Recent posts

#21
In Development / Re: Revenge of the Lemmings - ...
Last post by Proxima - April 25, 2026, 07:19:55 PM
Okay, here's a first draft for the complete Picnic rank (30 levels). I've made the N-of-each levels continue up to Level 25, then switched to a few of the easier levels with specific skills. At this point, it's pretty arbitrary which levels go in late Picnic, which in early Hootenanny, and which in early pack 2, so any levels I missed can go in one of the others -- and it's easy to switch levels around later if we want.

I must note at this point, we've had more discussion about the issue of levels duplicated with other packs, because this does not have an easy answer, so the best we can do is to try to find a middle ground. In addition to the Mazu, Clam and Insane Steve packs that were explicitly mentioned in the poll, weirdybeardy and Crane have both made their own packs that have a lot of overlap with RotL v4, and a NL conversion for Ben Bryant's levels is in progress. If we were strict about having no duplicate levels, we'd be down to 200 before cutting on grounds of quality; and while it's certainly a possibility to cut the project down to a single smaller pack, I don't think it's what anyone wants. Besides, this strictness would be self-defeating: what if someone makes a conversion pack for Ellischant's levels, for example, in the future?

mobius made a point on discord that I very much agree with: "If a level is well known, then chances are people have already played it and it may feel out of place in the pack. [...] Dodo's small pack levels weren't included in this consideration, so they're allowed. Why? Idk, at some point we have to admit we're just making up arbitrary rules here and decide what's best."

So (after talking with the others), what we've decided to do is basically a two-step process: first populate each rank with non-duplicate levels, then if it feels like a good idea, duplicate levels may be used to fill up the rank. This has the advantage of treating all duplicate levels the same (the Mazu/Clam/IS ones as well as the weirdybeardy/Crane/Ben Bryant ones; so it is possible that some Mazu/Clam/IS levels will be reintroduced).

With that said, my notes on the level selection for this draft of Picnic:

1-1 to 1-8: As before. 1-2 renamed to "Demon's Gate" since it's no longer a blocker tutorial.
1-9: Replaced "Gotta Save 'Em All!" with "Pipe Dream" as discussed above.
1-10 to 1-15: As before.
1-16: Snowy Caves. WillLem liked this level, so I included it, but that meant I was a bit stricter on other builder-heavy levels since we don't want to have too many.
1-17 to 1-20: As before.

1-21 Nothing Gold Can Stay: Moved from 1-16 as it's quite tricky for a 5-of-each.
1-22 Vacuum: A quite interesting Brick 5-of-each; including this makes up for dropping Hedonist.
1-23 Canopy Lemmings: Definitely a more interesting Rock 10-of-all than Biosphere. As mentioned above, since geoo was against 10-of-all repeats I will remove this level if he wants, though I would really like to keep it.
1-24 LEMTRIS: Down to 4-of-each, so this is more of a puzzle and serves as a transition out of the any-way-you-want levels. (If people feel it's too tough for this placement, we could move it up.)
1-25 It's eight-hero time: Cute 1-of-each level.
1-26 A Cold Day in Heck: Pretty simple puzzle level, although I'm not sure this is okay as the first limited-skills level. (But I'm saving "First Things First" to be the pack 2 opener.)
1-27 Brick City: Well-liked level, so we're obviously keeping this.
1-28 Emergency: A bit complicated, but each part individually is simple, and one group rescuing the other has already shown up in Neighbors, so maybe this is okay here?
1-29 Patience, Young Grasshopper: While this is a 10-of-each repeat, it is definitely the hardest of them, so putting it here at the end.
1-30 The Final Countdown: Feels appropriate for a rank closer. This is a Crane level, but it's surely one we want to keep.

Of the dropped levels, Hedonist and Biosphere won't appear at all, since we have enough N-of-each levels at this point. Same goes for the easy version of Crystal Caves, but we may use the original level.

For now, I have removed all talismans; we will decide on these later once the level selection is final.
#22
Forum Games / Re: Save a Lemming
Last post by The64Watcher - April 25, 2026, 06:48:58 PM
Quote from: Baldem1990 on April 21, 2026, 01:12:04 AMHe will cut the box into a hill with a chainsaw.
put the image into ms paint
#23
NeoLemmix Levels / Re: MASTER-88 (Amiga Classic) ...
Last post by MASTER-88 - April 25, 2026, 09:35:41 AM
QuoteThank you for the solution and the head up kaywhyn.
I downloaded the dirt and dirt_md styles again, and the solution provided by MASTER-88 works fine now. For some reason my dirt styles were wrong.

Nice job you got it fixed. Im not really understand any word about this. Its good you got it work.
#24
NeoLemmix Levels / Re: MASTER-88 (Amiga Classic) ...
Last post by MASTER-88 - April 25, 2026, 09:29:12 AM
There might be reason about it. This pack was maded older Neolemmings version. Newest version break many replays when we used sliders or fencers, because mechanims changes.

Just recommend when you play my older packs. Use just older neolemmings. Im not are test those pack my new neo lemmings version. Oh yeah More lemmings is only pack which is played and testen newest neolemmings version. Orginally create it older version.

Thats reason when replays goes sometimes break my older packs. No riski about Custom +1 and no Risk Oh yeah More lemmings.
#25
NeoLemmix Levels / Re: NotaLems Level pack
Last post by kaywhyn - April 24, 2026, 11:55:15 AM
Quote from: JawaJuice on April 24, 2026, 10:59:32 AMSorry, I should have mentioned the trap was misplaced - I assumed this was done on purpose for some weird reason (not sure why I'd assume that haha). FYI, I usually scan a new level with CPM as a matter of course to scan for hidden nasties such as hidden terrain or traps (which I don't like, so use CPM as a tool in my arsenal to defy them); I noticed the misplaced trap then, so exploited it in my solution. Not sure why I didn't mention that! :crylaugh:

Yea, makes sense ;) It's a perfectly valid way of playing, even if some, such as myself, normally don't use and activate CPM during gameplay and only checks after the fact :laugh: I simply prefer to send a Lemming there to see myself what it is, when in fact I could avoid all doubt and save a lot of time by activating CPM beforehand. Needless to say, I know the features are there, I just prefer to not use some of them :P Or rarely.
#26
NeoLemmix Levels / Re: NotaLems Level pack
Last post by JawaJuice - April 24, 2026, 10:59:32 AM
Quote from: kaywhyn on April 24, 2026, 10:06:24 AM
Quote from: JawaJuice on April 24, 2026, 09:29:57 AMCheck 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. :)

Thanks, but didn't have to. Checked the level in the editor and ah, didn't realize the first trap is completely misplaced so that it doesn't kill the Lemmings! :forehead: Now I see that it is indeed possible to save everyone thanks to the misplaced trap! I've now edited my feedback to reflect this newfound knowledge :P 

:thumbsup:

Sorry, I should have mentioned the trap was misplaced - I assumed this was done on purpose for some weird reason (not sure why I'd assume that haha). FYI, I usually scan a new level with CPM as a matter of course to scan for hidden nasties such as hidden terrain or traps (which I don't like, so use CPM as a tool in my arsenal to defy them); I noticed the misplaced trap then, so exploited it in my solution. Not sure why I didn't mention that! :crylaugh:

#27
NeoLemmix Levels / Re: NotaLems Level pack
Last post by kaywhyn - April 24, 2026, 10:06:24 AM
Quote from: JawaJuice on April 24, 2026, 09:29:57 AMCheck 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. :)

Thanks, but didn't have to. Checked the level in the editor and ah, didn't realize the first trap is completely misplaced so that it doesn't kill the Lemmings! :forehead: Now I see that it is indeed possible to save everyone thanks to the misplaced trap! I've now edited my feedback to reflect this newfound knowledge :P 
#28
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. :)

#29
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.
#30
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: