Recent posts

#31
Loap / Re: General Loap progress disc...
Last post by karjonas - December 04, 2025, 09:20:12 PM
Thanks for making this project, it is really nice. I built and ran it on Linux. I even made a PKGBUILD so it is easily installable on Arch Linux https://aur.archlinux.org/packages/loap-git While doing this I had to do a small patch where I put the settings, progress and replays in the proper user directories. I think you should patch the source to do this too. Something I couldn't figure out is if it is possible to pan and rotate using the mouse? It did not work for me at least but the code seems to suggest it should be possible. Some of the background graphics are horribly low quality so it would be nice if we could replace them with higher resolution versions if possible. I'm also wondering if it would be possible to replace some of the sprites with proper 3d models or to make the lemmings voxel based like in voxel doom if you are familiar with that project. Anyhow, great work :)
#32
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by JawaJuice - December 04, 2025, 02:08:19 PM
Ah Guigui, I think I owe you an apology re: my comments on ONE 2, then :D

Spoiler
The nuke solution wasn't my absolute first idea actually :) that was to build over to the button on the left side, and inside the 'hatch room', build up through the ceiling to the hatch. However, this proved impossible as it takes a minimum of 8 builders to build up through the thin ceiling and a minimum of 8 to build over to the button, making for a total of 16, which you don't have! I also thought of building up through the ceiling in both directions, but again, ran out of builders!

Not surprised in the slightest that ONE 3 was a backroute!

I AM surprised ONE 4 was a backroute - that seemed like a pretty neat solution, if I do say so myself ;)

Also kinda surprised ONE 5 is a backroute - I just couldn't see any other way of getting the crowd close to the exit, and believe me, I spent hours on this one lol!

kaywhyn probably deserves some kind of prize for backrouting ONE 6 - that's an impressive feat requiring insane precision!

Spoiler
Just curious, is 'This is not a Lemmings puzzle' a subtle reference to Magritte's Ceci n'est pas une pipe? XD

I'll look forward to your updated levels! :thumbsup:

#33
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by Guigui - December 04, 2025, 01:55:59 PM
Congrats on clearing ONE rank JawaJuice !

I did not have time to finish watching kaywhyn LP yet, and did not watch your solutions for ONE either. But from the comments alone I can say that the following :

ONE 2 Aquarium Deception backrouted by kaywhyn and JawaJuice. No nuke involved here. Solution is simpler and it did not occur to me that nuke was possible. You guys are crazy to even try this when the exit is so close to the hatch, you realize in 30 seconds that you dont have enough builders to go the long way, and most of all the level title tells you the Aquarium is a Deception

ONE 3 Clappy Clapple backrouted by kaywhyn and JawaJuice. My bad, backroute is obvious.

ONE 4 Clues Do backrouted by kaywhyn and JawaJuice. Compression of climbers not necessary, and kills the purpose of the level. I thought I had this covered, but you both beat me here.

ONE 5 Blues backrouted by at least JawaJuice. You're not supposed to save 3 here. Though it is funny to note that the core of the backroute solution you both gave for ONE 2 is the intended for ONE 5 !

ONE 6 The Blue Pi backrouted by kaywhyn. The athlete is the one that's supposed to go in, the way JawaJuice did. Then you can, as he said, sit back and enjoy your C.O.N.G.R.A.T.S


Now that this list is done comes the obvious conclusion : ONE rank needs yet another patch ! I should also apologize for presenting the rank as is, since it lead you to search solutions that are actually harder to pull off than what intended are, thus the frustration.

I'd say only ONE 5 may qualify as hard to execute bc it requires some precise timing at the end, though nothing as impossible as what you did in ONE 2 for instance.

So my next move is to make another update when time comes, then maybe release all intended solutions ? Not sure about that though, because I notice now that it is easier for people to find backroutes when they do not know intended, of course ! So I thank you for all being playtesters of the pack  :thumbsup:


#34
NeoLemmix Levels / Re: [V4] Sweet 'N' Sour Lemmin...
Last post by JawaJuice - December 04, 2025, 12:53:00 PM
Nice job on the V4 updates, @The Tomato Watcher! I attach my replays, hopefully they're closer to your intended solutions now! :thumbsup: You certainly fixed my previous backroutes with all four of these. Had to think about the updated Back again for a minute!

#35
Forum Games / Re: Count to 1000
Last post by The64Watcher - December 04, 2025, 12:26:06 PM
ok silken two hundred and sixty six
#36
NeoLemmix Levels / Re: LemFan's various packs
Last post by JawaJuice - December 04, 2025, 12:14:33 PM
Cheers, @kaywhyn

I think the consensus is that there are only 2 packs in this topic that contain unsolvable levels. From the LemFanLems I pack, I found A Higher Platform (missing 1 bomber) and Statue of OilDrums (probably includes 2 platformers rather than 2 builders by mistake) are impossible. I think Guigui and Armani concurred with this. From Lemmings Obliterated, we all agreed that The Top Card is the single unsolvable level in the pack - and it's really not clear what LemFan was intending with that one.

I can confirm all other levels from all of the packs in this topic are solvable.

EDIT: I personally wouldn't merge LemFan's later three packs into this topic - they are all significant releases that probably deserve their own topics, but it's up to you of course! Of those packs, ericderkovits completed OddLems, I believe, so clearly that's 100% solvable. I've tried Lemmingshades and Lemmings Rundown and all I can say is they're very hard; I didn't get far into either! :lem-mindblown: From what I can tell, no-one else - at least no registered member - has completed these packs yet.
#37
NeoLemmix Levels / Re: LemFan's various packs
Last post by kaywhyn - December 04, 2025, 11:57:03 AM
All rightie, due to the packs scattered all over this topic, I felt it was time to gather them all in one zip file and place for easy access and convenience. I've attached it to this post. You just need to extract to your NL directory ;)

The all in one zip is also attached in the OP: https://www.lemmingsforums.net/index.php?topic=5558.0. I also listed the packs in release order in case anyone wants to play the packs in order ;)

Also, note that there's a few other level packs by LemFan that aren't in this topic. I'm thinking of merging them into this topic as well.

What I would also like to do is make a list of which packs have been proven to be 100% solvable and which ones aren't. I will fill that info in the OP as well and perhaps duplicate the list here too. This is where I will need help, as I have not played any of LemFan's packs. From what I can gather from the most recent posts by Jawajuice, Plodderuk, and Armani, there's only been, I think, 3 packs total out of the 11 that have at least one unsolvable level? ??? Many thanks for the report on what's unsolvable, gentlemen! :thumbsup:

Ah, I was close. 2 packs in this topic, though for the packs that aren't in this topic, not sure yet.

Packs With Unsolvable Levels:

LemFanLems I - Brutal 18 and Chaos 3
Lemmings Obliterated - "The Top Card" 
#38
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by JawaJuice - December 04, 2025, 09:30:42 AM
♪♪ When I'm on road I rock a nuke proof suit... ♪♪

OK, I also cleared the ONE rank, though not without a big struggle on levels 2 and 5. I almost certainly backrouted 3. More detailed feedback below:

Spoiler
Umbrella Irony - Yes, these are the kind of levels from Save One I like! Once you figure out that you can't afford to use any skills getting past the trap, the old umbrella compression technique comes to mind, though it probably took me longer than it should have :P

Aquarium Deception - The old adage 'just because you can doesn't mean you should' springs to mind here. I kinda hated this level, to be brutally honest with you. The fact that it's a nuke solution occurred very early on after realizing you'd need 16 builders for an easy solution and you only provide 15. The one-pixel gap at the top of the central structure isn't that hard to spot, so the nuke solution was readily apparent. Pulling it off though, jeez. I actually had to ask another member with more experience of the mechanics of the game than me exactly how nuke counters work and even armed with this knowledge it was a pain and a half to execute, bunching up the back of the pack, keeping the first lemming out the hatch busy while the back of the pack catches up. Yes, this is possibly the hardest level of the pack but that difficulty doesn't really come from problem-solving, it comes from timing and pin-point execution, which is something I don't like. No way I could be bothered with going for the talisman solution after all that, which no doubt would have been fiddly as heck.

Clappy Clappie - Pretty sure I backrouted this one as I saved a lot more than 1!

Clues Do - My favourite level of the rank. A clever little puzzle that took me a while to see how to get a non-climber over to the ramps. In the end I went for a climber compression technique, which was quite hard to pull off in terms of timing, but a satisfying level to solve. Nice one!

Blues - Oh great, another nuke solution. Two of em in a 6-level rank is pushing it. Needless to say I wasn't keen on this one either. The fact it had to be a dreaded nuke solution occurred early on when I realized there simply aren't enough destructive skills to get one lemming down to the exit. I don't dislike this as much as level 2 because the timing and execution isn't so critical; the hard part is working out how to get the crowd down near the exit and contain them there. I think this level and 2 are the only occasions in all my time playing Neolemmix where I've had to make use of the right-button marker to keep a particular lemming highlighted! I'm not gonna say this and level 2 are unfair - quite - but you do need to know exactly how nuke counters work and I didn't, despite being a pretty experienced player. I ended up saving 3, more by luck than judgement I hasten to add, but I don't think it's a backroute because there's no other way down, is there?

The Blue Pi Oh, this was clever! I bore in mind the opening text saying 'This is not a Lemmings level' and after messing around fruitlessly for a while, decided I would just try deploying the diggers on 'S', 'A', 'V', 'E', 'O', 'N', 'E' and the final symbol and just watch it play out! Sure enough, it all syncs up perfectly and you can just sit back and admire your level design :thumbsup:

Overall, I really did enjoy this little pack, soured only by NEO 5, ONE 2 and ONE 5, which were all infuriating in their own ways. I still maintain it's Medium-Hard difficulty, not straight Medium though, even if some of that difficulty comes from the execution rather than the problem-solving. Looking forward to your next pack, @Guigui, and your updates for this one! Cheers! XD :thumbsup:

#39
NeoLemmix Levels / Re: [V4] Sweet 'N' Sour Lemmin...
Last post by kaywhyn - December 04, 2025, 07:45:46 AM
Hi @The Tomato Watcher,

I have played and solved all of V4 of the pack! :thumbsup: Replays attached.

I also recorded an LP of your pack: Kaywhyn's LP of The Tomato Watcher's Sweet 'N' Sour Lemmings

Enjoy! :P

General Feedback

Sweet 'N' Sour Lemmings is a custom Lemmings level pack by The Tomato Watcher. 12 levels across 2 ranks of 6 levels each, with the rank names being Sweet and Sour. Most of the levels in the Sour rank are repeats of Sweet levels and I must say they are very well done! :thumbsup: Even the unique levels are great. I agree with The Tomato Watcher's classification of Easy-Medium for the difficulty of the pack, and I still enjoyed this pack very much even though it is short and on the easier side when it comes to custom Lemmings level packs :) Well done @The Tomato Watcher, and as some others have said I too hope you make more levels in the future, as you definitely have a lot of potential with the wonderful levels you made for this pack! :thumbsup:

Sour 2 I would consider the hardest level of the entire pack. At least in the current V4. Very nice level but this one took me the longest to figure out, believe it or not ;) I'm not sure if it was true in earlier versions of the pack with being one of the hardest, but based on the changelog you posted maybe that wasn't the case. So yes, I would have to say it seems to be quite solid now in being backroute fixed!

Sweet Rank Feedback

Generally characterized as open-ended levels with lenient skillsets and save requirements, though Sweet 2 has the tightest requirement despite a seemingly lenient one :P

Spoiler
Sweet 1 - Basic brick Nice level to start off the pack with a very nice save all optional challenge! :thumbsup:

Sweet 2 - Falling down the stairs You'll be fine as long as you accept the many unfortunate losses here, as there's nothing you can do about the ones that get trapped at the bottom.

Sweet 3 - Long road to nowhere Can be challenging since there's no way to hold back the crowd, but you do have the necessary skills to avoid both of the traps. It's a matter of clearing obstacles as you get to them in order to avoid too many unnecessary losses.

Sweet 4 - Wish upon a Lemming Nice open-ended level with another great save all! :thumbsup:

Sweet 5 - Just relax... As long as you know your stoner mechanics and realize you need to build over both the first and third gaps, you'll be fine here. I'm definitely surprised this managed to stump Guigui, but here I acknowledge that it's simply likely due to him not being well-versed with stoners.

Sweet 6 - A Puzzle Adventure Nice level to finish off the rank! :thumbsup: I'm not sure if anything's changed here from previous versions, as I did take a quick look at the level after Pieuw posted not being able to solve this one, which I don't think is difficult. Again, it's due to him not being used to the new portal objects that were added in v12.13 NL.   

Sour Rank Feedback

Most levels here are repeats of levels in the Sweet rank, with the levels made harder usually by reducing the skillset and increased save requirements.

Spoiler
Sour 1 - Back again? Excellent level to start the rank! :thumbsup: Love that sending two climbers ahead, one to build to the exit for the others and the other to turn around to bash the OWW to free the crowd, with the added twist that you need to time it correctly so that the first climber doesn't get blocked by the builder staircase and therefore will prevent him from coming back to the crowd later on. Well done! :thumbsup:

Sour 2 - I need some space... Definitely the hardest level of the pack IMO, as it took me a while to figure out the solution. Another very nice level and one of the best of the pack! :thumbsup: Nice use of the blocker to compress the crowd but with the added twist that you must release them before everyone falls out of the entrance so that you can bash through the first diagonal terrain before you lose too many from falling out the wrong way. Well done here as well! :thumbsup:

Sour 3 - Chasm Capers Open-ended level and very interesting there's 2 of everything except for builders where you have 60 :laugh: I'm not sure if the level is supposed to be harder than this or if it's simply anyway you like and that you just need to be quick before you lose too many Lemmings.

Sour 4 - The Ball Pit Excellent level! :thumbsup: That jumping the penultimate gap to dig and then bomb in order to have the final builder go all the way through to the exit platform without getting interrupted is quite clever.

Sour 5 - Through thick and thin Another excellent level! Jumping over the gap and exit and mining from above along with bouncing off a blocker to free the crowd from below for the solution is really nice :thumbsup: And of course that shimmier, I love the shimmier skill a lot in NL :)

Sour 6 - The Institution This definitely reminds me of a past contest level of The Tomato Watcher's which was kind of one that failed because it was backroutable IIRC. It seems way more solid here. Nice level to finish off the pack and not too difficult to figure out since you don't have that many options at any moment. Nice added touch with the final builder to the exit and then using the walker skill to turn him around to bash and release the crowd.     


Thank you again for this pack @The Tomato Watcher and again hope you make more levels in the future! :thumbsup:     
#40
NeoLemmix Levels / Re: [V4] Sweet 'N' Sour Lemmin...
Last post by The Tomato Watcher - December 04, 2025, 01:55:05 AM
Got around to finishing Version 4 :)

I reverted the (dumb) layout change to Sweet 1/Sour 1 and simply altered the skillset for Sour 1. I also altered the terrain of Sweet 3/Sour 2 and changed the skillset and other properties quite a bit for Sour 2, so hopefully it's a little more backroute-resistant now. I also simply made the backroute the intended solution on Sour 4. I appreciate everyone's kind words about the pack a whole lot, so thank you.  :)