Lemmings Forums

Lemmings Boards => Contests => Topic started by: IchoTolot on May 18, 2020, 01:23:55 PM

Title: Level Design Contest #20 - Playing Phase (Update Topic)
Post by: IchoTolot on May 18, 2020, 01:23:55 PM
Note: This topic is ONLY for posting updates to your levels, or making late submissions. All other posts will be deleted. If you want to discuss the levels, post replays, etc, please do so in the Discussion Topic.

Please follow these rules for updates:
1. When posting a new updated version of a level, remove any old updated versions of that level --> Have all your recent updates stored in 1 post! I will delete such old posts eventually if the author doesn't; so don't store any important information in them.
2. Make a new post for a new update; do not edit your most recent post. You may, however, post updates to multiple entries (if you have more than one) in the same post.
3. Use the same filename as found in the ZIP of the entered levels, with "V2" "V3" etc added at the end. No matter how minor an update is, give it a new number.
4. Do not post in this topic, unless it's to post an update to your levels. Use the discussion topic instead for anything else.

Please use the same naming format as in the zip file:  User1_Levelname_R3V5.lvl ---> Level "Levelname" by User1   for Rule 3   Version 5 of the level   

For late submissions also, please use the same kind of filename as is used in the main levels download - ie: your username, and "R1" "R2" or "R3" to mark which rule the level is for. Please be sure to check the original contest announcement topic for the rules; as the notes in the discussion topic are simply meant as reminders, not full explanations of the rules.

Please use the right naming format when posting updates! That would lead to less confusions and less work for everyone.
Title: Re: Level Design Contest #20 - Playing Phase (Update Topic)
Post by: JRT on May 19, 2020, 03:27:35 PM
With V2 I block off Armarni's backroute of MC Escher. I expect this level will be severely tested and will have many iterations.

With V3 I block off DireKrow's equally cool backroute by rotating the lower-right central OWA.

Icho Edit: Just noticed the update. Please make a new post for a new update and delete the old one, as then exactly this happens and I totally overlook it.
Title: Re: Level Design Contest #20 - Playing Phase (Update Topic)
Post by: DireKrow on May 19, 2020, 07:51:13 PM
V2 of my Rule 1 level "Traipsing About Tombs".

Changed the inner-most staircases, near the middle of the level, to smooth slopes instead.
Title: Re: Level Design Contest #20 - Playing Phase (Update Topic)
Post by: DireKrow on May 21, 2020, 05:10:31 AM
V2 of my Rule 3 level "Cheating at Sports"

Added some steel to the top-right of the top-right quadrant, to block a true disjoint union solution (violating the level rule) found by Armani. It makes the intended solution more obvious, but I'm okay with that in response to feedback on the level's difficulty.
Title: Re: Level Design Contest #20 - Playing Phase (Update Topic)
Post by: mantha16 on May 21, 2020, 05:44:25 AM
updated 'the lion sleeps tonight' I've removed the non interactive grass at the bottom as a couple of people have said it makes it hard to tell what is terrain and what isn't no other changes

also included my existing updates to other levels.
Title: Re: Level Design Contest #20 - Playing Phase (Update Topic)
Post by: Proxima on May 23, 2020, 02:30:12 AM
I felt this should be done, so I did it. 8-)

...and we're already on V2. The terrain looks really ugly now with the little steel nubs, but I couldn't think of any other solution.
Title: Re: Level Design Contest #20 - Playing Phase (Update Topic)
Post by: Armani on May 23, 2020, 03:31:59 AM
Breaking the Cycle
V1-V2 : I move the ledge few pixels higher so now only one stacker is not enough to go upward. Still, intended solution replay is not broken.
V2-V3 : Visual Error Fix

The Gaema Pleatue
V1-V2 : Remove one of the decorative cloud and now the flag is taller so it's definetly impossible to make safe fall with a bomber(or glider+bomber)
Title: Re: Level Design Contest #20 - Playing Phase (Update Topic)
Post by: IchoTolot on May 23, 2020, 10:35:40 AM
Another update to my R2 level with some added steel.

I also attached my updated R1 again.
Title: Re: Level Design Contest #20 - Playing Phase (Update Topic)
Post by: NieSch on May 23, 2020, 02:06:25 PM
V9 for my rule 3 level. I think this must be the final version. ;)

V8 (after Armani's replay): One bomber less and one lemming more to save.
V9 (after IchoTolot's replay): One climber less.

Thanks to everyone who found backroutes and creative solutions!

(Also attached is V2 for my rule 1 level.)
Title: Re: Level Design Contest #20 - Playing Phase (Update Topic)
Post by: IchoTolot on May 25, 2020, 08:09:35 AM
Another update to my R2 level with some terrain changes.

I also attached my updated R1 again.
Title: Re: Level Design Contest #20 - Playing Phase (Update Topic)
Post by: Nessy on May 27, 2020, 04:26:24 PM
V7 of "Built To Rule The World" in Rule 2!

Made the pillar on the right hand side of the "tower" thicker.
Title: Re: Level Design Contest #20 - Playing Phase (Update Topic)
Post by: namida on June 24, 2020, 07:44:14 PM
V4 of Angel Wing.
Title: Re: Level Design Contest #20 - Playing Phase (Update Topic)
Post by: Crane on June 27, 2020, 02:10:45 AM
This is getting frustrating.  I guess I make things too complicated.

V8 of Splashdown.
V9 of Wrong-side Failure.
Title: Re: Level Design Contest #20 - Playing Phase (Update Topic)
Post by: Dullstar on July 01, 2020, 02:04:46 AM
v10 of Athletic Rescue Operation (talisman requirement bug fix).

Tunnel Project also still exists and hasn't needed any updates yet.



Athletic Rescue Operation v10

People have started posting replays of their intended solutions, so I decided to make some fresh ones to post, and while I was making them, I found an issue with the talisman requirements for this level. I somehow didn't notice that the talisman requirement for Optimization Lv. 2 did not save properly when it was added, meaning that the talisman requirement for both v8 and v9 was simply to complete the level. I thought it might just be something related to the fact that I had two talismans, so I tried combining them, and it turned out that for some reason the editor couldn't make any changes at all to the talismans, so I had to do it manually with Notepad++, after which it appears to be working properly. I'll have to make a bug report, though, because the editor is probably supposed to be able to edit the talismans.

No physics changes were made; replays for older versions will still solve the levels, though they won't get talismans anymore unless they met the intended requirements.

Changes:
 - Changed :tal-gold: Optimization Lv. 2 requirements from complete the level to complete the level with max 3 bashers.



Old Changelogs

v2 (click to show/hide)
v3 (click to show/hide)
v4 (click to show/hide)
v5 (click to show/hide)
v6 (click to show/hide)
v7 (click to show/hide)
v8 (click to show/hide)
v9 (click to show/hide)