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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" (V5) & "Diamond Rush" (V5)
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" (V3) & "Oh No! Another Hardcore Molten Problem" (V3)


Rule 2 Levels

Armani's "Speedlunky" (V1)
Crane's "Monster Munch" (V1)
IchoTolot's "Chain Of Command" (V1)
kaywhyn's "kaywhyn's Organic National Park" (V6)


Rule 3 Levels

Armani's "Spring Has Come!" (V1)
Crane's "Migraine" (V1)
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