Recent posts

#11
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by MASTER-88 - Today at 01:36:30 AM
Hey Nice Job. I´ll list some intention solutions PM with your includes Level 10. Most peoples hate this level. That was ranked Armani most hated level my pack. Though its not super hard, but will take some patience.

You still have few levels remain. Step 5
Level 9 Fiery Cells
Level 10 I am MT (Yes you not care play that and yes its okay) See my completion solution Your PM
Level 12 Offering could save others
Level 15 Scorching terminal (Yes you are rightway here) Just keep trying
Level 16 Gloomy Night
Level 19 Decimation (THIS LEVEL IS BRUTAL AND SUPER GENIUS) ITS MIGHT MOST COMPLICATED LEMMINGS LEVEL EVER. (There is only one single way beat this) Make this level take me 2 years planning Yes i could say this level is my masterpiece. I am extremely glad with this level. Used all 135 IQ make this level. Heck yeah that was very hard level to make.
#12
Game Bugs & Suggestions / Re: [✓][SUG][PL] Clear Physics...
Last post by Simon - Today at 12:07:01 AM
I would like to learn Proxima's reason for why he prefers darker lemmings. I know that lemmings at (0x80, 0x80, 0xFF) become similarly light as the earth (some light grey). Is the lemming-to-earth contrast your reason?

When I know more, I can start recommending better defaults for the CPM color config file.

The meaning of the bool option is: Ignore what's configured in the dedicated CPM options file, and use this prefixed configuration that you can't choose by editing that file. That leads to the idea: Ditch the option and instead make "cycling" a keyword that can appear directly in the CPM color config file. After all, the behavior is either-or, and now the way to configure it will be clearly either-or, too, not a product of 1. bool, 2. color. You can print comments into the file to explain "cycling".

If you keep the bool option nonetheless, consider to default it to no color-cycling. Reason: That's most helpful for new users who won't look into the options. WillLem can then activate the option for his cycling.

I still think that the CPM color config file should go into user/.

Should I make 3 fresh topics for these 3 sub-issues (default colors, how to choose cycling, location of the config file)?

-- Simon
#13
Lemmings Main / Re: NeoLemmix Community Showca...
Last post by Simon - June 27, 2026, 10:24:22 PM
Physics are exactly identical between vanilla NL and CE (NeoLemmix Community Edition). The point of CE is purely UI fixes. It's is a drop-in replacement.

Vanilla NL still has the egregious zoom bug: Instead of zooming into where the cursor is, the map jumps away from the cursor position into unrelated areas. This kills the mood in livestreaming and live showcasing. Reason: You'll often zoom deep into local areas, explain something to the audience, then zoom out for the big picture. CE zooms into the cursor as you expect, i.e., it preserves both mouse-on-land and mouse-on-screen.

Submit NeoLemmix and play with CE (not with vanilla NL). :D

-- Simon
#14
Lemmings Main / Re: NeoLemmix Community Showca...
Last post by darkshoxx - June 27, 2026, 09:53:18 PM
Thanks for the input so far!

I wanted to avoid pre-existing collections since the always come with the cutoff of the time they were created in.
Also, it's going to be difficult to find things that specifically fit into the categories I'm looking for.
Unless there's a collection for "best levels with only the 10 vanilla jobs", that's going to be tough to fill, so I was hoping for individual responses here of things that were memorable.
I'll check them out for the third category though.

@WillLem happy to give the CE a try, but can't guarantee that I'll present the fork.
I saw your run of the Mayhem levels, do you still have the replays for that?
#15
Lemmings Main / Re: NeoLemmix Community Showca...
Last post by WillLem - June 27, 2026, 06:21:51 PM
Other players than myself are probably better off picking levels as my taste in levels is not the most popular!

All I would request is that you consider using NeoLemmix Community Edition for your showcase, as this would be a great opportunity to present/test some of the upgraded UI features (many of which I imagine would be particularly useful for speedrunning*), and potentially expand the player base.

Best of luck with the showcase, I look forward to watching your runs!

Will :lemcat:

*Some examples:

• Mouse wheel framestepping
• Panel button specific hotkeys
• Nudge viewport hotkeys
#16
Lemmings Main / Re: NeoLemmix Community Showca...
Last post by IchoTolot - June 27, 2026, 05:43:35 PM
I am not a Speedrun junkie, but for point 2 and 3 of your list my initial thought is: https://www.lemmingsforums.net/index.php?topic=6062.0

Just take a look at the top 3 levels from the all the previuos "Level of the Year" contests and pick your favorites!

There you should get a better overview than just one or two people telling you some favorites!  ;)

If you need replays for those levels, look at YouTube or ask the authors directly.

If you want levels directly tuned for difficulty I would hint at the last ranks of Lemmings Uncharted, Lemmings Destination, NepsterLems and Lemmings United.

#17
Lemmings Main / NeoLemmix Community Showcase a...
Last post by darkshoxx - June 27, 2026, 05:01:16 PM
Heya,  :lemming:  :lemming:  :lemming:

I'm currently considering submitting a showcase for UKSG Blue in October 2026
UKSG is a speedruning event, held three times a year in Glasgow. They fundraise money for CRISIS to help people out of homelessness.
But not every submission must be strictly speedruns that appear on leaderboards. I often submit retro games (though mostly point and click/puzzle adventures, see Here for examples).
I consider NeoLemmix at least TAS-adjacent, as you have control over every input on every frame, even if the goal isn't necessarily to get the fastest time.

My current plan is to showcase three things:
1. Speedruns of the vanilla Lemmings Mayhem  :scared:  category but with NeoLemmix solutions (where I want to showcase fast solutions as loaded replays to these, played back at fast speed and provide some commentary).
2. Crazy  :lem-mindblown: levels solvable with the original 10 jobs, but requiring NeoLemmix for the inputs. So if you have (or have seen) some crazy levels with crazy solutions that only rely on the original 10 jobs, please show them off here.
3. Anything goes. NeoLemmix  :evil: + Lix  :lix-evil:  , Custom music, terrain, contraptions, solutions, skins, show off what you loved to create or loved someone else create.

Now to be absolutely clear, this is not a level creation contest.
There is for a submission, there is no guarantee that it will be accepted, so please do not put any additional effort into this.
If you have or have seen
1. A fast solution for an original Mayhem level,
2. A level showcasing interesting interactions with vanilla jobs,
3. Your favourite levels or solutions,
I'd be delighted to collect them here. Obviously I'll give proper credit to every creator should the submission be successful.

Don't worry too much about part 1, I'm aware not everyone likes optimising solutions for time, I'm happy to take care of that myself, if nothing in particular comes to mind.
I want to include this part to keep the theme of speedrunning in the submission.

Basically what I'm asking is, what are your favourite levels that you'd like to see in a showcase like this?
#18
Contests / Re: Level of the Year 2025: Pl...
Last post by IchoTolot - June 27, 2026, 03:38:52 PM
Alright, I will first create the topic and with all the level image links and dicide the groups as always.

It will be 5 groups with 7 levels each and 2 planned survivors per group.

QuoteI hope that Icho keeps the first poll open until at least Thursday, July 2nd.

I will run 3 polls at a time again with each round except the last running for 3 days.

I can start on monday or tuesday if you have trouble voting otherwise. I rather catch as many people as possible for the vote than starting 2 days early.  ;)

Also then people can already view the groups.
#19
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by Plodderuk - June 27, 2026, 02:59:23 PM
Thanks for your comments, MASTER-88.
I'm making slow progress with the remaining levels. Probably won't bother with level 10, where sequencing 30+ Diggers would try my patience too far. Have solutions for levels 17, 18 & 20.
Levels 17, 18, 20
Level 17 "Tunnel Scenario": 4 trapdoors with 2 lemmings each. The required strategy quickly becomes apparent, but there's a problem: the mineshaft going down to rescue the bottom left group leaves too high a step, so a kink is needed to lower its bottom part. From the skills provided I thought that the 'Basher-Blocker cancel' trick may be the intended solution, but I could not get this to work so tried a 'Miner-Blocker-Miner cancel' trick instead. This did work, but then I realised the Blocker was not needed. So my solution has skills to spare.
Level 18 "Stairway To Heaven": another breather level, prior to tackling 'Decimation.' I looked at various ways of separating out 1 or 2 advance lemmings before deciding the simplest way was the best – insert and then remove a Blocker. The provision of 2 Climbers led me astray until I worked out that I was better off using just 1. But overall not too difficult.
Level 20 "Havoc Highway": a level of 2 halves. In the first half the challenge is to advance the pioneer lemming while evading the zombies, and preventing them from following the pioneer's path, without using too many skills. In the second half the challenge is to reach all 9 buttons needed to unlock the exit. I kept on running out of Miners because I was being inefficient in evading one obstacle. My solution uses every Miner but has Builders and Shimmiers – and plenty of time - to spare.

I've had an enjoyable time so far with this pack, which stretches my puzzle-solving skills to their limit and beyond. So thanks for that, MASTER-88.

Attached zip file now contains my solutions for the 14 levels in the final rank that I've completed.

OYMLr5v2_plukz.zip
#20
Contests / Re: Level of the Year 2025: Pl...
Last post by kaywhyn - June 27, 2026, 12:31:58 PM
All rightie, sounds good. I appreciate you wanting to give my fix and updated Oh Yes! another go to see if it really does hold up to be the hard level it's supposed to be now :thumbsup:

You'll also notice that all levels of mine you've played except one don't have time limits. I think you perfectly understand why "Quick Lab Rush" needs it after having solved it the intended way and trying what I thought people would try and falling for its trap :P

Spoiler
Otherwise, you would be able to take the long green walkway out to the left at the top with the sliders and hence you won't need to catch them with the platformer at the bottom

It's just like I promised you from a few years ago after you played my "Stop Blowing Up My Construction Work!" and complained of me possibly slapping one on just for the heck of it: I didn't arbitrarily do so, and it originally didn't have a time limit (and the first few updates didn't either), and after having considered all my other options (pickups, steel, etc), I decided the best way to fix the backroutes by you, geoo, and Armani was to put in a time limit while also making sure the solution doesn't become too obvious from using other fixes instead. Plus, I have plenty of levels that don't have a time limit anyway :P

Along with that, it is true that I could had used

Spoiler
OWAs for my kaywhyn's Organic National Park level instead of the visual clutter and not the so clear blue vein steel I resorted to, but again, IMO it would had made the solution too obvious.

It's also true that I'm not happy about how the intended solution has become way more precise than it needs to be, but well, sometimes that's the way it goes with level designing and with how the level kept getting backrouted :P