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#31
In Development / Re: Levels by Crane
Last post by JawaJuice - November 23, 2025, 05:33:53 PM
Quote from: Crane on November 23, 2025, 05:16:33 PMThere is a less precise way you can use the second Blocker, but that's an acceptable solution - well done.
Intended use of second blocker
Turn the Basher into a Digger in the same location, then turn another lemming on the right side of the Digger tunnel into a Blocker.  The Blocker quickly gets undermined, but the Digger is now facing left instead of right.

Spoiler
Ha, yes indeed. I've used that so many times, I don't know why my brain went straight to the more fiddly thing of releasing the basher with blocker via digger! Still, acceptable I think, as you say. Nice level!

I can confirm that your added steel in The Oubliette patch does make a solution using the basher/blocker trick impossible: it means that the 3-bridge way up is a pixel too low. So I think you can consider that backroute fixed. As for my alternative solution, it just required thinking about the problem differently. Hopefully this is what you intended now.

#32
NeoLemmix Levels / Re: LemFan's various packs
Last post by Armani - November 23, 2025, 05:32:08 PM
I just try the four levels that were mentioned as impossible. (I downloaded the levels by following minim's link ;) )
A Higher Platform and The Top Card are outright impossible. They are short by one or two skills. Statue of OilDrums is probably impossible as well. I did find a solution for The Lem Stairwell though.
#33
In Development / Re: Levels by Crane
Last post by Crane - November 23, 2025, 05:16:33 PM
There is a less precise way you can use the second Blocker, but that's an acceptable solution - well done.
Intended use of second blocker
Turn the Basher into a Digger in the same location, then turn another lemming on the right side of the Digger tunnel into a Blocker.  The Blocker quickly gets undermined, but the Digger is now facing left instead of right.
#34
In Development / Re: Levels by Crane
Last post by JawaJuice - November 23, 2025, 05:08:40 PM
Sorry, I seem to keep breaking your levels with backroutes here! :XD:  I think I may struggle with this particular update as I couldn't see any other way of doing the level, but I'll take a look.

Let me know if my solution to your updated Bashergrum meets with your approval now!

Spoiler
I get what the floaters are for now, assuming this was intended. It's quite precise in the execution, if it is!

#35
Contests / Re: Level Design Contest #33 -...
Last post by Armani - November 23, 2025, 05:04:08 PM
Played through the contest levels  :laugh:

No Way In Hell
The level looks simple with a minimal skillset, but the solution is well hidden. Watching a basher slide down a builder bridge is always satisfying!

It's Crazy Sports Day!
Nice level with two similar interesting tricks. First, you park a lemming with a blocker and later release him using a digger. Second, you temporarily store a lemming as a bomber and release him with a miner directly toward the exit. :laugh:

Social Distancing
It's a cute little level where two lemmings work together back and forth to build the path and reach different exits. Since I thought the rule was tricky to satisfy without using buttons and locked exits, I really like that you managed it without them. :thumbsup:

Help Me, Help Dune
Once you recognize the big miner extension everything falls into place nicely. I love how the two lemmings work in opposite directions at the same time, then eventually swap positions and reach the opposite exits.

Lem In The Box
Probably the hardest level in this contest... though still nothing too tricky. Diggers are the most valuable resource here, so picking up as many digger pickups as possible naturally leads you to the solution.

We Got Mad Lemmings 3 Lab Skills!
The well-placed miner was the key to solving the level. It single-handedly gathers the whole crowd and also creates the path to the exit.
#36
In Development / Re: Levels by Crane
Last post by Crane - November 23, 2025, 04:56:35 PM
I wish I could tell you how much I hate that trick - it breaks so many levels and it's so hard to get the timing down!  Still, I've hopefully patched the level to try to mitigate its effects.
#37
In Development / Re: Levels by Crane
Last post by JawaJuice - November 23, 2025, 04:41:36 PM
Yes, I did wonder about that because I was initially specifically trying to get a digger pit with an overhanging lip and it didn't seem possible - when I did pull it off, it was more by luck than judgement! I'll take a look at your updated level.

In the meantime, here's my solution for The Oubliette.

Spoiler
Funnily enough, I was talking in another topic about one of LemFan's levels utilizing a trick I thought was less-well known; turning around a basher with a blocker at the same time freeing the blocker. If I've done this correctly, I believe the same trick is used here.

#38
In Development / Re: Levels by Crane
Last post by Crane - November 23, 2025, 04:26:01 PM
That is a backroute unfortunately.  Here's a fixed version (also modified the post above)... at least I hope it's fixed.  Any digger pits you put in that area should no longer have an overhanging lip.

I think I know the level you mean.  I did base it off that level as a 'better' way of doing it, since freeing the blockers in that level required some very precise Digger/Builder tricks that the author had overused and were very frustrating to pull off.
#39
In Development / Re: Levels by Crane
Last post by JawaJuice - November 23, 2025, 02:53:26 PM
@Crane Bashergrum solved! I found this one a little easier than Step Down, though still tricky.

Spoiler
It actually reminds me of a level from another pack I played a long time ago (I forget which), where the solution involves freeing the blocker at the end and then making the last two lemmings climbers - I guess this is a variation on a classic puzzle really. Since I remembered that one, the general approach was fairly quickly apparent; the hard thing here is working out the best way to contain the crowd so that they can be released with access to the bridges that have been built. A blocker left over, which I suspect might have been intended to interrupt the digger and leave a little splatform, though the nature of the terrain made this unnecessary. I would say hopefully your intended solution this time, but probably not as I didn't have any use for the two floaters.

#40
NeoLemmix Levels / Re: [NeoLemmix] Raylems Refurb...
Last post by JawaJuice - November 23, 2025, 01:23:25 PM
Very late to the party here as I originally gave up on Tender 9 (Fixing the Leak). Coming back to it now, I'm not really sure why it caused me so many problems!

Spoiler
Yes, it's easy to run out of builders, but it's just a case of getting the right placement.

I'm glad I revisited this one as it's a very enjoyable pack. Not the hardest maybe, but a good challenge nonetheless. I like the fact there are rarely many, if any, skills left over, which points to good level design. Really nice looking tile sets too! Second rank isn't a big step up in difficulty from the first rank though solving time did increase slightly and on the whole, there were more challenging levels here despite the odd breather.

Some thoughts on individual levels:

Spoiler
Tender 2 (The Big Apple) - Really quite a tricky level to be so early in the pack, I'd go as far as to say it's one that gave me more trouble than almost any other! It's just difficult to spot the solution, with the glider coming back on himself multiple times. That said, I may have over-complicated this one!
Tender 8 (Take a Dip) - Also pretty hard to see the solution and execute with all the walker assignments.
Tender 12 (Curiosity Killed the Lemming) - Enjoyed this level a lot, though it took me a long time to solve. The hardest thing is working out how to reduce the splat height from the sheer cliff you've bombed out for when the crowd on the left side eventually come through.

Spicy 7 (Mount Hot Dog) - Looks quite daunting with the height and minimal skill set but I've seen variations on this kind of puzzle before so wasn't too stumped after realizing you don't need to use a blocker to extend the miner.
Spicy 8 (Snowday in Beastland) - Worked out the probable solution fairly quickly as there obviously aren't enough bashers to avoid going up into the trees but tricky to get the right placement and wrap your head around how the terrain plays out.
Spicy 10 (Lemmings and Ketchup) - I kept winding up a builder and a lemming short until I realized that the pioneer can (and actually has to) survive.
Spicy 11 (The Golden Bridge) - Kept coming up a platformer short. Then it dawned on me that I was using the stackers in the wrong place and neglecting the blocker. Really liked this level :thumbsup:
Spicy 14 (Return of the King) - The hard part here was working out how to avoid the zombie infecting the crowd. My first instinct was to send up a climber, then build and block it before it fell, but then you wouldn't have a pioneer or contained crowd so that was obviously wrong. In the end, I couldn't find any use for climbers and had a builder left over so may have back-routed this one slightly, not sure.
Spicy 15 (The Deadly Circuit) - Seemed a bit easy for the final level of the rank tbh.

Overall, a lot of fun :thumbsup: Replays attached. I look forward to revisiting Halloween 2017 at some point, though I recall that being much harder and I don't typically do that well with zombies :P