Recent posts

#21
NeoLemmix Levels / Re: NotaLems Level pack
Last post by Nota_Steve - September 01, 2026, 01:26:03 AM
Hi everyone.
It has been a while, life has been a bit chaotic with family illness, but I did intend on doing a final patch for this level pack, before I fully concentrate on the next one I'm currently working on whenever I get chance.

I'm pleased to present NotaLems V2.2, with a few changes to some levels in the Tough Rank. As well as some small changes to make it a bit more complete. Please find the download in the original message.

Patch Notes

General

Removed the "Rank graphics" from Folders in order for the actual name of the rank to be present on the main screen.
Given new level ID's to Tough 2, Tough 4, Tough 8, Tough 11, Tough 17 and Tough 19.
Renamed Tough 2, Tough 4, Tough 8, Tough 11, Tough 17 and Tough 19 .nxlv names also updated in the levels document.

Tough Rank

Tough 2 -
. Removed 2 Builder Skills
(Catacombs is a level from the upcoming pack, after watching multiple solutions to this level I feel the challenge is slightly improved when only 1 builder is available).

Tough 4 -
. Added Terrain to aid intended solution
(While the solutions used are skillful, the added terrain hopefully helps identify the intended solution)

Tough 8 -
. Updated the Steel in the middle
(No change to the level other than aesthetically pleasing myself the make the level look cleaner and more symmetical)

Tough 11 -
. Reduced Lemming Count to 6
. Added a third trapdoor
. Removed steel near the start
. Removed Saw trap, replaced with Ice blaster trap
. Removed Ice Blaster near exit
. Reduced Climbers to 4, Reduced Miners to 2
. Rearranged terrain near the top
. Added terrain to aid intended solution
(Mogok Stone Tract, similar to Calacatta Monument were designed for Pack 2 I am working on, I brought them to NotaLems to make it a more complete pack and replace some of the more tedious endurance levels in V1. Mogok Stone Tract's puzzle is improved with these changes. While the solutions again, are skillful, hopefully these updates can challenge you to find the intended solution.)

Tough 17 -
. Removed the top and bottom exits
. Added terrain to the middle pillar the exit stands on
. Updated skills, removed 2 Diggers, Added 4 more bombers
. Reduced save requirement to 55
(Derelict Staircase has proven difficult to get right. Whilst it challenged my friends who played the pack, a more experienced player has been able to backroute it with great ease. I have been unsure how to fix this, but I am attached to this level as it's one of the first one's I made :p, so I have changed it's design slightly to add a different challenge whilst trying to push towards the solution I originally had in mind.)

Tough 19 -
. Redesigned the terrain at the bottom of the entry point
. Removed 2 flame throwers near the start
(The Chains That Bind is my favourite level in the pack. I have been satisfied with the solutions I have seen and all are fair. It's important for me to note that this redesign is more of a test to see how my level design has improved based of feedback received. I would love feedback on this.)

As always, any feedback is greatly appreciated. Unless there are any glaring issues, this will likely be the last patch I will do for this level pack, accept that it is the first I have done and it was never going to the perfect.

Thank you for all your time and effort in helping me with this level pack. It's greatly appreciated, I look forward to hopefully becoming more regular in this amazing community.

Steve x
#22
Live Event Scheduling / Re: kaywhyn streams NepsterLix...
Last post by kaywhyn - August 31, 2026, 11:01:02 PM
5th stream is over and was on Monday, August 31.

https://youtube.com/live/Cpy352witHc?feature=share
#23
Live Event Scheduling / Re: kaywhyn streams NepsterLix...
Last post by kaywhyn - August 31, 2026, 10:00:34 PM
All rightie, I would like to stream some more NepsterLix in an hour, Monday, August 31, 2026, at 4PM PST (23:00 UTC). This is an hour earlier than I normally stream. Once more, sorry for the late notice.

See you if you can make it, and I'll try and remember to post the link when I start this time, as I forgot to do that the last time! :forehead:
#24
In Development / Re: First Custom Levels: VexLe...
Last post by Vexar - August 31, 2026, 09:21:50 PM
Quote from: Flopsy on August 31, 2026, 06:28:10 PMThese levels seem to be missing a background image which is preventing the level being played.


Unbelievable, I double checked this post like 10000 times and still this happens  :8():
Thank you very much!
#25
In Development / Re: First Custom Levels: VexLe...
Last post by Flopsy - August 31, 2026, 06:28:10 PM
Remake 2: Sulfure-Friendly-Lemmings
Remake 4: Egg and Lammini
Remake 6: The Rusty Ruins

These levels seem to be missing a background image which is preventing the level being played.

Otherwise, a great looking pack so far :)
#26
In Development / First Custom Levels: VexLems!
Last post by Vexar - August 31, 2026, 05:22:54 PM
I'm happy to finally share some of my first levels with you!  :lemming:

This is VexLems (I know, I'm not long on naming), a recap of some very old levels that I made when I discovered WinLems Editor back in 2010, with a couple fresh ideas now that I'm rebuilding everything in NeoLemix. I'm not sure to mark this as a finished pack, but I patched every backroute I could find and even reworked some levels with the Tilesets that were unavailable in WinLems. Still, my brain knowing how and where to proceed, may be impairing  my ability to judge to say the least, so I'd love to see how the OG's approach my ideas.

I consider myself a more casual player, so I think the levels go from Taxing/Crazy to Havoc/Mayhem, and I separate them in 2 categories: Remake and Original, each one sorted from hard to harder, but feel free to rate them and suggest changes or ideas

I left a Read me too with some extra info to keep this post as short as possible, I hope you like it!


Edit: Thanks Flopsy for the heads up, I updated the file!


:lemming:  :lemming:  :lemming:
#27
Game Bugs & Suggestions / Re: [+][SUG][PL] Display a com...
Last post by Piedro0 - August 31, 2026, 01:43:15 PM
tbf, part of it is on me, as I seemingly don't realize that i'm back to the 1st level of a pack, only after a few levels, but thanks for considering my suggestion.
#28
Game Bugs & Suggestions / Re: [SUG][ED] Talisman require...
Last post by WillLem - August 31, 2026, 06:22:14 AM
This has now been implemented in SuperLemmix. We can give it a try there and see if it's any good.

It's been done as a 'Min-Max' skill limit, to keep the interface as clear as possible and to allow both limits to exist for the same skill.

Example UI:

If a skill has a minimum limit of 5 but no max, it will show as '5+' and 'Use at least 5'.
If a skill has a minimum limit of 5 and a max of 10, it will show as '5-10' and 'Use at least 5 but no more than 10'.
If a skill has no minimum limit and a max of 10, it will show as '0-10' and 'Use no more than 10'.

SLX Editor support has also been added.

SuperLemmix 3.0.3 should hopefully be released in the next 5-7 days.

SLXPlayer commit 0b5147d - 507c34c.
SLXEditor commit 1ab2b41.
#29
Game Bugs & Suggestions / Re: [+][BUG][PL] Level Select ...
Last post by WillLem - August 31, 2026, 06:10:24 AM
After testing from Flopsy (thanks! :)), it's very likely that this issue is now resolved.

1.1.3 will be released sometime during the next 5-7 days. It would be nice to get feedback on this particular issue from NLCE users.
#30
Game Bugs & Suggestions / Re: [SUG][PL] A Level Pack com...
Last post by WillLem - August 31, 2026, 06:06:53 AM
Nice idea! :)

This can already (sort of) be done. The pack author can add a Postview text screen to the final level of the final group, which can be used to congratulate the player on completing the pack (e.g. Mayhem 30 Rendezvous at the Mountain contains such a screen!)

However, that doesn't account for when players might complete the levels in a different order; a likely scenario, since incomplete levels may occur earlier than the last level in the pack, and the player will then come back to those levels later.

So, OK then: let's detect if the level just solved is part of a pack, and ask for the completion status of all other levels in that pack. If all are solved, regardless of ordering, let's show a simple 'Congratulations!' screen.

I've added this one to the to-do list.