Level Design Contest #33

Started by IchoTolot, August 31, 2025, 01:01:51 PM

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IchoTolot

Welcome to another contest of the Lemmingsforums! This time the three rules have been picked by kaywhyn.

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! There are three choices of rules given, you may enter one level for EACH one of the rules.
You may either use NeoLemmix, or Lix.

RC/experimental NL builds aren't allowed, only the stable version of NL!

If you have more than one entry, 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. ;)

Pre contest testing: You can choose 1-2 persons who do a bit of pre-testing for you, so that the biggest backroutes and screw-ups of your levels can be detected before the playing phase. I cannot control this so it's only a guideline, but still I would prefer not everyone knows every level before the playing phase starts. ;)

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!
- 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:

Rule 1 (kaywhyn) - Throwback to the first LDC by geoo:

* Make a 1-of-everything level in the classic 8 skills.
* All of the classic skills have to be used in the solution.
* Use one of the official sets: L1/ONML, L2, L3, PSP, etc.
* No tileset mixing allowed!
* Restricted to classic objects only, so no pre-assigned hatches, no limited exits, no pre-placed / neutral / zombie Lemmings, no pickups, no up OWAs, no down OWAs, no one-way forcefields, no teleporters, no updrafts and so on! (that also excludes Lix steam flingers/springs/launchers/t-beams.)

For Lix: All tilesets allowed (just no mixing) and for the bomber please use the non-flinging one- so use the objects with the same prefix.

Rule 2 (kaywhyn) - The Power of Teamwork:

Make a level with:

* Exactly 2 entrances
* Exactly 2 Lemmings - no neutrals/zombies.
* Exactly 2 exits - Both exits need to be used in the solution!
* A save requirement of 2/2 - no cloners allowed!
* No permanent skills (climber, floater, glider, swimmer, slider, disarmer and runner (Lix))
* The Lemmings must work together in some way - so no complete disjoint-unions!
* The trapdoors/exits clearly need to function as 2 different trapdoors/exits and not basically the same trapdoor/exit. Otherwise the distance between them does not matter. So don't try to game the rule and stay within the spirit of it!

Rule 3 (kaywhyn) - Let's make an L3 Classic Level!:

Make a "classic" level in the L3 Biolab set (+ background) with only L3 features (For Lix use raymanni-lab - use the objects with the lab prefix):

* Classic 8 skills only (also no walkers, jumpers, swimmers, and shimmiers). Also no infinite blockers!
* If you use a timer the maximum for it would be 7 minutes.
* If you use pre-placed Lemmings, they must be rescued too! They can be neutrals as well! The maximum of pre-placed Lemmings is 10.
* Exactly 10 Lemmings must come out of the hatches and a save all requirement is needed - Pre-placers do not count in here! The maximum of lemmings would be 20 then (10 from the hatches and up to 10 pre-placers).
* You may only use objects found in L3, which is everything found in the Objects tab in the editor for the L3 Biolab graphic set except for OWAs!
* For backroute fixing, your only options here are terrain changes, steel, pickups, or a time limit!
* All skills must be provided in the form of pickups! (Lix is freed from this point)
* Use one of the three music track attached to this post (Lix is freed from this point).


Submission phase ends November 14th 2025 at 00:00 UTC.

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.

Please use the following naming format:  User1_Levelname_R3V1.nxlv ---> Level "Levelname" by User1  for Rule 3  Version 1 of the level

Prize selection:

- Pick next contest's rules (the author of each level in the top 3 gets to select a rule)

Entries so far: 2

- Crane (2)


Rule distribution:

Rule 1 - 1
Rule 2 - 1
Rule 3 - 0

Flopsy

I have queries about the rules for Lix level creators, I have laid out the rules the way I have read them above and those marked with ? are the ones I'm unsure about.

Rule 1
-1 of everything classic skills
-any tileset just no mixing
? should we be using the entrance/exit labeled as the tileset we are using, or as close as in the case of a tileset without a specific entrance/exit.
? are steam flingers/springs/launchers/t-beams allowed?


Rule 2 (no queries here)
-2 entrances
-2 exits (both must be used)
-2 lixes
-2/2 save requirement
-no climbers, floaters, runners
-must be some working together in some way

Rule 3
-raymanni_lab tileset
-classic skills only
-10 lixes must come out of the hatch
? again like above, only objects with lab prefix in the filename are allowed? I ask because all of the objects in Lix are bundled together in one menu (except for entrances and exits).

IchoTolot

#2
Quote from: Flopsy on September 04, 2025, 09:34:19 PMI have queries about the rules for Lix level creators, I have laid out the rules the way I have read them above and those marked with ? are the ones I'm unsure about.

Rule 1
-1 of everything classic skills
-any tileset just no mixing
? should we be using the entrance/exit labeled as the tileset we are using, or as close as in the case of a tileset without a specific entrance/exit.
? are steam flingers/springs/launchers/t-beams allowed?


Rule 2 (no queries here)
-2 entrances
-2 exits (both must be used)
-2 lixes
-2/2 save requirement
-no climbers, floaters, runners
-must be some working together in some way

Rule 3
-raymanni_lab tileset
-classic skills only
-10 lixes must come out of the hatch
? again like above, only objects with lab prefix in the filename are allowed? I ask because all of the objects in Lix are bundled together in one menu (except for entrances and exits).

R1:

Restricted to classic objects only - that also excludes steam flingers/springs/launchers/t-beams.

R1+R3:

I would say use the entrance/exit labeled as the tileset you are using (lab in the R3 case).

For R3 you forgot that all 10 lixes also need to be saved.

Flopsy

Ok then fixed it now, thanks for clarifying and pointing out I overlooked the save all in Rule 3.

For Lix level creators, the following applies.

Rule 1
-1 of everything classic skills
-any tileset just no mixing
-use the corresponding entrance/exit to the tileset you are using.
-steam flingers/springs/launchers/t-beams are not allowed.

Rule 2 (no queries here)
-2 entrances
-2 exits (both must be used)
-2 lixes
-2/2 save requirement
-no climbers, floaters, runners
-must be some working together in some way

Rule 3
-raymanni_lab tileset
-classic skills only
-10 lixes must come out of the hatch
-10 lixes must be saved.
-only objects from the lab tileset can be used (has lab/... in the name of the object).

Flopsy

I have further questions about Rule 1 and Rule 2

Rule 1: Do all of the Classic skills have to be used in the solution?

Rule 2: Can the trapdoors be next to each other?
Can the Exits be next to each other?

IchoTolot

Quote from: Flopsy on Today at 01:03:47 PMI have further questions about Rule 1 and Rule 2

Rule 1: Do all of the Classic skills have to be used in the solution?

Rule 2: Can the trapdoors be next to each other?
Can the Exits be next to each other?

Rule 1: I would say yes unless kaywhyn says otherwise.
This also differenciates the sub-rule a bit from R3's "classic skills only" and 100% captures "1 of everything".

Rule 2: I would say here as long as the trapdoors/exits clearly function as 2 different trapdoors/exits and not basically the same trapdoor/exit the distance does not matter and I think exact distance measures are counterproductive.
So don't try to game the rule and stay within the spirit of it!