Recent posts

#21
NeoLemmix Levels / Re: NotaLems Level pack
Last post by JawaJuice - April 19, 2026, 09:59:12 AM
Quote from: Nota_Steve on April 18, 2026, 07:25:29 PMI am really humbled that you chose to play through my level pack, thank you so much, and thank you so much for your feedback, your critique (all of which is fair) and your compliments have really given me an incite into not only how I can make this level pack better, but how I can improve on my ideas for the second pack I am currently working on.

My pleasure :) I'm always so grateful for new level packs to play and for all the creators who make them to entertain the community! I'll certainly be up for playing your second level pack when it's done. :thumbsup:

QuoteI have watched your replays and again, much as the same with a couple of my friends and kaywhyn, I would like to address a couple of the levels in the next coming days and release a smaller little pack with just the reworked levels on. I would like to know how difficult it is to achieve the intended solution (or one of the few in many levels cases).

From what I've seen, it seems to be standard practice to make successive versions of the same pack - i.e. v2, v3 etc. - with a few levels updated and the rest unchanged. The problem with extracting certain levels to make another smaller pack is that if those also get backrouted, are you going to keep making smaller and smaller packs with updated levels? :D I would've thought it would be easier if you just released a NotaLems v2. Up to you though; your updates will be played either way, I'm sure!

QuoteAlso, thank you for being very welcoming to me and even taking the time to offer as much as you have to me, it really means a lot.

Very well played!

Cheers! I was made to feel welcome by forum members when I joined not so long ago after being a lurker for many years, so glad you feel the same way!

#22
NeoLemmix Levels / Re: NotaLems Level pack
Last post by Nota_Steve - April 19, 2026, 04:40:38 AM
Quote from: Guigui on April 18, 2026, 09:21:52 PMI'd also like to play the pack. But will there be some updates ? I'd rather play after updates since everyone already played before...

Hi Guigui,

Yes, I'm currently working on a few reworks on some of the levels, I should be done within the next few days. :)
#23
In Development / Re: Revenge of the Lemmings - ...
Last post by WillLem - April 19, 2026, 03:01:26 AM
@Proxima The 1-20 draft is looking good so far. I have only these comments to add:

Quote from: Proxima on April 19, 2026, 02:03:20 AM1-7 The Small Jail: From v4. Should we cut out one group of lemmings?

I would say don't cut a group of lemmings. The level's symmetry is part of its aesthetic and appeal.

Quote from: Proxima on April 19, 2026, 02:03:20 AM1-19 Lem Dunk: From v4. Increased RR and lowered save requirement, since we can't use (NeoLemmix) RR below 50.

We can use RR <50 for the NeoLemmix version, no need to change it. IMO, the RetroLemmini version can be different in this regard.

Quote from: Proxima on April 19, 2026, 02:03:20 AMPipe Dream: Not sure about including this, but if we drop "Gotta Save 'em All!" this could replace it so we still have a bubble level in the first 10.

Of the two, Pipe Dream is easily the better level, but "Gotta Save 'em All!" has a better title. Feels like it (the title) should be used somewhere.
#24
In Development / Re: Revenge of the Lemmings - ...
Last post by Proxima - April 19, 2026, 02:03:20 AM
Here's a first draft for what the first 20 levels of Picnic might look like. This is very rough, and I welcome all feedback for changes to the selection and ordering. Notes on my reasons for selecting each level, and any changes I've made:

1-1 9 ways to live: We agreed this was perfect as a first level.
1-2 Roadblock: From v2. Originally the blocker tutorial, repurposed as a 10-of-each.
1-3 It's a long, long way to fall: From v2.
1-4 Rise through the ranks: From v2, where it is the climber tutorial. Repeat of "A step too far" from Clammings (which I think is okay because I suggested a maximum of 5 levels from each of Mazu, Clam and I.S. could stay, and that was more because I wanted to keep those levels available for filling gaps like this, not because I want to keep the best five of each).
1-5 Lemmings on the Run: From Ben Bryant's pack, skillset changed to 10 of each. I shrunk the level to 160 pixels tall, which has meant that if the player lets the lemmings walk straight forward, they land on the rock instead of splatting; I think this is okay for such an early level.
1-6 Seeing red: From mobius's Outtakes collection.
1-7 The Small Jail: From v4. Should we cut out one group of lemmings?
1-8 Dig for Victory!: From v2, originally the digger tutorial. Placing it here makes it the trap introduction level (there is one in 1-5 but it's out of the way), and also means the first 10 levels include each tileset once.
1-9 Gotta Save 'em All!: From v2 and another Clam level. See above regarding tilesets.
1-10 Over or Under: From v4. Save requirement reduced to 15/20 (from 20/20) to make it more suitable for early placement; we could add a talisman for saving 20.
1-11 Through Fire and Flames: From v4. See above discussion for moving this later than its previous placement at 1-2.
1-12 In the cavern...: From v4.
1-13 Magnetic Area: From v4. Mobius didn't like this one much but I think it's an interesting way to get used to the mesh terrain and dealing with traps at RR 99.
1-14 Neighbors: From v4.
1-15 Somewhere Under the Rainbow: From v2. Easy repeat of Changing of the Guards. Since I haven't included Lemmington Spa (see below for why), I thought this could be a good replacement, as it has a similar "float down and build up" theme.
1-16 Nothing Gold Can Stay: From v4.
1-17 Let's Play Lemmings!: From v4.
1-18 The Fearsome Foursome: From v4.
1-19 Lem Dunk: From v4. Increased RR and lowered save requirement, since we can't use (NeoLemmix) RR below 50.
1-20 Minesweeper Lemmings: From v4.

The levels in v4's first 20 that are not included are:

Snowy Caves: Long and has more hazards, so it could come later in the rank.
Pipe Dream: Not sure about including this, but if we drop "Gotta Save 'em All!" this could replace it so we still have a bubble level in the first 10.
Lemmington Spa: Especially since we can only include five weirdybeardy levels, I favour keeping the original version of this rather than the 10-of-each version.
Surrealism: 10-of-each version is trivial. WillLem suggested making it 2-of-each, which is possible, but then it would come later.
Hedonist: Not sure about this one, still might include it.
Biosphere: Builder-heavy. Could still include it in the last 10.
Patience, Young Grasshopper: I need to solve the harder version before making a decision, and the 10-of-each version is not easy and would come later.
Himalayan Lemmings: Large and not very interesting.
Crystal Caves: I'm considering using the original (harder) version instead, in which case it would come later.
#25
NeoLemmix Levels / Re: The Blizzard of Lemm level...
Last post by Guigui - April 19, 2026, 12:22:12 AM
And the Blizzard of Lemm pack has fallen. All in all a very nice trip in the cold, many interesting levels of medium+ difficulty. Thank you for the compilation jkapp  8-)

Now I'll move onto something hotter, recommendations welcome : not too big and not too hard pack ?
#26
In Development / Re: Revenge of the Lemmings - ...
Last post by Proxima - April 18, 2026, 11:37:29 PM
The poll has now closed. Results:

Should the pack contain any 10-of-each-skill repeat levels?

Yes, even if the harder version isn't used - 5
Yes but only if the harder version is also used - 1
Not at all - 3

Accordingly, we will keep 10 (or N)-of-each repeats in the pack. This doesn't mean we have to keep exactly the set of repeat levels we currently have; I plan to add some new ones and remove some existing ones, and I'll post a concrete proposal for the first rank as soon as I can.
#27
NeoLemmix Levels / Re: MASTER-88 (Amiga Classic) ...
Last post by Guigui - April 18, 2026, 11:20:18 PM
Thank you for the replays MASTER-88.
Unfortunately the glod talisman replay breaks on my NeoLemmix installation, because at 3.44, the worker dies in the water. At the beginning you isolate the zombie on the bottom left part (which I did not find, clever), then you open the path to the trap, come back. But then you mine and just die in the water, I'm joining a screenshot just before the worker dies.

Maybe we are not using the same version of the level ?

#28
NeoLemmix Levels / Re: NotaLems Level pack
Last post by Guigui - April 18, 2026, 09:21:52 PM
I'd also like to play the pack. But will there be some updates ? I'd rather play after updates since everyone already played before...
#29
NeoLemmix Levels / Re: NotaLems Level pack
Last post by IchoTolot - April 18, 2026, 08:50:15 PM
Seems like I have to give this pack a try soon.  ;)

I'll be away the next two weekends, but in the meantime it looks like some patching will be done and then I can see if I find some backroutes the others have missed.  :)
#30
NeoLemmix Levels / Re: NotaLems Level pack
Last post by Nota_Steve - April 18, 2026, 07:25:29 PM
Quote from: JawaJuice on April 18, 2026, 11:26:56 AMI also finished the Tough rank. As kaywhyn said, a few tough nuts in there for sure. I'm going to give you my feedback on certain levels (trying to be quite generalized, spoiler-free) then I'll compare notes!

Level 1 - Already a step up in difficulty and a sign of things to come for this rank. Resource management is the hardest thing here, with the limited skill set.
Level 4 - As previously mentioned, this one is a real tough nut! Probably ended up being in the top 5 hardest levels of the rank for me (#5 I'd say!). It's a repeat that's a lot more challenging than its first incarnation - the difficulty comes from needing to save both sides with again, a pretty limited skill set.
Level 9 - Requires precise placement but it will be a familiar puzzle to any experienced Lemmings player!
Level 10 - Slightly harder than 4 imo, mainly due to the extremely tight time limit where quite a lot has to be done to create a safe path for the crowd. The number of builders is its saving grace, but I needed every one of them!
Level 12 - Another repeat that's much harder than its first incarnation and actually does utilize the mechanic I expected the first one to - in this case, compression! Would be tricky for a beginner I think!
Level 13 - I really like the look of this level! Tropical Hot Dog Nights to quote Captain Beefheart ;-)
Level 19 - Made hard by the 99 RR, as so many levels are. Definitely needed more thinking time than the previous few levels.
Level 21 - Quite a difficult level/talisman, but your options are severely limited, which makes it easier in a way I suppose.
Level 22 - Looks simple... and is! I clocked the solution almost immediately; the hard thing was the execution and completing within the time limit. 4 minutes sounds like a lot, but there's much ground to cover and a fair bit to do.
Level 23 - Seemed uncharacteristically easy for its position in the rank, but I don't mind a breather!
Level 24 - Another problem of resource management. Tricky, but not so bad.
Level 25 - The most difficult thing here was the containment of the crowd at the start but I may well have over-complicated my solution in this instance.
Level 28 - The hardest level of the pack to this point imo. Extreme resource management and timing challenges. Longest solve time so far, eclipsing 4 and 10.
Level 29 - I can tell you, there's no backrouting this level, at least as far as I can see; I tried for a while to do the coward's solution, building over the left fire pit to the exit, lowering the terrain first, but you've clearly thought of that. In the end, I knuckled down to taking the long route! Maybe not quite as difficult as 28, but it's up there.
Level 30 - Wow, you weren't kidding about this being a hard level! The only level in the pack that took me a couple of hours to complete, I don't mind telling you! It's how a pack finale should be though: save the toughest for last! Really clever how you've incorporated four earlier levels into one, re-contextualizing them, by also adding the contained neutrals in each. For the longest time, I just kept ending up a skill short (usually a builder!) but somehow eventually managed to finish with a builder to spare and 2 lemmings more than the requirement saved!

Overall, I thoroughly enjoyed this pack :thumbsup: I would probably place its overall difficulty at Easy-Medium, though there are certainly a few levels in the last rank that would fall into the 'Hard' category. You also save the hardest three levels for the end of the rank in my book, so I think you've gauged the difficulty curve well. There are maybe a few things that could be improved in the Easy rank especially, but I would say it's a worthy pack! Probably a bit tough for beginners in its final rank, if that is the intention, but you could say the same thing about Icho's NeoLemmix Introduction Pack.

Replays attached, including talisman solutions. :thumbsup:



I am really humbled that you chose to play through my level pack, thank you so much, and thank you so much for your feedback, your critique (all of which is fair) and your compliments have really given me an incite into not only how I can make this level pack better, but how I can improve on my ideas for the second pack I am currently working on.

I have watched your replays and again, much as the same with a couple of my friends and kaywhyn, I would like to address a couple of the levels in the next coming days and release a smaller little pack with just the reworked levels on. I would like to know how difficult it is to achieve the intended solution (or one of the few in many levels cases).

Also, thank you for being very welcoming to me and even taking the time to offer as much as you have to me, it really means a lot.

Very well played!