Author Topic: Level Design Contest #23 - Playing Phase (Discussion Topic)  (Read 11545 times)

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Offline IchoTolot

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Re: Level Design Contest #23 - Playing Phase (Discussion Topic)
« Reply #45 on: July 31, 2021, 11:43:40 AM »
@kaywhyn

Another round of solutions. :)

Offline kaywhyn

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Re: Level Design Contest #23 - Playing Phase (Discussion Topic)
« Reply #46 on: July 31, 2021, 07:44:12 PM »
@Icho Your solutions to both R1 and R2 are now about 95% intended and therefore are still backroutes. I think I have found a way to block the 5% that isn't intended for both levels. For R1, some more terrain added, as well as some shifting in the terrain. For R2, made the bottom two hatches pre-assigned gliders, added an additional exit on both sides at the bottom and adjusted the exit limits accordingly while the # of lemmings and save requirement remain the same. This should do it for both levels once and for all! :)
« Last Edit: July 31, 2021, 07:51:11 PM by kaywhyn »
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

Offline IchoTolot

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Re: Level Design Contest #23 - Playing Phase (Discussion Topic)
« Reply #47 on: July 31, 2021, 08:28:08 PM »
@kaywhyn

I think you are right with R1.

Your patch to R2 did not change anything though as my old replay still solves. :P

Offline kaywhyn

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Re: Level Design Contest #23 - Playing Phase (Discussion Topic)
« Reply #48 on: July 31, 2021, 10:51:45 PM »
@Icho Even though you used all the skills for R1, it is still a backroute. I have added some more terrain and a fire trap. Also restored the stacker I took away and made a pickup. This should fix it now!

For R2, it was pretty much a drastic rework on the bottom. Added updrafts all over the area, shifted the newly added exits and water upwards, shifted the tiles at the bottom and outer exits downwards, shifted the rest of the level upwards, except for the two top hatches, and finally removed the exit limits on the top exits, as you can no longer see the numbers due to being too far off the top of the screen. Also, they're not really needed anymore since the top half is pretty solid now ;)

Spoiler (click to show/hide)
« Last Edit: July 31, 2021, 10:59:14 PM by kaywhyn »
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

Offline IchoTolot

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Re: Level Design Contest #23 - Playing Phase (Discussion Topic)
« Reply #49 on: August 01, 2021, 09:42:39 AM »
Quote
Also, they're not really needed anymore since the top half is pretty solid now

Well removing those makes it not solid anymore. If you change a part of the level that was intended it can become broken again.

Anyway, resolved the levels.

Offline kaywhyn

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Re: Level Design Contest #23 - Playing Phase (Discussion Topic)
« Reply #50 on: August 01, 2021, 11:21:58 AM »
Well removing those makes it not solid anymore. If you change a part of the level that was intended it can become broken again.

You're right :forehead: Hence that's why I was hesitant to restore some of the numerous changes I made to my R3 from the previous contest in fear that some of the same broken stuff in solutions will pop up again. I honestly don't know why I didn't heed this advice that I've been subconsciously aware of since the previous LDC.

Because of that, R1 made the stacker a pickup again which shouldn't had been taken away in the first place, and in R2 added some more terrain at the top and restored the exit limits for the two exits to be able to only take two lemmings each (again, as you said I shouldn't had taken it away since it did play a part in forcing the intended solution, and they've been there since the very first version! :XD:). Because the exit limits cannot be seen, I put in green circus lights in the shape of the number 2 next to those exits to make this not hidden information!
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

Offline IchoTolot

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Re: Level Design Contest #23 - Playing Phase (Discussion Topic)
« Reply #51 on: August 01, 2021, 03:44:38 PM »
Another resolve. :)

Offline kaywhyn

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Re: Level Design Contest #23 - Playing Phase (Discussion Topic)
« Reply #52 on: August 01, 2021, 06:03:22 PM »
@Icho R1 is now about 98-99% intended. Just a very small backroute that I think is very easy to fix with a time limit.

Spoiler (click to show/hide)

R2 is now 100% intended. Nice job ;) A lot of fixes needed there, but at the same time that's what I get for having put together that level in literally just 15 minutes. I should had known such a level would be very susceptible to backroutes despite being the shortest R2 level in the entire contest :XD:
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

Offline IchoTolot

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Re: Level Design Contest #23 - Playing Phase (Discussion Topic)
« Reply #53 on: August 01, 2021, 08:26:06 PM »
Even though you forgot to add the 5min timer. This solution takes less than 5 mins and I suspect it being intended. :)

Offline kaywhyn

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Re: Level Design Contest #23 - Playing Phase (Discussion Topic)
« Reply #54 on: August 01, 2021, 08:51:25 PM »
Finally! This is 100% intended. Well done :) The funny thing was that in the very first version my own solution essentially took 5 mins exactly, and hence I was thinking of adding a timer, but then I decided against it and thought it wouldn't really add or block anything at all. Turns out that it is the one thing that finally enforces the solution I had in mind after so many fixes. Who knew? :laugh:
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

Offline kaywhyn

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Re: Level Design Contest #23 - Playing Phase (Discussion Topic)
« Reply #55 on: August 10, 2021, 08:21:34 PM »
I have attached my entire replay collection, including the intended solutions to my own contest levels. There are two replays for my R1.

Also, here are the LP links:

Video solutions to all updated R1, R2, and R3 except for mine

Part 6: https://www.youtube.com/watch?v=x5zFOV3zbRU

Intended solutions to my own contest levels

Part 7: https://www.youtube.com/watch?v=cdWcyh_3Sdc

Once again, it was a blast pre-testing Icho's contest levels, and also thanks again to everyone for all the feedback/replays for my levels! :thumbsup: I still have a lot to learn in regards to level designing/backrouting it seems, but some progress is better than none, right? :P It was fun playing through and solving these levels. These were all quite good ;) Armani did a great job with these rulesets he chose for this contest. Hope my levels were enjoyable as well.
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

Offline IchoTolot

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Re: Level Design Contest #23 - Playing Phase (Discussion Topic)
« Reply #56 on: August 15, 2021, 02:35:33 PM »
Uploaded a playthrough of the updated levels: https://www.youtube.com/watch?v=4IetVMeildQ

My replay collection is also attached.

Offline IchoTolot

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Re: Level Design Contest #23 - Playing Phase (Discussion Topic)
« Reply #57 on: August 21, 2021, 10:31:22 AM »
Ok, as soon as the contest pictures are up I will start the voting phase. :)