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#21
Contests / Re: Level Design Contest #33 -...
Last post by Crane - November 30, 2025, 12:46:36 AM
Lemming Ledger - V8:
Changelog
- V2: Terrain under rightmost brazier is now steel to prevent backroute from JawaJuice
- V3: Removed some of the steel above the exit to prevent backroute from JawaJuice
- V4: Retracted steel above exit slightly to prevent backroute from JawaJuice
- V5: Added a brazier inside a hole in the terrain to patch a backroute from JawaJuice (they're getting good a this!)
- V6: Added left-facing one-way arrows to the terrain above the middle brazier to prevent backroute from JawaJuice
- V7: Thickened wall above exit to prevent backroute from JawaJuice
- V8: Reverted the V7 and improved the V2 and V6 changes to prevent backroutes from JawaJuice

Redneck Redemption - V4 (unchanged):
Changelog
- V2: Bad version (shrunk terrain to the left of the exit, rejected it as a fix, but uploaded it by mistake instead of what is now V3!)
- V3: Added a steel plate to the left of the bottom exit to patch a backroute from JawaJuice
- V4: Reduced the height of the terrain above the steel to patch a backroute from JawaJuice

Reverse the Polarity - V7:
Changelog
- V2: Moved pickups on bottom platform slightly to prevent backroute
- V3: Reshaped the steel under the rightmost Digger pickup to prevent backroute from JawaJuice
- V4: Steel plate and decoration added to upper platform to prevent backroute from JawaJuice
- V5: Reverted change of V4 and moved second Blocker pickup instead
- V6: Added a steel tip to the top platform to prevent backroute from JawaJuice
- V7: Added a lower platform with a trap to prevent backroute from JawaJuice
#22
NeoLemmix Levels / Re: [V3] Sweet 'N' Sour Lemmin...
Last post by Guigui - November 30, 2025, 12:25:30 AM
Quote from: The Tomato Watcher on November 29, 2025, 11:24:17 PMVery few of the updated solutions are intended, but almost none are worth patching out. Sour 2 in particular feels impossible to ever be fully fixed, as it will always be possible for some precise lemming spacing to cheese the level (and might even be everyone's first thing to try no matter what), even if I make the save requirement as strict as possible. Kinda sucks because I thought the intended solution was clever, and if this level were in the original game that precise lemming spacing wouldn't even matter, but it is what it is, and it's not worth touching the level ever again.

Sour 4 is the exception. It might take a while, but I think I can make it work, we'll see.

I am kind of sad to read the bitterness here  :(

As the average guy who keeps getting his levels backrouted in any possible ways by master solvers of this community, I have not given up yet and patch them over and over again to get closer to my goal. This is tough, especially considering the Save One mechanic in my pack is very prone to being destroyed by single tiny details.

Anyway, I gave another shot at Sour 2 and think I have found the intended solution, or near ? Clever indeed, I understand the frustration of seeing everyone avoiding it. If this is indeed intended, I may even give some ideas to enforce player to go that way :

Spoiler
* Locking Release Rate : RR is too powerful in compression level, dont give this freedom to players.

* Give only one blocker and put a high enough wall somewhere before the traps to allow compression between said wall and blocker only : a single place where compression is possible will enforce intended solution.

* Add more traps to the way : my previous solution that has 1 out of 3 close lemmings get through the 2 traps dies.
#23
Contests / Re: Level Design Contest #33 -...
Last post by JawaJuice - November 30, 2025, 12:10:52 AM
And Reverse the Polarity... attempt 743 ;)

Spoiler
I really can't work out why I need two diggers, and that's probably why these will keep being backroutes until I do! Unless it's a red herring of course.


#24
NeoLemmix Levels / Re: [V3] Sweet 'N' Sour Lemmin...
Last post by JawaJuice - November 29, 2025, 11:57:40 PM
I'm sorry about that, Tomato Watcher, but it's the nature of the beast unfortunately. I'm currently playtesting some levels for someone else, and they have now released about 7 patches for a single level because I keep accidentally backrouting it. It may be partly my fault for not seeing their intended solution but it is quite a difficult thing to enforce, simply because the possibility space is quite large in this game. Don't lose heart though, I thought your pack was great! It's very enjoyable to play.
#25
Contests / Re: Level Design Contest #33 -...
Last post by JawaJuice - November 29, 2025, 11:48:36 PM
Here we go again :P

#26
NeoLemmix Levels / Re: [V3] Sweet 'N' Sour Lemmin...
Last post by The Tomato Watcher - November 29, 2025, 11:24:17 PM
Very few of the updated solutions are intended, but almost none are worth patching out. Sour 2 in particular feels impossible to ever be fully fixed, as it will always be possible for some precise lemming spacing to cheese the level (and might even be everyone's first thing to try no matter what), even if I make the save requirement as strict as possible. Kinda sucks because I thought the intended solution was clever, and if this level were in the original game that precise lemming spacing wouldn't even matter, but it is what it is, and it's not worth touching the level ever again.

Sour 4 is the exception. It might take a while, but I think I can make it work, we'll see.
#27
Contests / Re: Level Design Contest #33 -...
Last post by JawaJuice - November 29, 2025, 10:50:29 PM
Ah man, either I'm being really obtuse (quite possible!) or you have created some levels here that it's so hard to discern what you intend the player to do that only the most battle-hardened NL vets are gonna be able to solve them XD At least I've cleared a bit of a path for folks in terms of them not wasting their time trying the same backroutes I have. I feel like I owe you an apology to keep causing you to update your levels, though I guess it's more of my time really ;-) Still, as you've learned by now, I don't give up easily :P

It says something when I'm having a break by playing Armani's levels from the Holiday 2024 pack though lol

Can you at least tell me whether I've ever been close with any of my previous attempts at The Lemming Ledger? I know you said I was close with Reverse Polarity before, but looks like I've gone backwards there.
#28
Contests / Re: Level Design Contest #33 -...
Last post by Crane - November 29, 2025, 10:33:48 PM
Damn, now you're on a role.  Unfortunately they're backroutes that don't line up too well with what I'm intending.
#29
In Development / Re: Random level sharing topic...
Last post by JawaJuice - November 29, 2025, 06:04:31 PM
Quote from: 92Dexter11 on June 21, 2025, 02:36:41 PMHey all,

My brother and I came up with a fun concept which we developed into a level.

It's for NeoLemmix, and requires the 'Hoard' tileset from Lemmings Faithful.

Solution is also attached as a separate file.

Let us know what you think!  :thumbsup:

Hey 92Dexter11! I haven't checked your replay yet, but from what he said, I probably got the same solution as kaywhyn. I'll be interested to see what you use the additional builder for, as I also had one spare! Replay attached.

This was a neat idea! Took a bit of working out, like your Cause and Infect level, despite the relatively small skillset :)

Spoiler
I haven't seen skills continue through portals before but I figured they probably behaved the same as teleporters in that sense, with the added benefit that you don't have to worry about losing any lemmings heading in the wrong direction out of the top portal due to how they function. I'm definitely a fan of portals!

#30
In Development / Re: Random level sharing topic...
Last post by JawaJuice - November 29, 2025, 04:21:22 PM
@Armani I finished all your levels from this topic, with the exception of Lemstein's Special Relativity :thumbsup:

I heeded your advice there and watched your replay after spending not a lot of time trying to solve it!

Spoiler
I knew the solution would involve a nuke, but didn't even know that teleporters reset the nuke timer like that! Even with that knowledge, the timing is very precise, in terms of when to hit the nuke and make the last lemming a glider. I didn't even get close to this solution. I guess in theory it could be worked out (I believe kaywhyn did just that) but it's a very hard trick/glitch to just stumble across!

In terms of the other levels, Cloud Kingdom was BY FAR the hardest. The others took quite a while, except for Thank You Mr Snail, Secretly Greatly and Welcome to The Woodworld, those were fairly easy by your standards ;)

As I've said before, big fan of your level design - they are very satisfying to work through and solve! Replays attached, if you're interested.