Author Topic: custom levels for Lemmings 2 thread  (Read 79887 times)

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Offline ccexplore

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Re: custom levels for Lemmings 2 thread
« Reply #45 on: December 02, 2009, 12:26:53 AM »
I'm starting this as the thread for custom levels for Lemmings 2, to get out of the habit of reusing/abusing the "Here I Go Again!" thread.

First, I'd request that everyone who has already uploaded levels on the "Here I Go Again" thread to create a new post here attaching all your levels from there to your post here.  Please do this only if you're the one who created the levels, this way the level designer can change the attachments to their own posts to update their levels.

I would attach my level here but I don't have it right now on my work computer.  When I'm back home I'll edit this post to attach my level.

[edit: attached my level "Not A Lot To Go On" here, as Sports 1 (level110.dat) and Sports 2 (level111.dat).  Sports 1 is the fixed version with the backroute removed, and Sports 2 is the original version]

Offline weirdybeardy

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Re: custom levels for Lemmings 2 thread
« Reply #46 on: December 02, 2009, 04:14:12 PM »
I'll upload the latest versions of my levels as soon as I get home from work.  8)

Edit:

Okay, here are my levels:

  • "The Show Must Go On!" - my big, messy, easy Circus level
  • "Oot 'n' Aboot!" - my big, slightly-less-messy Highland level, with tweaked skillset and time limit
  • "The Diptych" - my tall Sports level, moderate "mid-Tribe" difficulty
  • "You Only Lem Twice" - my Shadow level with tweaked terrain; there's still at least two ways to get Gold

I'm working on a new level at the moment, but it might not be finished for a while as I'm busy over the December/January period... :(
My projects:

Lemmings in Weirdyland (NeoLemmix):
https://www.lemmingsforums.net/index.php?topic=6135.0

My levels for Lemmings 2 The Tribes can be found here:
https://www.lemmingsforums.net/index.php?topic=990.0

Offline weirdybeardy

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Re: custom levels for Lemmings 2 thread
« Reply #47 on: December 05, 2009, 02:25:17 PM »
Here's my L2-based salute to the time of year: a moderately easy Polar level.  :D

Merry Xmas to everybody in the Lemmings Forums community, and a Happy New Year to all!  :)
My projects:

Lemmings in Weirdyland (NeoLemmix):
https://www.lemmingsforums.net/index.php?topic=6135.0

My levels for Lemmings 2 The Tribes can be found here:
https://www.lemmingsforums.net/index.php?topic=990.0

Offline geoo

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Re: custom levels for Lemmings 2 thread
« Reply #48 on: December 14, 2009, 07:16:23 PM »
Yep, this one was rather easy, though the execution was a bit difficult, as there wasn't much leeway for the fall height for the lower group, and getting the final filler at the correct position within the crowd didn't work either until I found the position to set the cursor.

Here's also a new level (Breeze), which might be a bit harder than my previous one.
I also reuploaded Fierljeppen again, hopefully with the backroute fixed now.

Offline ccexplore

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Re: custom levels for Lemmings 2 thread
« Reply #49 on: December 15, 2009, 03:55:02 PM »
Yep, this one was rather easy, though the execution was a bit difficult, as there wasn't much leeway for the fall height for the lower group, and getting the final filler at the correct position within the crowd didn't work either until I found the position to set the cursor.

Nearly forgot about the level.  I ended up with the exact same solution (despite putting in some effort trying to find another solution), except I also used the jet packer to help with the final sand pouring.  (Doesn't help with picking a lemming that faces the right way, but at least you can position the lemming once you pick the right one.)

It's not terribly hard, but "rather easy" might be overstating things a bit. ;)

Quote
Here's also a new level (Breeze), which might be a bit harder than my previous one.

Nice level!  Not sure if it's really harder, but the concept is pretty neat and well implemented in the level.  The only slight issue is that the solution ends up with a few skill assignments really close to one another in time, though it just takes a tiny bit of practice (and left hand ready on "P").  Among other things, I like how this level refutes a certain someone's claim of uselessness of a certain skill. :P

I'll forgo the screenshots this time to give other people more time to work on the level, but I'll PM you so you can check whether it's an intended solution or backroute (though I'm pretty sure it's intended).

Offline GigaLem

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Re: custom levels for Lemmings 2 thread
« Reply #50 on: December 15, 2009, 06:39:37 PM »
where can you get the level creator

Offline geoo

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Re: custom levels for Lemmings 2 thread
« Reply #51 on: December 16, 2009, 06:02:20 PM »
You might be surprised, but your solution actually is a backroute. It's a pretty clean and nice one though. I totally forgot about that glue behaviour. I won't go into detail about the differences yet, in case you still want to find the intended solution (which is a bit more obscure, using some kind of special trick to pass). Below is another version of the level, with your solution eliminated.
Yeah, multiple assignments close to each other are a bit of an issue, but I have my hand ready on 'P' by default (the right hand though :P), so I'm used to it.

where can you get the level creator
http://www.lemmingsforums.com/index.php?topic=176.msg7020#msg7020
http://geoo.digibase.ca/PCL2ED/
http://www.lemmingsforums.com/index.php?topic=295.0
http://www.lemmingsforums.com/index.php?topic=176.msg6859#msg6859
http://www.lemmingsforums.com/index.php?action=search

EDIT: And Happy Birthday, Steve!

Offline weirdybeardy

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Re: custom levels for Lemmings 2 thread
« Reply #52 on: December 16, 2009, 09:28:07 PM »
Thanks for the feedback on my Polar level. I think it's a symptom of my approach to level-building that almost every time I build a level, by the time I finish play-testing it, I suddenly think "Oh bugger, half these skills aren't necessary because there's a massive backroute and my intended solution is completely avoidable", and end up sprinkling on the barest minimum skillset I can manage... which is why my levels always look much more complicated than they need to be (ie. the completely pointless steel sections to the left side of my Polar level). I try to have a good sense of humour about it, but it's still pretty embarrassing.  :-[  :D  So far almost all my levels have ended up this way...  :-\

Anyway. Moving on. Juicy new levels for me to try!  :thumbsup: I'll give them a go and bestow my humble and limited opinion upon you all very soon.  8)

My projects:

Lemmings in Weirdyland (NeoLemmix):
https://www.lemmingsforums.net/index.php?topic=6135.0

My levels for Lemmings 2 The Tribes can be found here:
https://www.lemmingsforums.net/index.php?topic=990.0

Offline ccexplore

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Re: custom levels for Lemmings 2 thread
« Reply #53 on: December 17, 2009, 01:59:45 AM »
Below is another version of the level, with your solution eliminated.

I'll email you my solution (so I can just use screenshots) to this version of the level.  I can no longer say whether a solution's intended or not, except to say that I'm not entirely sure what the "special trick" is.  One particular move in the beginning is rather fussy to execute, but that's just due to the terrain setup and not some special trick.

[edit: I just worked out a slightly different solution that eliminates the need for the fussy move, as well as providing a basis for calling something a "special trick".  I'll email you again.]

Offline ccexplore

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Re: custom levels for Lemmings 2 thread
« Reply #54 on: December 17, 2009, 12:43:04 PM »
Alright, here might be the first level for a Lemmings game inspired by someone's birthday :P.

Actually I had the general concept for a while but never got anywhere good with it.  I'm still not 100% satisfied with it but I think it's about as good as it's ever gonna get.  Gold requires saving everyone.  Per convention of the Highland style, the clouds are background; everything else are terrain/objects.

Now, just because I'm not entirely happy with the level, doesn't mean that it's going to be easy.  In fact, I ended up adding a few more skills to the level because an earlier version was just too painful to execute.  So you may have one or two leftover skills.  A few moves may require a tiny bit of pixel precision (again, I actually already adjusted the level to make it more forgiving).  There's a move in my solution that is borderline glitchy, so for those worrying about such things, I'll just tell you outright here:

Quote from: Spoiler
The rock climber can apparently get around a 2-pixel-wide overhang, even though the 45-degree rule may lead you to expect only 1-pixel-wide overhang is okay.

(I didn't intend to require this move, but as it turned out, using it make the level design and solution far cleaner than not using it.)

For an extra challenge (or extra pain), try getting Gold without using the Stomper and using only 4 fillers.

[edit: officially deprecating all previous versions of the level, replacing with Pour(V4).  No stomper is still possible if you want the challenge.]

Offline ccexplore

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Re: custom levels for Lemmings 2 thread
« Reply #55 on: December 17, 2009, 08:49:42 PM »
Whoops, major backroutes found in my level, partly caused by the addition of extra skills. :XD: :(

Here's a version hopefully with the backroutes removed, without removing the extra skills.  As an unplanned side effect, the no-stomper challenge is no longer possible in this version. :-\

This level is definitely not one of my better ones.  Maybe it's time I take a swig at the bottle and move on...... :P

[edit: forget this; try Pour(V4) please!]

Offline geoo

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Re: custom levels for Lemmings 2 thread
« Reply #56 on: December 18, 2009, 12:16:47 AM »
Thanks for the feedback on my Polar level. I think it's a symptom of my approach to level-building that almost every time I build a level, by the time I finish play-testing it, I suddenly think "Oh bugger, half these skills aren't necessary because there's a massive backroute and my intended solution is completely avoidable", and end up sprinkling on the barest minimum skillset I can manage... which is why my levels always look much more complicated than they need to be (ie. the completely pointless steel sections to the left side of my Polar level). I try to have a good sense of humour about it, but it's still pretty embarrassing.  :-[  :D  So far almost all my levels have ended up this way...  :-\
Funnily enough, the polar level seems to be the one with the most clearly defined solution, and is (imo) the easiest one. The circus one gave me quite a lot of trouble, and my solution ended up requiring quite some precision. Also calling 'The Diptych' "moderate "mid-Tribe" difficulty" is quite a bit of an understatement. :P
It's great to see some L2 levels pop up, they are quite a diversion from all the L1 levels.
Don't let yourself be discouraged by backroutes, we all know about them... ><img src=" title="Angry" class="smiley" />

In that regard, now it's finally my turn to haunt you back with backroutes, ccexplore :evil:
I got two solutions which I executed on the original version, but they should be adaptable to the updated version.
In neither of these I poured as many as I could have. I love the theme of that level though. :thumbsup:

As for 'Breeze into the Light', yep, these solutions are rather messy, and unintended.
The 'special trick' is something not used before, but I wouldn't consider it a glitch.
(Unrelated to the actual level) As a note, I don't know whether you're aware of it, but while the game is paused, you can press space to immediately get into wind mill mode, so you can at least already position the mouse, though you still have to accelerate the wind mill.
Here's another version :-\

Offline ccexplore

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Re: custom levels for Lemmings 2 thread
« Reply #57 on: December 18, 2009, 01:13:25 AM »
In that regard, now it's finally my turn to haunt you back with backroutes, ccexplore :evil:

Yes indeed.  To weirdybeardy:  see?  even my own levels are not immune, so don't worry about it. :P

Quote
In neither of these I poured as many as I could have.

I've concluded that there is one skill I clearly need to fully get rid of, which I have done so in the new version attached (you're also given an extra of a certain skill).  In the process, I've actually adopted one element common to the "backroute" solutions, so I also cut down the number of fillers.  That said, even the original solution for v1 and v2 do give you at least one more filler than needed though.  (It was a weak attempt at being more mistake-tolerant, but in the new version, you don't need as many fillers anyhow, so mistake-tolerance is practically a non-issue now.)

Quote
As a note, I don't know whether you're aware of it, but while the game is paused, you can press space to immediately get into wind mill mode, so you can at least already position the mouse, though you still have to accelerate the wind mill.

Good tip.  It's so obvious I should've realized it myself, but I guess since in the actual game you rarely need such precise wind-blowing, it never occurred to me to take advantage of the keyboard for the fan as well.

[edit: Pour(V3) replaced with Pour(V4)]

Offline ccexplore

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Re: custom levels for Lemmings 2 thread
« Reply #58 on: December 18, 2009, 12:01:29 PM »
Here's another version :-\

Check your email.  I hope this is your special trick.  (If not, well, then I guess you've just learned a new one. :P)

Offline ccexplore

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Re: custom levels for Lemmings 2 thread
« Reply #59 on: December 18, 2009, 01:25:47 PM »
Sorry to do this, but it just occurred to me that since mistake-tolerance was no longer particularly necessary in Pour (V3), I can now re-incorporate something back to the level that I originally abandoned in the name of mistake-tolerance.

Hence here's Pour (V4).  I reduce the number of a certain skill yet again by one.  I also restored the terrain back to what it looks like in V1, since I noticed the changes in V2 and V3 are no longer relevant.  The wretched level has managed to come back full circle it seems. :-\

If you must, you can continue on with Pour(V3) [note that I've removed the attachment though], but I strongly encouraged upgrading to Pour(V4).  ;) It's really not that much harder, and the change in the solution is actually almost miscellaneous (but important to me).  You shouldn't need to throw away any current progress you'd have on Pour(V3) to solve Pour(V4).

[edit: *sign* as it turns out, if I really want to enforce what I re-incorporate back into the level, I think I would need to reduce that skill's count yet one more time, but then the resulting precision becomes a bit much.  So I'm leaving that aspect of the level alone--leaving you a choice of precision vs. parsimony......(hopefully the latter as I intended)]