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Topics - IchoTolot

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196
Contests / Lemmings Forums Level Contest #14
« on: December 22, 2017, 02:18:28 PM »
Welcome to another contest of the Lemmingsforums! This time the three rules have been picked by Nessy as his prize for winning the last contest #13.

A few words to new participants and forum members: If you haven't entered before, I strongly encourage you to try - even if you don't win, it's fun to participate; and we have had cases where first-time entrants have won before (take the last contest as an example ;))!; there are three choices of rules given, you may enter one level each for up to two of the rules. You may use NeoLemmix, Lix, or SuperLemmini. If you have two entries, they may (but do not have to) be for the same engine. Please make sure you tested your level for basic solvability before submitting and be sure to also submit any custom tileset you are using, so others have no problem playing your level. ;)

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

And here is the new ruleset provided by Nessy:

Rule 1

Create a level:
- With three hatches exactly
- With three lemmings/lixs exactly (3 pre-placed Lemmings instead of 3 hatches are allowed)
- Uses the default width and height canvas the editor gives you (320 by 160 in NeoLemmix and 640 by 400 in Lix). The level must be these sizes exactly; they are not minimum or maximum values.

Everything else such as save requirement is up to the designer. Also, Cloners are allowed.

Rule 2

Create a level with no steel and two hatches exactly. Everything else such as number of lemmings/lix and save requirement is up to the designer.

Rule 3

Create a level where the slots on the skill panel are filled with eight different skills, but you are only allowed to have exactly two of each skill. They can be NeoLemmix/Lix skills, classic skills, or a blend of both. However, at least one of each skill has to be used in the intended solution. There have to be exactly 8 different skills, so that would be a full NeoLemmix skillpanel, or 8 out of the 14 Lix skills.

Submission phase ends Februrary 22th 2018 at 00:00 UTC. This should give everyone enough time to think about a level. :) Deadline for the playing / update phase will be announced when it begins.

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

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

Prize selection:
- US $5.00
- One month's advertising on the forums news ticker
- Pick next contest's rules

Entries so far: 14

- Crane (2)
- Colorful Arty (2)
- IchoTolot (2)
- Raymanni (1)
- Flopsy (2)
- Nessy (2)
- SQron (1)
- bulletride (2)

197
We want to make "IN" and "OUT" signs for all teleporter/receiver pairs in the new format version to make them overall clearer and easier to understand.

If graphic set designers want to do this for their sets themselves tell us here! If there is no notice for lets say until after the holidays here, Nessy and I will do it ourselves! A quick notice that you are doing it yourself is enough.

We just want to give you a fair chance to do it your way to your tilesets without us simply changing your sets without notice. If you want us to do it this is no problem at all, but we might do it in a different way from what you have in mind. ;)

If you made "IN" and "OUT" signs for one of your teleporter/receiver pairs pm them to either Nessy or me. The sprite should be displaying "IN" or "OUT" fully written out and be sure to set the transparency. ;)

To edit one of your teleporter/receiver pairs just get the current sprites for them out of the matching tileset folder in the styles folder of the new formats player.

Here is a list of all teleporter/receiver pairs that still need the "IN" and "OUT" signs:

Arty Lego
Gigalem Dread
Gigalem Ghz
Gigalem Starport
IchoTolot Dune   (I will do that myself of course ;))
Minim PS3 Dark
Minim PS3 Factory
Namida Abstract
Namida Circuit
Namida Machine
Namida Martian
Namida Purple
Namida Space
KingShadow3 Brick (already edited)
Orig Marble
Raymanni Eldorado (will do it himself)
Raymanni Spooky (will do it himself)

198
I noticed that the text boxes that are used to select the currently active tilesets (main theme + terrain/object select) are very small and even to such a degree that some names can't be fully read. Also, I am not able to resize them to a degree in which everything is readable to manually fix the issue.

A bigger text box that displays all names fully would be appreciated. I would rather advice to make it too big than too small -- rather be sure to display everything than cutting off names and cause confusion.

199
Contests / Level of the Year 2017: Nominations List
« on: December 10, 2017, 03:27:00 PM »
Please see the main LOTY2017 topic for more details on LOTY2017. This topic is merely a list of nominations.

Flopsy

- "What A Bonnie Wee Level" (Autumn 2016 LD Contest Winner, NeoLemmix)
- "Star Light Rollercoaster" (SEB Lems - Stormy 2)
- "Supersonic" (Rapture 10, SEB Lems)
- "Alice In Wonderland" (Revolution 16, SEB Lems)
- "The Ocean World" (Bittersweet 18, SEB Lems)
-  "The Friday Feel Good Lounge" (Bittersweet 19, SEB Lems)
- "Gold Run" (SEBLems - Murder 10)
- "Thought Of Jigsaw And Made This" (SEBLems - Stormy 10)
- "Gravity Coaster" (SEBLems Murder 15)
- "The Jagged Staircase" (SEBLems Rapture 11)
- "When the Storm has blown over" (SEB Lems Revolution 20)
- "Medieval Mystery Zone" (SEB Lems Murder 17)
- "Band of Merry Lemmings" (SEB Lems Stormy 1)
- "The Mobius Space Race" (LD Contest #13 Entry)
- "Get On The Revolution" (Bittersweet 20, SEB Lems)
- "The Legend of Ray Beeston" (Revolution 7, SEB Lems)

GigaLem

- "Sugar Honey Ice Tea" (Autumn 2016 LD Contest Winner, NeoLemmix)
- "Sash Flopsy vs Lord Namida" (Millas demo v2.8 - Super Dog 6)

IchoTolot

- "Victory is Inevitable!" (Autumn 2016 LD Contest Winner, NeoLemmix)
- "Mount Lemmerest" (Contest #13 Entry)
- "Soilworker's Song of the Damned" (Contest #12 Entry)
- "The Next Evolution of Lem" (Autumn 2016 LD Contest)
- "Awakening of Aggressions" (Contest #13 Entry)

mobius

- "A Task for Batters" (mobius' Lix Levels 2017/non-tutorials)
- "Now Use Builders and Blockers" (mobius' Lix Levels 2017/non-tutorials)
- "Temple Of Doom" (Contest #13 entry)

Colorful Arty

- "Just a Minute... You wish!" (Contest #12 Winner, NeoLemmix)
- "Crystal Enclosure" (Contest #13 Rule 1 level)
- "Expedition to the Moon Sanctuary" (Contest #13 Rule 3 level)

Nessy

- "Excavation Site" (Contest #13 Winner, NeoLemmix)
- "Crawl Space" (Lemmings Migration - Headache 1)
- "The Depths" (Headache 7, Lemmings Migration)
- "The Abandoned Sanctuary" (Migraine 2, Lemmings Migration)
- "Firework Chamber" (Migraine 9, Lemmings Migration)
- "Path to the Underground" (Lemmings Migration, Irritation 6)
- "Six Days Without An Accident" (Lemmings Migration - Migraine 4)
- "Never ever getting back together" (Lemmings Migration Irritation 4)
- "Breaking The Fourth Wall" (Nessy's Lix Levels)
- "Waste Of A Skill" (Nessy's Lix Levels)

Nin10doadict

- "To those who wait" (Casualemmings - Perky 7)
- "Faithful Guards" (Tough 17, Lemmings Squared)
- "Palace Of Winds" (Casualemmings - Hyper 14)
- "This should be pointless!" (Lemmings Squared, Scary 12)
- "Do you feel a draft?" (Casualemmings, Twitchy 11)

Namida

- "Flooded Shaft" (LPOII - Spiky 4)
- "Take A Bite"  (LPOII - Spiky 19)
- "Odyssey" (LPOII - Sharp 7)
- "Ain't Over Til The Fat Man Sings" (Lemmings Plus Omega II - Spiky 1)
- "The Space Bar" (Lemmings Plus Omega II - Spiky 2)
- "Drawing Dead" (Lemmings Plus Omega II Sharp 12)
- "Insanity Plea" (Lemmings Plus Omega II Sharp 18)
- "The Lem Goldberg Contraption" (Lemmings Plus Omega II Sharp 20)
- "The Longest Minute" (Contest #12 Entry)
- "The Troublesome Trio Strikes Back" (LP Omega II, Coarse 15)

Zanzindorf

- "Melon Dungeon" (Zemmings Vol. 2 - Level 3)
- "It's All Downhill From here" (Zemmings Vol. 2 - Level 6)
- "Fish" (Contest #12 entry Rule 3)

Raymanni

- "Attack of the Pumpkin Men" (Halloween 2017 - Trick-or-Treat 9)
- "Mount Hot Dog" (Raylems - Spicy 7)
-  "Pocket Hell" (Trick or Treat 12, Lemmings Halloween 2017)
- "The great old one" (Halloween Pack Trick-or-treat 7)
- "Piperamba" (Raylems, Spicy 9)
- "They came from outer space!" (Halloween 2017, Trick-or-Treat 18)

SQron

- "Ten Story Stories and Tall Tales" (Palatable 7, Snack Pack)
- "At One Fell Swoop" (Palatable 12, Snack Pack)
- "Don't Be Afraid" (Palatable 15, Snack Pack)
- "Uneven Distribution" (Snack Pack 18)

bulletride

-  "Pipe Cleaner" (Lemmings Stampede: Wicked 7)
-  "Dante's Inferno" (Wicked 8)
- "Deep Six" (Lemmings Stampede - Crazy 10)
- "When Life Gives You Lemmings" (Lemmings Stampede - Havoc 07)
- "Wild Canyon" (Lemmings Stampede - Havoc 10)
- "Lemmings Nature" (Lemmings Stampede - Havoc 01)
- "Tunnel Trouble" (mobius LD contest Rule 2 level)
- "Meet Me In The Middle" (Lemmings Stampede, Wild 2)
- "A Trap Well Sprung!" (Lemmings Stampede, Havoc 6)

Calamity

- "Lem Waz' Here" (GrentLems Demo - Breezy 4)
- "Cosmic Junk" (GrentLems, Savage 4)

Nepster

-  "Greetings from the Mad Architect" (Contest #12 Entry)

Crane

- "Christmas Spirit" (Holiday Lemmings '16 - Level 29)

rtw

- "I get around" (mobius LD contest Rule 2 level)

geoo

- "Parrot Cage" (miniatures/geoo)
- "Solitary Confinement" (miniatures/geoo)

Simon

- "Overhead" (miniatures/Simon)
- "Jerboa Garden" (miniatures/Simon)

Strato Incendus

- "The stock market" (ROFL 4, Pit Lems)
- "Controlled overload" (OMG 5, Pit Lems)
- "Get a foothold" (FML 9, Pit Lems)

200
Contests / Level of the Year: 2017!
« on: December 10, 2017, 03:09:51 PM »
For a list of nominated levels so far, please see the nominated levels topic.

And it's this time of the year again!

This is a bit different from the usual contests. You don't create a new level for this one; instead, levels released during 2017(ish) get nominated and a winner picked from them. To be precise, the eligible dates are from 1st December 2016 to 30th November 2017.

The following conditions must be met in order for a level to be eligible:
1. The level must have either been part of a large pack released during the eligible timeframe (1st Dec 2016 to 30th Nov 2017), or in some other way had its first public release during the timeframe. Private releases (such as sending to prerelease testers) do not affect eligibility either way. *
2. The level must be available for an engine that is usually eligible for the contests. Or in other words: NeoLemmix (must be compatible with at least one version from V1.47n onwards), or single-player Lix, or SuperLemmini.
3. The level must be designed by a single author; collaboration levels are not eligible.
4. The creator of the level must not have specifically requested it be excluded.
5. The level must not have been nominated for LOTY2015/2016.

* To clarify here: If it was released publicly prior to Dec 1st 2016 as part of a demo or preview, but the full pack was released during the eligible period, the level is fine (as long as it wasn't nominated for LOTY2015/2016).

Being a derivative of an ineligible level (as long as it's from the same author) does not disqualify a level; as long as the level in question is clearly intended to stand as a seperate-but-related level rather than a newer version of the same level.



To nominate a level, please PM me with your list of nominations. If you wish to modify your nominations at a later date, please resend the whole list of levels you wish to nominate, not just the changes.

Each user may nominate up to eight levels from authors other than themself, up to a maximum of three levels per author. Anyone who nominates at least three levels by other authors may also nominate one of their own levels; anyone who nominates at least seven levels by other authors may also nominate two of their own levels. (These self-nominations do not count towards the eight nomination limit.)

So the maximum nomination value is: 8 levels from other users and 2 levels of your own.

Note that levels that won a level design contest during the eligible timeframe get an automatic nomination, unless their author requests otherwise.

Nominations will be open until the beginning of Janurary 31st 2018 (UTC). No additions / changes to nominations will be permitted after this date, with one exception: If a level someone has nominated is found to be ineligible for any reason and this is not discovered until after the deadline, they will be offered a chance to nominate a different level in its place.

Similar to last year, the voteoff will occur in three stages:

Stage 1
This will be done similar to how the first rounds of the voteoffs for the official games were. The levels will be put into random brackets, and the top ~50% from each bracket will qualify for Stage 2.

Stage 2
This will also be done in regular voteoff style. The aim here will be to get down to around 4~6 remaining levels, so exact details will depend on how many levels are entered.

Stage 3
This will be done in an elimination format over multiple rounds; each round, one level gets knocked out, and the others continue onto the next round, until we have a winner.



As with last year, the prizes on offer will be US $15.00 for first place, and US $7.50 for second place.

There are a couple of special cases that may apply:
1st and 2nd place are won by the same user - The 2nd place prize is passed down to 3rd, 4th, or whatever the highest place that was won by someone else was.
A prize is won by a user who cannot be contacted - They will be assumed to have chosen the monetary prize, and it will be donated to a charity of the other winner's choice (within reason).
Both prizes are won by users who cannot be contacted - Very unlikely, we will discuss what to do in this case if/when it happens.

Also note that, in the interest of being reasonable, the "don't discuss levels involved in contests anywhere on the site during the voting period" rule does not fully apply to this contest; instead, it will be "do not discuss them at all within the LOTY2017 topics during voting, and don't discuss them in relation to the contest anywhere on the site".

So, that's about it! Any questions, ask here; and feel free to start nominating levels!

201
Lix Levels / IchoTolot's Multiplayer Maps
« on: December 03, 2017, 04:00:23 PM »
I've attached a collection of all of my multiplayer maps to this post! So there's no need to get everything seperately. ;P

So as everyone is making some of these, here's my first attempt. :)

Title: What could possibly go wrong?

I've made a 2 and a 3 player version which should especially suit all kinds of team games. Potential for different routes, a ton of sabotage options, that should not be too fast and overpowered, and of course: Frogs! :8:()[:

There is potential to keep 3 or even 4 players busy at all times so no team member should feel left out!


Different tasks for one team member can be:

- Create a bottom route on the lower bridges paths for safety!
- Create the more safer upper route along the upper block clusters!
- Create a middle route using platformers between the bridges and the upper block clusters, just in case. ;)
- Send floater saboteurs to the teams below you and enter the tunnels above their route to do precise strikes to their routes. Saboteurs can be send over both the exit and the hatch side through the side tunnels (runners can work to your advantage here to create faster disruptions). You can also use the vertical wrap here.

Be always aware of the frogs! (or use them to sabotage your rivals):8:()[:

Here is a screenshot of the 2 player/teams version + both versions are attached to this post:


202
Contests / Lemmings Forums Level Contest #13 - Results
« on: November 30, 2017, 07:15:42 PM »
Ladies and gentleman, we've got our final results! :)

Congratulations to Nessy for winning the 13th Lemmings Forums Level Contest! :thumbsup:

Well and also congratulations to me for reaching the 2nd place :XD:

Choice for the prize for first place is a month's advertising on the news ticker, picking the next contest's rules, or US $5.00 (PayPal would be the easiest here I think).

I will soon (likely sometime next week) post another topic regarding "level of the year" and maybe even if the crowd demands it a parallel contest as the "level of the year" procedure takes rather long and having no contest with new stuff at all for all this time seems a bit sad.

203
I found 2 new editor things bugging me. One is rather small and the other I would call a bit more annoying.

The small thing:

When zooming in and scrolling, it stops precisely at the level edge and goes no pixel further. I would like to have at least a small grey buffer area. This is helpful when placing pieces partly outside the level area and reduces the chance of missclicks.

The big thing:

Currently you cannot simply drag and drop single pieces. You have to click the piece first + releasing the mouse button and only then you can drag it. This extra click is pretty annoying and is currently needed as it allows you to also drag a selection box by simply holding down the mouse and not having to hold down an extra key like Ctrl too. But I would argue the simple and easy drag and drop is more valueable than a more easily accesible selection box.

204
I've decided to make a list with all possible things you will need to change or adjust when converting your packs and levels to the new format version. I will cover everything from tileset to physic changes. That way everything is listed in one central topic, so no more searching around for all the changes. ;)

This list can be incomplete, so please if you found something I missed tell me and I'll update the list. I also try and include new things when they are freshly decided.

Physics changes

Radiation and slowfreeze cull (critical)

With the new format version radiation and slowfreeze-objects will be culled so each level using them will have to be adjusted or removed.

The ceiling will become deadly (critical)

The ceiling will now become deadly so each level in which the solid ceiling behavior is part of the level must be adjusted.
Note: A lot of levels can rely on the old solid ceiling behavior passively in a way that for example stray climbers or lemmings can suddenly die even when not part of the actual solution. I highly recommend countermeasures in these cases + where the ceiling can easily be reached as this can be highly annoying otherwise. So check your stuff carefully for unintentional ceiling dependencies!

Freed blockers can now survive a few more pixels when falling ((mostlikely) non-critical)

There was a bug that freed blockers could only survive 60 pixels falling doen rather than 63. This change will most likely not interfere with any level.

Tileset changes

GigaLems's freedom planet tilesets are ongoing a lot of changes (critical)

A lot of tiles were merged here (mostly rotated/flipped/inverted versions) and therefore levels will need some manual fixing as they will look quite different now.

LP V's machine tileset locked exits need to be placed in a different way (Situationally critical)

Currently you need to place the locked exit's door over a fake real exit. With the culling of "fake" based on my knowledge the locked door gets a non-animated exit around it, so the fake real one will be removed now and the placement of the new locked exit sprite should be checked.

Converted Lemmini castle tileset's flamer will have a more slimmer trigger area analog to orig_fire (Situationally critical)

Currently the castle tileset's famer's trigger area is 5 pixels too thick on the bottom side. This will change to match the standard fireblower trigger area.

L2 + L3 tileset changes (decoration critical)

All the changes are listed here: https://www.lemmingsforums.net/index.php?topic=3209.0

Mostly a lot of decorational pieces will be removed and an identical terrain piece will be added to the list of tiles. This means a few decorational pieces will disappear from your levels and you might reconsider and add new decoration.

All custom background pictures must be selected in the editor again (decoration critical)

With converting your levels the background image you chose has been reset and you will need to select it again for it to be displayed. This is because of technical restrictions.

On top of terrain decorational pieces need to be set to "Only-on-terrain" (decoration critical)

As all decorational objects are now classified as moving objects they will always be displayed behing terrain. So for them to be seen on terrain again they must be set to "Only-on-terrain" giving this option more power.
Objects most likely to be affected are:
- L2 outdoor's spider eyes and bush eyes.
- L2 beach's sun eyes.
- L2 egyptian's sphinx eyes.
- The christmas lights of the original xmas set

If you find more tell me and I'll add them here. :)

Most exit tops have been merged with the exit (decoration critical)

As it says a lot of exit tops have been merged with the lower exit and you might reconsider your decoration if you have used the exit tops as decoration objects.

205
I know the new formats editor will be rewritten in another language, but this is currently bothering me alongside: https://www.lemmingsforums.net/index.php?topic=3437.0

The Arrows in the tile/object selection bar are too slow compared to a normal slider, which is also more easily controlable and visualizes where you're at in the tile list too.

Example: To get through the L2_medieval tile list I need 12 secs holding down the arrow and 4-5 secs with right click. A slider can just be dragged down in 1 sec and you're there!

I know the list goes both ways now, but I find this more confusing than helpful, as before I had a clear view on where I'm at in the tile list.

Orientation on the current list's position is a much bigger helper than both way scrolling for finding tiles in my opinion.

So I really would like to have a scroll bar again on the bottom tile/object list. :)

206
Okay, so, by now most of you know how voting works.

Just as a quick guide for those who are new to the contests - the voting is broken into rounds, and each round you're allowed to vote for up to a certain number of levels. Votes are for the levels that you want to stay in the contest, not for levels you want to be removed. Just to be clear, you are allowed to vote for fewer levels than the permitted amount, and you are allowed to vote for your own levels. Generally, the number of levels that qualify for the next round will be the same as the number of levels that each user is allowed to vote for. The results so far are only visible once either the voting closes or you've already voted.

Please remember that discussing the levels anywhere on the forums (except private message) is not allowed while the voting phase is in progress, even if the level in question is not in the current round, even between rounds. However, it is okay to discuss levels that have already been eliminated. This rule does not extend to anything off-site, so you can eg. continue posting Youtube videos of your playthroughs, just don't draw attention to them on the forums.

There'll be voteoffs for each rule, to get down to one/two remaining levels each. After this, all qualifying levels will go into a mixed voteoff.

There's only a prize for the 1st place winner next time - of course, getting close to that still means you made a great level.

So... let the voting begin! Each round will be open for voting for 3 days, except the final which will be 4 days.

All levels are still avialable in the discussion topic: https://www.lemmingsforums.net/index.php?topic=3441.0

207
I've noticed that a standard pack without custom rank signs gets all "rank sign not found" signs.

I think they should either go back to "Step 1, Step 2 ....." or display simply "Rank 1, Rank 2.......". Even a standard pack should have at least functional and logical standard ranks + signs.

208
So I've converted my packs again with the new version and run a quick replay check. They all pass but one: "It's closing time at the Mall" (Ultra-Violence 11 or 04 11).

Ivestigation started: I've noticed that 2 floaters aren't assigned properly at the top right after the bash -- quick fix I thought -- replayed the level, saved over the old replay.
New mass check: Undetermined this time ---- the RR change at the start is now missing -- replayed the level, saved over the old replay.
New mass check: Undetermined -- still RR change is missing! -- replayed the level, saved a new replay ----> still RR is missing!

Replayed the level in the stable version (level file should be the same as the nxp I used for conversion is the same) and saved the replay --- loaded it in in the new version ---> This time the floaters are missing again!

I've noticed that the terrain piece under the exit is moved ~ 8 pixels to the left in the conversion which shouldn't influence the solution at all, but maybe this hints at something else even.....
---> Editor investigation: I've compared this with the old editor and it seems the coordinates are still the same but the chopped off blank space at the left of that piece isn't compensated for! (Should be Terrain_03 of snow [or terrain 03 in the old christmas set] but please double check that!)
Maybe the conversion from Christmas tiles to snow tiles did not take the chopped of space into account as only 1 of my levels is hit by that?

Still something is really wrong here and I bet that it has something to do with saving replays in the new version.

I did one additional test: Played a level, assigned a skill and turned up the RR, then saved the replay. Loaded in that replay: The skill is assigned, but the RR change is still missing! So my theory that RR changes are not saved in a replay in the new player is confirmed.

I've attached:

- The replay with the missing floaters. This solves the level in the stable version!
- The replay with the missing RR change. This normally should solve the converted version, but the RR seems to be left out.
- The pack nxp which I used for the conversion and the included 04 11 is solved by the missing floater version.
- The converted single level, which should be solved by a new replay in the end.

Also the background in the city tilesets are still missing and would need to be set manually, but I bet this is still a bug in the conversion tables and with general backgrounds themselves, so I leave that up to fix as well ;)
The tiles are coreect now though. :)

209
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. (I won't enforce this too strongly, but be aware that I probably will delete such 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.


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. Remember that the maximum-of-two-levels-per-user rule still applies, even for late submissions. 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.

210
All levels (12 NeoLemmix level and 2 Lix level): https://www.dropbox.com/s/omrarzi9admtr49/Contest13Levels.zip?dl=1

  - The .lvl levels can be loaded with the Neolemmix Player. The .txt level needs to be put into Lix's levels folder, then it can be loaded inside the program.

NeoLemmix levels in NXP Pack form: https://www.dropbox.com/s/wqzfmenmfmet9la/Contest13LevelCollection.nxp?dl=1

  - The pack can be loaded with the Neolemmix Player.

Music: https://www.dropbox.com/s/2vtwh51j7n7seuz/Contest13Music.zip?dl=1

  - The music must be put inside the music folder of the NeoLemmix player. If the folder doesn't exists, create it.

The Lix levels: https://www.dropbox.com/s/zsg7qkvqaf2bnhn/Contest13LixLevels.zip?dl=1

  - The .txt levels needs to be put into Lix's levels folder, then they can be loaded inside the program.

Rule 1 Levels (Level uses tileset mixing)

Flopsy's "The Mobius Space Race" (V6)
Nessy's "Excavation Site" (V2)
nin10doadict's "Frozen factory" (V2)
Raymanni's "Cataclysm" (V1)
Proxima's "Oh No! More Tame Levels" (V3)
Simon's "Key to the Sacred Kingdom" (V9)
Colorful Arty's "Crystal Enclosure" (V1)


Rule 2 Levels (Level has at least 2 different solutions)

IchoTolot's "Mount Lemmerest" (V2)
nin10doadict's "Power Core" (V12)


Rule 3 Levels (Level uses a non original (L1,L2,L3) tileset)

bsmith's "Colorful August" (V2)
Colorful Arty's "Expedition to the Moon Sancturary" (V1)
Flopsy's "You Get What You Deserve!" (V4)
IchoTolot's "Awakening of Aggressions" (V1)
mobius's "Temple of Doom" (V2)


Playing Phase will be closed on 31th of Oktober!
Updates will close on 28th of Oktober!

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.

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