QuoteIf you release the pack as is, I suggest mentionning clearly that talismans are hard. Or else new players may be turned off if they think the first rank is easy !For sure! I wasn't kidding when I talked about "challenges". Some talismans are breathers though, and I will try to set the colors accordingly.
The Bad Beginning - Of course 
We Are Lem-Bob-Omb!
Lemstones - You used the intended side.
Cloud-Covered Stalactites - Your solution is the same as JawaJuice's. Rewatching my replay, I noticed that I only use 5 bashers so I may tweak the talisman to require a more optimized (and elegant) route
It's a Kind Lembourhood
Minimal Design - Your second replay is correct! You can make it a bit easier by setting the three blockers right away at the beginning, as setting a blocker among packed lemmings is sometimes a nightmare
The Italian Job - Well done! There are ways to ensure lemmings won't splat, execution doesn't have to rely on luck here. You can take a look a JawaJuice's replay for a good example of this
Pagoda St.
Voltaic Mocaics - Your 100% solution was fun to watch
What Happened in Sovogda? - Different from my solution but still valid.
Iron Industry - Here I only wanted to make a fun puzzle, divided in several little steps. The pickups making the order obvious is not an issue to me 
Emerald Cave - Clever, but not intended. Won't be too hard to fix I guess
Better Run for Shelter - Right side is correct, left side is not. Fixin JawaJuice's backroute should also fix this one.
The Strange Relics of Lemnos - Your talisman solution uses the whole layout so it's kind of right but this basher/blocker trick makes it messier than the intended route. It even makes it harder as the intended solution doesn't require such timing or precision. I may remove blockers from this level as they're not even useful for the vanilla solution. Or I could just add a requirement to the talisman.
Standard Test Chamber - Very nifty solution! Not intended, but I like it. Like JawaJuice's it required way more precision than the intended solution though.
Clumps - Yes. I will need to rethink about this level for sure! Even if your solution it really solid, it's very far from what I had in mind for this level.
Training Day - Interesting! I intended for all the lemmings to get to the left side exit. But you still used the basher correctly so I'd say your solution is valid too.
Lemming Falls - Not sure what's happening here but your replay only saves the worker, the other lemmings all splat. I also tried the replay from your previous attachment with the same result. What floating piece of grass are you referring to?
Ancient Crash Site - I won't say much because I don't want to give unwanted spoilers, but a good part of your solution is correct. 
Spring Break - Well done nevertheless. This ascending basher stairway is a work of art
QuoteI love the water fall in this level, tricky designI was worried about the vertical water looking weird but it kind of works so it's nice
QuoteOne remark though : two heart cubes ? There is only one of them in Portal 1 for sure, and tons of them in Portal 2. Breaking the unicity or the extreme multiplicity of those cubes here seems like a weird idea.Ah, as usual I got carried away with decorating this level and put another cube to the right side. Me and my symmetry obsession
Also a suggestion : definitely put a tiny "The cake is a lie" or "The lem is a lie" text in some corner of the level !
Removing the second cube would make sense. I thought about adding other Portal references but 1/ it's haaaaard and 2/ I didn't want to make the level too on the nose. Buuuuut anything may still change of course
QuoteHow does it compare to JawaJuice solution ?I'd say it's similar in the general idea and trick used, but yours is cleaner, if I can say it that way. Not to dispraise their solution, of course!
QuoteWhy not set the depart screen to this moon and starting area, as you did in The Italian Job starting zoomed on the helicopter ?I tried to set the start view as high as possible, keeping the floor visible. Making only the moon visible would be annoying as the played would have to scroll to reach the trapdoor. Speaking of this, I'm not sure what I did is optimal for all screen sizes. I only tested this on my laptop so it may vary for other users
About vertical levels, I set their width so it would exactly fit on my screen without having to scroll to the sides but here again it may not work for all screen sizes.
Quote from: hrb264 on February 28, 2026, 09:24:04 AMIs it OK to leave it in Mayhem as a kind of 'breather'?

Quote from: hrb264 on February 28, 2026, 10:49:49 AMI get the impression many people often like to have 1 or 2 of each skill and don't like this sort of level? (To be honest, 1 of everything levels aren't my favourite type)
especially if I make levels with 100+ lemmings, or where you have to assign a load of floaters etc, but I get the impression many people often like to have 1 or 2 of each skill and don't like this sort of level? (To be honest, 1 of everything levels aren't my favourite type
) 
