Author Topic: The Level Design Game: 2nd Edition!  (Read 33612 times)

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Offline ccexplore

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Re: The Level Design Game: 2nd Edition!
« Reply #30 on: December 13, 2010, 10:19:40 AM »
(edit: remove tthhe entrance at y=65533 before viewing)

Incidentally, for people using Lemmix, you can do that by Shift+Click (or Ctrl+Drag selection) to select all the correct terrain and objects (minus the rogue one not accessible in Lemmix), select "Cut".  Then press A to select everything (including the rogue entrance you otherwise cannot get to in Lemmix) and press delete, which will clear the level of everything including the rogue entrance.  Finally do "Paste" to restore all the non-rogue stuff.

For LemEdit users, that entrance is probably located at y=-3, and I'm guessing is selectable and working just like any normal entrances.  Don't know whether negative object y coordinates work or not in the actual DOS games.

Offline Clam

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Re: The Level Design Game: 2nd Edition!
« Reply #31 on: December 13, 2010, 10:30:16 AM »
Good job for working out a solution though. :o Maybe the low save percentage made it possible to get something working without too much trial and error?

Once I realised that ohnoers can actually get into the exit (I must have seen this happen before somehow, I doubt I'd have given this level a second look otherwise), it didn't take too long to get it to work. Especially once I recalled your trick for "Surprise Package?" :)

As for your level, technically it should have 2 minutes available (so it's actually solvable) but I'll let that pass. I wouldn't call it a backroute, just a clever way of milking as much time as possible, which was really the point of this challenge.

My level is attached, plus replay since it's a pain to execute.


Also:
(edit: remove tthhe entrance at y=65533 before viewing)

What happened there? Forum glitch? ???

Offline Gronkling

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Re: The Level Design Game: 2nd Edition!
« Reply #32 on: December 13, 2010, 04:37:38 PM »
I'll have a go.

Offline chaos_defrost

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Re: The Level Design Game: 2nd Edition!
« Reply #33 on: December 13, 2010, 06:35:13 PM »
Heh, didn't think of using multiple bombers at once to make it go faster, nice catch.
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Offline Clam

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Re: The Level Design Game: 2nd Edition!
« Reply #34 on: December 13, 2010, 07:54:14 PM »
I'll have a go.

I'm almost certain this can be done in one minute using the nuke to speed things along, but it's going to take a little while to confirm. (Not that I mind, it's a fun challenge ;))

Offline Clam

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Re: The Level Design Game: 2nd Edition!
« Reply #35 on: December 13, 2010, 10:42:57 PM »
I'll have a go.

I'm almost certain this can be done in one minute using the nuke to speed things along, but it's going to take a little while to confirm. (Not that I mind, it's a fun challenge ;))


OK, never mind that "fun" part (darn miners keep going through my blockers because of those darn grids ><img src=" title="Angry" class="smiley" />), but here it is.

Offline GigaLem

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Re: The Level Design Game: 2nd Edition!
« Reply #36 on: December 14, 2010, 02:50:20 AM »
I was think you think i could make a level design game called
"Week of challenges" if that's ok with you

Offline Adam

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Re: The Level Design Game: 2nd Edition!
« Reply #37 on: December 14, 2010, 10:06:13 AM »
Please elaborate, Giga. If it's popular enough, I'll split it into a new topic. :)

Offline Gronkling

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Re: The Level Design Game: 2nd Edition!
« Reply #38 on: December 14, 2010, 05:13:13 PM »
That replay doesn't seem to want to work on my lemmix.  :( (Please say if it wasn't supposed to be for lemmix)
What was the solution?

Offline Clam

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Re: The Level Design Game: 2nd Edition!
« Reply #39 on: December 14, 2010, 08:02:49 PM »
Did you use Original Lemmings mode? I made the replay in Custom Lemmings mode, so you need to use that to view it.

Anyway, what I did was mine about halfway down, and then nuke to quickly get the lemmings to the exit (using a blocker to keep away one lemming that would otherwise explode right on top of the exit).

Offline Gronkling

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Re: The Level Design Game: 2nd Edition!
« Reply #40 on: December 14, 2010, 08:59:18 PM »
After seeing the solution I improved on my original level. (Hope it's allowed) Now it's nuke-proofed.  :D

Offline Clam

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Re: The Level Design Game: 2nd Edition!
« Reply #41 on: December 14, 2010, 09:22:07 PM »
It certainly is nuke-proofed :D. It's also practically the same as my level, which is always a good sign :P (in other words, it's good.)

Offline geoo

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Re: The Level Design Game: 2nd Edition!
« Reply #42 on: December 21, 2010, 05:56:14 PM »
As I don't see any active challenge in here right now, I'll take the opportunity to revive this thread with a new (possibly somewhat difficult) one:

Design a level that, while requiring a constant amount of Lemmings to be saved, can only be solved if the amount of Lemmings that get released from the trapdoor(s) is a certain number smaller than 40, and cannot be solved if the amount of Lemmings is lower or higher than that number.

E.g. your level requires 10 lemmings to be saved, and it can only be solved if the amount of Lemmings in the level is set to 30, but not if it set to 10, 29, 31, 80 or any other value that is not 30, while no other changes are made.

Offline Clam

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Re: The Level Design Game: 2nd Edition!
« Reply #43 on: December 26, 2010, 09:21:05 AM »
You do realise, if you set 100% to be saved, reducing the lemming count means the level is automatically unsolvable since you need over 100%? Though, even given that, the other half of the challenge isn't trivial, but here's what I came up with. (Timing is for Lemmix without pausing for time; obviously you can move the entrance and/or exit to suit whatever timing mechanics you use)

Offline geoo

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Re: The Level Design Game: 2nd Edition!
« Reply #44 on: December 26, 2010, 01:34:07 PM »
Yep, making use of the selection priority was one of the two ideas I had thought of for solving this challenge (one could hex-edit a replay, or create a 30 lemmings replay and play it on the level with more lemmings to get a cheat solution for the 30+ version, but I don't consider this a valid solution). You implemented it in a very simple and elegant manner though, as usual.
The second idea uses something different, see the attached level (being in favour of a consistent level/replay naming scheme, I ditched my old internal one and adapted to yours now) or try to find it yourself first, if you want.

I don't mind a level for this challenge requiring 100%, as it could trivially be adapted to require less anyway, and that adds just some not-so-interesting technical details. My focus was that having more lemmings can hurt you; yeah, I could have ditched that requirement that it shouldn't work for fewer lemmings altogether.