Proxima's multiplayer levels

Started by Proxima, September 27, 2017, 06:11:46 PM

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Proxima

The attached zip contains all of my multiplayer levels so far -- mostly from the old game (with slight rebalancing touches), and including the new map "Flying Batter-y Zone", which I cut to 100 lix because it was lagging a bit with 200.

Included maps:

The Adventure Playground (2p, 3p, 4p)
Any Way You Both Want (2p)
Betcha can't save just 100 (4p)
Box Set (2p)
Dirty Rascal (2p)
Flying Batter-y Zone (4p, 8p)
Four Color Theorem (2p)
Old Man of the Mountain (2p attack-and-defence)
Shion's Fun Fun Torture Room (4p combat)
We are A.T. and T.A. (2p)

Simon

Thanks! Will go into 0.9.

Battery Zone lags because the tumbler code is lousy. :lix-cry: But the spirit of the level isn't damaged by cutting lix.

-- Simon

mobius

I updated 2 of my old levels for 2 or team player multiplayer: Compression Method 9000 and Hell's Kitchen. both got some major changes.

I plan to make some new ones but don't know when that will get done.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


Simon

Thanks, both will go into 0.9.

-- Simon

Proxima

#4
I've attached my second folder of old MP levels (from back when Lix used the original graphics) converted to new graphics. I'd started converting these a long time ago, and I had it in my head that there was a lot still to be done, but looking through them, it looks like the only unfinished one is "Play Bridge (4P)", and you could just reconstruct that by copying a chunk of the 3P level.

All levels would need the number of players and overtime set, and after testing it in the last session, I think Diagonal (8P) should have more builders.

I've cut the overtime on Flying Batter-y Zone to 30 seconds.

Proxima

#5
New level: Twelve-Bar Blues (2P). Simon and Icho were visiting and the conversation came round to multiplayer level design, so I decided to flip open the editor and put a few things together and see what emerged.

[EDIT: Added versions for any number of players, thanks to some quick editing from Icho.]