Lemmings Forums

Lemmings Boards => Contests => Topic started by: mobius on December 01, 2013, 11:54:25 PM

Title: Level design contest #3!
Post by: mobius on December 01, 2013, 11:54:25 PM
Welcome to the Lemmings Forum level design contest! It is almost a whole year since our first contest!

First off, you don't have to design a level in order to participate.

The contest consists of two phases, a level design phase and the level solving phase. Each phase will probably last about 3 weeks.

In the level design phase, players can design a single level and submit it. The only restriction is that your level must contain 5 or less Lemmings. Any % required (other than 0) is acceptable.

At the beginning of the solving phase, all levels will be posted. Players try to solve the levels, and submit their solutions at the end, the aim being to solve as many levels as possible. Furthermore players can vote in three categories for: best looking and most fun level and most original level. Also you may rate the level on it's difficulty but this will not be factored into scores.

If you don't design a level (i.e. skip phase 1), you can still submit solutions and/or vote on levels. You can also design a level but not submit solutions/vote.


Level design phase.

Deadline
The deadline for level submissions is Sunday Dec 22th. (May be extended upon popular demand or if it turns out I get eaten by a whale, which is a possibility.)

Submission
You may submit only one level.
1. Post your level right here in this thread.
2. End your filename with a number corresponding to it's version (e.g. level1.lvl)
3. Players can attempt your level before the deadline.
4. Everytime you update your level, please post a notification and make clear which version of your level is the newest one (using this numbering method)
5. Late submissions will be excepted but will automatically lose one point in all voting categories, and author will be given a slap on the wrist.

Theme
The topic of the contest is: Design a level with 5 or less Lemmings. Any % required (other than 0) is acceptable.
You may use any of the classic terrains and even one of namida's new terrains which can be found here: http://www.lemmingsforums.com/index.php?topic=879.0
[note: to install and use these graphics you will have to consult namida, ccexplore or someone else knowledgeable about them]

Platform
The game the levels have to be designed for is Lemmix, specifically 'Custom Lemmings' viewer style. Lemmix
You may use any program to make your level as long as it is in LVL format and 'Custom Lemmings' viewer style. If you have trouble setting up Lemmix or any of these programs, feel free to ask here.

Glitches
Levels must be solvable without glitches. To determine what is a glitch and what isn't, use these lists for reference: non-glitches and glitches. If some behaviour is not listed in the glitches list, you should be safe (unless it's something really obscure; try to use common sense here.) Note however that other players may use glitches to solve your levels, so you should try to protect your level against glitchy solutions.




Level solving phase.

Levels
All levels must be posted here by their authors before the level submission deadline.

Deadline

Monday, December 30. *is flexible*

Submission
-Solving may begin as soon as the first person uploads their level.
-PM your solutions (in LRB format) to their respective authors AND to me. I will keep a folder of all the replays until the end of the contest. you can use the "send to multiple recipients" features to send a message to two people at once.
======EDIT======
Once again, forgot that this forum doesn't have an attachment option on PMs

-One option is dropbox: a free, easy to use program that allows you to upload basically anything anywhere with a link. Really handy, the bearded professors recommend it.
-Another option is to email your solutions to me, (whatshuh@gmail.com) and I will send them to their respectful designers.

-I myself will not participate in the solving phase (at least I won't enter my self for scores though I may attempt and/or solve a few levels)
-

Don't forget to select 'Custom Lemmings' viewer style (right-click -> Change viewer style) when playing a level.
To save a replay after you solved the level in the Lemmix playtester, press 'u' and a replay file will appear in the Replay folder. To view a replay, select the level and go into the play tester, then press Shift+R.
-tips-
F keys are identical to DOS lemmings
press F to enable fast-forward mode
press space bar to skip ahead 10 seconds
press Control+F1 to save a state, press Shift+F1 to go back to that state


Scoring
-Player will get a point for every version of a level they solve for both backroutes and intended solutions.
-I will keep a record of all the solutions made.
-It is up to the designer of each level to decide what is and what is not a backroute. If a designer decides his level has multiple acceptable solutions; all these accepted by the designer will count as intended and NOT as backroutes.
-If player solves the same version of a level in totally different ways; and the designer acknowledges they are different, player will get points for both of these.


Voting

deadline
After the deadline of the solving phase everyone must upload their 'final' version of their level. This is the version that will be judged.
this phase will last one week. Votes must be cast by then.

voting:
submit your votes to me via PM.
I will make my own votes before everyone else and post them in one day before the deadline in an encrypted archive, and I will not change them. I will announce the password for the archive once the deadline has passed. (I have WinRAR but I do not know how to use encrypted archives so I may need help with that...)

Rate every level - give each level a rating between 1 and 10 in each category. 1 is the lowest score, 10 is the highest score. You must vote for every level in this Jam. The level with the highest combined score in each category wins!

categories are:
-best looking
-most fun
-most original
-difficulty (does not effect points)


Awards will go to:
-highest voted level in the three separate categories. So three separate awards here.
-most intended solutions found
-most backroutes found
-level with most backroutes
-level with fewest backroutes


That's it. Have fun!

I encourage everyone to post levels here, and discuss things (don't give away solutions though), to make this contest more lively.


APPENDIX 1:
Please correct mistakes that I may have made in this post. I am completely open to suggestion or changes in the rules.

APPENDIX 2:
during the contest I ask that everybody refrain (within reason) from PM'ing me about matters other than the contest so my box doesn't get too cluttered.
Title: Re: Level design contest #3!
Post by: namida on December 01, 2013, 11:57:28 PM
I'm heading away later tonight for a week or so, but once I'll see what I can make. ;)
Title: Re: Level design contest #3!
Post by: jammer64 on December 03, 2013, 07:10:12 PM
Yippee! First iteration of my contest entry is completed. Puzzle is rather simple to find out, yet this level needs a great deal of concentration and reflexes ;) I believe there are more ways to pass it, still I was tweaking elements for particular solution.

Some details:

Title: Tree House
Tileset: Rock
Lemmings: 4
Time: 2:00
Release Rate: 1
Lemmings To Rescue: 100%

Enjoy!
Title: Re: Level design contest #3!
Post by: mobius on December 03, 2013, 09:17:55 PM
well well, we already have our first contestant!  :o thanks for participating.

I will give this a look later. (although maybe I should not since I barely even begun making my own level.  :-\ Yeah I seem to be in total lack of a creative ideas lately)

----
Also I want to note that this may have been a bad time to start the contest around the holidays so it most likely will get extended as many people may be away at the end of December when the submission deadline is. Feel free to post and say if you're going to be away or would like more time) (or less time?)
Title: Re: Level design contest #3!
Post by: jammer64 on December 05, 2013, 03:16:01 PM
To start with - officially, Tree House can be solved in two ways - differences are connected with single lemmings rather than whole route as lemmings are separated and start from their own entrances.

Möbius and Proxima have already sent me their replays and I'm impressed. Thanks a lot, guys!

Möbius did it very close to official solution (and much more efficient in terms of builder usage than me) and I gladly count it as intended.

Proxima did it yet more clever way than I could predict but It was so brilliant that I don't want it to be counted as backroute to remove, more an alternative solution. What do you think?

P.S. Möbius - how did You manage to set two builders at the same time? ;) I thought that I blinked and missed a bit of action then.
Title: Re: Level design contest #3!
Post by: jammer64 on December 05, 2013, 05:55:08 PM
Gronkling also gave Tree House a go. Thank you, m8! He used only 1 basher and tamed all lemmings in very clever way. Definitely not the solution I would come up with but I love it a lot!

Hence I've decided not to establish any solution a backroute unless it's really nasty cheat that I'm not aware of. All solutions so far demanded reasonable amount of effort and level was completed in about 1:10-1:20. Thus:

- Möbius - intended
- Proxima - intended
- Gronkling - intended
Title: Re: Level design contest #3!
Post by: mobius on December 05, 2013, 08:57:46 PM
very good. I like  this level, it was definitely harder than I thought at first glance. I usually have trouble with these type of levels. I won't say anymore so I don't give anything away to those who haven't played yet.

To start with - officially, Tree House can be solved in two ways - differences are connected with single lemmings rather than whole route as lemmings are separated and start from their own entrances.

Möbius and Proxima have already sent me their replays and I'm impressed. Thanks a lot, guys!

Möbius did it very close to official solution (and much more efficient in terms of builder usage than me) and I gladly count it as intended.

Proxima did it yet more clever way than I could predict but It was so brilliant that I don't want it to be counted as backroute to remove, more an alternative solution. What do you think?

P.S. Möbius - how did You manage to set two builders at the same time? ;) I thought that I blinked and missed a bit of action then.

I just used a hefty amount of pausing. They are not really at the same time.
I'm going to add some pointers for using Lemmix in the first post.
Title: Re: Level design contest #3!
Post by: Crane on December 06, 2013, 12:09:06 AM
And here is my contribution to the competition - I've hopefully blocked off the most obvious backroutes, but I must never underestimate creative players or missing the painfully simple!

Thanatos Gambit

Tileset: Marble
Lemmings: 5
Target: 80%
Release Rate: 80
Time: 9:00
Title: Re: Level design contest #3!
Post by: jammer64 on December 06, 2013, 01:06:49 PM
Crane took on Tree House according to the plan. Thx, dude! ;)

Tree House:

- Möbius - intended
- Proxima - intended
- Gronkling - intended
- Crane - intended
Title: Re: Level design contest #3!
Post by: Pieuw on December 06, 2013, 03:40:11 PM
I played both levels, they're pretty good :thumbsup:
I lack inspiration for mine, I hope I'll manage to make something before the deadline.
Title: Re: Level design contest #3!
Post by: jammer64 on December 06, 2013, 03:54:42 PM
Pieuw is another saviour. I must admit, this solution was really... simple and time efficient (he almost fit within 1 minute). Thanks, dude! Your gameplay is obviously legit, hence:

Tree House:

- Möbius - intended
- Proxima - intended
- Gronkling - intended
- Crane - intended
- Pieuw - intended
Title: Re: Level design contest #3!
Post by: Crane on December 06, 2013, 04:52:28 PM
Well done to Pieuw for taking full advantage of my oversight and completing Thanatos Gambit with 100% saved!  Revised version will come in a day or so, just in case someone else finds another exploit.

EDIT: And Akseli found another backroute - bah!  Good job though... very good timing with multiple lemmings there.

Thanatos Gambit:

- Pieuw - backroute
- Akseli - backroute
Title: Re: Level design contest #3!
Post by: Crane on December 06, 2013, 07:53:43 PM
I've patched the backroutes, even though part of the level had to be redesigned slightly to keep the same tool count (I want to keep it as 01 01 01 -- 04 04 04 -- due to the neat pattern, plus 4 = death!).  Hopefully the level still looks pretty to look at and has not obviously been bandaged.  I'll wait to see if any more solutions are sent in, then I'll upload the next version.
Title: Re: Level design contest #3!
Post by: jammer64 on December 06, 2013, 07:59:43 PM
Akseli joined the team of solvers and did it according to the plan. Thanks, man!

Tree House:

- Möbius - intended
- Proxima - intended
- Gronkling - intended
- Crane - intended
- Pieuw - intended
- Akseli - intended
Title: Re: Level design contest #3!
Post by: Crane on December 07, 2013, 12:27:43 AM
Gronkling sort-of backrouted my level by partially penetrating steel plates (irritating!), and möbius found quite a good backroute.  Not looking good for me so far!

Thanatos Gambit:

- Pieuw - backroute
- Akseli - backroute
- Gronkling - glitch (penetrating steel plates)
- möbius - backroute

Here is the next version - hopefully this fixes all of the known exploits, including some I discovered:
Title: Re: Level design contest #3!
Post by: Pieuw on December 07, 2013, 09:47:35 AM
Gronkling sort-of backrouted my level by partially penetrating steel plates

This sounds just like him :D
Title: Re: Level design contest #3!
Post by: Tim on December 07, 2013, 10:17:47 AM
Do the levels made need to be difficult to solve? I remember making one level that was a superlemming level, although I cant remember what it was exactly. But if that type is not accepted, dont worry I wont submit :P
Title: Re: Level design contest #3!
Post by: jammer64 on December 07, 2013, 10:59:32 AM
Well, I haven't found anything in rules about not using superlemming ;)
Title: Re: Level design contest #3!
Post by: mobius on December 07, 2013, 01:11:22 PM
Do the levels made need to be difficult to solve? I remember making one level that was a superlemming level, although I cant remember what it was exactly. But if that type is not accepted, dont worry I wont submit :P

there is no restriction on difficulty. Levels can be as easy or as difficult as you want. :)
Only restriction is 5 or less lemmings
----------
still planning on making a level of my own, still not getting many good ideas  :(
Title: Re: Level design contest #3!
Post by: Crane on December 07, 2013, 01:56:14 PM
Akseli managed to backroute the second version (v1 in my numbering system) with a good degree of elegance.

Thanatos Gambit:

- Pieuw - backroute (v0)
- Akseli - backroute (v0), backroute (v1)
- Gronkling - glitch (penetrating steel plates) (v0)
- möbius - backroute (v0)

Just to clarify, though they played the level differently, Akseli and möbius' solutions for v0 are more or less the same backroute.  I'm not sure if Akseli's solution of v1 can be done on v0 due to the different position of the terrain.

The problem with harder levels is that they are much more difficult to reinforce against backroutes - never underestimate experts and masters!
Title: Re: Level design contest #3!
Post by: Crane on December 07, 2013, 02:25:39 PM
It seems in my haste to make the level look pleasant to look at, as well as entice the player with red herrings, I opened up a backroute that is much more obvious than the intended solution (this is not the one Akseli found).  There are some minor variants to the intended solution that would pass though.  Here is the third version (v2).
Title: Re: Level design contest #3!
Post by: Crane on December 07, 2013, 04:34:31 PM
Akseli is too good at this!  He used a similar variant to his last backroute to complete v2.  Gronkling glitched v1 by using a bomber to break the steel plates on the drop (which I anticipated and fixed in v2 anyway), and backrouted v2.  The way I see it though... what better way than making a good level than this kind of testing?!

Thanatos Gambit:

- Pieuw - backroute (v0)
- Akseli - backroute (v0), backroute (v1), backroute (v2)
- Gronkling - glitch (v0), glitch (v1), backroute (v2)
- möbius - backroute (v0)
Title: Re: Level design contest #3!
Post by: mobius on December 07, 2013, 05:39:14 PM
thanks Crane and Jammer for being detailed and mentioning glitches and so forth.
Just to be clear; I'm not making a distinction in solutions of glitch or not just backroute and intended solution (since glitches are not allowed in intended solutions for this contest) But it's nice to have the details anyway.

I attached the current spreadsheet. If it's difficult to understand ask me how it works. And if you have a more efficient way to tally scores let me know.
I will use an equation at the end to ask for total "B"s (backroutes and "I"s (intended).
-------
does Google documents have equation features? I only recently learned about this from Pieuw and CCZone.

---
Crane: your level changed quite a bit as far as solution goes. I was really way off.  :D But it still looks nice.
Title: Re: Level design contest #3!
Post by: Crane on December 07, 2013, 06:41:43 PM
I hope I didn't change it too much to the point that it's a different level.  I was trying to patch backroutes while keeping the level pretty and also keeping the intended solution mostly the same (some positioning has changed slightly).
Title: Re: Level design contest #3!
Post by: Crane on December 07, 2013, 11:55:26 PM
Successful backroute from Clam Spammer, and very elegant too - nice one.  He also said there was something to be said about a level that has a time limit of 9 minutes and has 30 seconds left on the clock when the last lemming exits!

Thanatos Gambit:

- Pieuw - backroute (v0)
- Akseli - backroute (v0), backroute (v1), backroute (v2)
- Gronkling - glitch (v0), glitch (v1), backroute (v2)
- möbius - backroute (v0)
- Clam Spammer - backroute (v2)
Title: Re: Level design contest #3!
Post by: Crane on December 08, 2013, 06:47:54 PM
Well, no more submissions for now, so I gather players haven't found any more backroutes yet.  Hopefully that means I can release the next version with everything patched.
Title: Re: Level design contest #3!
Post by: Crane on December 08, 2013, 10:05:32 PM
Gronkling took advantage of an oversight of mine when I modified the upper level slightly!  Good job with that backroute, but extra points for using all the tools!  Akseli took advantage of my oversight too!

Thanatos Gambit:

- Pieuw - backroute (v0)
- Akseli - backroute (v0), backroute (v1), backroute (v2), backroute (v3)
- Gronkling - glitch (v0), glitch (v1), backroute (v2), backroute (v3)
- möbius - backroute (v0)
- Clam Spammer - backroute (v2)
Title: Re: Level design contest #3!
Post by: mobius on December 09, 2013, 12:37:56 AM
Thanks for keeping us updated. I will try the latest version again too when I get time.


to everyone else, a Friendly reminder:

Two weeks left to submit your level! (unless somebody asks for an extension)
Title: Re: Level design contest #3!
Post by: jammer64 on December 09, 2013, 08:16:20 AM
Clam also did it!

Tree House:

- Möbius - intended
- Proxima - intended
- Gronkling - intended
- Crane - intended
- Pieuw - intended
- Akseli - intended
- Clam Spammer - intended

Despite no real backroutes I wonder whether the right side is not too simple and obvious. I'll try to introduce some modifications at a cost of open-ended solutions.
Title: Re: Level design contest #3!
Post by: mobius on December 14, 2013, 09:20:30 PM
since there's been no activity for almost a week, I think I will extend the deadline. As a reminder: it originally was Dec. 22, which is a week away. I'd like to get confirmation of people making levels or participating before ending phase 1 prematurely.

deadline for phase 1: to be decided whenever activity picks up again  :-\



(not that I haven't been trying super hard to make my own level; I definitely haven't been playing too much chip's challenge lately or anything like that  ;P )
Title: Re: Level design contest #3!
Post by: Akseli on December 14, 2013, 09:25:01 PM
I am going to participate and I don't have any problem with the original deadline. :)
Title: Re: Level design contest #3!
Post by: Gronkling on December 15, 2013, 01:46:13 AM
I just spent 3 hours making a level and I was finally happy with the design/looks and now lemmix just crashed.  :disagree:
I'll remake it tomorrow so expect a level then :D

EDIT: Actually I'd have to backroute test it loads first so expect a level not tomorrow
Title: Re: Level design contest #3!
Post by: mobius on December 15, 2013, 03:12:55 AM
ok, but if need be I will wait a little bit for people who told me they wanted to join earlier, to join.

I just spent 3 hours making a level and I was finally happy with the design/looks and now lemmix just crashed.  :disagree:

I understand your pain Gronkling  :'(
Title: Re: Level design contest #3!
Post by: Gronkling on December 16, 2013, 12:32:35 AM
Here is my level. I couldn't find any backroutes but looking at last contest, that doesn't really make much difference... . :P

Lake Guardian

Tileset: Dirt
Lemmings: 3
Time: 4:00
Release Rate: 1
% to save: 100

EDIT: Just noticed that this level looks a bit like my avatar  ??? That was unintentional EDIT2: Well it doesn't anymore
Title: Re: Level design contest #3!
Post by: Akseli on December 16, 2013, 06:54:45 PM
Hey Gronkling, is your level surely meant to be played in Custom Lemmings viewer style? I just noticed that when playing in Dos Orig. viewer style, lemmings of course fall from the entrance one pixel more left than in CustLemm, and the second lemming (the middle hatch lemming) survives the fall, unlike with CustLemm mechanics?

This seems a really hard level if it's meant for CustLemm, I've now tried it for a while and I'm not even close to save all three lemmings. :P
Title: Re: Level design contest #3!
Post by: Gronkling on December 16, 2013, 06:57:11 PM
Hey Gronkling, is your level surely meant to be played in Custom Lemmings viewer style? I just noticed that when playing in Dos Orig. viewer style, lemmings of course fall from the entrance one pixel more left than in CustLemm, and the second lemming (the middle hatch lemming) survives the fall, unlike in CustLemm mechanics?

This seems a really hard level if it's meant for CustLemm, I've now tried it for a while and I'm not even close to save all three lemmings. :P

No, custlemm is correct! :D (Also phew that probably means no obvious backroutes)
Title: Re: Level design contest #3!
Post by: Akseli on December 16, 2013, 07:00:37 PM
Okay. :D And you remember that glitches aren't allowed? ;P

Just kidding, well done, at least for me it seems that there is no easy solutions at all, so you've succeeded pretty well blocking the most obvious backroutes right from the initial version.
Title: Re: Level design contest #3!
Post by: Gronkling on December 17, 2013, 06:20:44 PM
Akseli backrouted V1 with a cool route, saving 1 blocker. V2 is attached (Now let's hope my habit of creating new backroutes by fixing old ones doesn't come in).

Lake Guardian:

Akseli: Backroute V1

Title: Re: Level design contest #3!
Post by: Crane on December 18, 2013, 02:50:53 AM
Gronkling found another pretty good backroute in the same version, but isn't too far from the intended solution in places.  I still haven't completed Gronkling's level yet - wow that is hard!

Thanatos Gambit:

- Pieuw - backroute (v0)
- Akseli - backroute (v0), backroute (v1), backroute (v2), backroute (v3)
- Gronkling - glitch (v0), glitch (v1), backroute (v2), backroute * 2 (v3)
- möbius - backroute (v0)
- Clam Spammer - backroute (v2)

Find attached version 5 (numbered 4, since I started at 0)
Title: Re: Level design contest #3!
Post by: geoo on December 18, 2013, 04:31:58 AM
Here's my (rather minimalistic) entry. I didn't have much time, but hopefully it isn't completely trivial, and I put some effort into the design too.

I'll only have my computer until Dec 31st for level testing, so personally I'd rather you don't move the level submission deadline, as otherwise I probably can't participate in the solving phase.
Title: Re: Level design contest #3!
Post by: namida on December 18, 2013, 04:43:01 AM
Not long to go and I still haven't come up with any good ideas... if I don't come up with something soon, I might try my usual trick of making an easy level as a starting point then looking for ways to make it harder...
Title: Re: Level design contest #3!
Post by: Clam on December 18, 2013, 06:25:06 AM
^ Likewise. I plan to make easy levels for my Lix set so something harder could well evolve out of that :). I've just been super busy lately, this weekend things settle down for christmas (hopefully) so I'll have a go then.
Title: Re: Level design contest #3!
Post by: Crane on December 18, 2013, 05:23:27 PM
Well, I think I've won the award for the most backrouted level!

Gronkling's backroute is almost identical to the last one he found, with one minor change in basher positioning, while Akseli's is a brand new one.

Thanatos Gambit:

- Pieuw - backroute (v0)
- Akseli - backroute (v0), backroute (v1), backroute (v2), backroute (v3), backroute (v4)
- Gronkling - glitch (v0), glitch (v1), backroute (v2), backroute * 2 (v3), backroute (v4)
- möbius - backroute (v0)
- Clam Spammer - backroute (v2)
Title: Re: Level design contest #3!
Post by: mobius on December 18, 2013, 06:46:46 PM
-currently Gronkling and Akseli are tied with 7 solves each.
-So far Gronkling's level appears the hardest with only one backroute reported by Akseli.
-jammer64's is the only level to be solved intended and by everyone

geoo's level looks interesting (and much harder than it appears no-doubt) I'm glad you prevented direct dropping to the exit from the start this time  ;)

there are four levels out now!

Not long to go and I still haven't come up with any good ideas... if I don't come up with something soon, I might try my usual trick of making an easy level as a starting point then looking for ways to make it harder...

yeah I guess I need to do this as well. I've been making levels for chips challenge lately and it seems like I am only able to focus my creativity on one game at a time or something..  :-\
Title: Re: Level design contest #3!
Post by: namida on December 18, 2013, 10:56:22 PM
I pretty much took a creativity "loan" from my future self to make LPII... I'm all dried up at the moment... xD
I'm sure I'll think of something though. Although I'm busy today and tomorrow, so that only gives me two days to put a level together... there again, even some of the best LPII levels (such as Panic Attack) were made in well under an hour.
Title: Re: Level design contest #3!
Post by: Crane on December 20, 2013, 03:01:39 PM
Gronkling found a second backroute that left him with just 8 seconds on the clock.  I quite like this one actually, although it unfortunately got fixed in my latest version of the level!

Thanatos Gambit:

- Pieuw - backroute (v0)
- Akseli - backroute (v0), backroute (v1), backroute (v2), backroute (v3), backroute (v4)
- Gronkling - glitch (v0), glitch (v1), backroute (v2), backroute * 2 (v3), backroute * 2 (v4)
- möbius - backroute (v0)
- Clam Spammer - backroute (v2)

Hopefully this answers all the backroutes to date... emphasis on hopefully!
Title: Re: Level design contest #3!
Post by: Crane on December 20, 2013, 06:18:16 PM
Gronkling found a very nice backroute in v5, but because I like it so much, and because he took advantage of my own silly fault in trying to make the level look nice (and it also uses all the tools), I might let it remain as an official solution... although it depends on if anyone finds the actual official solution.

Gronkling found another one - could be slightly trickier to fix, but I'll try!  People, Gronkling = good beta tester!

Thanatos Gambit:

- Pieuw - backroute (v0)
- Akseli - backroute (v0), backroute (v1), backroute (v2), backroute (v3), backroute (v4)
- Gronkling - glitch (v0), glitch (v1), backroute (v2), backroute * 2 (v3), backroute * 2 (v4), backroute * 2 (v5)
- möbius - backroute (v0)
- Clam Spammer - backroute (v2)
Title: Re: Level design contest #3!
Post by: Crane on December 20, 2013, 09:15:26 PM
Gronkling found a third solution that nets him 100%, although this one uses a sort-of Climber glitch in that the Lemming successfully scales and mounts a cliff that has the start of a builder's bridge right at the brink.  Good work again.  I'm so glad you're enjoying yourself trying to break my level in every way possible!  I love the challenge of trying to patch it!

Thanatos Gambit:

- Pieuw - backroute (v0)
- Akseli - backroute (v0), backroute (v1), backroute (v2), backroute (v3), backroute (v4)
- Gronkling - glitch (v0), glitch (v1), backroute (v2), backroute * 2 (v3), backroute * 2 (v4), backroute * 2, glitch (v5)
- möbius - backroute (v0)
- Clam Spammer - backroute (v2)
Title: Re: Level design contest #3!
Post by: namida on December 22, 2013, 01:50:04 AM
Well, I've been really busy the last few days so I haven't been able to make a level for this one sorry... (plus, a bit short on ideas lately anyway). Maybe next time...

Once we're past the submission deadline, I probably will at least look at the levels and vote this time (although level solving is not my strongest point).
Title: Re: Level design contest #3!
Post by: geoo on December 22, 2013, 04:30:53 AM
I solved all the posted levels so far, though I suppose there'll be a few more within the last day before the submission deadline (if there aren't, then maybe an extension by 1 or 2 days may be indeed appropriate).

As for my level, so far it has been solved by Akseli and Gronkling, both found the intended solution.

Gate to Hades:
- Gronkling - intended
- Akseli - intended
Title: Re: Level design contest #3!
Post by: Pieuw on December 22, 2013, 10:11:53 AM
Seems like inspiration and creativity abandoned me for this one. I tried to make something, several times, but was never happy with it. I know I suck and stuff, and I deeply apologize :-[
Title: Re: Level design contest #3!
Post by: Gronkling on December 22, 2013, 12:26:25 PM
Geoo backrouted my level with a route similiar to Akseli's. Here is a fixed version.

Lake Guardian:

Akseli: Backroute V1
Geoo: Backroute V2
Title: Re: Level design contest #3!
Post by: mobius on December 22, 2013, 07:31:13 PM
Seems like inspiration and creativity abandoned me for this one. I tried to make something, several times, but was never happy with it. I know I suck and stuff, and I deeply apologize :-[

don't feel bad. It seems it did me too. And I've totally lost interest in Lemmings right now :XD: with all my free time spent playing other games.
-----------

Updated list; with Gronkling in the lead at 11 total solves. (9 on the same level  :o )
? - means I need confirmation from Crane and Jammer if those are intended or backroutes.
Title: Re: Level design contest #3!
Post by: jammer64 on December 22, 2013, 07:36:10 PM
Geoo also has gone through the tree according to my intentions :D Thanks, man!

Tree House:

- Möbius - intended
- Proxima - intended
- Gronkling - intended
- Crane - intended
- Pieuw - intended
- Akseli - intended
- Clam Spammer - intended
- Geoo - intended
Title: Re: Level design contest #3!
Post by: Crane on December 22, 2013, 10:11:32 PM
geoo found a backroute - actually pretty much the same as one that Gronkling found earlier.  Still, a victory is a victory!

Thanatos Gambit:

- Pieuw - backroute (v0)
- Akseli - backroute (v0), backroute (v1), backroute (v2), backroute (v3), backroute (v4)
- Gronkling - glitch (v0), glitch (v1), backroute (v2), backroute * 2 (v3), backroute * 2 (v4), backroute * 2, glitch (v5)
- möbius - backroute (v0)
- Clam Spammer - backroute (v2)
- geoo - backroute (v5)

Here is the next iteration of the level!
Title: Re: Level design contest #3!
Post by: Crane on December 22, 2013, 11:37:19 PM
Ugh, Gronkling is too good!

Thanatos Gambit:

- Pieuw - backroute (v0)
- Akseli - backroute (v0), backroute (v1), backroute (v2), backroute (v3), backroute (v4)
- Gronkling - glitch (v0), glitch (v1), backroute (v2), backroute * 2 (v3), backroute * 2 (v4), backroute * 2, glitch (v5), backroute, glitch (v6)
- möbius - backroute (v0)
- Clam Spammer - backroute (v2)
- geoo - backroute (v5)
Title: Re: Level design contest #3!
Post by: Akseli on December 23, 2013, 01:12:40 AM
Okay, here's my level. :)

I initially aimed to create an easy level for this contest, but then I had some ideas that I really wanted to realize, which happened to me in the level jam, too. :P
Title: Re: Level design contest #3!
Post by: Akseli on December 23, 2013, 09:20:18 AM
Gronkling backrouted my level slightly, here's the second version.

EDIT 1: Gronkling also backrouted v2. :F
Here's v3.

EDIT 2: Gronkling backrouted v3, v4 attached.

EDIT 3: Gronkling solved v4 as I wanted! Yeeeeeee. :P

Ethereality:
- Gronkling - backroute (v1), backroute (v2), backroute (v3), intended (v4)

Title: Re: Level design contest #3!
Post by: Crane on December 23, 2013, 06:05:14 PM
Updated version of my level, courtesy of Gronkling's level-breaking skills!
Title: Re: Level design contest #3!
Post by: Crane on December 23, 2013, 08:17:04 PM
I practically did a spit-take at Akseli's backroute of v6 (which also works on v7) because he somehow just avoids the trigger zone of one of the shredder traps!

UPDATE: Gronkling found a variant of an old one, and one new one which I don't think I can patch (good work).  It uses a slightly glitchy mechanic, although not quite a glitch because it involves masterful timing, but I've honestly got no clue as to how to patch it without breaking the intended solution or making it way too obvious (well, there is one simple fix, but I rather not do it because it breaks some symmetry and removes a red herring).

Thanatos Gambit:

- Pieuw - backroute (v0)
- Akseli - backroute (v0), backroute (v1), backroute (v2), backroute (v3), backroute (v4), backroute (v6), backroute (v7)
- Gronkling - glitch (v0), glitch (v1), backroute (v2), backroute * 2 (v3), backroute * 2 (v4), backroute * 2, glitch (v5), backroute, glitch (v6), backroute * 2 (v7)
- möbius - backroute (v0)
- Clam Spammer - backroute (v2)
- geoo - backroute (v5)

Got a new version out that patches the other backroutes though, hopefully.

ERRATA: Fixed a bug in the latest version - you may have to re-download.
Title: Re: Level design contest #3!
Post by: Akseli on December 23, 2013, 11:31:28 PM
Crane backrouted v1 and v4 of my level, here's v5. This is already now my most backrouted level... :P

Ethereality:
- Gronkling - backroute (v1), backroute (v2), backroute (v3), intended (v4)
- Crane - backroute (v1), backroute (v4)
Title: Re: Level design contest #3!
Post by: Crane on December 24, 2013, 01:04:04 AM
Hey, no sweat.  Just look at the metrics for my level!  But what better way to make super-hard puzzles than to have the masters test them? (Well, I'm a better designer than player)
Title: Re: Level design contest #3!
Post by: mobius on December 24, 2013, 03:25:47 AM
unless there is protesting: the end of the solving phase will be on Dec 30, a week from now. I will accept late level submissions up until Thursday December 26.

-------------
to be clear: nobody's found the intended solution to Crane's level?

and no backroutes have been found on geoo's  :o (Jammer's too but he admitted letting multiple solutions ok )
Title: Re: Level design contest #3!
Post by: Crane on December 24, 2013, 03:44:03 AM
I feel embarrassed, but yes, no-one has found the intended solution on Thanatos Gambit; backroutes, on the other hand...

UPDATE: Due to my unusual numbering system, I actually have 9 versions of the level, not 8 (the 1st was v0 and the 9th was v8).
Title: Re: Level design contest #3!
Post by: geoo on December 24, 2013, 06:11:49 AM
Actually, Gronkling found a (silly) backroute to v1, so here's a fix.

Gate to Hades:
- Gronkling - intended, backroute (v1)
- Akseli - intended
Title: Re: Level design contest #3!
Post by: mobius on December 28, 2013, 06:58:30 PM
I've been sick guys, so I haven't really been able to focus on this contest. In a few days once I get better I'll get back to it.  :)
Title: Re: Level design contest #3!
Post by: Akseli on December 29, 2013, 01:28:47 AM
Okay, but what we're going to do with geoo's issue now because he's leaving, are we trying to end the contest before the year 2014, or should we compile the results for only geoo's level before 2014, or should we continue normally and geoo will get the results when he'll come back after a few months? :P


I'm having troubles with the last versions of Gronkling's and Crane's levels. I'm also still waiting for levels from some people...! :P I don't know how the theme affects the activity, because at least in my opinion the theme of this contest isn't very limiting, lots of levels with many lemmings can work similarly if they had only five or less lemmings. I'd guess that this theme is relatively easy to come up with a level idea, or then it's just that there's so much variety that it's hard to find a good idea for a level (?).
Title: Re: Level design contest #3!
Post by: mobius on December 29, 2013, 03:21:23 AM
the solving phase will end Tuesday December 31 the day geoo leaves. (And this ends all late submission, UNLESS suddenly, magically a bunch of people drop in and start making levels. Then voting starts. geoo said he would try to enter his votes early before this but for everyone else, wait until this date to start voting.

I'd compile results on geoo's level singularly for him but I really can't sit at my computer for any length of time right now. so I guess you'll have to wait, sorry.

Of course now when I'm sick and it's almost too late I get an idea for a level  :sick:

agreed on Gronkling's level. He also seems to be trying to usurp geoo's title of hardest level creator.  :D
Maybe it was a bad time of year to hold the contest on account of the holidays. Well we can always have another!
Title: Re: Level design contest #3!
Post by: geoo on December 31, 2013, 04:25:04 AM
Don't worry about me. You can have the contest go on for longer if you want, heck, you can even extend the level submission phase and nag people to make submissions to have a few more levels in the pool (Clam, Steve, Pieuw, namida, ..., and of course yourself, mobius!). I'm not even sure whether I'll have enough time tomorrow to give the new versions of the existing levels a good shot.
As for determining whether a solution to my level is intended or not - for simplicity, if you don't have the time to look at the actual solutions, you could just consider any solution to version 2 of my level intended. Either way, I got a level submitted to the contest, that's all that counts for me.
Title: Re: Level design contest #3!
Post by: mobius on January 01, 2014, 07:22:37 PM
The contest is postponed until I feel better or drop dead which is liable to happen the way things are going. So you may continue to upload replays, levels and anything until then.
Title: Re: Level design contest #3!
Post by: Gronkling on January 02, 2014, 12:24:48 AM
Lake Guardian:

Akseli: Backroute V1
Geoo: Backroute V2 , Backroute V3
Title: Re: Level design contest #3!
Post by: Crane on January 02, 2014, 01:03:09 PM
Here is my final version of my level, unless someone breaks it spectacularly.  It doesn't patch any backroutes really, but is just a slight bit of extra polish.

One backroute from Gronkling remains, but because it's so hard to pull off, especially compared to the intended solution, I've decided to let it remain.
Title: Re: Level design contest #3!
Post by: mobius on January 06, 2014, 12:43:25 AM
for various reasons I will be extending the contest a few weeks or so.

anybody can still: enter a level. And you will not be penalized for being late. A new deadline will be determined and then late points will be penalized if you go beyond that date.

anybody can continue to solve levels and enter replays
Title: Re: Level design contest #3!
Post by: mobius on January 11, 2014, 10:03:43 PM
solving phase will end tomorrow.  So if anybody wants to try solving any more levels, better hurry.

(It's well past the due date already and I want to get to other interesting activities!) *hint, hint*

===========================

Also: Voting will now begin! Please submit your votes to me via PM. vote in four categories:

-appearance (best looking) 1-10 (1 worst, 10 best)
-most fun to play
-most original
-difficulty (1 easy, 10 hard) (this score will not be reflected in scores and no award is given)

note: there are five levels;

Tree House by   jammer64
Thanatos Gambit by Crane
LAKE GUARDIAN by gronkling
Gate To Hades by geoo
Ethereality by   Akseli

voting will be open for 1 week. Please get yer votes in by then.
Title: Re: Level design contest #3!
Post by: Gronkling on January 11, 2014, 10:41:03 PM
It would be best to see the intended solutions before voting on originality so could you publicly release them after the solving deadline finishes? (Also did you get that folder with all of my solutions)
Title: Re: Level design contest #3!
Post by: Gronkling on January 12, 2014, 05:53:21 PM
Akseli backroute.

Lake Guardian:

Akseli: Backroute V1 , Backroute V4
Geoo: Backroute V2 , Backroute V3
Title: Re: Level design contest #3!
Post by: mobius on January 12, 2014, 06:52:22 PM
It would be best to see the intended solutions before voting on originality so could you publicly release them after the solving deadline finishes? (Also did you get that folder with all of my solutions)

oh yeah. You're right. I will release the the intended solutions then when I have time.
Title: Re: Level design contest #3!
Post by: mobius on January 13, 2014, 04:36:13 PM
---Uploaded here all all the current levels and replays that were submitted to me

voting will now commence
Title: Re: Level design contest #3! - RESULTS!
Post by: mobius on January 19, 2014, 12:52:17 AM
Results are in! Five levels were entered.

First: the solving phase:

Gronkling wins with a total of 21 solves! (18 backroutes and 3 intended solutions, the most backroutes AND intended solutions)

Congragulations Gronkling! You receive the statue of a golden lemming holding a pick-axe in his right hand and a bomb in his left, with the inscription: "Let's go!"

fun fact: Gronkling had a lead of 10 solves over everyone else. Akseli was closest behind with 11 yet he still had a lead of 7 over the next person.

The Most backrouted level was Thanatos Gambit with a total of ~24 backroutes. (this is approximate on the account of some people may have found similar solutions. The numbers are far enough apart we don't need to be exact. Crane can clarify if anyone wants to know exactly).
Congruations Crane! You earn the brickout award

The level with fewest backroutes was Tree House; with 0 backroutes.
Congragulations jammer64!


PHASE TWO:

4 people voted and here are the results:
(votes are based on the average of all votes)

jammer64 - Tree House
originality: 5.75
fun: 6.75
appearance: 7.75
difficulty: 3.5
total: 20.25

Crane - Thanatos Gambit
originality: 5.33
fun: 8
appearance: 6.667
difficulty: 7.33
total: 20

Gronkling - Lake Guardian
originality: 7.667
fun: 6.667
appearance: 7.333
difficulty: 9
total: 21.667

geoo - Gate to Hades
originality: 7.5
fun: 7.25
appearance: 6.75
difficulty: 7
total: 21.5

Akseli - Ethereality
originality: 7
fun: 7.3333
appearance: 6.666
difficulty: 6
total: 21


It was a very close contest! but Gronkling came out in the lead so his level; Lake Guardin wins. Congragulations Gronkling! You receive the title of best level designer for the weekend and a Lemming plush doll personally handcrafted by Problem.
 :party:

I'll try to leave my personal comments on all the levels later, when I feel better
===================================

thanks to everyone who joined! And please consider joining in on the fun in the next contest......

 :lem4ever:
Title: Re: Level design contest #3!
Post by: Crane on January 19, 2014, 11:03:11 PM
I had the most fun level - I can live with that!
Title: Re: Level design contest #3!
Post by: Pieuw on January 20, 2014, 08:14:16 AM
Shame on me for not being active at all, this time. :scared:

Bravo to Gronkling, it doesn't really surprises me! You use to make unique-looking and tough levels. But of course, everyone here is talented and the two levels I played (Tree House and Thanatos Gambit) were really fun. :thumbsup:
I'll play the others someday, of course!
Title: Re: Level design contest #3!
Post by: jammer64 on January 20, 2014, 01:17:41 PM
OMG, how come I've missed voting phase? :( Hail to the victor!
Title: Re: Level design contest #3!
Post by: Akseli on January 21, 2014, 12:18:54 AM
Congratulations Gronkling! :thumbsup: You definitely were completely overwhelming in level solving part of the contest, and your level did best also in voting. :) And what a close run between all the contest levels!
I really would have liked to see more voters, 4 is in the end quite few to decide the results. Jammer, if you want, you could probably show how you would have voted, geoo did the same after the end of the earlier level jam.

Ethereality - I didn't vote for my own level.

At first I decided the tileset that I absolutely wanted to make a level with, I even were a bit worried if someone else invented to do with the same tileset, but fortunately I was the only one then. It fitted perfectly to the time of the year and it was the only tileset I hadn’t designed a level with yet. I had a vague idea for an easy level and I wanted to realize it to encourage all kinds of people to submit their all kinds of levels to the (upcoming) contests, but during designing my level I had some more ideas that I really wanted to implement, thus the level is what is it now.

jammer64 - Tree House - My votes: 6 for originality, 7 for fun, 7 for appearance, 4 for difficulty

It's surprisingly fun to work out a solution, because the amount of bashers limits the choices pretty efficiently. 99 builders complete this interesting skillset. The most intriguing thing was that four lemmings all had to make somewhat different tasks in their own areas to approach the same spot of the level. A bit bland title, a pleasant appearance, the exit blends to its background admirably apart from its bottom. Jammer, this is clearly your best level so far what I’ve seen, even much better than “Moss And Iron”, well done! : )

Crane - Thanatos Gambit - 8 for originality, 8 for fun, 9 for appearance, 9 for difficulty

I didn’t find the intended solution yet, but a bunch of other solutions, that all were more or less fun to play. This level had the best aesthetics to my eye, and I love to see lots of pieces that all seem to be placed in an elaborated way (like arches, geometric shapes, even colour placements), well done Crane! I’m also a fan of massive, ambitious levels, as with Lemmix features big walking distances aren’t a problem. Though I would have liked to see a non-Marble level by you this time. :P This level was my favourite of the contest gaining 25 points from me.

Gronkling - Lake Guardian - 8 for originality, 8 for fun, 5 for appearance, 9 for difficulty

Same with Thanatos Gambit, even though I backrouted the level few times, due to not solving the latest version I decided to give high difficulty and originality points (and I probably wanted to see another tileset this time, so that the level wouldn't resemble the earlier contest level that much). Again, really hard to say about the solution, but here it was right from the first version always pretty impossible-feeling to find any solution. Then I found some Gronkling-ish tricks using solutions, but they appeared to be backroutes after all. The monster looking thing and that rough piece mess are the most remarkable details in the layout, but I would have liked to see a bit more effort in decorating the dirt parts of the level.

geoo - Gate To Hades - 8 for originality, 9 for fun, 6 for appearance, 7 for difficulty

A simplistic, small level, characteristic to geoo. A neat way to bring again inverted entrance method to service the purpose of the level. Another neat direct drop prevention there. (Btw, just came to my mind, that kind of invisible terrain piece preventing direct drop deceives the player in exactly the same way than a trap hidden in terrain, for example. I personally am fine with these type of issues, when you first time encounter it, then you know it’s there. It's ok especially if the deception isn’t behind a big effort, like going through a huge level just to find out that something invisible prevents your solution there at the end.) The solution for Gate To Hades has few more or less familiar techniques, but the combination of those created a smile on my face, nice nice nice! This level won my fun category.


Thanks for everyone for participating! I’m overall a bit disappointed that there definitely could have been more levels, more solvers and more voters, I know that many people who didn't end to participate expressed their interest in this after all.
Title: Re: Level design contest #3!
Post by: Crane on January 21, 2014, 09:12:20 AM
I'll have to dig up the results I gave for the maps.

One slight question... how is "originality" scored? Is it an original appearance or solution? It just seems a little vague (plus one person only gave me a 2 for originality, so I'm wondering what I did wrong!)
Title: Re: Level design contest #3!
Post by: mobius on January 21, 2014, 09:39:22 PM
I'll have to dig up the results I gave for the maps.

One slight question... how is "originality" scored? Is it an original appearance or solution? It just seems a little vague (plus one person only gave me a 2 for originality, so I'm wondering what I did wrong!)

tha's a good question  :-\ I just sort of took the rules from the first contest which geoo started. I thought about making 2 separate categories for originality of solution and design but decided against it to make it simpler.
Personally as to your level, I liked the design a lot, while I didn't find it the *most* original design I sitll thought it was unique and well designed. The solution that I found was also fun, but I haven't found the intended yet so that judgement is a little limited. I don't remember
Your level reminds me of one by Ellischant called "There's Thrill in the Method"