Recent posts

#31
In Development / Re: X-tralems levels
Last post by lemmkeev20 - September 27, 2026, 01:13:23 AM
Quote from: Guigui on September 26, 2026, 06:23:09 PMI solved 16 levels by lemmkeev20 that I found here and there on the forum.
There are at least 2 more of them out there but I missed some style pieces to play them (the big one, there's two doors now ?)

They were nice little levels overall, with varied settings and not so varied solutions. Very low difficulty perfect for a relaxing lemmings time ! I often have many skills left and save more than requirement.

Keep up the work with level designing lemmkeev, and maybe post them in a more orderly fashion on the forum ;)

1: im proud you liked my levels (it was my first time using the editor a long time ago :D )

2: thanks! :cute:
#32
Other Projects / Re: [BETA] Ultimate Lemmings -...
Last post by UltimateLemmings - September 27, 2026, 01:03:53 AM
Ultimate Lemmings 1.6.0 is out.

If you already have 1.5

The update is already waiting for you. 1.5 shows the release notes and asks before it installs. You keep every soundtrack you already had. All 495 versions come with the update, so you do not download any of them again. Your saves, profiles, playlists and Hot Seat games carry across.

The DJ learned to count

  • Mixes on the beat. Every one of the 495 music versions now has measured timing. Where the beat and bars are stable, the DJ mixes on them with gentle tempo matching instead of just fading. Where they are not, it uses a short fade rather than a trainwreck.
  • The music knows how you are doing. It changes when you meet the rescue target. Lose the level for good and the tune plays on in funeral mood, right through the result screen.
  • Pause like a turntable. Pause brakes the music like a hand on a record, with a little reverb tail, and play spins it back up. Turn on Keep the rhythm and pause drops to just the drums instead.
  • Smack my pitch up! At higher game speeds the music rises in pitch without speeding up, up to 1.35× at 10×.

A much smaller download, if you are new

The fresh download is now 150 MB instead of almost 2 GB. It includes the 54 essential versions: the original modules and the Professor Mariarti theme. The other 441 versions are in 18 optional libraries, 1.81 GB altogether. Pick the ones you want on first launch, or later in Settings > Audio > Download soundtracks. You can keep playing while they download.

For modern QoL (optionally), we now have a reward system:

Level skips

Everyone has a level. You know the one.

Every third level you finish with three stars, without rewind or undo, earns you a skip. Fail a campaign level and Skip level appears next to Try again. The skipped level stays unbeaten: no stars, no medal. Go back and beat it later and you get the skip back.

It works in all three games. Finales cannot be skipped. In Hot Seat, the player who failed pays for the skip and the turn passes on, so nobody can skip their way into keeping the seat. Old school mode hides skips along with the other modern help.

Precision Zoom

  • Press Z, or scroll up over the playfield, for 2× zoom right at the cursor. On a trackpad or Magic Mouse it follows your scrolling direction setting.
  • Shift-Z is Superzoom: 2× zoom with the game at bullet time, for extra precision. These are rarer.
  • Zooms are earned, not free. Career stars earn Zoom and three-star levels earn Superzoom. A little badge on the playfield shows how many you have left.
  • Heads up: Z no longer rewinds. Comma and full stop step backward and forward.

Sessions, and a few quality-of-life bits

  • Playlists on the home screen now opens all your saved playlists and the creation tools in one place.
  • New solo and New Hot Seat save the session you are in before starting another, so you can keep several campaigns and shared games going at once.
  • A kill count now shows you exactly how many lemmings you have left until fail.
  • The home screen counts how many lemmings you have saved on this Mac. Settings > Play Insights shows your local play counts. This might be an optional shared telemetry in the future so we can get a global lemmings saved count.

Fixed

  • Build targeting no longer sticks to a builder that cannot take another brick, so the lemmings behind it stay selectable.
  • Nuking before the first lemming drops now ends the level straight away.
  • After a clear, Return goes on to the next level instead of retrying.
  • The selected-lemming glow is actually visible now, and the skill icon beside the cursor keeps its size at every zoom.
  • The Mac and Amiga sound sets finally have a Yippee.


Where it stands

The Classic campaign and all 60 Oh Yes! conversions still have verified winning routes for every level: 352 in total, all re-checked against this release's engine. Lemmings 2 and Lemmings 3 are still playable previews that need wider comparison with the original games.

This is a universal app for Intel and Apple silicon, running macOS 12.3 or later.

Things I'd love you to try

Update from 1.5 and check that your soundtrack is all still there. Earn a skip and use it on your nemesis level. Zoom in on a horrible crowd. Try the new pause in a quiet moment. Download a soundtrack library you have never heard.

If something breaks, please tell me your Mac model, macOS version, game and level, and whether you were using a mouse, trackpad, keyboard or controller. Trackpad and Magic Mouse zoom reports are especially welcome, and so are reports from Intel Macs and older macOS versions.

Download Ultimate Lemmings 1.6.0

New players: UltimateLemmings-1.6-build51-slim.zip (150 MB)
Upgrading by hand: UltimateLemmings-1.6-build51.zip (1.9 GB, every soundtrack included)
Intel and Apple silicon • macOS 12.3 or later
#33
In Development / Re: X-tralems levels
Last post by lemmkeev20 - September 27, 2026, 12:56:54 AM
look can we please not discuss anymore :( ?

i already made the topic for my levels!
#34
In Development / Re: X-tralems levels
Last post by Silken Healer - September 27, 2026, 12:20:53 AM
Quote from: Simon on September 27, 2026, 12:18:36 AMI'll give lemmkeev20 the benefit of the doubt here, and move/reinstantiate all the random levels into here.
Ok yeah you can make this thread a "lemmkeev20's one-off levels/nominal packs" thread if you want and archive the other thread or something, up to you, doesn't really matter what thread it is. These are all the remaining levels:

https://www.lemmingsforums.net/index.php?msg=109912
https://www.lemmingsforums.net/index.php?msg=109987
#35
In Development / Re: X-tralems levels
Last post by Simon - September 27, 2026, 12:18:36 AM
Quote from: lemmkeev20 on September 26, 2026, 11:25:33 PMlevels for X-tralems ok?

All right, you're going to post your levels into here as they come out. That's good.

Quote from: Silken Healer on September 26, 2026, 11:51:32 PMde-facto "lemmkeev20's one-off levels" thread
I highly doubt your going to do a complete 180°

I'll give lemmkeev20 the benefit of the doubt here, and move/reinstantiate all the random levels into here.

-- Simon
#36
In Development / Re: X-tralems levels
Last post by Silken Healer - September 26, 2026, 11:51:32 PM
As I mentioned in the "so you actually made it here huh?" thread, given Namida's rules and his own statements, you making a new thread for a "X-tralems" level pack alongside the "so you actually made it here huh?" standalone level before Namida told you the rule and that it wouldn't be retroactively applied by himself (unless another mod wanted to merge them) and/or de-facto "lemmkeev20's one-off levels" thread, is only "ok" if they aren't, and I quote, "those that nominally slap a 'pack' name onto it while still just being another unorganised random level dump in practice," (which given the fact that "psychopathic difficulty" pack fits that definition, and I'm sure I recall another thread which fit that definition which seems to be deleted now, and Namida felt it necessary to edit his message to include that, I highly doubt your going to do a complete 180° on).

Edit: This information might be wrong actually as it seems Simon is merging some posts into this thread, and why would he do that if this thread isn't allowed
#37
In Development / Re: so you actually made it he...
Last post by Silken Healer - September 26, 2026, 11:31:21 PM
Quote from: lemmkeev20 on September 26, 2026, 11:26:34 PMjust dont remove it please....
If that topic is for a pack called "X-tralems," and then this topic is a topic for a standalone level before Namida told you the rule and that it wouldn't be retroacitvely applied by himself (unless another mod wanted to merge them) and/or de-facto "lemmkeev20's one-off levels" thread, that shouldn't get removed, I think that's allowed to create as many topics for packs as you want- oh! Nevermind, I just saw this as I was typing:

Quote from: namida on September 24, 2026, 09:20:10 PMEDIT: including those that nominally slap a "pack" name onto it while still just being another unorganised random level dump in practice
#38
In Development / Re: so you actually made it he...
Last post by lemmkeev20 - September 26, 2026, 11:26:34 PM
guys lets not discuss anymore, i already made the topic! just click here! just dont remove it please....
#39
In Development / Re: X-tralems levels
Last post by lemmkeev20 - September 26, 2026, 11:25:33 PM
levels for X-tralems ok?
#40
Editor Bugs & Suggestions / Re: [-][SUG][PL] Skills from L...
Last post by lemmkeev20 - September 26, 2026, 11:21:55 PM
Quote from: WillLem on September 26, 2026, 10:13:32 PMNeoLemmix Community Edition actually could have more skills, as long as the physics of the existing skills doesn't change. The rule is that NL 12.14 content must be compatible with CE, not necessarily the other way around.

However, with that said, CE probably won't get any new skills anytime soon. Even if we were to add more, each new skill would have to have its own suggestion topic and strong community approval before being added.

As Proxima said, SuperLemmix is your best bet if you want more skills, more objects, and more level features in general to play with. Give it a try!

ok

about the more skills... YAY :party: