Level Design Contest #20 - Playing Phase (Update Topic)

Started by IchoTolot, May 18, 2020, 01:23:55 PM

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IchoTolot

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.

JRT

#1
With V2 I block off Armarni's backroute of MC Escher. I expect this level will be severely tested and will have many iterations.

With V3 I block off DireKrow's equally cool backroute by rotating the lower-right central OWA.

Icho Edit: Just noticed the update. Please make a new post for a new update and delete the old one, as then exactly this happens and I totally overlook it.

DireKrow

V2 of my Rule 1 level "Traipsing About Tombs".

Changed the inner-most staircases, near the middle of the level, to smooth slopes instead.
LOTY 2020 Winner
My NeoLemmix Levels: The Krow Files (File A v1.2 released 21-Feb-2020)

DireKrow

V2 of my Rule 3 level "Cheating at Sports"

Added some steel to the top-right of the top-right quadrant, to block a true disjoint union solution (violating the level rule) found by Armani. It makes the intended solution more obvious, but I'm okay with that in response to feedback on the level's difficulty.
LOTY 2020 Winner
My NeoLemmix Levels: The Krow Files (File A v1.2 released 21-Feb-2020)

mantha16

updated 'the lion sleeps tonight' I've removed the non interactive grass at the bottom as a couple of people have said it makes it hard to tell what is terrain and what isn't no other changes

also included my existing updates to other levels.

Proxima

I felt this should be done, so I did it. 8-)

...and we're already on V2. The terrain looks really ugly now with the little steel nubs, but I couldn't think of any other solution.

Armani

Breaking the Cycle
V1-V2 : I move the ledge few pixels higher so now only one stacker is not enough to go upward. Still, intended solution replay is not broken.
V2-V3 : Visual Error Fix

The Gaema Pleatue
V1-V2 : Remove one of the decorative cloud and now the flag is taller so it's definetly impossible to make safe fall with a bomber(or glider+bomber)
My newest NeoLemmix level pack : Lemmings Halloween 2023 8-)

My NeoLemmix level packs(in chronological order):
  Lemmings Uncharted [Medium~Extreme]
  Xmas Lemmings 2021 [Easy~Very Hard]
  Lemmings Halloween 2023 [Easy-Very Hard]

IchoTolot

Another update to my R2 level with some added steel.

I also attached my updated R1 again.

NieSch

V9 for my rule 3 level. I think this must be the final version. ;)

V8 (after Armani's replay): One bomber less and one lemming more to save.
V9 (after IchoTolot's replay): One climber less.

Thanks to everyone who found backroutes and creative solutions!

(Also attached is V2 for my rule 1 level.)
My NeoLemmix packs: All You Need Is Lemmings - Long Live Lemmings! - Yippee! More Lemmings
SuperLemmix: Tomb Rodents featuring Lemmina Croft

IchoTolot

Another update to my R2 level with some terrain changes.

I also attached my updated R1 again.

Nessy

V7 of "Built To Rule The World" in Rule 2!

Made the pillar on the right hand side of the "tower" thicker.

namida

My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

Crane

This is getting frustrating.  I guess I make things too complicated.

V8 of Splashdown.
V9 of Wrong-side Failure.

Dullstar

v10 of Athletic Rescue Operation (talisman requirement bug fix).

Tunnel Project also still exists and hasn't needed any updates yet.




Athletic Rescue Operation v10

People have started posting replays of their intended solutions, so I decided to make some fresh ones to post, and while I was making them, I found an issue with the talisman requirements for this level. I somehow didn't notice that the talisman requirement for Optimization Lv. 2 did not save properly when it was added, meaning that the talisman requirement for both v8 and v9 was simply to complete the level. I thought it might just be something related to the fact that I had two talismans, so I tried combining them, and it turned out that for some reason the editor couldn't make any changes at all to the talismans, so I had to do it manually with Notepad++, after which it appears to be working properly. I'll have to make a bug report, though, because the editor is probably supposed to be able to edit the talismans.

No physics changes were made; replays for older versions will still solve the levels, though they won't get talismans anymore unless they met the intended requirements.

Changes:
- Changed :tal-gold: Optimization Lv. 2 requirements from complete the level to complete the level with max 3 bashers.




Old Changelogs

v2
Attempt #1 to patch Armani's backroute in Athletic Rescue Operation. Admittedly, this update was rushed out to fix the immediate problem (I suspect clever use of the stackers might work around these changes to restore functionality to this backroute), but I thought it might be preferable to letting the level sit as-is while I work on a more thorough patch.

- Added steel underneath exit to prevent mining under it.
- Added steel to floating platform above the water to prevent a basher being used to gain elevation.
- Intended solution replay from V1 still works! (not that it matters since it's not publicly available...)
v3
Improved patch to Armani's backroute. I'd rushed out v2 to at least have SOME response to it, but at the time I didn't have enough time to thoroughly test to make sure that minor variations of it wouldn't still work. This patch is more thoroughly tested. Also, while testing, I found a small optimization to the intended solution that saves 1 cloner, which I have chosen to enforce.

While v3 was not specifically designed to remove Icho's backroute, I expect these changes should also fix that one, too.

- Trimmed left edge of floating platform above water
- Reduced starting quantity of platformers from 1 to 0
- Added pickup skill (platformer x1)
- Cloners reduced from 5 to 4
- Save requirement changed from 25 to 24

EDIT: Known issues: Icho found a second backroute, but patching it will take some time.
v4
Patch to Icho's 2nd backroute.

- Starting Shimmiers reduced from 2 to 1
- Shimmier pick up skill added
- Starting Miners reduced from 4 to 0
- Miner x3 pick up skill added
- 1 required use of the miner has been completely removed from the intended solution
- Burrowed tennis racket slightly into terrain
- Starting Bashers increased from 4 to 5

The additional basher might not actually be required, but the timing would have been a lot tighter without it as a side-effect of changing the miners to pick up skills, and I didn't care to test to see if it could be done without the extra basher. If someone can get the intended solution without using this additional basher, it will become a talisman.
v5
This is the first version of Athletic Rescue Operation in which the level layout begins breaking down into a myriad of bandage fixes.

I'm not very good at solving, and by extension de-backrouting. It's the most I can do at this point to just patch individual backroutes as they're found, but they seem unending. If this level can't be de-backrouted, I suspect Rule 2's stipulations may render the level straight-up disqualified.

- Pool table removed and replaced with... well, it's certainly something.
v6
Maybe one-way walls will fix it (it probably won't).

- Added one way walls to tennis racket
- Moved marble pole 1 pixel to the right to prevent a precise basher placement from saving a basher.
v7
I thought the tennis racket was a nice touch with the feeling, but it's been exploited a few too many times so it had to go. I also investigated if this could allow the pool table change to be reverted, but that particular backroute could still be adapted to work.

- Removed tennis racket and corresponding one-way-wall.
v8
Backroute patches as well as talisman additions. Icho's latest backroute found a basher-saving optimization in an area of his solution that actually IS consistent with what I intended, so I made that particular optimization into a talisman. I also made a small tweak to the level to guarantee that an optimization I previously thought might barely be possible into definitely being possible, which can serve as either A) an alternate way to get the earlier talisman or B) used together with the other one to get another talisman.

- Added two talismans:
        - :tal-bronze: Optimization Lv. 1: Solve with max 4 bashers
        - :tal-gold: Optimization Lv. 2: Solve with max 3 bashers
- Split miner pickup skill x3 to 2 separate pickup skills (an x1 and an x2)
- Added some pylon objects where the tennis racket once was.
- Adjusted the position of the platformer pickup skill, moving it a bit to the left (makes Optimization Lv. 2 definitely possible)
v9
Should fix JRT's backroute. Doesn't break Icho's most recent replay (the one I said was intended).

- Adjusted the shape of the pylons to make them unclimbable.