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Messages - 92Dexter11

#1
NeoLemmix Levels / Re: Lock and Key [Difficulty: Hard]
September 10, 2025, 12:23:02 PM
Quote from: Armani on September 10, 2025, 06:59:53 AMThis time, this should be intended  :thumbsup: (plus a similar but backroute-ish alternative solution ;P )
Both solutions are valid! :thumbsup:
#2
NeoLemmix Levels / Re: Lock and Key [Difficulty: Hard]
September 09, 2025, 08:01:34 PM
Quote from: Armani on September 09, 2025, 10:24:53 AMresolved updated 3 levels  8-)
These look mostly intended, except for autopilot level ???

You are indeed correct, well done! :thumbsup:

I have updated 'Autopilot' once again, adding steel. Hopefully this will finally fix it! :forehead: (As before, intended replays should be unaffected)
#3
NeoLemmix Levels / Re: Lock and Key [Difficulty: Hard]
September 08, 2025, 05:13:45 PM
Quote from: Guigui on September 08, 2025, 01:55:15 PMHum, making real slow progress as I could clear levels 1,2,3. Will call it achievement of the day !

Level 4 has me stuck for now : cannot access the upper part yet, and actually not sure what the twirling DNA shaped thing is ?
Clearview mode shows me a much needed floater pickup, but is unclear about the twirling DNA thing.
Very nice solutions, well done! :thumbsup:

The swirling DNA thing is:
Spoiler
a skill adder, it will change any lemming that passes through it into that skill.
#4
NeoLemmix Levels / Re: Lock and Key [Difficulty: Hard]
September 07, 2025, 01:10:11 PM
Quote from: Armani on September 07, 2025, 10:38:05 AMHere're my solutions. I guess I backrouted two or three levels.
This pack really shows how much puzzle potential the new objects can provide. :thumbsup:

Thank you and nicely done! :thumbsup: All of your solutions are intended, but with a few exceptions:

Spoiler
Autopilot - This is a similar backroute to what IchoTolot discovered. I thought for sure I fixed that!  :forehead:
Diving Chamber - Very creative solution! I hadn't considered using the gaps in the right side of the level to turn the Lemming around. This has been changed in the latest patch.
Epilogue - WOW! :lem-mindblown: This solution is extremely creative! Unfortunately, I do consider it to be a backroute.

Thank you for discovering these routes!

I have updated the pack again with changes to those levels. The intended replays, as well as the replays by IchoTolot are unaffected. :thumbsup:
#5
NeoLemmix Levels / Re: Lock and Key [Difficulty: Hard]
September 06, 2025, 08:36:56 PM
:lem-mindblown: That was quick!

Spoiler
All of the new replays are the intended solution! :thumbsup:
#6
NeoLemmix Levels / Re: Lock and Key [Difficulty: Hard]
September 06, 2025, 06:17:52 PM
Just posting here to let everyone know about the update to a few levels. These changes may break existing replays, especially for the level 'Diving Chamber'. See above for more details. Special thanks to IchoTolot for finding these backroutes! :thumbsup:
#7
NeoLemmix Levels / Re: Lock and Key [Difficulty: Hard]
September 06, 2025, 12:31:40 AM
Quote from: Guigui on September 02, 2025, 09:53:00 PMI did try the first 2 levels, could not solve them  :crylaugh:
I love the setting and the mood though, lots of attention went into details for everything. Will try to give the pack more time when possible.

Thank you and good luck! :thumbsup:


Quote from: IchoTolot on September 05, 2025, 02:31:06 PMI played through the pack and I am really impressed about the variety and quality of 1-lemming puzzles in here (even if there are some neutral/zombies/cloners here and there)!  :thumbsup:

A couple of solutions seem slightly backrouty, but that's up to you to decide.  ;)

Difficulty wise I would say it is slightly easier than Lem Runner, but not by much. Still a hard pack for sure!

I attached my solutions.  :)

I'm impressed that you managed to solve them so quickly, well done! :thumbsup:
Most of your solutions are intended, but there are a few backroutes:

Spoiler
00 Prologue - Backrouted... I may need to rework this one
01 Maverick - Differs from main solution, but uses all skills, so I consider it valid :thumbsup:
02 This Erosion - This one doesn't really have a set solution :thumbsup:
03 Building, Fencing - Intended solution :thumbsup:
04 Autopilot - Backrouted, but the backroute is very impressive! Fortunately this one seems relatively easy to fix.
05 Bugs in the system - Intended solution :thumbsup:
06 The Split - Intended solution
07 Hanging Gardens - Intended solution
08 Top of the Ladder - Intended solution
09 Pillarist - Intended solution
10 Blockhead - Has no set solution, any route is valid :thumbsup:
11 Undertow - Backrouted! Fortunately, this one also seems like an easy fix.
12 Drowned Rat - Has no set solution, any route is valid
13 Bell Toll - Has no set solution, any route is valid
14 Diving Chamber - Major backroute - the level will need a complete rework :crylaugh:
15 Disjoint Disunion - Differs from main solution, but uses all skills, so I consider it valid :thumbsup:
16 Babel - Very impressive solution! Differs slightly from intended solution, but not enough for me to consider it a backroute. :thumbsup:
17 No Turning Back - Intended solution
18 Silver Mines - Intended solution
19 Daybreak - Intended solution
20 New Leaves - Intended solution
21 Epilogue - Intended solution


I'll get to work on a fix for a few of the levels :thumbsup:
#8
NeoLemmix Levels / Lock and Key [Difficulty: Hard]
August 08, 2025, 05:45:17 PM
Hey everyone!

I've created a level pack for NeoLemmix. It's called Lock and Key.




It has a single rank with 22 levels. It is quite difficult in my opinion, on par with LemRunner, if not harder. I would not recommend it for beginners.
Each level varies in difficulty, but all are quite tricky.

The pack is gimmick-y, in the sense that every level starts with only a single lemming, and has a save requirement of one. I do feel as though each level is quite varied and distinct from one another, however.

This level pack is more narrative driven. It tells a story using the preview and postview texts. As such, I recommend playing each level in order if you want to experience the story.

The story is somewhat serious, and is loosely based off of my own struggles with mental health.
It's not a huge downer, as I tried to keep it as light as possible, but it probably won't be suitable for everyone since it does have themes of isolation and abandonment.
As such, if you don't feel like engaging with the story, that's totally fine. :thumbsup:

The story text doesn't really impact or spoil the pack's gameplay all that much, so feel free to skip the texts if you aren't interested in the story, or if it's not doing anything for you.

The pack requires the graphics for 'Lemmings Faithful', as well as 'Let's Go More Faithful', so make sure you have the latest versions downloaded if you haven't done so already:
https://www.lemmingsforums.net/index.php?topic=6713.0
https://www.lemmingsforums.net/index.php?topic=7026.0


Here are some screenshots:
Spoiler






The pack uses custom UI/menu graphics, hence the large file size.

It also utilises music from various games, or licensed under creative commons: (Reveal spoiler for full credits)

Spoiler
The following songs are credited to Chris Zabriskie:
'CGI Snake' and 'Oxygen Garden' from the album 'Divider'

'Thanks for Trying to Rescue Me But You've Made Things Worse' from the album 'Angie's Sunday Service'
'An Extraordinary Camera Was Custom Built and Used Only Once' from the album 'Abandon Babylon'

Licensed under Creative Commons: By Attribution 3.0
https://creativecommons.org/licenses/by/3.0/
If you enjoy his work, please consider supporting him by purchasing his albums:
https://chriszabriskie.com/index.html
https://chriszabriskie.bandcamp.com/

The following songs are credited to Kevin Macleod:
"Thunderbird"
"Equatorial Complex"
Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
https://incompetech.com/

Additional credits:
'Rain and Surf' and 'Oriental' by Bjørn Lynne, from the games 'Worms Armageddon' and 'Worms World Party', respectively.
'Cobash' and 'Hengist' by Robert L. Euvino from the game 'Space Colony'.
'Hell3' by Tim Folin and Bjørn Lynne, from the PSP version of 'Lemmings'.

(A copy of these credits, 'credits.txt' is also available in the pack itself, both in the 'level' folder and the 'music' folder)

I'd also like to give special thanks to my brother, tan x dx, for assisting me with the story.

This pack took me a long time to make, and was very rewarding to do so.

I hope you enjoy it, and I look forward to all the inevitable backroutes that the NL community will undoubtedly find! :thumbsup:

Let me know what you think, or if there are any problems.

Thank you all, and I hope you enjoy! :thumbsup:


Link to the level pack:
https://www.dropbox.com/scl/fi/uo8jmd05b35mamxu0ad5d/LockAndKey_V2_3.zip?rlkey=560fo0nabwv39nhvbzv8leza0&st=2p91ipor&dl=1

Link to the replay solutions:
https://www.dropbox.com/scl/fi/zf6wfclerw9ke16i5o5bm/LockAndKey_ReplayV2_1.zip?rlkey=op5jaric2kf77qnwbvpc1zs0x&st=vla6axli&dl=1


UPDATE - V1.1
- Added success.ogg and failure.ogg for level completion with jingles enabled
UPDATE - V2.1
Modified the following levels:
"Prologue" - Added steel to fix a backroute
"Autopilot" - Added two traps and some steel, repositioned wires to fix a backroute
"Undertow" - Repositioned terrain and removed an underwater staircase that led to a backroute
"Diving Chamber" - Reworked level slightly, recorded a new replay
"Epilogue" - Added steel to match the changes made to "prologue"
UPDATE - V2.2
Modified the following levels:
"Autopilot" - Repositioned the left trap to be higher, and added more wires to (hopefully) fix a backroute
"Diving Chamber" - Filled in some gaps on the right side of the level to prevent a lemming from being turned around
"Epilogue" - Added a slight crack in a brick to fix a backroute
UPDATE - V2.3
Added steel to "Autopilot" to hopefully fix a backroute. (For real this time!)
#9
In Development / Re: Random level sharing topic!
June 22, 2025, 04:55:40 PM
QuoteHello tan x and Dexter,

I've played and solved your guys' new level. Replay attached. It's essentially the intended solution but I did better by saving a builder ;) Nice level nevertheless! :thumbsup:

Nice work and thanks! :thumbsup:
#10
In Development / Re: Random level sharing topic!
June 21, 2025, 02:36:41 PM
Hey all,

My brother and I came up with a fun concept which we developed into a level.

It's for NeoLemmix, and requires the 'Hoard' tileset from Lemmings Faithful.

Solution is also attached as a separate file.

Let us know what you think!  :thumbsup:
#11
Hey all, another update for circuit style! See the OP for details.

If you don't want to download all the other styles again, you can just download the updates to dex_circuit as a standalone, attached to this reply.

Let me know if there are any issues!  :thumbsup:
#12
Quote from: GigaLem on April 12, 2025, 08:46:04 AMTo explain, it doesn't feel like there is enough there, I had an easier time with combining LR2 Build with LR2 Gear. While there's Boards, Wires, plugs, batteries and chips, it feels like there pieces missing both aesthetically and functionally. There isn't much variety even with the limitations in mind. I find it a missed opportunity to not make pieces like caps, ram, ports, straight or different sized wires, sockets, Different chips types like processors, ribbon cables. Or objects like computer fans, heatsinks, and the unlock switches being based on power buttons for most pcs at the time.

Functionally while it feels complete, Aesthetically there just isn't enough there, its hard to make levels with this set because a bunch of functional pieces doesn't exist without tileset mixing. I get not wanting to make too much but I feel there needs to be more. Hoard, one of my favorite sets from the collection manages to fit three different aesthetics in a cohesive way, where they can mix and match and still be consistant with each other. I want to like this set but in my honest opinion, there isn't enough for me to work with, it lives and dies by its gimmick and it pains me to say that because of the high quality of these sets.

That's fair.

To be honest, since release, I've had an issue with circuit in that the 'wire' terrain pieces aren't very intuitive and are hard to work with.

Circuit was the last style I completed for Lemmings Faithful, and it was a little rushed/unfinished because of the whole issue I had with reducing the palette size.
At one point circuit was going to have 'organic' terrain pieces (that is, non-blocky terrain like dirt) which was a big tangled mess of wires, but this was scrapped because it didn't read well and were hard to tile.

I might make a small update at some point in the future adding more wires and electrical components.  :thumbsup:
#13
Hi Kaywhyn! Thank you so much for your thoughtful responses. Your letsplay/replays were, as always, extremely creative and fun to watch. Here's the responses for my levels that I have the most to say about:

Safe rank



QuoteSafe 1 - Let's Get Down to Business Very nice level to start off the new pack update. As mentioned, you made me really happy for including a reference to the "Be a Man" song from the Disney film Mulan in both the level title and talisman name! :laugh: :thumbsup: I think I could had made things easier by holding the crowd in that pit around the middle of the level and then later release them at the right time to also get the talisman.
I was really happy you caught the Disney reference right away! When I make graphics or levels, I often have music in the background. I listened to that song a lot during the creation of the pack, so I wanted to make a tribute to it! :thumbsup:



QuoteSafe 3 - Diamond in the Rough Another awesome level with a reference to a different Disney film, this time Aladdin, in both the level title and talisman name. Both Mulan and Aladdin are big favorite Disney films of mine! :thumbsup: This was one of the levels where I missed the talisman without realizing it due to a grave miscalculation error on my part! :-[ So, I went back and obtained it at the end of the final LP video, though that time I encountered a bug where the post-results screen wouldn't load until I clicked with the mouse. I edited that part of the video out so that it comes up after about 5 seconds or so, though I also clicked out of the results screen very quickly so that I didn't see if I obtained the talisman or not. I have confirmed that I met it from the level select screen, as well as pausing the video at the right spot :) Nice level, though certainly a significant challenge due to the zombies and how I used a very heavy timing based solution in order to get everyone to the exit before the zombies could infect them! :laugh: At the same time, I tend to struggle with zombie levels when playing and solving them! :P I also partially loaded up my replay for the level and took it from there to erase the bomber assignment I used since even one loss doesn't net you the talisman. You have to save all of the regular Lemmings plus all cloners!
Both your solutions to this level were very impressive - for your first try, we were very impressed by the bomber trick to trap the zombies, even if it failed the talisman. Your talisman solution was even more impressive, with amazing timing avoiding the zombies! Originally, the talisman for this level was gold for precisely this reason - I thought the timing needed to avoid the zombies was too severe. However, very late in to development (after I had already recorded a replay) I realised that the talisman could be easily achieved by
Spoiler
making the very last lemming collect the cloners, bypassing the zombies entirely.
I downgraded the talisman to silver after realising this.



QuoteSafe 5 - Enchanted Hmm, didn't realize it at the time, but would this be another Disney reference in the level title? I have seen Enchanted a long time ago, though the thing that makes me think it isn't is due to the talisman name, as I'm certain that it's not a reference to the Enchanted film in any way.
This isn't a Disney reference - I couldn't think of what to title this one, so I simply called it 'Enchanted', as this was what the 'grotto' style was originally called while it was in development and I hadn't thought of a better name for it. (The talisman solution for 'Subjugation' is the same - brass style was at one point called 'fathom' and then 'nautilus' before I settled on 'brass')



QuoteWow, this was a really great talisman! :thumbsup: That 1 minute time attack really made think, how's that possible? Ah, the power of the quick laser and basher! :laugh: :thumbsup: The talisman was very satisfying to figure out :thumbsup:
Thank you! I'm very proud of this level, and it was a joy watching you figure out the talisman solution.



QuoteSafe 6 - Doors and Gates Looks intimidating but this one wasn't as bad as I thought. I think I could had made things easier if I had sent the right amount of Lemmings to get the buttons to unlock the exit so that perhaps it wouldn't be necessary to put the blocker in front of the locked exit who gets rescued once it unlocks. I'm glad you both like that part of my solution! :thumbsup: Remember it, it comes in very handy, though I think I remember it featuring in a LemRunner level? ???
As I mentioned on discord, your solution for this level surprised us! It's mainly because of the save requirement and the inability to dislodge a blocker in that level - we both wrote off using blockers as a viable strategy and completely forgot about the exit trick! :thumbsup:



QuoteSafe 7 - Lepidopterophobia Ah, this is a new word I learned, that being the fear of butterflies as indicated by the talisman name. Yea, the talisman isn't my cup of tea due to stoner staircases not being a favorite of mine in NL :P I wasn't even sure if the normal route would work but it does, and just barely with the right amount to save. Perhaps things could had been made easier by using the maximum width of the stoner possible by jumping to get in the right spots so that stoners aren't quite touching when arriving but will be once stoned. I think the talisman essentially leaves only one possible way to do the level, though I'll have to check your replay to make sure.
Yeah, the talisman solution for this one is very nasty. I think there's barely enough lemmings to make it through using only bomber/stoners. :devil:



QuoteSafe 9 - Unstable Egress Wow, this talisman was really good too! :thumbsup: It really reminds me of Epsilon 3 from Integral Lemmings with there being so many exits in many ways but they're like considered traps :) Also, I'm wrong about the other exits being fake, they're just locked with exit limits, as I did see the button in the level at the very top but it took playing Treacherous 1 for me to realize that :P They can indeed be used, but they're impossible in regards to the talisman since lasers are prohibited. The part to help the neutrals avoid the exit on the right side after turning back to the left was especially good! :thumbsup: Time attack condition shouldn't really be a problem here ;)
Another solution that was really fun to watch you figure out - it's a fun 'lightbulb moment' when you realise you have to make all the neutrals climb up to the exit on the right in order to get the talisman.

Treacherous rank



QuoteTreacherous 2 - Long Shot Another one where I misremembered the talisman requirements :-[ Hmm, I'm wondering if Dexter got inspiration from Icho's Skyfall here for it? ??? The concept of lining up the bomber holes features here, just like Icho's level. Very nice level where only the neutrals can be saved, regardless of whether you go for the talisman or not. I know of at least one Festival Millas level where only neutrals can be rescued while all the regular Lemmings are sacrifices.
I'm afraid I'm not familiar with that level. The talisman solution for this one is a remake of an old level of mine called 'Depth Charge' that used pretty much the same trick.



QuoteTreacherous 4 - Sacred Cloisters Difficult one, but that's because I struggled the most with figuring out how to get the buttons to unlock the exit while also struggling with not running out of skills and/or not meeting the save requirement :XD: The frog traps are also difficult to get past since they're quick triggering, similar to the chameleon trap of the ONML Rock style, but that wasn't the hardest part for me. Took me a while to realize that one can laser from the right side in order to release a climber from the crowd to get the buttons in an efficient manner. Apparently fell for the trap of trying to laser through to get the button on the far right, when in fact you can simply shimmier to get over the water gap. Also it took me a long time to realize only one needs to survive the gauntlet instead of two, as one is enough to get the rest of the level solved and to obtain the talisman. I always like builderless/no constructives talismans! :thumbsup:
Another level that I loved watching you solve. I did find it somewhat amusing that you figured out the talisman solution immediately, but were stumped by the rest of the level - I was expecting it to be the other way round :P!

Also, I think I've said in the past that I'm really bad at judging the difficulty for the order of each level, and that's definitely a factor here. However there was also a big problem deciding the level order for the treacherous rank because of arbitrary rules I set myself. I wanted each level to alternate between my levels and tan x dx's levels, but also because I did not want two levels in a row to be the same style for the sake of variety. This is the main reason why the difficulty seems to jump all over the place for the second rank.



QuoteTreacherous 6 - Pushing Up Daisies Harder than the previous one, though I also made my solution more precise than it needs to be when I platformed near the exit to allow the sliders to turn back towards it :P I had a feeling that the intention is to platform all the way at the top, I simply didn't realize how to do it :laugh:
Damn! I thought for sure this level couldn't be backrouted. I should know better than to underestimate your problem-solving skills! :thumbsup:

QuoteNice level, and I especially like how the flower trap just wilts and falls over when being disarmed! :laugh:
:thumbsup:



QuoteTreacherous 10 - Ring of Fire Wow, an excellent level to finish off the new update to Lemmings Faithful! Quite possibly the best puzzle and level in the entire pack IMHO! :thumbsup: The save all talisman requirement was especially satisfying to figure out. I love how the solution all comes together as you piece it one by one.
Thank you! I'm really proud of this one too and thought it was a great level to end the pack on. I'm glad you agree!

QuoteThe skill-deassigner is especially a nice puzzle and allows you to give the "powered down" Lemming a glider as it no longer is a pre-assigned floater. It also gets rid of the nuisance of the slider skill which can be a pain to work with both as a level designer and player. Pretty much all skills are accounted for, though I managed to save a shimmier but is likely not a problem at all. When I figured out nearly all of the level, the remaining problem to solve was coming up a basher short, but that was simply due to realizing only one worker Lemming is needed rather than two, as the one who gets the jumper pickup can save himself rather than needing assistance from another. The part with building in order to get high enough in both directions with the worker is quite nice! :)
This solution is actually somewhat of a backroute, since the intended solution involves
Spoiler
building a bridge at the bottom of the level to catch the glider
However, your solution did involve gliding through the disarmer which is the main trick, so I'll allow it! :thumbsup:



I'm really glad you enjoyed the pack! Thank you again for your thoughtful responses and for uploading your letsplay when you did - it really was perfect timing!  :thumbsup:
#14
NeoLemmix Levels / Re: New Level Pack - Lemmings Faithful
February 23, 2025, 02:51:12 PM
Just posting this to mention that the brass levels have been updated to conform with the new dex_brass style update, removing deprecated pieces. I've tested all the replays and they all work the same, so it shouldn't have too much of a noticable effect on gameplay. If you have the old version of the levels, that shouldn't matter either, since the neolemmix engine is equiped to handle it. Still, let me know if there are any problems.  :thumbsup:
#15
Just replying here to let everyone know about the above changes to dex_brass (see the OP for more details). I recommend deleting dex_brass and replacing it with the above fix as soon as possible! Some terrain pieces have been deprecated and renamed with an alias.nxmi file. Fortunately, this update shouldn't have any effect on any existing levels or replays. Sorry for the inconvenience.