Recent posts

#21
NeoLemmix Levels / Re: NotaLems Level pack
Last post by JawaJuice - April 24, 2026, 09:29:57 AM
Quote from: kaywhyn on April 24, 2026, 12:46:12 AMEasy 12 "Lemmings death" - Lemmings should have an apostrophe. As for the level, yea, I think this is a bit better for demonstrating that traps can only kill one Lemming at a time. The only thing I'm not seeing is how it's possible to save everyone here ??? Unless the level changed since the time JawaJuice resolved it for which it's possible to.

Check my replay ;) I was pretty sure I had the latest versions of all levels before attempting them, but I'd like to know if that wasn't the case. :)

#22
NeoLemmix Levels / Re: [NeoLemmix] Deceit's Lemmi...
Last post by kaywhyn - April 24, 2026, 01:20:15 AM
@Guigui

Congrats on clearing pack and glad to hear you enjoyed it! :thumbsup: As you were able to figure out the infamous Mayhem 21, one of my levels in Lemmings Memories shouldn't be a problem for you then :P

Fun fact: I have a level called Bubble Trouble, which was the very first custom Lemmings level I ever made, back when I first started in 2021. I totally forgot Deceit had a level called that for his pack! :crylaugh: 

I've looked through the list of packs and I can't believe I missed this, but, seeing as you're a math teacher, I'm sure you'll enjoy Integral Lemmings. For tan x's first level pack, it is a bit on the tough side, but it doesn't get as hard as LemRunner does IMO.

https://www.lemmingsforums.net/index.php?topic=3993.0

Along with this, Renaissance Lemmings should be fine as well. It's much shorter, at only 10 levels, but it's probably just as hard as (maybe even a bit harder than) Integral Lemmings.

https://www.lemmingsforums.net/index.php?topic=4238.0

However, if you're looking for something easier than the ones I suggested above, most definitely give Lemmings Faithful a look:

https://www.lemmingsforums.net/index.php?topic=6714.0

The new tilesets by Dexter are all really nice! :thumbsup: Essentially, if you don't bother with the talismans, then all the levels are quite easy, as they're intended to be open-ended. As such, they work the exact same way as the newly added Alpha rank in Integral Lemmings. Some of the talismans are quite tough but really good.
#23
NeoLemmix Levels / Re: NotaLems Level pack
Last post by kaywhyn - April 24, 2026, 12:46:12 AM
Hello @Nota_Steve,

I have resolved all of V2 of NotaLems. My entire replay collection, but you only need to check Easy 9, Easy 10, Easy 12, Easy 14, Easy 25, Medium 6, Medium 8, Medium 21, Medium 26, Medium 27, Medium 28, Medium 29, Medium 30, Tough 3, Tough 6, Tough 7, Tough 8, Tough 10, Tough 11, Tough 15, Tough 17, Tough 18, Tough 19, Tough 20, Tough 24, Tough 25, Tough 26, Tough 27, Tough 28, and Tough 29.

Before I comment on some of these new solutions, one thing I need to point out, and that is the repeat levels have the same ID as the originals. As a result, this confuses the mass replay check and hence it uses the replay of the original to run against the repeat level instead of the replay with the matching rank and level number. I know you mentioned that you're not going to be fixing up this pack anymore despite any backroutes that may appear with V2 (and there's a few that I still managed to cheese :P), but for future reference, the fix for this is to make sure every level, including repeats, have a different ID. To do this, simply hit the random ID button in the editor to give the repeat level a different ID from the original. The levels that don't have repeats are fine, it's only the ones that are repeated that are problematic when they have the same ID as the original.

Also, the levels file in the base of the pack has the wrong .txt extension again when you're defining the order of the ranks ;)

Resolved Easy Rank V2 Feedback

JawaJuice has pretty much already pointed out the problems with some of the pre-texts here, though a few I will add on my suggestions:

Easy 1 - Probably something like "teach you what the skills do" would be better.

Easy 2 - Looks good! :thumbsup: Though maybe lowercase bashers, but then again it is the name of a Lemming skill. Meh, doesn't really matter here :laugh:

Easy 3 - Insert "build" between "will" and "a," and lowercase pixels but other than that, great! :)

Easy 4 - At least I would lowercase miners, but again it being the name of a Lemming skill, I think it's simply preference. "Diagonal" and "Fashion" should both be lowercase

Easy 5 - For floaters, insert "to" between "Lemming" and "land." Lowercase "Float" in the final sentence. Also maybe "change the Lemming's hair color from green to blue for easier identification" is a better way to put it. Actually, there's a bit more to this, and that is their outfit changes from blue to green as well. In other words, the colors for the outfit and hair swap for those assigned these skills! ;)

Easy 6 - An alternative to the suggested "wish" would probably be "want." I think either one could work here. For the third sentence, perhaps a good way to put it would be "A Lemming that walks into a blocker will turn in the other direction." For the fourth sentence, insert "away" after them.

Easy 7 - Insert comma after "spot"

Easy 8 - Should be "required." For the fourth sentence, perhaps a better way to put it would be "Highlight over the circle and click it to see the requirements for the level's talisman."

Easy 9- Insert "can" between "you" and "go." For steel, the description is a bit inaccurate, as it's more that steel cannot be destroyed but will turn any bashers and miners around that hit it. Insert "to" between "try" and "solve."

Regarding the level itself, it doesn't teach players that steel will turn Lemmings around if they bash or mine into it. However, I like how you put the up and down arrows so that it seems like you're introducing them before Medium 9, which is the next time one sees them. As such, maybe it's a good idea to expand on what one can do with them, such as with down OWAs you can only dig, mine, and bomb. In contrast, when it comes to the classic 8 skills, only bombers can destroy up OWAs.

Easy 10 - Lowercase "Diamond" and "Grey." As for the level, unfortunately the part of the pre-text saying that neutrals are needed for the save requirement isn't true, as you can completely ignore the neutral entrance and still pass the level by saving all the Lemmings from the regular entrance. That's because there's 30 Lemmings/neutrals total and two hatches, which means 15 come out of each entrance. Notice something? That's right, 15 is the save requirement, which matches the total amount of Lemmings that come out of just one hatch. This is an easy fix though, and that is simply make sure the save requirement is greater than 15. Even better, make it a save all level! ;)

Easy 11 Yea, I think this is a much better position for the level now and for an RR introduction! :thumbsup:

Easy 12 "Lemmings death" - Lemmings should have an apostrophe. As for the level, yea, I think this is a bit better for demonstrating that traps can only kill one Lemming at a time. The only thing I'm not seeing is how it's possible to save everyone here ??? Unless the level changed since the time JawaJuice resolved it for which it's possible to.

edit: Nope, I'm dumb. Checked in the editor and turns out the first rope trap is misplaced so that it doesn't kill the Lemmings unless you build to reach the trigger. Of course, in-game CPM will reveal that the trap is misplaced. Thus, it's due to it being misplaced that it is indeed possible to save everyone! :P

Tip for @Nota_Steve: When placing traps, in the editor, make sure trigger areas and CPM (this one makes it easier to see if you are placing the trap correctly due to the light grey/dark grey mode) are turned on and note the pink box that represents its trigger. In NL, the game checks at the Lemming's foot to determine if it should interact with objects. Unintuitively, the Lemming's pin is a pixel below its foot as indicated by a pink dot when you place a pre-placed Lemming, for example. Thus, this means in order for the trap to work, you just need to bury at least one row of the trigger into the ground. Having the trap trigger touch the ground so that all the trigger is on and above the terrain won't work because, as explained above, the Lemming's pin is a pixel below its foot and hence below all of the trap trigger. Therefore, the game detects that the Lemming's pin doesn't meet the trap trigger and hence the trap doesn't kill ;) 

Easy 14 - Decent level, though nothing special either :P

Easy 25 - It's still possible to do the level pause free :P I'm not sure if I suggested one, but I think 95 for the RR would be fine here. Thanks for removing the locked RR! :thumbsup:

Resolved Medium Rank V2 Feedback

Medium 6 - A fair bit harder now, but still an excellent level. Getting over the gap is definitely the hard part here!

Medium 8 - Much better with the heavily reduced Lemming count and would be a fine level here except as I mentioned Easy 9 doesn't teach the player about steel turning miners around because one can solve the level without that.

Medium 21 - My new solution definitely looks a lot better now! :thumbsup:

Medium 26 - Still an easy level with the change, just needed to swap a miner with the digger in my solution.

Medium 27 - Wow, tough talisman, though maybe my solution for it is intended ??? If it is, I don't see an easier to obtain it.

Medium 28 - Ok level. I was able to do better than the talisman requirement.

Medium 29 - Would agree with JawaJuice here as this one being one of the hardest levels of the pack and would probably be better for the Tough rank. In the end, my solution is quite similar to my previous one, just needed to tweak it in one location ;)

Medium 30 - Much better and a far more decent challenge for the rank finisher! :thumbsup:


Resolved Tough Rank V2 Feedback

Tough 3 - Hard one, though the solution came to me shortly after I went out for the night and had a struggle with it prior. Nice one! :thumbsup:

Tough 6 This looks more or less intended now! :thumbsup:

Tough 7 - Still an easy one even with the change, but I can see how this one can be a stumper for less experienced players. Seen this trick plenty of times and I have a level in my upcoming level pack that requires it :P

Tough 8 - Any better? ??? Still don't use the floater.

Tough 10 - Much harder now but quite a decent challenge! However, my biggest criticism here is the really tight time limit. When I finally did figure out all parts of the level, I had to go back several times and readjust my solution so that it doesn't run out of time. The only thing I can think of is maybe increase/max out the RR much earlier so that it wasn't as much of a problem, but it still seems to be unnecessarily tight regardless. I would definitely ease up the time limit and make it way less tight.

Tough 11 Seems to be a backroute here :P

Tough 15 Much better level now! :thumbsup: Also much harder and is very appropriate for the rank now. This one took me a while to find a solution, so in completely agreement with JawaJuice here with this one being one of the hardest of the pack.

Tough 17 - Still a backroute I'm sure :P

Tough 18 - Bit harder but still one of my favorites! :thumbsup:

Tough 19 - Much harder and I would say one of the hardest of the pack as well. This seems more or less intended, though I used one miner to turn a Lemming around, which I honestly didn't think it was possible to assign where I did, but guess I learned something new here! :laugh:

Tough 20 - Yup, this seems intended now and is definitely a much better level! :thumbsup: Yea, untimed bombers are very powerful :laugh:

Tough 24 - Tad bit tougher now but still one of the best levels! :thumbsup: I really dig the new solution I found :laugh:

Tough 25 - Much harder now but still an excellent and one of the best levels as well! :thumbsup: Figuring out the very limited amount of builders was especially satisfying. Can easily be a roadblock for less experienced players for sure!

Tough 26 - Definitely harder now, especially with figuring out how to keep the others at bay for a while in order to get tasks done before they come. Nice challenge and satisfying level when things finally worked out!

Tough 27 - I use all the skills here, though some parts look a bit unintended to me. Meh, what do I know whether or not my solution is intended :laugh:

Tough 28 - Like JawaJuice, just needed to tweak my solution just a tiny bit in order to get the talisman.

Tough 29 - Yea, still not a fan of this level. It's one of the worst levels of the pack IMO, but the pack overall is excellent despite this :)


Nice work and as already mentioned I look forward to more levels/level packs from you! :thumbsup:                     
#24
Editor Bugs & Suggestions / Re: [BUG][ED] Error: Starting ...
Last post by WillLem - April 24, 2026, 12:42:14 AM
Quote from: Guigui on April 23, 2026, 08:55:37 PMYes you're right, the firewall was blockinh NL from launchung via NLEditor. Solved now, thank you.

Glad to hear it, I'll close this as resolved.
#25
NeoLemmix Levels / Re: LemFan's various packs
Last post by JawaJuice - April 23, 2026, 11:17:19 PM
Nice one, kaywhyn! :thumbsup:

Spoiler
Indeed, I basically had the solution, except for making the first of the left-hand lemmings a climber rather than the second, then having him explode on falling as he fails to climb! A particularly fiddly little execution, but not atypical for LemFan so probably should have expected something like that :P

You will no doubt post detailed feedback, which I look forward to reading as always :) I'll just say that despite criticisms of occasional weird difficulty spikes in Mayhem, LemFan does pretty much save some of the hardest levels for last, which is what you want. 18 'A Connecting Game', 19 'Lemming Brushpast' and 20 'Pack Finalised' are no joke! The latter derives its difficulty from running out of skills - it's so easy to wind up a skill or two short of being able to complete it; similar to the final level of Nota_Steve's pack in that way, I thought. Lemmings Rundown is actually comparable in difficulty to NotaLems, though it is harder at its peak toughness imo.

You've reminded me I need to go back to Lemmingshades. I gave up on it before, but I'm on LemFan's wavelength now!

#26
NeoLemmix Levels / Re: LemFan's various packs
Last post by kaywhyn - April 23, 2026, 10:49:29 PM
Quote from: JawaJuice on April 23, 2026, 10:34:59 PM@Kaywhyn I know you said Lemmings Rundown was 100% solvable; would you be kind enough to share your replay for 'Problems Go Wrong'? I'd really like to see how it's done! It seems impossible to me, with the skills given.

Sure thing! My Mayhem 14 replay attached :)

Regarding your spoiler, you almost have it indeed! ;) 

Spoiler
The first Lemming from the the left entrance should be the climber AND the one you bomb instead, when he has fallen back down, therefore allowing the second Lemming from that entrance through instead of falling to the bottom like the others

Everything else, including the ones you felt are too hard for their position, I agree! Tricky 13 massively agree there, and yup, Mayhem 1 also managed to stump me for a while too.

You just reminded me that I need to post my feedback/replays for Lemmingshades and Lemmings Rundown. I'll do that when I get the chance at some point ;)
#27
NeoLemmix Levels / Re: LemFan's various packs
Last post by JawaJuice - April 23, 2026, 10:34:59 PM
I decided to return to a pack I hadn't completed yet, Lemmings Rundown. I managed to finish the pack with the exception of a single level, annoyingly; Mayhem 14 'Problems Go Wrong'. This was a very enjoyable pack overall, with puzzles that are much better designed than LemFan's earliest packs - it represents a decent challenge. Difficulty is still a bit all over the place, e.g. the first level of Mayhem, 'The Middle of Marble' is almost the hardest level of the whole rank! It's one of the few levels that completely stumped me initially and which I had to circle back to (more than once!). Level 13 of Tricky, 'Apartment Block' was one of the hardest of the entire pack imo, way too difficult for its rank; should have been in Mayhem. Despite some unwelcome spikes in the difficulty curve and some real tough nuts (mostly in Mayhem, though some in Taxing), I'd be inclined to agree with kaywhyn that it is easier than Lemmingshades; Oddlems too, from what I've played of that.

@Kaywhyn I know you said Lemmings Rundown was 100% solvable; would you be kind enough to share your replay for 'Problems Go Wrong'? I'd really like to see how it's done! It seems impossible to me, with the skills given.

Spoiler
I can almost do it, by making the second lemming from the right-hand crowd build to the left, then making the second lemming of the left-hand crowd a climber while the first one bombs away the OWU floor, but because the builder goes through the thin wall, that turns the climber around.

If anyone else fancies a crack at this particular level, have at it! :thumbsup:

Replays attached, excluding Mayhem 14.

#28
NeoLemmix Levels / Re: [NeoLemmix] Deceit's Lemmi...
Last post by Guigui - April 23, 2026, 09:36:01 PM
As per kaywhyn's recommendation, I cleared the Deceit's Lemmings pack.

Definitely another good trip in this quite old package, perfect for my skills at the moment.
Some tough levels in the last rank, I may have backrouted some since I sometimes end with leftover skills and save more than required. Instance of this and comments on favorite levels :

Spoiler
Taxing 3 I, Me, Mine, Miner : One of my favorites. I'm usually not that good with miners, and this level taught me again how  to use them as delays, really nice.

Taxing 4 Symmetrical Structure System : Backroute I think ? I save 79/76 and spare many skill : just build a giant splaform by escaping a athlete, and free the crowd by a nice bomber.

Taxing 9 Slow Esthetics : This was hard to me ! Using the floaters at different places to allow builders to set up 2 bricks instead of one before the next lemming come was the key. Frame precise but fair I'd say.

Taxing 10 Pillar Confusion : those pillars are indeed confusing, great design ! Backroute again I think as I save 24/22 and have leftover skills. A single worker was enough, the long digger at the beginning helped a lot.

Taxing 14 Bubble Trouble : Mean time limit ! I had to use not less than 5 workers at the same time, so this level must please kaywhyn ! I end up with many skills left again and save 20/15 at the very last second, so this may be unintended.

Mayhem 8 The Law of the Jungle : I save 79/76 by going straight to the exit. The crowd is freed by using the pixels removed above a miner's head when it starts.

Mayhem 12 Shorty Deep Inside : I spare a miner and a floater in this very limited skillset. This is possible by catching all those not-so-close climbers with a builder, but it is frame precise and needs many tweaking on all required lemmings.

Mayhem 14 Lemmings Fever : I love this 1 minute level ! There are so many solution without the timer, but I guess only the most efficient of them work in under a minute. I loved the use of the bomber.

Mayhem 15 It's All About The Style : Excellent level ! The use of the diggers to free the blockers at the end is very ingenious, took me a long time to find.

Mayhem 16 The Scaffold : Is that a backroute ? I save so many skills that I think it is. Hardest part was to figure out the left blocker.

Mayhem 18 The Enigma : the miner extension was a must to spot. My way of sneaking under the OWW in the middle looks unintended. It saves some skill and does not use the rightmost part of the level at all.

Mayhem 20 Kreuzung At The Mountain : I love this marathon level, mainly gotta get the left lemmings to the right exit, and conversely, with nearly unlimited builders. I played it several times to try to optimize and could save 99/95. Could not make 100% save though but I'd say it is doable.

Mayhem 21 Enter At Your Own Risk : I agree with Icho and others here : this level is great. Nuke solution did not occur to me that fast because the save requirement of 72/80 is pretty high. So one has to optimize correctly to reach it, but execution is not hard actually once you know how.
This reminds of a certain One 5 level in the Save One pack, though I certainly created it before playing this Mayhem 20.

Thanks to Deceit for reating this pack in the early time of custom levels creation, and to kaywhyn for pointing me to it (open to others recommendation still). This was a very good ride to me.
#29
Editor Bugs & Suggestions / Re: [BUG][ED] Error: Starting ...
Last post by Guigui - April 23, 2026, 08:55:37 PM
Yes you're right, the firewall was blockinh NL from launchung via NLEditor. Solved now, thank you.
#30
Editor Bugs & Suggestions / Re: [BUG][ED] Error: Starting ...
Last post by WillLem - April 23, 2026, 06:04:16 PM
Quote from: Guigui on April 22, 2026, 10:23:09 PMAny idea what the problem might be ?

I've been unable to replicate this. Editor 2.0 correctly opens playtest levels in both NeoLemmix 12.14 and NeoLemmix CE 1.1 on my system.

"L'opération a été annulée par l'utilisateur" translates as "the operation was cancelled by the user", which suggests that something is stopping NeoLemmix from running on your friend's computer.

Best guess is that AV/firewall is blocking the .exe from running, or Windows has the app marked as untrusted. To fix this, NeoLemmix.exe will have to be added to the 'safe programs' list in whichever AV your friend uses. If that doesn't fix the issue, report back and let me know.