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Lemmings Boards => Contests => Topic started by: IchoTolot on May 11, 2025, 11:08:49 AM

Title: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: IchoTolot on May 11, 2025, 11:08:49 AM
All zips only need to be unzipped inside the main folder of your NeoLemmix Player!

NeoLemmix Level Pack: https://www.dropbox.com/scl/fi/4jb3nm8c9punpa1yr8nxh/Contest_32_NL.zip?rlkey=o7pj02ub5ftiu4d7h53cp3lql&st=f4xped75&dl=1

Music (NeoLemmix): https://www.dropbox.com/scl/fi/734xcnhqbuvwx72eea6o9/Contest_32_Music.zip?rlkey=eo0br2ryfaio4kiecmtlzasdz&st=jkvkbxli&dl=1


Rule 1 Levels

Armani's "Gold Rush" (V7) & "Diamond Rush" (V7)
Colorful Arty's "Treasure Island" (V1) & "Forbidden Treasure" (V1)
Crane's "Ice Cream Cake" (V1) & "Ice Cream Cake (part two)" (V1)
IchoTolot's "Berkana" (V1) & "Eiwaz" (V1)
kaywhyn's "Oh Yes! A Hardcore Molten Problem" (V5) & "Oh No! Another Hardcore Molten Problem" (V5)


Rule 2 Levels

Armani's "Speedlunky" (V1)
Crane's "Monster Munch" (V2)
IchoTolot's "Chain Of Command" (V1)
kaywhyn's "kaywhyn's Organic National Park" (V7)


Rule 3 Levels

Armani's "Spring Has Come!" (V1)
Crane's "Migraine" (V4)
IchoTolot's "Industrial Incident" (V1)
kaywhyn's "Quick Lab Rush" (V7)


You can check the rules details again here: https://www.lemmingsforums.net/index.php?topic=7090.0

Playing Phase will be closed on 11th of July!
Updates will close on 8th of July!


Note: This topic is for posting your comments, replays, etc for the levels. If you wish to post an update to your level, or enter a late submission, please do so in the Updates Topic instead.

Link to update topic (https://www.lemmingsforums.net/index.php?topic=7119.0)
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on May 11, 2025, 03:33:17 PM
Here are my Rule 3 solutions (other than my own)
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: IchoTolot on May 11, 2025, 05:57:20 PM
Quote from: Crane on May 11, 2025, 03:33:17 PMHere are my Rule 3 solutions (other than my own)

Intended solution for my level!  :thumbsup:
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on May 11, 2025, 06:33:38 PM
My Rule 1 solutions, although I haven't gotten the talisman on Berkana or solved Diamond Rush yet, so I'll post Gold Rush when I've solved that one.  Lots of red herrings it feels like.
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: IchoTolot on May 11, 2025, 07:50:56 PM
Also intended/acceptable.  :thumbsup:

I used a slight variation in "Berkana", but yours is totally acceptable! 
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: kaywhyn on May 11, 2025, 11:43:07 PM
Updated the pack to include V2's for my R1's and R3.

@Crane

All backroutes as you might have guessed.

R1 - Man, apparently sometimes I really go overboard with the decoration and it ends up doing me in because they can be used to backroute my levels! :forehead: For V2, added traps.

R3 - This is what I get for changing my mind at the last second to not leave an open wall, but only because I later decided that the way I had the level designed I thought it didn't look good! :-[ Well, to compensate, for V2 luckily I can add a trap behind the crowd at the start!
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on May 12, 2025, 01:02:48 AM
Hehe, happens to the best of us.  But you know I want to see you on YouTube playing through my levels now!

By the way, you might have accidentally put in a random panel of rock in the bottom left corner of your Rule 1 pair of levels - it looks very out of place.
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: kaywhyn on May 12, 2025, 03:37:23 AM
Quote from: Crane on May 12, 2025, 01:02:48 AMHehe, happens to the best of us.  But you know I want to see you on YouTube playing through my levels now!

Sorry, I'm way past the point of playing contest levels on video in real time now. I can certainly understand your want of people doing this for your levels because of the thrill of playing levels where one doesn't know the solution ahead of time and playing them in real time, though! :P Even though I don't have that much experience of being in the position of the author watching people stream my levels, I have seen people play them in real time, and hence I have done some of the things people do while watching one's levels get played on video. For example, I've reacted with surprise when people get stumped on my levels because I didn't expect them to, chuckling here and there and being touched by some of the commentary/remarks the LPer says about my levels while trying to figure them out, etc.

I of course still LP custom Lemmings level packs! ;)   

QuoteBy the way, you might have accidentally put in a random panel of rock in the bottom left corner of your Rule 1 pair of levels - it looks very out of place.

Thanks, I've fixed that now and have reuploaded the correct files in the update topic. I honestly don't know why or how that happened. There have been times when I'm sure I've clicked on a piece in the editor only to not see it appear in the visible portion of my screen at times, so that's likely what happened here.
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on May 12, 2025, 03:45:39 AM
Assuming there were no other changes other than the removal of that rock square, here are my re-solved solutions.
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: kaywhyn on May 12, 2025, 03:52:16 AM
@Crane

Acceptable solutions to my R1's! Nice job! :thumbsup: More technically, for the "Oh Yes!" level, some of the skills are used differently from the intended one and is probably just slightly more complicated than the intended way, while for the Oh No! one, that's essentially the intended solution, you simply managed to do it more efficiently than mine. As such, if I wanted to, in an update I could simply cull the leftover skill you spared in the latter, but for now I'm just going to leave it in as long as no new backroutes show up for it! ;) 
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on May 12, 2025, 05:02:22 AM
My R2 solutions - also re-solved your R3 level, kaywhyn.

Also Armani, attached my solution for Gold Rush while I still try to work out how to solve Diamond Rush!
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on May 12, 2025, 05:43:25 AM
I hope IchoTolot does a YouTube playthrough... I want to see his thought processes!
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: kaywhyn on May 12, 2025, 06:45:47 AM
@Crane

Nice backroute finds with my R2 and R3!

R2 - More steel for V2! The rest of it was some tidying up I decided to do to make the level look better! :laugh:

R3 - For V3, extended the steel structure and shifted the platforms several pixels up.
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Armani on May 12, 2025, 07:10:51 AM
@Crane
intended solutions to my levels Spring Has Come and Speedlunky. :thumbsup:
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: IchoTolot on May 12, 2025, 07:03:58 PM
@Crane The solution to my R2 level is also intended!  :thumbsup: 
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: kaywhyn on May 12, 2025, 07:08:39 PM
Well, this is very awkward. I committed a foul with my R2! My R2 was ineligible due to it having a laser skill, and I didn't catch myself! And I came up with the R2 ruleset too! :forehead: Wow, my age is definitely showing. I apparently can't remember my own ruleset! :-[ Guess I was too excited about getting my intended solution to work with the level idea I had in mind for my R2 that I didn't realize I was using a skill that's not allowed for R2!

Anyway, I've now uploaded V3 for my R2 that fixes the issue that made it ineligible and makes it now eligible. Luckily, it only needed a slight reworking which still somewhat retains the spirit of the original solution I had in mind. I can't say the same about whether I've succeeded on blocking off all the backroutes yet, though one solution I've been sent about two hours ago was the intended way for the original ineligible level. Let's see, though!

In any case, thank you very much to the user who notified me of the ineligibility of my original R2 level! :laugh: :thumbsup:

edit: In my excitement to get out a fixed version of my R2 to fix the ineligibility issue of the level, I forgot that my R3 needed a backroute fix as well as a solution I was PMed is a slight backroute. So, V4 of my R3 has been uploaded now in the update topic! For V4, the only change is more green square blocks added.     
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on May 13, 2025, 03:49:49 AM
Quote from: kaywhyn on May 12, 2025, 03:37:23 AM...
Quote from: Crane on May 12, 2025, 01:02:48 AMBy the way, you might have accidentally put in a random panel of rock in the bottom left corner of your Rule 1 pair of levels - it looks very out of place.

Thanks, I've fixed that now and have reuploaded the correct files in the update topic. I honestly don't know why or how that happened. There have been times when I'm sure I've clicked on a piece in the editor only to not see it appear in the visible portion of my screen at times, so that's likely what happened here.
That square is still present on the "Oh yes!" version of the level by the looks of it.

In the meantime, re-solved your the R2 and R3 levels.
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on May 13, 2025, 03:50:45 AM
Got Gold Rush re-solved and Diamond Rush finally solved!  Gold Rush feels like a backroute though.
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on May 13, 2025, 05:14:06 AM
Finally got the talisman or Berkana!
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Armani on May 13, 2025, 10:18:20 AM
@Crane
I overlooked the powerfulness of the stoner skill  :XD: Now the hatches are lower so you can cheese to the top area.
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: kaywhyn on May 13, 2025, 11:00:56 AM
@Crane

R2 - Ugh, these pixels that stick out on the pink LPVII Organic pieces have been quite troublesome! Fortunately, for V4 this was an easy fix with a very minor terrain modification.

R3 - This one was a bit more troublesome to fix, but luckily it was easier than I thought. For V5, same as the fix for R2, some terrain modification and along with that the pillars to the right of the exit needed to be shifted further to the right in order to make my intended solution work out again. I did the same with the pillars to the left of the exit in order to keep the symmetry with respect to the exit. Hopefully this will finally stop all cheesy backroutes, but let's see!

Many thanks for all the backroutes you've been finding that I didn't know were possible! That's what I get for having made my levels a few days before the playing phase started and hence not as much extensive testing of my own for backroutes as a result! :XD:
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on May 13, 2025, 03:07:55 PM
More re-solves (Diamond Rush is back to being unsolved!)
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: kaywhyn on May 13, 2025, 04:39:11 PM
@Crane

R2 - Ugh, nice find there! Luckily, easy fix with more steel for V5!

R3 - We're nearly there now! V6 is more terrain changes.
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on May 13, 2025, 07:19:24 PM
Completed Diamond Rush again, but crazy tight on timing!  Also Quick Lab Rush.

ADDENDUM: TWO Quick Lab Rush solutions!
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Armani on May 14, 2025, 01:53:10 AM
@Crane
Wow nice job on making the timing works :lem-shocked:
Both levels don't require any tight timings, I should've make it clear :XD:
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on May 14, 2025, 04:20:07 AM
Unfortunately that third platformer opens up a new backroute in Diamond Rush.  Also, Gold Rush is looking more intended now.
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Armani on May 14, 2025, 04:46:28 AM
@Crane Close enough for Gold Rush! Well done :thumbsup:
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: kaywhyn on May 15, 2025, 05:14:19 AM
@Crane

R3 - Ok, your two backroutes weren't as difficult to fix as I thought. For V7, I simply made the wall by the exit thicker.
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Armani on May 15, 2025, 05:49:38 AM
Here are my solutions to Rule 1 levels, other than some levels I already knew the solutions to 8-)

Treasure Island&Forbidden Treasure
It's my favorite rule of the three, great concept and very inspirational. I went for self-indulge challenge and save all lemmings on both levels. :D

Berkana&Eiwaz
Very nice looking levels. I expected a solution without stalling the crowd on Eiwaz but this is the only solution I manage to found.

Hardcore Molten Problems
First one was harder than the second one and looks intended to me. In the second level, I feel like the trap and the fire were suppose to block my solution but barely failed to.
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Armani on May 15, 2025, 05:58:08 AM
Also went for other two rules 8-) mostly easier than rule1 levels.
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: kaywhyn on May 15, 2025, 07:10:22 AM
@Armani

R1 - For the "Oh Yes" level, it's an acceptable solution, but there was a bit of an oversight on my end, and so for V3 there is a minor shift in the terrain to prevent that sliding to land on the ledge. I haven't verified it, but your heavy timing solution that you used should still work here as well. If it does, that's fine, I'll let it slide and call it an acceptable alternative :)

edit: Yup, I've confirmed that just a slight tweak is needed to your solution and it still works. So, as mentioned your solution to "Oh Yes" is acceptable. Great job again! :thumbsup:

The other change that was made was shifting the fire blowtorch trap at the top to block off your solution for the "Oh No" level. Nice catch there, I didn't account for that! :-[

R2 - Another nice backroute find. For V6, some terrain changes.

R3 - Your solution fails for the V7 of the level ??? Maybe that one is for V6 instead? I uploaded a V7 2 hours ago to fix Cranes' backroutes. 
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: IchoTolot on May 15, 2025, 03:13:49 PM
@Armani all solutions to my levels are intended so far!  :thumbsup:

Yeah, I really tried to make R1 und R3 easier this time so most people should be able to solve them.
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Armani on May 16, 2025, 07:38:08 AM
@kaywhyn
resolved updated levels!  8-)
I can feel my solutions to Hardcore Molten Problems are acceptable now. :D  I especially like the oh-no level. Very cool and elegant solution.
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on May 16, 2025, 03:55:27 PM
Got a save 41 solution for "Gold Rush" (still haven't found the intended "Diamond Rush" solution yet!) as well as another solution for "Oh Yes! A Hardcore Molten Problem" that feels much more intended.
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on May 16, 2025, 04:16:24 PM
And some solutions for "kaywhyn's Organic National Park" and "Quick Lab Rush".
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Armani on May 17, 2025, 12:03:31 AM
This might be actually intended :D
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: kaywhyn on May 18, 2025, 12:59:37 PM
@Armani

R1's - As mentioned, your solutions to both of my R1's are acceptable alternatives. Well done, and glad to hear that you enjoyed the "Oh No" level! :laugh: :thumbsup: It's definitely the easier of the two, while my hardest level this time seems to be the "Oh Yes" one, based on the feedback I received from you, Crane, and the user who private streamed my levels.

Spoiler
All 3 of you have said it's due to how there's no floaters/gliders and hence the hardest part is figuring out how to get down safely ;)

@Crane

You didn't have to find another solution for my "Oh Yes" level, since I deem your solution an acceptable alternative, but yes, your latest solution is the intended one for it. Great job! :) Now that you know what I intended for the level, you can see why your other solution is acceptable ;) 

Also notice that I used a Rainbow Island remix and the ohno5 track by ssam1221 for the Oh Yes and Oh No level, respectively. I knew I wanted to use a remix of an official L1/ONML track for these levels just based on the titles! :laugh: Also, I think ssam1221's remix is quite nice and soothing and really helps with solving those difficult levels! :)


@Crane & @Armani 

R3 - Those are pretty bad backroutes, though yes, Armani's most recent solution is indeed intended. As such, this was a really difficult brainstorming session on how to fix the backroutes, and after a while, I think I've managed to come up with something that should do it.

V7 is a massive update with the following changes:


Because of the re-design, this does break the intended solution replay of Armani's, and maybe the changes listed in the last bullet point aren't needed at all and that it's not possible to backroute the level under the original 20 Lemming count and the non-locked RR, but well, I've decided to just play it safe and included them in the changelog anyway :P As a result, the intended solution has become a bit heavier on the precision than I would like it to be, but at the same time it somewhat improves the level IMO. The worry of course is whether the level can still be backrouted! 
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on May 21, 2025, 12:19:54 PM
I FINALLY got it Armani!  Diamond Rush solved, I hope.
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Armani on May 22, 2025, 03:05:36 AM
@Crane
Nah, this level is not that precise.(somewhat precise though :P )
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on May 22, 2025, 03:42:58 AM
I... didn't say it was that precise (at least not this version!)... or did I just find a slightly precise backroute?!
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on May 22, 2025, 04:09:32 AM
All aboard the backroute train!
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on May 24, 2025, 03:52:37 AM
New solution for kaywhyn's Organic National Park - this feels intended.
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: kaywhyn on May 25, 2025, 10:34:54 PM
Quote from: Crane on May 24, 2025, 03:52:37 AMNew solution for kaywhyn's Organic National Park - this feels intended.

Yup, it is! Well done! :thumbsup: As mentioned, it has become heavier on the precision than I would like it to be, but well, as I've learned the hard way,

Spoiler
because the fencer and miner angles are the same, it's very difficult to stop the backroute of using a fencer to release the crowd while also not blocking off the intended way with mining through the same wall to release the crowd! :XD:
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: IchoTolot on June 05, 2025, 01:36:59 PM
I decided to post my solutions that I have so far and make my usual videos when I got everything together at the end.  :)

So here is everything except "Diamond Rush".

I picked up that it shall include a neat new trick, but I haven't found it yet and all other things fall short 1 lem or 1 skill. Seems to be backroute proof for now.  ;)

I really hope it is something clean and elegant though and not some finnicky shimmier+stoner step up - I tried that as well but it did not work.

But lets see and try again  ;) 
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: kaywhyn on June 05, 2025, 06:47:29 PM
@Icho

R1 - "Oh Yes" is nearly an acceptable solution, with the only part of your solution that's backroute-y is the way you dealt with the fissure trap. I would like it to be dealt with in a different manner! For V4, I've added OWAs.

"Oh No" on the other hand is an acceptable solution! Well done! :thumbsup: If I wanted to, I could cull the leftover skill in an update, or I could also make it a talisman, similar to how you made my solution a talisman for your R1, but this would be a bronze one since it's quite an easy challenge solution! However, I'll just leave that extra skill in, as so far I haven't seen or been sent any solutions that backroute the level because of it. Hence, no harm and therefore so far so good! ;)

Both R2 and R3 are intended! Great job! :thumbsup: So just the "Oh Yes" R1 needs resolving, but it should be no problem for you at all :)

Thanks as usual for playing my levels! :thumbsup: 
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Armani on June 06, 2025, 06:40:05 AM
@IchoTolot
Everything is intended :thumbsup:

QuoteI picked up that it shall include a neat new trick, but I haven't found it yet and all other things fall short 1 lem or 1 skill. Seems to be backroute proof for now.  ;)

I really hope it is something clean and elegant though and not some finnicky shimmier+stoner step up - I tried that as well but it did not work.

But lets see and try again
no shimmier+stoner shenanigan needed. I'm not sure if this is a 'neat' new trick but I'll let you be the judge of that. :laugh:



For those who might want the solutions to my levels;
https://youtu.be/MtQXhaJtBK4 (https://youtu.be/MtQXhaJtBK4)
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: IchoTolot on June 06, 2025, 11:32:08 AM
I finally got it and I learned a new trick!  :thumbsup:

The realisation was born a bit on desperation and then I saw the thing that helped me piece the last part together.

It is precise but not fiddly. Once you see what to do it is easy to achieve!  :thumbsup:

I also resolved kaywhyn's level and attached my solutions.  :)

Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: kaywhyn on June 06, 2025, 03:58:25 PM
@Icho

R1 - Your solution for "Oh Yes" is now acceptable and is pretty much Armani's acceptable alternative, with the only difference being that you were more efficient and hence was able to spare a skill. These variants I deem acceptable solutions for my level are a bit more complicated than the intended way IMO, but it's fine. Well done! :thumbsup:

Spoiler
The blocker you spared is for the builder, where you can stop and hold him in place after he walks back to the left, who will later get freed by the miner who uses the builder staircase to continue downward. I didn't account or test for the possibility of the miner and builder being able to meet at the right moment when I made the level, hence I don't require any heavy timing in the intended solution anyway! ;)

In short, you can think of the leftover blocker's purpose is to make the solution easier to execute and also just as a way to avoid any heavy timing shenanigans players might resort to. If that happens, then well, it's on them :P Think your Mr. Lemmy R3 level from LDC 30, where I spared that same blocker in my solution to your level ;)   
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on June 06, 2025, 05:37:15 PM
Quote from: IchoTolot on June 06, 2025, 11:32:08 AMI finally got it and I learned a new trick!  :thumbsup:

The realisation was born a bit on desperation and then I saw the thing that helped me piece the last part together.

It is precise but not fiddly. Once you see what to do it is easy to achieve!  :thumbsup:

Damn!  I have no idea how long it would have taken me to find that!

As for my levels... Rules 1 and 2 are intended, but 3 is a backroute.
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: IchoTolot on June 06, 2025, 08:17:18 PM
@Crane This looks a bit more intended to me.  :)
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on June 06, 2025, 09:05:07 PM
Still a backroute unfortunately.  V3 released.  And here I thought I was doing so well with having levels that didn't need so many updates for once!
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: IchoTolot on June 07, 2025, 12:08:59 PM
@Crane  I bet this is correct though  ;)
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: Crane on June 08, 2025, 12:19:00 PM
You made a correct bet!  That's intended!
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: IchoTolot on June 09, 2025, 01:39:33 PM
I've recorded my solutions and uploaded them to YouTube.  :)

Part 1: https://www.youtube.com/watch?v=vi7C7WN9jPA
Part 2 (my entries): https://www.youtube.com/watch?v=WQUwhgdjLmE

Part 1 still needs to process a little bit, but it should be up soon.  ;)

I also attched my replay collection again + the replays to my own entries.
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: saba on June 23, 2025, 01:54:00 AM
backroutes on migraine, monster munch, and oh yes! a hardcore molten problem
Title: Re: Level Design Contest #32 - Playing Phase (Discussion Topic)
Post by: kaywhyn on July 02, 2025, 10:13:29 PM
I've released V5 of my R1's to fix a backroute on "Oh Yes" thanks to Velixi/saba by adding steel. Also split left OWAs into both left and right OWAs in order to do some visual tidying up.

All rightie, I've followed suit and have played and solved all the LDC 32 levels :) Replays attached. Not sure if any of these backroutes, though.

Rule 1 Feedback

Armani's Gold Rush R1V7
Not sure if this is intended, even though I use all the skills. The only reason I think it isn't is due to saving 1 more than the requirement

Armani's Diamond Rush R1V7
Wow, that was a pretty nice trick with stoning a shimmier from below in order to raise the terrain high enough in order to get over the stack! I remember thinking of this while I was showering last night, so when I had the chance I tried it out, only to see it not work. As it turns out I was on the right track, just was missing interrupting the stacker when it's 7 pixels high, since the stoner from below raises the terrain by 1 pixel and hence makes the stacker wall now 6 pixels high.

I think the reason I thought of this trick quicker was due to something similar I tried on one of Strato's LHOF pack that I pre-tested but ultimately it isn't part of or required in the solution. It still required raising the terrain to make the stack steppable, just not from below like in your level.

Colorful Artys' Treasure Island R1V1/Forbidden Treasure R1V1
Nice visuals and nice open-ended levels. The latter especially reminds me of "I Demand a Builder" from United! :laugh: Going for the save all on it is a nice challenge as well! :thumbsup: 

Cranes' Ice Cream Cake R1V1/Part 2 R1V1
Not sure if the first one is intended, since I have a floater leftover, while the second one seems to be fine, although I probably would be able to save a bit more had I been a bit more careful about getting the right amount of compressed Lemmings through the traps. This took some time to get right, though I overlooked using the blocker to help with that at the top.


Rule 2 Feedback

Armani's Speedlunky R2V1
Nice level which I figured out the solution to very quickly, though I was a dummy and kept trying to see if I could turn the shimmier around with the blocker by blocking on the builder staircase :forehead: After several tries and seeing it fail every time, it made me second guess that the solution must be something else. Turns out I completely missed the path the climber can take to get over everything to the left of the entrance :XD: Nice level!

Crane's Monster Munch R2V2
Nice level, though I believe I came up a builder short by building to the teeth at the ceiling on the right side. Can be somewhat challenging.


Rule 3 Feedback

Armani's Spring Has Come! R3V1
Wow, very nice swimmers only level that looks impossible at first but has a great solution that relies on getting the zombie disarmer past the first masher trap on the right but then needs to get him killed when he falls onto the trap trigger since that's the only way to get rid of him. This took several tries to get the timing and release of more swimmers right, so it can be somewhat annoying, but luckily the RR is low and there's plenty of Lemmings that come out of the entrance.

This one reminds me very much of your Color Coded level, except that one was blockers only, while this one is swimmers only :laugh: Both are quite difficult levels despite using only one skill type! You definitely have shown that it's possible to make such non-trivial, difficult levels of this type. Nice! :thumbsup:

Not going to lie, but for some reason I thought the nuke played a part in the solution! :laugh: I held onto that for some time before I abandoned that approach. It just wasn't going to work considering the distance of the entrance from the preplaced blocker and how you're not going to have that many Lemmings on the screen before the crowd starts drowning and dying.

Crane's Migraine R3V4
Heh, this reminds me of that one 1 minute Chaotic level from Lemmings Cranium requiring the exact same thing with making the digger a bomber in order to get him into the exit on time, except this time you need the nuke to do so since you don't have a bomber available. Nice level, though!