The Level Design Game: 2nd Edition!

Started by Clam, December 10, 2010, 04:10:54 AM

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ccexplore

http://www.lemmingsforums.com/index.php?topic=423.msg9391#msg9391">Quote from: Clam Spammer on 2010-12-13 03:23:55
(edit: remove tthhe entrance at y=65533 before viewing)

Incidentally, for people using Lemmix, you can do that by Shift+Click (or Ctrl+Drag selection) to select all the correct terrain and objects (minus the rogue one not accessible in Lemmix), select "Cut".  Then press A to select everything (including the rogue entrance you otherwise cannot get to in Lemmix) and press delete, which will clear the level of everything including the rogue entrance.  Finally do "Paste" to restore all the non-rogue stuff.

For LemEdit users, that entrance is probably located at y=-3, and I'm guessing is selectable and working just like any normal entrances.  Don't know whether negative object y coordinates work or not in the actual DOS games.

Clam

http://www.lemmingsforums.com/index.php?topic=423.msg9394#msg9394">Quote from: ccexplore on 2010-12-13 04:12:23
Good job for working out a solution though. http://www.lemmingsforums.com/Smileys/lemmings/shocked.gif" alt=":o" title="Shocked" class="smiley" /> Maybe the low save percentage made it possible to get something working without too much trial and error?

Once I realised that ohnoers can actually get into the exit (I must have seen this happen before somehow, I doubt I'd have given this level a second look otherwise), it didn't take too long to get it to work. Especially once I recalled your trick for "Surprise Package?" http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />

As for your level, technically it should have 2 minutes available (so it's actually solvable) but I'll let that pass. I wouldn't call it a backroute, just a clever way of milking as much time as possible, which was really the point of this challenge.

My level is attached, plus replay since it's a pain to execute.


Also:
http://www.lemmingsforums.com/index.php?topic=423.msg9395#msg9395">Quote from: ccexplore on 2010-12-13 04:19:40
http://www.lemmingsforums.com/index.php?topic=423.msg9391#msg9391">Quote from: Clam Spammer on 2010-12-13 03:23:55
(edit: remove tthhe entrance at y=65533 before viewing)

What happened there? Forum glitch? http://www.lemmingsforums.com/Smileys/lemmings/huh.gif" alt="???" title="Huh?" class="smiley" />


chaos_defrost

Heh, didn't think of using multiple bombers at once to make it go faster, nice catch.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

Clam

http://www.lemmingsforums.com/index.php?topic=423.msg9398#msg9398">Quote from: Gronkling on 2010-12-13 10:37:38
I'll have a go.

I'm almost certain this can be done in one minute using the nuke to speed things along, but it's going to take a little while to confirm. (Not that I mind, it's a fun challenge http://www.lemmingsforums.com/Smileys/lemmings/wink.gif" alt=";)" title="Wink" class="smiley" />)

Clam

http://www.lemmingsforums.com/index.php?topic=423.msg9400#msg9400">Quote from: Clam Spammer on 2010-12-13 13:54:14
http://www.lemmingsforums.com/index.php?topic=423.msg9398#msg9398">Quote from: Gronkling on 2010-12-13 10:37:38
I'll have a go.

I'm almost certain this can be done in one minute using the nuke to speed things along, but it's going to take a little while to confirm. (Not that I mind, it's a fun challenge http://www.lemmingsforums.com/Smileys/lemmings/wink.gif" alt=";)" title="Wink" class="smiley" />)


OK, never mind that "fun" part (darn miners keep going through my blockers because of those darn grids http://www.lemmingsforums.com/Smileys/lemmings/angry.gif" alt=">:(" title="Angry" class="smiley" />), but here it is.

GigaLem

I was think you think i could make a level design game called
"Week of challenges" if that's ok with you

Adam

Please elaborate, Giga. If it's popular enough, I'll split it into a new topic. http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />

Gronkling

That replay doesn't seem to want to work on my lemmix.  http://www.lemmingsforums.com/Smileys/lemmings/sad.gif" alt=":(" title="Sad" class="smiley" /> (Please say if it wasn't supposed to be for lemmix)
What was the solution?

Clam

Did you use Original Lemmings mode? I made the replay in Custom Lemmings mode, so you need to use that to view it.

Anyway, what I did was mine about halfway down, and then nuke to quickly get the lemmings to the exit (using a blocker to keep away one lemming that would otherwise explode right on top of the exit).

Gronkling

After seeing the solution I improved on my original level. (Hope it's allowed) Now it's nuke-proofed.  http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />

Clam

It certainly is nuke-proofed http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />. It's also practically the same as my level, which is always a good sign http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" /> (in other words, it's good.)

geoo

As I don't see any active challenge in here right now, I'll take the opportunity to revive this thread with a new (possibly somewhat difficult) one:

Design a level that, while requiring a constant amount of Lemmings to be saved, can only be solved if the amount of Lemmings that get released from the trapdoor(s) is a certain number smaller than 40, and cannot be solved if the amount of Lemmings is lower or higher than that number.

E.g. your level requires 10 lemmings to be saved, and it can only be solved if the amount of Lemmings in the level is set to 30, but not if it set to 10, 29, 31, 80 or any other value that is not 30, while no other changes are made.

Clam

You do realise, if you set 100% to be saved, reducing the lemming count means the level is automatically unsolvable since you need over 100%? Though, even given that, the other half of the challenge isn't trivial, but here's what I came up with. (Timing is for Lemmix without pausing for time; obviously you can move the entrance and/or exit to suit whatever timing mechanics you use)

geoo

Yep, making use of the selection priority was one of the two ideas I had thought of for solving this challenge (one could hex-edit a replay, or create a 30 lemmings replay and play it on the level with more lemmings to get a cheat solution for the 30+ version, but I don't consider this a valid solution). You implemented it in a very simple and elegant manner though, as usual.
The second idea uses something different, see the attached level (being in favour of a consistent level/replay naming scheme, I ditched my old internal one and adapted to yours now) or try to find it yourself first, if you want.

I don't mind a level for this challenge requiring 100%, as it could trivially be adapted to require less anyway, and that adds just some not-so-interesting technical details. My focus was that having more lemmings can hurt you; yeah, I could have ditched that requirement that it shouldn't work for fewer lemmings altogether.