Lemmings Forums

Lemmings Boards => Contests => Topic started by: IchoTolot on March 10, 2025, 05:18:24 PM

Title: Level Design Contest #32
Post by: IchoTolot on March 10, 2025, 05:18:24 PM
Welcome to another contest of the Lemmingsforums! This time the three rules have been picked by Colorful Arty, kaywhyn and Armani.

A few words to new participants and forum members: If you haven't entered before, I strongly encourage you to try - even if you don't win, it's fun to participate; and we have had cases where first-time entrants have won before! There are three choices of rules given, you may enter one level for EACH one of the rules.
You may either use NeoLemmix, or Lix.

RC/experimental NL builds aren't allowed, only the stable version of NL!

If you have more than one entry, they may (but do not have to) be for the same engine. Please make sure you tested your level for basic solvability before submitting and be sure to also submit any custom tileset you are using, so others have no problem playing your level. ;)

Pre contest testing: You can choose 1-2 persons who do a bit of pre-testing for you, so that the biggest backroutes and screw-ups of your levels can be detected before the playing phase. I cannot control this so it's only a guideline, but still I would prefer not everyone knows every level before the playing phase starts. ;)

Here are the rules on how the submission deadlines work:
- Initial submission phase deadline will extend such that it's 72 hours from the time of the last submission, up to the 5th submission (inclusive). After this it no longer changes no matter what.
- Update phase deadline will not extend over the initial dead line!
- Even if you missed the cutoff date for the initial submission phase, late entries are accepted until the update phase ends. There is no penalty for a late entry, beyond that people are less likely to spend as much time on the level before voting begins.

And here is the new ruleset:

Rule 1 (Colorful Arty):

- Make 2 levels using the exact same terrain and objects, but with different solutions.
- The skills given, lemming count, possible timers, save requirement and release rate can vary between them.
- One level cannot simply be a sub-level of the other -> The intended solution replay must not simply work for both levels and has to differ between them. This is to block users from simply giving, for example, +1 to every skill and call it a day for the second level.
- One solution does not have to be harder than the other, nor does one of them have to be an X-of-everything level.
- Teleporters have to be paired the same way in both levels!
- For the voting: Both levels will be voted on together as one entry.
- Be aware to not simply save your level again under a different name, but also change the level ID so that both iterations have different IDs! The easiest way to do this is to click on the "random ID" button in the editor.


Rule 2 (kaywhyn) - Let's make Lemmings Plus VII:

- Make a level with one of namida's LPVII tileset. Those tilesets are namida_crypt, namida_dungeon, and namida_organic. Pick ONE.
- You can use any skills except for the slider and laserer, as these skills weren't yet in NL when namida started work on this pack.
- Only objects found in the 3 LPVII tilesets listed are allowed. In other words, the 5 new object types introduced in 12.13 NL aren't allowed!
- In order to keep with the LPVII theme, the tileset you picked to make your R2 determines the music track you can use. There are 3 tracks for each style. They're all included in the zip file. That means eg, if you use namida_crypt to make your R2, you can only assign crypt1, crypt2, or crypt3 as the music for your level. Similarly, if you use namida_dungeon, you can only pick one of the three dungeon tracks for the music, and if you use namida_organic you can only pick one of the three organic tracks for the music. Pick ONE!

Rule 3 (Armani):

- Make a level with at most 10 skills where at least half of them are permanent skills.
- "Total skill count" counts here: So like 5 climbers and 5 miners is a viable option.

Submission phase ends May 10th 2025 at 00:00 UTC.

Ruleset in detail again: http://www.lemmingsforums.net/index.php?topic=2246.0

Send me a personal message with your level/s and if needed tileset/s to participate. It would also be nice to also tell me the rule which each level satisfies.

Please use the following naming format:  User1_Levelname_R3V1.nxlv ---> Level "Levelname" by User1  for Rule 3  Version 1 of the level

Prize selection:

- Pick next contest's rules (the author of each level in the top 3 gets to select a rule)

Entries so far: 6

- Crane (3)
- IchoTolot (3)

Rule distribution:

Rule 1 - 2
Rule 2 - 2
Rule 3 - 2
Title: Re: Level Design Contest #32
Post by: kaywhyn on March 10, 2025, 06:59:41 PM
One more clarification for my rule which I remembered at some point after I submitted mine to Icho but I forgot to mention! :-[

In order to keep with the LPVII theme, the tileset you use to make your R2 determines which music track you can use. There are 3 music tracks per LPVII tileset. For example, if you made your R2 with namida_crypt, then you can only use crypt1, crypt2, or crypt3 as the music for the level! Similarly, for namida_dungeon you can only use one of the three dungeon tracks and for namida_organic you can only use one of the three organic tracks. Pick ONE!

I've attached the music tracks as a zip file in Icho's post, as the total number of tracks exceeds the maximum number (6) the Forum allows for individual file attachments :)     
Title: Re: Level Design Contest #32
Post by: JRT on March 10, 2025, 09:46:41 PM
Rule 1 is probably the most interesting rule I've seen. You're going ot see a lot of creativity here. I'm looking forward to the playing phase where a backroute fix for Side A opens up a backroute for Side B.
Title: Re: Level Design Contest #32
Post by: IchoTolot on March 16, 2025, 10:21:35 AM
Be aware for rule 1 to not simply save your level again under a different name, but also change the level ID so that both iterations have different IDs!
Title: Re: Level Design Contest #32
Post by: IchoTolot on March 22, 2025, 01:24:08 PM
As I got the first version of my entries ready, a quick reminder to keep thinking/working on your entries.  ;)
Title: Re: Level Design Contest #32
Post by: JRT on April 12, 2025, 11:02:48 AM
I assume for rule 1 with exactly the same terrain and objects also means that multiple sets of teleporters cant be re-paired into different sets despite the objects themselves being placed identically.

For example "A Side" has teleporters 1-2 and 3-4
and "B Side" has teleporters paired 1-3 and 2-4

It feels against the spirit of the rule but just wanted to check.

How are people finding the approach to this rule design?
Title: Re: Level Design Contest #32
Post by: kaywhyn on April 12, 2025, 12:14:51 PM
As this is Colorful Arty's rule, ultimately it's his call to make here and to clarify. Seems to be a nice borderline edge case here you found, but my guess and interpretation is that it's fine, since you haven't changed anything appearance-wise of the levels except for where the teleporters lead to, as long as the solutions to the two levels are different and that a solution to one level isn't possible in the other. Again, this is just my guess and interpretation to Colorful Arty's rule and shouldn't be taken as an official ruling from me in any way! In the end, Colorful Arty gets the final say and that Icho ok's it.

edit: Strikethrough the "it's fine" part of my post, as Icho has added his own interpretation for R1 and yea, it makes complete sense to have them paired the same way in both levels for Arty's ruleset! :)

Also something I meant to do a while ago, but once more, it's likely not necessary since this is a smart community, but just in case for those who might not be aware of it, I expanded Icho's last point in the R1 to explain the easiest way to give the second level a different level ID from the first is by clicking on the "random ID" button in the editor. You know me, I like being super detailed and giving as much details as possible when explaining things! ;)   
Title: Re: Level Design Contest #32
Post by: IchoTolot on April 12, 2025, 12:21:49 PM
QuoteI assume for rule 1 with exactly the same terrain and objects also means that multiple sets of teleporters cant be re-paired into different sets despite the objects themselves being placed identically.

As long as I don't here anything else from Arty I would say the following:

- Teleporters have to be paired the same way in both levels!

Based on the other point in this rule:

"-  Make 2 levels using the exact same terrain and objects, but with different solutions."
Title: Re: Level Design Contest #32
Post by: JRT on April 12, 2025, 01:33:03 PM
Yeah that's absolutely fine. I had a design that worked that way but it's not as interesting as another I'm trying to concoct.
Title: Re: Level Design Contest #32
Post by: JRT on April 12, 2025, 02:10:57 PM
Oh my, it explicitly said in the rule set, I had forgotten that after reading it weeks ago and just asked the Q, sorry  :forehead: