Recent posts

#41
In Development / Re: Revenge of the Lemmings - ...
Last post by kaywhyn - April 16, 2026, 01:05:21 PM
Quote from: WillLem on April 15, 2026, 02:27:23 AMThere has definitely been a misunderstanding about what I mean by 'first draft'. Essentially, what yourself and Proxima want to do is skip what I'm calling the 'first draft' and go straight to sorting through the levels.

Ok, I re-read the Discord discussion on this and I think I understand what you're getting at here. I'll see if I can interpret what you mean correctly. If you mean what I think you mean, essentially your approach goes like, "I choose this level, that level, etc." without needing to necessarily play the levels beforehand as your list we can analyze as a group to see what we can further cut down. Yea, this way of doing so would likely introduce arbitrary bias as Proxima mentioned. I'm definitely not in favor of randomly picking levels that should and shouldn't make the cut without properly analyzing the levels first, especially as we might miss out on a lot of great levels this way. As a reminder, it's been more than 3 years since I LPed v4.0 of RotL and hence a lot of the levels I have forgotten by now. I would definitely need to go through a lot of the levels myself again, which of course takes time.

Feel free to let me know if I'm still getting or interpreting any details of what you were proposing with what you envisioned with the "working playlist" incorrectly!

To be honest, the approach I likely would had taken had I made an update to RotL v4.0 a while ago would had been where I would mostly fix any backroutes for the current levels of the pack whose known intended solutions aren't enforced yet, swap levels around with one another to make the difficulty curve better, and for any authors who are around include updated versions of their levels that have been sent to me, while also being open to any level suggestions people post for possible inclusion to replace levels that end up being cut for the update. I know Crane sent me some stuff a while ago, but those were mainly levels of his that are currently in the v4.0 RotL pack that he updated for possibly the RotL update that I was going to do a while back. I'll also have to dig them up again, but I'm sure they're still on my hard drive somewhere.

At the same time, this Excel spreadsheet is definitely an excellent idea and I'm fine with going this route as well, particularly for the purposes of this community project.

QuoteAnd that's totally fine, as I said previously I support whatever approach Proxima wants to take. If it doesn't help you guys to have a 'working playlist' (which is probably a better descriptor for what I'm referring to than 'first draft'), that's not a problem. Do what works best for you.

Anyways, take all the time you need with sorting through the levels. You're right, it's important not to rush that particular part of the project.

Thank you. At least we agree there. Also as I previously mentioned taking time extends to all parts of the project so that we hopefully won't need to make many more updates later on once the pack(s) have been posted. I may still do some long-term maintenance in the form of updating the levels of the v5.0 RotL pack where needed if there's still backroutes, but I'll only make updates if they are necessary and after I post asking about the changes I'm thinking of making ;) Again, likely won't be needed once the packs are posted and hence considered "finalized" but I'm fine with doing post-maintenance of the v5.0 NL RotL packs.
#42
NeoLemmix Levels / Re: NotaLems Level pack
Last post by Nota_Steve - April 16, 2026, 12:52:28 PM
Quote from: Proxima on April 15, 2026, 09:49:08 PMReplays for the Easy rank attached.

For the most part, I enjoyed this and it seems suitable to newer players. A couple of points, though:

Some levels are slightly above 160 pixels tall, meaning they scroll vertically at default zoom. There's nothing wrong with tall levels when the concept needs the level to be tall, but if it's just above 160 then the level probably doesn't need the extra height, so it would be player-friendly to keep it to 160.

Starting with Builders is an unusual choice because it's the most complicated skill. The Level 1 introduction text suggests it's aimed at players completely new to Lemmings, but doesn't tell the player what the objective is or how to assign skills.

Level 4: The background could be confused with terrain. It would be helpful for the introduction text to mention skill shadows.

Level 9: One-way walls and mining into steel appear with no introduction.

Level 10: This is one of a few levels that have an unnecessary number of lemmings -- and you haven't introduced release rate yet, so a new player will be waiting a long time.

Level 11: Clicking on 99 lemmings is really tedious. "Traps only kill one lemming at a time" could be shown with a much smaller number. (Easily the worst level in the rank.)

Level 12: Since climb-bombing is explicitly taught later, I guess you wanted the player to figure out reverse mining here. In the original game, this is first seen in "Postcard from Lemmingland", the 49th level, and is usually considered a difficulty spike even that late in!

Level 21: "These are neutral lemmings" is not very helpful; how does the player know what "these" refers to? Better to say that grey lemmings are neutral, and the diamond shows a neutral trapdoor. The solution is not very interesting.

Level 23: Typo in level title. This is indeed tough, partly because of figuring out the use of a basher to break ceilings, but the placement of the bottom basher is unnecessarily tight (you have to avoid splatting and have a lemming far enough in front to build over the gap).

Level 25: Once the route is complete, the player has to mindlessly click floaters for a while longer. Locked release rate appears without being explained. Finally, this isn't even a good illustration of "pause can be helpful" because the level is quite easy to complete without pausing!

Level 27: This has a problem spot in that if you are not careful, lemmings will turn around during the climb-bomb. This feels a bit too tough for beginners, but then, so do the levels that come after it.

Level 30: Given the title, I was expecting the right side to have to help out the left and was a little disappointed when it didn't happen.

This is really good and helpful feedback Proxima. Thank you for taking the time and trying out!
#43
NeoLemmix Levels / Re: NotaLems Level pack
Last post by Nota_Steve - April 16, 2026, 12:51:29 PM
Quote from: kaywhyn on April 15, 2026, 08:40:30 PMHello Nota_Steve,

I've moved this to the NeoLemmix Levels board, as from the looks of things this is a complete level pack. A couple of things I've noticed:

For the levels document that tells you the order of the ranks, you have the wrong extension. It should be named levels.nxmi, not levels.txt. I have fixed that for you and I reattached your level pack with the correct filename ;)

Also, I took a quick glance and haven't checked all the levels, but I've noticed a lot of the levels have preassigned Lemmings Reunion music tracks. So, you might want to put the Lemmings Reunion music pack in the OP alongside the pack download. Or, at least put a link where users can download the Reunion music tracks, which would be from here:

https://www.lemmingsforums.net/index.php?topic=2175.0

I've also put the link for the music pack in the OP.

Anyway, I'll give your pack a look whenever I'm able to! :thumbsup: 

Hi Kay,

You are an icon, thank you very much!
#44
NeoLemmix Levels / Re: NotaLems Level pack
Last post by Proxima - April 15, 2026, 09:49:08 PM
Replays for the Easy rank attached.

For the most part, I enjoyed this and it seems suitable to newer players. A couple of points, though:

Some levels are slightly above 160 pixels tall, meaning they scroll vertically at default zoom. There's nothing wrong with tall levels when the concept needs the level to be tall, but if it's just above 160 then the level probably doesn't need the extra height, so it would be player-friendly to keep it to 160.

Starting with Builders is an unusual choice because it's the most complicated skill. The Level 1 introduction text suggests it's aimed at players completely new to Lemmings, but doesn't tell the player what the objective is or how to assign skills.

Level 4: The background could be confused with terrain. It would be helpful for the introduction text to mention skill shadows.

Level 9: One-way walls and mining into steel appear with no introduction.

Level 10: This is one of a few levels that have an unnecessary number of lemmings -- and you haven't introduced release rate yet, so a new player will be waiting a long time.

Level 11: Clicking on 99 lemmings is really tedious. "Traps only kill one lemming at a time" could be shown with a much smaller number. (Easily the worst level in the rank.)

Level 12: Since climb-bombing is explicitly taught later, I guess you wanted the player to figure out reverse mining here. In the original game, this is first seen in "Postcard from Lemmingland", the 49th level, and is usually considered a difficulty spike even that late in!

Level 21: "These are neutral lemmings" is not very helpful; how does the player know what "these" refers to? Better to say that grey lemmings are neutral, and the diamond shows a neutral trapdoor. The solution is not very interesting.

Level 23: Typo in level title. This is indeed tough, partly because of figuring out the use of a basher to break ceilings, but the placement of the bottom basher is unnecessarily tight (you have to avoid splatting and have a lemming far enough in front to build over the gap).

Level 25: Once the route is complete, the player has to mindlessly click floaters for a while longer. Locked release rate appears without being explained. Finally, this isn't even a good illustration of "pause can be helpful" because the level is quite easy to complete without pausing!

Level 27: This has a problem spot in that if you are not careful, lemmings will turn around during the climb-bomb. This feels a bit too tough for beginners, but then, so do the levels that come after it.

Level 30: Given the title, I was expecting the right side to have to help out the left and was a little disappointed when it didn't happen.
#45
NeoLemmix Levels / Re: NotaLems Level pack
Last post by kaywhyn - April 15, 2026, 08:40:30 PM
Hello Nota_Steve,

I've moved this to the NeoLemmix Levels board, as from the looks of things this is a complete level pack. A couple of things I've noticed:

For the levels document that tells you the order of the ranks, you have the wrong extension. It should be named levels.nxmi, not levels.txt. I have fixed that for you and I reattached your level pack with the correct filename ;)

Also, I took a quick glance and haven't checked all the levels, but I've noticed a lot of the levels have preassigned Lemmings Reunion music tracks. So, you might want to put the Lemmings Reunion music pack in the OP alongside the pack download. Or, at least put a link where users can download the Reunion music tracks, which would be from here:

https://www.lemmingsforums.net/index.php?topic=2175.0

I've also put the link for the music pack in the OP.

Anyway, I'll give your pack a look whenever I'm able to! :thumbsup: 
#46
NeoLemmix Levels / NotaLems Level pack
Last post by Nota_Steve - April 15, 2026, 07:51:26 PM
Hi everyone.
I've been using NeoLemmix for a good while now, very much still enjoying it with all the map packs that are out there.

A while ago, approx. 6 or 7 years ago, I decided to try get my friends (most of them American) to play Lemmings as many of them had never even heard of it, no less understood it. So I created a map pack for them.
This map pack is designed to help explain the original skills and how they can be used in many different situations, then moving up in rank to more difficult levels (difficult for a non Lemmings Veteran).
I have since revisited the level pack and ironed out some of the kinks.

The reason I am posting this is because I would love for some of you to try out my level pack and offer me some feedback (good or bad), find unintended solutions and generally give it a go, as I intend on creating a new one with the newer skills soon. I would love to hear from an experienced Lemmings player how they found it and also from newer players to contrast.

In my humble opinion, I think this level pack is slightly builder heavy in a couple of cases (I was not as creative 7 years ago), but it did it's job as a few of my friends now enjoy Lemmings.

Please let me know! If you have a favourite or a least favourite level, I would love to hear any feedback.

Quick edit: Tough 20 - The Arches has a backroute that I discovered, I have recently fixed it, please replace Tough 20 with the re-edited version located below.

mod edit: Download the Lemmings Reunion music pack from here:

https://www.lemmingsforums.net/index.php?topic=2175.0

Many thanks,
Steve
x
#47
Site Discussion / Re: Lemojis!
Last post by Lana T. - April 15, 2026, 05:16:05 PM
Thank you Simon, glad you like them! :cute:

Oh, and by the way, here are the raw files, for the finished ones at least.
#48
Lemmings Main / Re: [Help] Looking for a level...
Last post by Piedro0 - April 15, 2026, 05:09:32 PM
Quote from: Proxima on April 15, 2026, 11:09:54 AM"Four Corners" from Insane Steve's World?

This is it!

Thank you, very much!
#49
Site Discussion / Re: Lemojis!
Last post by Simon - April 15, 2026, 04:53:50 PM
Nerd is a surprisingly good solution to the dilemma about the size of the glasses. The pointing finger makes obvious what it is.

I like all of these! Wonderful job!

I'll begin this weekend to replace existing smileys with Lana's smileys.

-- Simon
#50
In Development / Re: Ben Bryant's Cheapo levelp...
Last post by mobius - April 15, 2026, 04:49:23 PM
I've redone the level Barricaded (aka Evacuation) in its original marble style and provided a replay. The only difference to the easier repeat (Evacuation) is the save requirement is 195.

I've also attached Metalland with a minor change to make it closer to the original. Proxima has a variant of the solution which is essentially the same thing.