Author Topic: Level Design Contest #20 - Playing Phase (Discussion Topic)  (Read 23099 times)

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Offline DireKrow

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Re: Level Design Contest #20 - Playing Phase (Discussion Topic)
« Reply #15 on: May 19, 2020, 10:05:26 PM »
These levels are pretty tough. I feel close to solving "Breaking the Cycle" but haven't quite made it there yet.

In the meantime, a couple of replays from R1 levels: 1-3 "Stackenblochen" and 1-4 "This Month's Tribute to MC Escher"
« Last Edit: May 19, 2020, 10:21:36 PM by DireKrow »
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Offline DireKrow

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Re: Level Design Contest #20 - Playing Phase (Discussion Topic)
« Reply #16 on: May 19, 2020, 10:28:17 PM »
Solved 2-2 Splashdown, 2-6 All Things Considered. They each don't use all of the types of skills (which the rule requires), so they are definitely backroutes.

Also solved 3-2 "Wrong-side Failure", managing to find a way to complete it without having groups help each other in any way (which the rule requires), so that's a backroute.
« Last Edit: May 19, 2020, 11:52:40 PM by DireKrow »
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Offline Armani

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Re: Level Design Contest #20 - Playing Phase (Discussion Topic)
« Reply #17 on: May 20, 2020, 06:46:20 AM »
Resolved updated rule1 levels
Now I think I found acceptable solutions for all of them.
My newest Neolemmix level pack : Lemmings Halloween 2023 :D 8-)

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Offline Armani

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Re: Level Design Contest #20 - Playing Phase (Discussion Topic)
« Reply #18 on: May 20, 2020, 06:59:59 AM »
And, Solved all rule2 levels except for Stick Together of which I was a playtester.

Splashdown and Athletic Rescue Operation don't use every type of skill so seems to be backroutes.

Shoestring Operation
It was very impressive level. I had a lot of fun using constructive skill to keep shimmier go and using destrucive skill to stop shimmier. :laugh:
Quote
I feel close to solving "Breaking the Cycle" but haven't quite made it there yet.
The level requires a certain trick with stacker at the beginning and the level is pretty much self-solving after that. Let me know if you want some hints.

Time For Strongarm Tactics!
I think I got the main trick. My solution requires a precise timing and I have a digger left so I suspect this is a minor backroute though.
 
All Things Considered
It was a pretty and nice level. I don't know if you intended but I think the water trigger area is little bit mis-positioned, so a climber can climber inside the pool.

Built To Rule The World
It was the hardest level so far for me in this contest.  I have a blocker left though.

Lemmy Watch The Stars
It looks like a pretty standard Lemminas Level. I enjoyed it so much. :thumbsup:


Edit:Attached replay for Shoestring Operation
« Last Edit: May 20, 2020, 09:26:54 AM by Armani »
My newest Neolemmix level pack : Lemmings Halloween 2023 :D 8-)

About Armani: Armani's Blog
My NL level packs(in chronological order):
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  Xmas Lemmings 2021 [Easy~Very Hard]
  Lemmings Halloween 2023 [Easy-Very Hard]

Offline IchoTolot

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Re: Level Design Contest #20 - Playing Phase (Discussion Topic)
« Reply #19 on: May 20, 2020, 08:12:59 AM »
Quote
Time For Strongarm Tactics!
I think I got the main trick. My solution requires a precise timing and I have a digger left so I suspect this is a minor backroute though.

Parts are indeed intended, but it's still more than a minor backroute. A steel block should hopefully fix this though. ;)

Your solution to my R1 is totally acceptable and not very different from my own solution. :)

Offline JRT

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Re: Level Design Contest #20 - Playing Phase (Discussion Topic)
« Reply #20 on: May 20, 2020, 10:02:19 AM »
Nice solution Armarni. Your second & third quadrant method is quite different from mine and saves 2 builders. I thought it was possible someone could use a builder wall over the pool. My method was the use of two worker lemmings which build towards the centre of the pool.

However, I consider any solution that has the crowd walk through each quadrant as an homage to the Penrose Steps to be intended.
« Last Edit: May 20, 2020, 10:55:27 AM by JRT »

Offline DireKrow

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Re: Level Design Contest #20 - Playing Phase (Discussion Topic)
« Reply #21 on: May 20, 2020, 11:30:17 AM »
Shoestring Operation
It was very impressive level. I had a lot of fun using constructive skill to keep shimmier go and using destrucive skill to stop shimmier. :laugh:

Glad you enjoyed it. Your solution is the intended one :thumbsup:
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Offline JRT

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Re: Level Design Contest #20 - Playing Phase (Discussion Topic)
« Reply #22 on: May 20, 2020, 12:51:50 PM »
All in Good Timing solution attached. I could save another lemming by swapping a bomber for a digger on the short pole.

Offline NieSch

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Re: Level Design Contest #20 - Playing Phase (Discussion Topic)
« Reply #23 on: May 20, 2020, 01:07:29 PM »
All in Good Timing solution attached. I could save another lemming by swapping a bomber for a digger on the short pole.

Well done! But a backroute, so I made another update.
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Offline JRT

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Re: Level Design Contest #20 - Playing Phase (Discussion Topic)
« Reply #24 on: May 20, 2020, 01:23:22 PM »
Spoiler (click to show/hide)

I attach my modified replay.
« Last Edit: May 23, 2020, 11:36:45 AM by JRT »

Offline NieSch

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Re: Level Design Contest #20 - Playing Phase (Discussion Topic)
« Reply #25 on: May 20, 2020, 02:08:21 PM »
Yeah, you are thinking in the right (well, intended) direction now.

I made a V4. ;)
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Offline IchoTolot

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Re: Level Design Contest #20 - Playing Phase (Discussion Topic)
« Reply #26 on: May 20, 2020, 03:28:35 PM »
Uploaded my playthrough of rule 1: https://www.youtube.com/watch?v=T-kTMOufhE4&feature=youtu.be

More will follow soon.

I also attached my replays.


Offline Nessy

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Re: Level Design Contest #20 - Playing Phase (Discussion Topic)
« Reply #27 on: May 20, 2020, 04:04:35 PM »
Very good attempt Armani! Unfortunately, there is one central trick missing from your solution so I have to fix it :XD:

Offline mantha16

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Re: Level Design Contest #20 - Playing Phase (Discussion Topic)
« Reply #28 on: May 20, 2020, 05:01:12 PM »
darn it @ichotolot lol you backrouted the hell out of lem lem time.

Offline JRT

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Re: Level Design Contest #20 - Playing Phase (Discussion Topic)
« Reply #29 on: May 20, 2020, 06:21:46 PM »
Haha yeah I just watched the video too. My R1V2 got a similar treatment, Icho doesn't like big builder levels. Now that we have the time manipulation functionality in NeoLemmix I quite enjoy the occasional chill marathon level, but I understand why most prefer much shorter levels.

The intended solution does test a few tricks with builders and management of the bashers, hence my insistence on closing all the backroutes from the second quadrant that I've been given.

When I release my level pack this will likely be placed as the boss level for the "Tricky" levels. I'm really pleased to be getting such good testing and feedback as something this size needs it.

Great Video IchoTolot!