Author Topic: Level Design Contest #21 - Playing Phase (Update Topic)  (Read 1044 times)

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Offline IchoTolot

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Level Design Contest #21 - Playing Phase (Update Topic)
« on: October 01, 2020, 12:15:17 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.

Offline WillLem

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Re: Level Design Contest #21 - Playing Phase (Update Topic)
« Reply #1 on: October 03, 2020, 05:37:59 am »
EDIT: OK... already revised it! It's much neater now.

EDIT 2: Revised it again following a backroute solution by ericderkovits, this one should be the final version. Should be... ;P

EDIT 3: Uploaded again without the time limit, which is actually not needed to fix the backroute. It's exactly the same otherwise.

Revision following kaywhyn and ericderkovits's backroutes. I've put the time limit back in and locked the release rate (the latter is something I don't like doing if I can avoid it, so if I think of another way to fix the level I'll make another revision).

Offline mantha16

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Re: Level Design Contest #21 - Playing Phase (Update Topic)
« Reply #2 on: October 04, 2020, 11:45:17 pm »
version 2 of my rule 1 level

*corrected pick up skill counts

Offline NieSch

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Re: Level Design Contest #21 - Playing Phase (Update Topic)
« Reply #3 on: October 05, 2020, 06:07:56 am »
V3 for "Welcome to the Twilight Zone" (rule 2)

- V3: in V2 the exit limit counter disappeared. Now it's back again.
- V2: backroute fix after Armani's replay (I moved a piece of steel near the exits)


V2 for "Step Up Your Game" (rule 1)

- No changes that affect the solution
- Only small esthetical changes: I removed the small gaps between objects in the ceiling that became visible in the high resolution modus ;)

My first level pack: Yippee! More Lemmings
My second pack I'm working on at the moment: Lemmings Unleashed

Offline Shmolem

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Re: Level Design Contest #21 - Playing Phase (Update Topic)
« Reply #4 on: October 07, 2020, 12:51:00 am »
Watched your Youtube video of the contest levels Icho and I changed where the updraft was a little bit and you jumped onto that pillar without needing the floater even though it was intended to use the floater there so I changed it to ensure it was splat height.

Offline ericderkovits

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Re: Level Design Contest #21 - Playing Phase (Update Topic)
« Reply #5 on: October 07, 2020, 09:16:56 am »
ok, I fixed my level so now it has a swimmer hatch, reduced the lemming count, and since I now have an empty slot I replaced the swimmers skill slot with a disarmer slot. Also must get the disarmer pickup skill. And made the spot where the transporters are have no gap instead I added a trap. (so now a lot fewer repetetive shimmier actions.)
Also fixed the block that holds the lava near top better(no holes now)

Also made the time Unlimited. I do think by adding the disarmer pickup skill makes the level easier. but also by reducing lemming count, adding the swimmer hatch and replacing gap where transporters are with just a
trap also makes the level less frustrating.


Here is my updated Rule 1 level This room is boiling.

Offline Armani

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Re: Level Design Contest #21 - Playing Phase (Update Topic)
« Reply #6 on: October 07, 2020, 04:49:35 pm »
Version6 of NeoLemtris
 - Backroute fix thanks to Ichotolot : A stacker is now a pick-up

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Version2 of Hornet flight
 - Backroute fix thanks to Kaywhyn : A fencer is now a pick-up skill

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Version6 of Marina Bay Sands
 - Backroute fix thanks to Ichotolot : Added a steel

Offline Crane

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Re: Level Design Contest #21 - Playing Phase (Update Topic)
« Reply #7 on: October 07, 2020, 07:09:02 pm »
V3 of Steeplechase - the first gap is now slightly wider - this is mostly to enforce a slightly less complicated solution!

V5 of Hell's Challenger - the trapdoor is now further to the left and the silver "Fire Drill" talisman now has an extra 5 seconds on the clock - the time is a little arbitrary because I needed to find a balance between having time to spare in finding a unique solution that completes it that quickly, but not having so much leeway (i.e. 4:00 exactly) that it's barely impossible to complete the level the intended way if done super-efficiently (and possibly leading players to attempt to optimise their solution to no avail).

Offline WillLem

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Re: Level Design Contest #21 - Playing Phase (Update Topic)
« Reply #8 on: October 14, 2020, 10:02:15 pm »
This isn't an update so much as it is a completely different level! It's also probably (I'm guessing) way too late to submit levels, so this is not an official entry but it does satisfy rule 1, so consider it a bit of fun :lemcat:

EDIT: If acceptable, I would prefer to submit this as my entry rather than The Diving Area, which is turning out to be not as simple as I wanted it to be. Let me know if that's OK.

Offline Dullstar

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Re: Level Design Contest #21 - Playing Phase (Update Topic)
« Reply #9 on: October 18, 2020, 11:32:13 pm »
Alice v7

Minor polish update to the skillset to remove some skills I carelessly left behind in the v6 update. This might break kaywhyn's most recent solution, or it might not - if it still works it will be an acceptable variant and won't warrant further patching.

 - Blockers reduced from 1 to 0
 - Walkers reduced from 3 to 2

Old Version 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)

Also, fun fact: The story of the name of this level is as follows: I made a level, then commented on Discord that I couldn't think of a name for it. namida suggested "Charles" and I went with it. Then I made another level and named it "Alice". Because sure, why not. Charles was originally supposed to be the contest level, but I liked the intended solution for this level a bit better.