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#21
NeoLemmix Levels / Re: [Neolemmix] Unusual Lemmin...
Last post by JawaJuice - May 04, 2026, 09:04:46 PM
Another one I'm late to the party for :D Having completed GodLems and Lemmings Surges some time ago, this was the one pack of Duuddu's I had yet to finish. Nothing in this pack is easy and despite its name, the first rank starts off pretty difficult. Normal 1 is where things get really tough though, and I'd have to say this is probably the hardest level in the entire pack, at least for me. Took so long to see any possible solution through about half a dozen separate visits! As is often the case with Duuddu's levels, the difficulty comes from a minimal skillset and the extreme precision required.

That's probably my biggest gripe here actually, too much pixel-perfection needed and too much fiddly execution (a fair bit of RR fiddling as well as precise timing), which I'm a not a huge fan of. That said, there are some problem-solving gems and it's worth persevering with levels like Normal 1. Normal 4 was also quite tough, again, mainly due to the absolute precision needed. The Hard rank maybe lives up to its name although I'm not sure it's a lot harder than Normal overall. Hard 1 wasn't as bad as I expected, though it is very fiddly. Hard 2 gave me the most trouble in the rank; very long solve time! Hard 3 eemed a bit too easy for the rank but sometimes a breather is welcome! Hard 4 not too bad, though took a while to see a solution and Hard 5 is difficult, but only in terms of the execution. I could see the solution very quickly, but the timing required is very precise.

Thanks to Duuddu for this neat little pack! :thumbsup: Replays attached.

#22
Challenges / Re: What skills can't you live...
Last post by LemSteven - May 04, 2026, 04:29:12 AM
Wicked 16 is possible without the bomber.  Still 5/6, though, as one of the lemmings ends up splatting, and there's no extra skills to prevent it.  This brings the level down to just 1 Builder.

Wicked 16 No Bomber
The first lemming mines from a precise location so that he breaks through above one of the chains.  Lemmings 2 and 3 float.  #4 also walks out of the miner's tunnel and ends up splatting, the one allowable loss.  #5 builds to delay him, and #6 turns off the miner's tunnel and climbs to the left.  The miner should finish just before #5 reaches him.

#23
In Development / Re: Revenge of the Lemmings - ...
Last post by Proxima - May 03, 2026, 10:13:15 PM
Things have been quiet for a while now, so I just want to post an update on current progress.

I've played up to 4-17 in version 4, and have been continuing to fill out the spreadsheet with colour coding showing how much I like each level. Will has given his own feedback on the grey and pink highlighted levels in ranks 1 to 3, in addition to mobius's feedback above, so some of those I was unsure about are definitely staying.

I noticed that starting at the start of rank 4, nearly every level is getting rated highly, and looking ahead, I expect this to continue for the rest of the pack. So I think that at this point it's pretty safe to work on the assumption we will keep over 200 levels total, which means it makes sense to go ahead with the split pack.

I don't want to reply to everything said above, as I'll save most of my thoughts on individual levels for the round-up posts where I propose a selection for each rank. One thing I'll say now: while in most cases we are compiling existing levels and not changing them (other than to fix backroutes), we certainly can make changes if there is a good reason for it, and this can sometimes make the difference as to whether a level is worth keeping or not. For example, in 3-23 "A Small Problem...", the reason I rated this level low at first is that there are four groups of lemmings, each of which gets dropped into a narrow honeypot and has to be built out by stacking eight bricks from separate builders. The rest of the level is fine and (as mobius points out) interesting enough to keep; so the obvious solution is to make the honeypots smaller so that each crowd can be released with a single builder.

"Let's Split" is just not fun. Fifty lemmings must be saved by assigning every single one a climber, floater or miner; the bridge up to the top exit must be completed exactly after all the floaters have gone past, and there is no interesting puzzle in getting the timing right; it's just trial and error, with all that repetitive skill-assignment to be done again with each trial. Will rated this "Worst level so far"  :P

Since there hasn't been any feedback specifically on my proposed selection and ordering for rank 1, the next task will be a similar draft for rank 1 of the second pack. This does not mean the first rank is set in stone; when we have more of an idea of the shape of the pack overall, then we might end up making different choices there.
#24
NeoLemmix Levels / Re: OSKAR's PSP Lemmings for N...
Last post by Guigui - May 03, 2026, 05:01:11 PM
It works now, thank you.

The music and styles have to be set up correctly, beware of the place where you unzip them :

NLFolder/music/psp/files.ogg : a subfolder of the music folder is required.

NLFolder/styles/psp_crystal and the others : no subfolder of the styles folder required.
#25
NeoLemmix Levels / Re: OSKAR's PSP Lemmings for N...
Last post by ericderkovits - May 03, 2026, 02:19:50 PM
here are the PSP styles, music, and levels.
#26
NeoLemmix Levels / Re: OSKAR's PSP Lemmings for N...
Last post by Guigui - May 03, 2026, 10:15:07 AM
I'm searching for this pack of the PSP Lemmings game in NeoLemmix format.
Though the link in OP is broken. Anyone has the pack stored somewhere ?
#27
NeoLemmix Levels / Re: NotaLems Level pack
Last post by JawaJuice - May 02, 2026, 10:36:32 PM
Et voila. You'll have to let me know if it's still a backroute ;) Don't worry about it though, it's pretty normal for levels to have several revisions in my experience. I guess a lot of this can be caught in pre-release testing.



#28
NeoLemmix Levels / Re: NotaLems Level pack
Last post by kaywhyn - May 02, 2026, 10:34:58 PM
Tough 11 resolved. My solution looks less backroutish but it probably still is just slightly ???
#29
NeoLemmix Levels / Re: NotaLems Level pack
Last post by Nota_Steve - May 02, 2026, 10:05:11 PM
Hi everyone,

Again, life has taken a bit of an erratic turn so I'm not as focused on Lemmigns packs right now, however, I decided that Tough 11 needed a slight rework so I've updated it slightly. I was going to address the backroutes in Tough 17 too but I do not have the time right now and I'm not quite sure how to address it if I am honest lol. I do apologise, I do hope that this level pack is providing a bit of entertainment for players.
Please find attached the slight update.

Patch Notes

Tough 11 - Added Steel to aid in finding intended solution

Many thanks,

Steve x
#30
NeoLemmix Levels / Re: Integral Lemmings
Last post by Guigui - May 02, 2026, 06:29:00 PM
And now I have cleared the whole pack, with the talismans.

As everyone said before me, this is a very hard and excellent pack ! All levels are carefully designed, solutions are always clever and have a lot of variety, and the high difficulty makes it very satisfying to finally be able to solve levels.
The levels in the first Alpha rank are all open-ended, but it does not mean they are very easy, at all ! And the talismans attached to almost all of them make them very hard  :evil:

My way to approach talismans now is not to look at their requirements in the 1st place. So I play and clear the level normally to get the general idea of it. Then I look at the talisman and play the level again to try to get it if possible. This is why you'll see 2 replays for each level with talisman.

Also, being a math teacher, I appreciated the numerous references to maths and science in general in that pack, and in its creator's username  8-)

Incredible job on -ln(cos(x)) for his first level pack  :thumbsup:

I'm giving some thoughts on individual levels, the ones that struck me the most.

Spoiler
Alpha 2 : first clear I went for killing all Zombies with the trap up there. It was satisfying to watch them get squished :D
Talisman took much more time, hard to imagine a way to trap the zombies and escape at the same time !

Alpha 4 : I could do the clean compression required fo the talisman without using the RR. I guess with the given miners and how you can adjust them, you can just create a compression pit which has the correct width for them to compress cleanly. The walker and empty bashers skills allowed to perfect the compression and loose only 1 lemming to the trap.

Alpha 5 : how hard is this one ! Normal clear is manageable, but talisman requires to not loose a single lemming and this is another story.
In the end I used the "take it as it comes" approach. Meaning I did not make many plans ahead, but just used "optimal" methods when they were needed to progress through the level.
Twice I used the platform bricks that go through terrain when the platformer gets stopped by a very thin wall. This reminded of some Armani's levels which used that too, crazy.
In the end I did not have that much trouble getting a close enough crowd to trap them with the last platformer.
This level certainly taught me a lot about sliders, jumpers, platformers. Thank you !

Alpha 6 : what a nice level ! It took me some time to understand what needed to be done, and much more time to do it in under 1m30s for the talisman. "Quick Sort" is definitely the correct name for this talisman ; can you imagine a "Bubble Sort" level tan x dx ?
As everyone, the hardest part was to sort out the floaters from the swimmers. I did it using very close compression, plus the very small delay given to floaters when they open their umbrella.
In the end I think I have a somehow clean talisman solution. Then I looked at Ichotolot's solution to compare and say proudly (no pun intended Icho  ;) ) : your solution is a total mess ! Mine is cleaner  :lix-evil:

Alpha 8 : I love this level ! I also learned a lot about laserers here, and could do a save all.

Alpha 9 : kind of easier than the previous level to me, same mechanics used.

Alpha 10 : now this is a masterpiece ! First clear I killed the leftmost zombies, and avoided the right ones. It looked natural but used a lot of resources.
Second clear for the talisman gave a real awe moment :  realization that I could extend that basher all the way through to free both the right and left crowd !
But then putting that extension in place was really tough because so many things have to be taken into account : platform all the way through at the correct height, leave a zombie alive somewhere so that the basher turns into one and does not enter the exit, make sure you have enough resources to free all 3 crowds at the end.
My solution works, and use all resources.
Then I watched Icho's solution for the talisman, it is mainly the same one but is more insane with the basher going down some bridges, and the flow of builders in a hurry at the end to build the necessary bridges. Crazy !
Congratulations for this brilliant level.

Espilon 2 The problem is quite clear after some tries : if you build from the platform then the lems splat before the exir. If you build from the floor lower, the splatform is not high enough. So what to do ??
I love this solution :D

Espilon 3 I found this one very hard, mainly the part when one needs to avoid the splat by tweaking the diggers. Maybe there is an easier solution.

Espilon 5 Yes, the worker can do everything. I'd think this solution is backrtoute, since it is a very straightforward level this way.

Espilon 6 An occurence of "trigger the thing that will unblock the blockers, before the blockers are even set". Nicely done.

Espilon 7 Roadblock for some days to me. Dolly Dimple bridge on the left side is ok. But the blocker freed by the bomber on this thin floor of the bridges eluded me for a long time. Hard to execute !

Espilon 8 Favorite of kaywhyn, and hard talisman. Discussion above.

Espilon 9 The solution appears quite quick here, but the timer is the issue.
And now appears a very rare case : timed level where if you free the crowd too early, you'll actually loose to time ! Great design !

Espilon 10 Very good finisher for the rank. I love how it is called "what have we learned so far ?" and indeed uses many techniques already seen : Dolly Dimple bridge, mid-air bomber. Plus a blocker used as a waiter, I love them. Brilliant level.

Delta 1 The first level I actually played from the pack, due to my weird habit of playing the ranks backward. And that was a tough start ! I finally got that needed half-turn by having 2 very close lemmings : when one of them becomes a stoner mid-air, the second one gets trapped in the stone and turns. Wow !

Delta 4 Another case of basher extension with platformer. Same method that I used in Alpha 10, but way easier to set up here than in Alpha.

Delta 6 Intimidating at first due to the lack of constructive. Thoug as Icho said, once you see how to do it, it is not that hard to execute. Taught me a lot about stackers too, nice.

Delta 9 Tough one. If like me you want to keep a builder to get above the trap and be able to get over the last gap with an isolated worker, you'll have a very hard time !
Just bomb the trap, and accept to build the last gap while some lems are drowning looks easier.
For some tries I ended up a lemming short of requirement, then I had to willingly cut the shrugger animations in some builder to save some frames and reach the required number.

Delta 10 Not my favorite level I must say. This is the kind of level in which you have to experiement to see what does work and what does not. No real puzzle involved, just trial and error.
After many tries I thought I was about to give up, when I finally could go up that last step with a mid-air stoner triggered right before a builder. This allowed to go higher than the builder itself, and that was done ! I was relieved.