I kept trying to bash before he started climbing, only for him to turn around every time because he detects steel and turns around. You can't afford for this to happen because you need to save everyone. Or rather, you can't have him turn around at the bottom. It is necessary to turn back so you can mine to get the others up later on. Once again, consider putting a visual indicator to mark where the exit is hidden ;)

Mayhem 3 - Aren't you the brave one? Interesting looking level and one that looks much harder than expected. There's some approaches that look like they could work but at least I wasn't able to get a working solution. This is another one that felt pretty long to me due to the large size. Still a nice challenging puzzle with figuring out how to traverse the map safely and get everyone to safety! :thumbsup:

Mayhem 4 - Have a bash at it go on Hardest level of the pack as I mentioned before. In particular, I figured out the route to take somewhat fairly quick, the hardest part is at the bottom with being able to make the route in such a way that everyone can get onto higher ground so that they don't turn around, which again you can't afford due to the level requiring a save all. I was actually taken by surprise that you can stop the previous basher with one other basher if you do it at the right spot. I'll have to check SuperLemmini here, as I'm sure two bashers can go together without the other one stopping in the same situation. If two bashers are possible there, then this is a mechanical difference between SuperLemmini and RetroLemmini. Nice bashers only level here that manages to be quite difficult. Only other point of criticism is the dependency on the level boundaries.

Mayhem 5 - Archaeological Tour IV The 4th and final iteration and hardest level of this kind that has repeated once in the 4 main ranks. The hardest part is getting the bottom entrance up to the exit while also keeping everyone safe since you need to save everyone. I initially went over the top with a worker from the top entrance, but seems he reaches the ceiling too soon and hence can't make it over the water. Here I encountered an annoying thing with the replay feature where when I'm playing I build to stop the digger at a point so that everyone is contained in the pit but when I restart the level he all of a sudden builds at a time so that it gets everyone out. Seems to be a replay sync problem/bug here.

Mayhem 6 - A Glimmer of Hope Nice level but once again annoying very hard to see tiny gaps here! Kept having management problems here, but that's my own fault with not watching or doing things properly on the level :-[

Mayhem 7 - Welcome to Builderfest Yea, way too extreme on the huge amount of building needed so that you're able to save enough despite the many losses you're allowed. As mentioned, I nearly skipped the level but I persevered and was able to play through it and get it solved :P

Mayhem 8 - Tiles of Torture Nice level to finish off the pack and certainly nowhere near as hard as some of the previous levels.       

Thank you for the pack hrb264. As mentioned, a decent first attempt at making a pack, with plenty of room for improvement on making levels less annoying and not as excessive on repeatedly assigning the same skill, but I always like seeing what people are able to come up with with the levels they make ;) So, I certainly look forward to more levels from you which will hopefully be a lot better in the future! :) In any case, we're glad to have you here with us be part of a wonderful community of this excellent and iconic game that is Lemmings! :thumbsup:   
#13
Hello @Guigui.

I found some time and played your sons' levels. My replays are attached! :thumbsup: No LP though. I just don't have the energy these days to LP everything I play. Sorry!

edit: On closer inspection, there's more music missing that's not in the pack download, such as how some of the Genesis tracks have different names and a track called hebereke on Max 3. You might want to include them in the pack download too! Other than Max 2 and Val 3, all I heard was the Dos PC redbook CD music tracks on the levels ;)

Two problems I have noticed regarding the music, and that is the special track on Max 2 is super quiet, and I would suggest including the Clammings music track with the pack download in the next update. For the former, I wasn't able to enjoy listening to the music while playing Max 2 :( Yes, I do recognize the music track. My baby sister first showed me it many years ago back when she was in either middle or high school. Where I'm from, here in America, we know it better as the Numa Numa song. The most common version heard is the original song in Romanian, Dragostea din tei, instead of the English translation, but videos of the latter are available to listen to on YouTube.

There is a level in Strato's Lemmings World Tour level pack that references the Numa Numa song in the level title, so if you're interested you can seek it out in his level pack ;) Doesn't play the special music track on the level though! :P I can't remember if I suggested to Strato to use the Dragostea din tei music for the level, but nah, there's a good reason why he doesn't use it: The level would be one that doesn't use his custom recordings of the official L1/ONML music tracks.

For the latter, it wasn't an issue since I've played the level pack several years ago, but not everyone has downloaded the Clammings level pack and if that's the case then when they play this level pack they'll just hear the standard music rotation on Val 3. So, to help with this, I've attached the music track so that anyone who plays the pack can download it and also so you can put it in the pack download for the next update ;) I've also attached the Clammings music track in the OP so that everything is in one place for convenience :) Simply extract to the music folder in your NeoLemmix directory.

The levels overall are indeed kind of "awkward" as you say, some more than others, but I'm still impressed by what your sons have managed to make! :thumbsup: Heck, I would even say they're better on level visuals than me, but then again I'm always thinking my level designs visually aren't that good due to always thinking I'm not an artist. Never was, and still am not :-[ However, this community apparently has always appreciated my levels puzzle/solution-wise while also telling me that I have greatly improved in my designs in the last several years. You can still see visages of my less than exemplary level visuals in my very early levels from 5 years ago back at the start of 2021, when I first got into level designing for Lemmings, in Armani's LDC Compilation Pack, for example. Nowadays, I can't really look at my first levels without cringing badly at least once, as I'm thinking to myself, oh my gosh, what atrocities I made back in the days. I intend to update some of those early levels of mine that can definitely use a visual face lift, and believe me, there's a few that can use it :P

Regarding difficulty, believe it or not IMO your sons' levels are anything but easy! So, I'm in agreement with Ron Stard here that I also thought the levels are harder than I expected. If anything, I would say the difficulty classification of the pack is Easy - Medium. Of course, that's mostly because I challenged myself to go for a save all on a lot of these levels, but of course if you don't bother with that then the levels are easier. Save all's is just my playstyle when it comes to Lemmings :P As I've mentioned at times, because I internalize save all's, levels where you're allowed or even required to lose 1 or more Lemmings often get me into trouble, but that's usually because I don't pay attention to the save requirement :-[

I managed to get all the talismans on my first pass on the levels that have one :laugh: :thumbsup: Of course, it's easy to see why for Max 3, because of what I said with my playstyle going for save all's as much as possible ;) 

Wow, I like how Val put the France country flag four times on Val 4! :thumbsup: :thumbsup: :thumbsup:

I really like the design Max did for both Max 2 and Max 4! :thumbsup: 

Needless to say, already your young sons kind of already have the makings of difficult custom Lemmings levels! :thumbsup: Perhaps one day your third child that's on the way will be designing levels in the far future and will make similar difficult levels as your first two kids? :laugh:

Once again, great job to your kids for their first attempts at making custom Lemmings levels! :thumbsup:

Finally, I would like to close off on a question that I was wondering about by something my cousin from France told me about last week regarding grade levels of schools in France. She told me that there's no third grade, that it goes from second grade to fourth grade. I've already asked Pieuw about this a few days ago and that it's more that the numbering/labeling system is different in France than, say, here in America. In fairness, my cousin told me she didn't know how to explain it, considering she's originally from Vietnam who has been living in France for the last several years with her family. Her husband, who is also originally from Vietnam, didn't say otherwise.

In essence, this Wikipedia article pretty much sums it up nicely: https://en.wikipedia.org/wiki/Education_in_France#Primary_school         
#14
In Development / Re: Ah yes, PimoreLems!
March 02, 2026, 08:43:53 PM
Quote from: Pieuw on March 02, 2026, 08:14:43 PM
@kaywhyn
Correct solutions
:lemming: The Bad Beginning :lemcat:
:lemming: Training Day - Your solution is what I intended
:lemming: We Are Lem-Bob-Omb!
:lemming: Lemming Falls - Spot on! You used the basher to delay the other worker the same way I do.
:lemming: Lemstones - Nice use of the blocker to save a builder, making the bottom part easier.
:lemming: Cloud-Covered Stalactites - Very similar to my own replay, only you used an extra basher :)
:lemming: The Strange Relics of Lemnos - As for Icho: well done! This is the intended way. :thumbsup:
:lemming: It's a Kind Lembourhood
:lemming: Minimal Design - Seems like unnecessary sacrifices, but your overall solution is good!
:lemming: The Italian Job - No need for the miner canceling trick, but it's ok to use it.
:lemming: Pagoda St.
:lemming: Voltaic Mocaics - I tried to make the setting of the builders and miner easier but it may be too hidden to notice: you can use the horizontal notches on the pipe as landmarks. From the second bottom noch, set a bomber and build to the right. From the fourth top notch, set a bomber and mine.
:lemming: What Happened in Sovogda? - This level is mostly open-ended, the falling bomber at the beginning is what I intended so it's nice to see it here!
:lemming: Iron Industry :thumbsup:
:lemming: Spring Break
:lemming: Ancient Crash Site - As for Icho's: perfect solution! Well done :thumbsup: 

Backroutes
:lemming: Emerald Cave - Same as Icho's solution! I will fix this.
:lemming: Better Run for Shelter - You used the backroute I found a few days ago, and I don't really know how to prevent this. Will think about it!
:lemming: Standard Test Chamber - You solved it exactly as JawaJuice and similarly to Guigui. Demands more precision than the intended solution but takes a shorter route, too.
:lemming: Clumps - Walkers, walkers, walkers :forehead:

Overall not many backroutes, which is great! Thanks to you both and well done solving these levels. Now I will try to fix backroutes and clean a few things (talismans colors for instance) then update the topic :D

Sorry if I didn't respond to other comments, it already took me a while to process replays and write all this. Will definitely get back later!

@Pieuw

Thanks for the feedback! :thumbsup: Wow, interesting to know some of the levels were backrouted by all those who have posted solutions :laugh: Quite honestly, I didn't think any of mine were, but hey, what do I know if someone else deems my solution one? :P

Quote from: IchoTolot on March 02, 2026, 03:22:38 PMAnyway, no need to derail the topic.

You're right, of course. I simply saw that part of your post and it made me wonder because I thought I remember the opposite being true in NL and indeed it is. You know how I am with being detailed and making sure I get all the details right! :P I've checked that same edge case in CustLemmix just now and indeed it doesn't work, so it's consistent with the basher/blocker not working there too ;)

Anyway, that's the last time I'll bring this up and we'll just leave it at that with my findings as a result of the discussion that resulted from them being brought up in the first place ;)
 
Quote from: IchoTolot on March 02, 2026, 03:22:38 PMGlad to hear that we have the same favorites in the calm rank.  :thumbsup:

We tend to have very similar assessments on difficulty and similar struggles on the same levels when it comes to other people's level packs ;)  Great minds think alike! It's also reassuring to me since it tells me ok, at least I'm not a dummy if a level stumps me and it's stumping others too. Not that I want people to be stumped, of course :P I want and like people to be able to solve entire level packs! 8-)


Anyway, pardon about me going off on a tangent again, monsieur Pieuw. Thanks again for the feedback/remarks on my solutions! :thumbsup:     
#15
In Development / Re: Ah yes, PimoreLems!
March 02, 2026, 01:06:22 PM
Hello @Pieuw,

I too have played all these Calm remakes, as well as obtained all the talismans and have attached my solutions :thumbsup: I normally don't go for the talismans, but I made an exception here! :laugh: I'm glad I decided to rise to the challenge here, as some of these are far harder than the ordinary way of solving them, most of which are any-way-you-like if you don't bother youself with the talismans. Like @Guigui, I normally don't open up the talisman to see what the requirement is on my first pass, but if I didn't obtain it when solving the level, I simply went back and opened them up and attempted the optional challenge talisman!

I can only reiterate what the others who played these levels before me, and that is I really enjoyed these PimoLems Calm rank level remakes! :thumbsup: In addition, I found myself agreeing with all of Icho's remarks on the levels he gave feedback on, as Calm 9 - The Strange Relics of Lemnos is my favorite level too and that The Ancient Crash Site's talisman was also the hardest for me. I would also add Spring Break's talisman to my list of favorites! :thumbsup:

Detailed Feedback on some of the Levels
Calm 2 - Training Day Nice one! :thumbsup:

Calm 3 - We Are Lem-Bob-Omb! Personally I'm not a fan of excessive bombing levels, but the challenge talisman is still quite interesting nevertheless!

Calm 4 - Emerald Cave Another great talisman! :thumbsup: Interestingly enough, this one took me some time to figure out, though apparently I was already on the right track with turning the second Lemming around earlier by building into terrain but simply didn't realize it at the time :forehead: I thought the first Lemming to build across the first gap would be able to do a lot of the work before the others arrive, but nah, turns out it's not possible without going over the total skill limit.

Calm 5 - Better Run For Shelter Wow, I really love those bombs pointing down indicating they're falling from the sky that you put in the level :laugh: :thumbsup: Reminds me of that one meteor level from Apjjm's Lemmings Quartet pack. The first level in which I got the talisman on my first pass even though I didn't open it up to see the requirement :P Looking back, I definitely could had easily used just 4 builders here, though I think the talisman isn't possible without that digging immediately upon laying down a builder brick so that he can build to turn around trick.

Calm 6 - Lemming Falls I went down the corridor before the gap, but looking back at the level I can definitely see the first approach I tried also being viable, as I could had simply make the splatform for the others with just one climber by having him build once he dug out all the terrain in order to turn.

Also, as an extra challenge, I now see there's even a no digger solution and hence the talisman could possibly even be changed to that in a future update! :P

Calm 7 - Lemstones The second level which I got the talisman for on my first pass, but that's because I'm one of those Lemmings players who loves going for save all solutions or if that's not possible then to save as much as possible ;) As a matter of fact I pretty much went for save all's as much as possible on my first pass of these levels and sometimes I was lucky that it's also the talisman requirement. Think I even tried it on the PimoLems version but didn't succeed? It's probably not possible to save all on that version of the level anyway, but I might be misremembering.

Calm 8 - Cloud-Covered Stalactites Aha, I thought the talisman was no blockers, only I ended up using one on my first pass because the timing didn't work out the first time for me. Really good one here! :thumbsup: This one's even better than the PimoLems version especially as it's a builderless one and that tends to be my favorite level type in the game! :laugh: Not only that, it's far more interesting with just blockers and bashers.

Calm 9 - The Strange Relics of Lemnos As already mentioned, this was my favorite level! :thumbsup: This reminds me of one of your first rank Fiat Lem! levels that had lot of bashers. Well done here, definitely a far better level than the PimoLems one! :thumbsup:

Calm 10 - It's a Kind Lembourhood Aha, no diggers here in contrast to the PimoLems version which was an X-of-everything in all classic 8 skills. Definitely an easy talisman, though still have to be careful as skills run out quicker than they appear despite having a huge amount of miners and builders.

Calm 11 - Minimal Design Once I realized that you can lose up to half, the talisman wasn't so bad, though it's definitely still a challenging one to figure out. Nice one nonetheless!

Calm 12 - Ancient Crash Site Hardest talisman by far, though I kind of figured the bashers needed to go in the middle sections fairly quickly and hence the hardest part for me was figuring out how to get the crowd over there by going to the right at the top. Indeed, I kept thinking to mine through the emerald that connects to the ceiling through to just the two short ones immediately to its left while building the crowd to get over the first two. However, this then leaves the problem of the climber being stuck in an infinite loop and hence you save all but one, which is no good for the talisman. Took me some time to see that it is indeed possible for the miner to go all the way to the first two emeralds as well while allowing you to save a builder to turn the climber so too can go to the exit along with the others. It's probably a little too heavy on the precision with the miner, though the builder/miner combo always is.

Calm 13 - The Italian Job The funny thing was that my first pass had me go for a diggers only solution while going for the save all. I totally laughed upon seeing the talisman requirement because it was the complete opposite of what I attempted! :laugh: This one's quite an easy talisman to figure out and much easier to execute than the diggers only solution I tried even though canceling a miner with another one is itself timing heavy. Nice level!

Calm 14 - Pagoda St Another one whose talisman isn't too difficult to figure out, though just like Calm 10 skills do run out much faster than expected. However, using the diggers wisely will help even out the miner and builder usages. There's that fire in the rings just like in the PimoLems version of the level! :laugh:

Calm 15 - Standard Test Chamber Nice level whose talisman can be somewhat challenging to figure out but it wasn't too bad for me. Kind of helps that I've already seen this trick before in a few other levels. I did try going through the bottom, but I quickly abandoned that approach upon seeing that someone needs to go over the top to dig them out the far left side, which would mean more builders and more losses than you afford for the talisman.

Calm 16 - Voltaic Mosaics The third and final level which I got one of the talismans on my first pass, but again that's due to me going for save all's as much as possible when playing Lemmings. The one miner talisman is far more challenging but it's still not too difficult thanks to the very lenient save requirement. Also a remake that uses a NeoLemmix skill.

Calm 17 - What happened in Sovogda? Not familiar with what the reference in the level title is. That's a really nice sun at the top of the level, if that's what it is :laugh: Took me some time here to figure out the talisman, but once I realize bombing a faller which frees up a bomber that you otherwise would use to get into the first open window at the start, it wasn't too bad. First zombie level of the pack from what it appears.

Calm 18 - Clumps I can up you on the talisman here, as I was able to save all but one ;) I do believe the PimoLems version was a builders only one?

Calm 19 - Iron Industry Wow, this looks really amazing design-wise! :thumbsup: Another level with NeoLemmix skills. It was hard for me to tell what the pickups here were. So, looks like it's not just you and Guigui. The talisman is a bit imposing, but it definitely makes it clear that getting the pickups are required and so isn't as hard as it appears. The challenge then is to figure out how to get them.

Calm 20 - Spring Break Really love the talisman here! :thumbsup: Definitely reminiscent of some Pickaxe levels from PimoLems that made very good use of the miner skill. I originally got a save 98 solution and hence beat the requirement by 1, but I quickly went back and improved it to 99. Looks like Icho got me beat here by getting a save all. Darn it! :forehead: However, I think I can see how it's possible and that it simply requires me to mine at a different spot at the top on the left side of the level. 

Once again, well done on these Calm rank remakes Pieuw and I look forward to seeing the rest of the pack in the future. I'm definitely really hyped about it now! :thumbsup: Also I got to mention that I've gotten some inspiration from your PimoLems levels for some levels in my Lemmings Memories pack :laugh: I'm happy to hear my Lemmings level solving skills have been inspirational for you, and I'm still quite honored and touched when you told me that I remind you of Akseli due to our level solving skills being quite similar :thumbsup:

Quote from: IchoTolot on February 27, 2026, 03:24:19 PMAnd here the basher-blocker confusion is actually resolved! If you place the blocker right when the digger digs further the blocker gets instantly released and does not turn the digger in the same frame as I recall!

I've tried it and the digger does indeed turn around even if you don't see the Lemming become a blocker. All that matters is you block in the right spot. Maybe you're referring to the original engines, eg, Dos? At least, no matter how much I try, the basher/blocker obscure trick doesn't work on CustLemmix, so maybe that's what you meant by how diggers don't turn either when blocking with a Lemming inside the pit and he immediately gets released on an engine like CustLemmix?