Recent posts

#11
Level Design / Re: Easing the Difficulty Curv...
Last post by UltimateLemmings - September 30, 2026, 06:28:10 AM
I have now updated the golden path, reducing it to 292 levels with a much nicer curve, focusing on the intermediate section as well as clear teaching progression through skills and techniques. Thank you again for your feedback!
#12
Level Design / Re: Easing the Difficulty Curv...
Last post by UltimateLemmings - September 30, 2026, 05:15:20 AM
This is excellent feedback. The curve needs to move off the "fun" plane and get into the intermediate strata earlier (which is what I feel is missing in the first place). This is a starting point, and it will definitely be refined as I playtest it manually along with player feedback. Obvious candidates for removal will be redundant skill introduction levels.

For the record, this is just one way to play the game. All the original levels are in the original order if you want them.
#13
In Development / Re: X-tralems levels
Last post by lemmkeev20 - September 29, 2026, 11:19:31 PM
Quote from: namida on September 29, 2026, 09:37:16 PMLooks like the attachments accidentally got removed from that post while I was merging it into this one. You'll need to re-add them.

And for the last time, stop creating new topics for one or two levels. The fact that you have - within just a few weeks on this site - already built up a reputation for creating topics solely to share one or two levels, means you will not be given any benefit of the doubt when it comes to topics that appear to be trying to find loopholes to continue doing this. If you are genuinely struggling to understand the rules (and the intent behind them), as opposed to just looking for loopholes, then perhaps the best idea would be to treat this topic as the only place you share your levels.

ok :thumbsup:
#14
In Development / Re: X-tralems levels
Last post by namida - September 29, 2026, 09:37:16 PM
Looks like the attachments accidentally got removed from that post while I was merging it into this one. You'll need to re-add them.

And for the last time, stop creating new topics for one or two levels. The fact that you have - within just a few weeks on this site - already built up a reputation for creating topics solely to share one or two levels, means you will not be given any benefit of the doubt when it comes to topics that appear to be trying to find loopholes to continue doing this. If you are genuinely struggling to understand the rules (and the intent behind them), as opposed to just looking for loopholes, then perhaps the best idea would be to treat this topic as the only place you share your levels.
#15
Site Discussion / Re: Where should the Random Le...
Last post by namida - September 29, 2026, 09:15:04 PM
I am well aware that WillLem did not suggest this. Nonetheless, GigaLem expressed concern about such a situation potentially happening, so I wanted to avert that fear and make it absolutely clear that the topics will be preserved in any situation.
#16
Site Discussion / Re: Where should the Random Le...
Last post by Silken Healer - September 29, 2026, 06:47:46 PM
Quote from: GigaLem on September 28, 2026, 11:32:15 PMRemoving that board would mean where is 10+ years of history going to go? I rather not lose that important history because it "reduces clutter" or merge that board with the released packed making it harder to index what is and isn't released. What exists isn't broken, we shouldn't try to fix it
Quote from: namida on September 29, 2026, 01:58:26 AM
Quote from: GigaLem on September 28, 2026, 11:32:15 PMI rather the in development board stay as it allows discussion and showcase of what is currently in the works, being that an unfinished work hasn't been release because its still in active development and isn't ready to be released. Removing that board would mean where is 10+ years of history going to go? I rather not lose that important history because it "reduces clutter" or merge that board with the released packed making it harder to index what is and isn't released. What exists isn't broken, we shouldn't try to fix it

I will put my foot down on one thing here:

Whatever happens, the existing topics will remain available somewhere - whether in an archived sub-board, or moved to a consolidated board, or exactly as they are now.

Whilst I disagree with removing the "In Development" board, it being removed and the topics being deleted are two different things. Whilst I still do disagree with removing the "In Development" board still, I just didn't want WillLem's point to be misunderstood. I highly doubt WillLem wants them deleted and not just the subboard archived or them moved in with "NeoLemmix levels" with an autogenerated [WIP] tag or something. Not that I agree with it either way, I just didn't want his point to be misunderstood.
#17
Level Design / Re: Easing the Difficulty Curv...
Last post by Proxima - September 29, 2026, 03:38:31 PM
I haven't looked in depth at the list (500 levels is a lot to look through, and I don't know all of the levels anyway) but my first thought is that the project's premise seems rather misguided. Putting together all the levels from every version of Lemmings, arranging them in difficulty order and then recommending new players to play them in order means that the difficulty level stays at "very, very easy" for much too long and players will most likely get bored. A quick glance at your list bears this out -- "Only floaters can survive this" as level 93, really? This is a tutorial level whose entire purpose is to be a first introduction to floaters. If floaters have appeared on any previous level, it should be cut. If you have several different floater tutorial levels, select just one. (And the same with each of the other skills.)

This is more or less what we did with Lemmings Redux. I'm not saying we got it perfectly right, but we looked over all the levels we were considering adding to the easy rank and made sure each one contributed something distinct that justified its place -- e.g. "Snuggle up to a lemming" introduces steel; "Downwardly mobile lemmings" requires you to think about where to dig down to avoid creating a splat distance.

(I'm not saying you should remove a bunch of levels from the engine; having one source from which all levels can be played is a worthy goal. But the main recommended way to play should be more selective.)
#18
In Development / any tips to make levels using ...
Last post by lemmkeev20 - September 29, 2026, 02:28:16 PM
i dont use to commonly the oh no styles but i use them

i just want your smart and silly tips :thumbsup:

in the meantime, i tried making a really good brick style level

however it needs a custom backround :-[  (which you can download in the post you are now)

download the backround then put it in the backrounds folder of the "special" style folder and done :thumbsup:
#19
Site Discussion / Re: Where should the Random Le...
Last post by namida - September 29, 2026, 09:27:26 AM
I have gone ahead with moving the Random Levels topic to the main board. Additionally, I have renamed it to "Loose levels".

These are minor changes that can be undone without much hassle if the decision ends up leaning in a different direction, and there doesn't seem to be any objection, so I simply went ahead with it.
#20
Site Discussion / Re: Where should the Random Le...
Last post by Armani - September 29, 2026, 07:35:53 AM
I'm mostly happy with the way things are right now but moving Random Level Sharing Topic to the NeoLemmix Levels board sounds reasonable.