01: This one I already solved last time; gave me quite of a challenge back when I first solved it, but on my current playthrough in New Formats it was easy to piece the solution together again.
02: I overcomplicated this one by having the Fencer climb up into that little niche in the wall on the left, instead of fencing straight from the bottom. That way, the Fencer came out too high at the top, so I needed to use the Miner to get down again and prevent the lemming from running off the map.
03: Another one I overcomplicated; I never thought of simply containing the bottom crowd. I tried to go for a flow-control solution here (a style of playing I suck at anyway, but therefore I tend to assume it's necessary even when it isn't), but the distances between the lemmings were too small for that. That caused me to bomb through one of the platforms to isolate a worker and then seal it up again later, which was very inefficient, and still lead to me losing some further lemmings from falling down.
04: This one I solved to 95%, I only hadn't thought of using the "platform from the middle of the stack" (i.e. while the stack is being built) trick here. I'm generally aware of it, though, so I wasn't surprised by anything here I didn't know. I found it strange though that you made the bar next to the hatch permeable for the Climber. Why do that if you still provide a Walker anyway to turn the Climber around? The Walker is such a potentially broken skill that I would probably rather not have provided it and simply left the bar entirely solid, so that the Climber would turn around by himself. Of course, having the Walker there slightly increases the entropy of the level, and therefore potentially the difficulty - but to me it was pretty clear right away that I would have to use the Cloner at the exit to turn the worker lemming around, not the Walker.
05: Another one where I got to 95%; I saw a really cool way here to make the Miner go through (over a staircase) to release the right bottom crowd, and at the same time release the Blocker that was containing them from the other side. Sadly, due to the hole in the building, this failed by a few pixels. (Turns out precisely that combination of "Miner goes through + frees Blocker in the process" was required two levels later on "The Call of Lucia", though - and of course, that's where I didn't use it! :forehead: ) For Murder 05, the part that I was missing was the Basher stopping himself by becoming a Blocker, only to be freed again by another Bomber. This is one of the most counter-intuitive tricks to me, since "Blocker + Bomber" always means "Blocker dies" to me. I know how to stop a Basher with a Blocker and make the Blocker survive (sometimes even creating a usable Basher-staircase in the process, see my solution to Murder 01 ;) , which you've already commented on). But the Basher-becomes-Blocker-makes-staircase-is-bombed-free trick I've only ever seen on Nepster's "Scrap the Builders!" so far.
And yes, I've actually used that trick on one of my own levels from Lemmings Open Air - but that's just because it's shamelessly ripping off the level by Nepster I just mentioned :P .
06: This one I could finally solve by myself again. Moving that one Digger before the long Basher that goes towards the crowd, instead of bashing first and then digging to get low enough, paid double duty and broke the splat height for the drop in the middle in the same breath. That was the decisive discovery that allowed me to save the Builder I needed to re-close the gap in the wire - which you need to create in order to get the pioneer into the teleporter in the bottom right corner.
07: This is the one I mentioned outside the spoiler tab where I was completely on the wrong track: Making the Miner go through was indeed the first thing I considered when I saw this diagonal increase with all the one-way arrows. But the terrain is so oddly shaped that I thought it could never work (that niche for the Glider to land in, especially). Even when it does, for the Digger you need to use to get the height of the Builder right, there only seems to be 1 pixel of height where it works. At least there's that slope on the left, which helps a little with the proper placement, because the Builder needs to be a continuation of that slope.
Also, the time limit really threw me off here - though I don't see what solution it's trying to prevent. Now that a timeout no longer ends the level but simply freezes the exit, I think it should be possible to run a replay of whatever backroute the time limit is supposed to break, and see it play out in its entirety. If you still have a replay of that solution, I would love to see it! ;)
08: Another one I solved entirely on my own. Timing the Digger inside the Miner tunnel in such a way that the Miner wouldn't splat while still having to wait for the crowd to get out of the tunnel again was a little tricky. But using the small crater the Miner leaves as a niche above the Digger shaft to climb back into and continue later, that was pretty clever! :thumbsup: If that is intended, props to you!
09: I remember having played this one earlier, so eventually I could figure it out by myself again. It's really confusing though that falling out of the teleporter immediately turns the lemming into a Frier, yet walking out of the teleporter at the exact same height (once the gap has been platformed up) does not. Do Fallers spawn out of teleporters 1 pixel higher or lower than Walkers? ??? That's the only way I can explain this difference to me.
What's also very confusing is the placement of the button at the top right: In clear-physics mode, because of the one-way arrows also blinking, it looked to me as if the button was placed inside terrain (i.e. in front of it so that it wasn't hidden, but only reachable via a destructive skill). If I hadn't faced this level before, I would probably not have considered that the button is actually inside a small chamber which a Glider could land in once the Digger breaks it open from the side.
10: Another self-solve. This one felt surprisingly easy, I even had two skills remaining. Maybe a backroute? ;)
11: This one was my favourite by far! :thumbsup: I tried lots of different things, got to 95% again... but of course, the missing piece was again down to me overcomplicating things:
I didn't consider simply stacking into the wall next to the exit to turn the lemming around. Instead, I tried various much more complicated ways to turn him around, but all of those wasted more skills. For example, I platformed over the exit first to turn around, then dug down on the right side of the exit, then mined. However, even when I dug six pixels into the ground below the exit (i.e. as low as I could if I still wanted the step to be walkable), the Miner wouldn't come out low enough. The tunnel was always low enough for the crowd to walk into, but the upper part of the wall needs to remain intact to turn the Glider around. And apparently, that's only possible when mining from further back, i.e. from within the pit containing the exit.
Another thing I tried was using the Stacker to free the crowd from behind their rock, because they're only being held back by a tiny protruding piece. Filling the gap underneath that piece up with the Stacker gets the crowd over the rock, which saves the Basher normally required to do it. Sadly, as cool as that was, it didn't help either. (And if that had been the required method of freeing the crowd, it would have been very hidden and obscure, so in the end I'm kind of glad that wasn't the way to go ;) ).
12: Here I'd say I got to about 90% before needing a hint. I knew you had to send the pioneers down on the left side of the crowd, but I kept trying to time the release of the single Climbers by having them climb out of a second Digger shaft I used to contain the crowd. That was probably once again me overthinking things. Once the Climbers are far enough apart to make it over the first gap that the Builder needs to cross, the rest is pretty self-explanatory
13: Here I was missing the "turn around the Digger with a Blocker" trick (and again on a later level). I'm familiar with the standard application of turning a Digger around with a Blocker inside an actual Digger shaft. But doing it on the edge of a block, i.e. with the Blocker walking off and doing other things afterwards, that was an additional level of complexity I hadn't considered so far. But once that part is clear, the rest is just trying to save time as efficiently as possible - and in my case, it was efficient enough for the talisman right away. ;)
14: I tried really hard to backroute this one by sending everyone along the bottom path, through the trap, using compression method. Sadly, that trap was too fast for that. I can't say I'm a fan of the intended solution, though. Even once I got the hint about how to isolate the pioneer, pulling it off without any excess lemmings slipping past the Digger-Builder combination was extremely fiddly.
15: Another one I could solve all by myself, which mainly just required swapping some Platformers and Builders around. And of course the initial discovery of how to contain the crowd with just a single Bomber. Those one-use traps, compared with a save requirement that allows you to lose some lemmings, can really throw you off and make you think you'd have to trigger some of those one-use traps deliberately. The decisive discovery though was the fact that you can also build out of those hollow honeycombs (by providing the ground the lemmings need to slip through the thin diagonal terrain, like through a staircase), instead of just breaking through them with destructive skills - because you have too few of those on this level to do that consistently.
16: This one I also solved by myself, seemed comparatively easy for its high position, too. Not as easy as "Birth of an Empire" - there was one re-adjustment I had to make at the beginning, connecting the crowds by mining from above instead of going through the terrain from below (and then quickly making those that slip by the Swimmers so that they don't drown). But overall, this one didn't take very long.
17: Another 95%er for me. I was getting so riled up about having to time that Builder-Blocker turnaround at the end exactly right over that long distance that I didn't consider turning the Miner around on the steel in front of the exit; I thought I had to mine to the left, which would have required building over the Basher tunnel again to connect with the Miner tunnel, plus an additional Blocker at the top, plus an additional Builder to get over the Miner tunnel.
This is why I'm generally not too much of a fan of those "Blocker turns Builder around mid-building" solutions. Especially not when the landscape is as big as this one. The trick itself is by far not as unknown as some of the other clever Blocker stunts you've showcased in this pack, so it doesn't add that much puzzle difficulty - but it does add loads of execution difficulty in terms of constant rewinding, just to assign a Climber slightly earlier or later every time.
18: Same as with level 13, turning the Digger around with the Blocker on the edge of a terrain chunk instead of completely inside the Digger shaft, that also escaped me here. The other thing that kept me wondering was how to get over that huge water pond without any constructive skills. The way you actually end up getting past it almost felt like a backroute to me when I finally saw it. Again, don't really see what the time limit is needed for here.
I'm glad you used this variation of the Digger-Blocker turnaround twice in such close succession. After having been stumped by it twice in a row, so to speak, I'm sure I'll remember it forever now! ;)
19: The last one I could solve all by myself. The decisive discovery here was the realisation that I needed a non-Climber to do the second half of the pioneer work.
20: Another 95% solution. First, I needed a long time to realise I could just contain the Floaters with a single Bomber - that small piece of terrain is hard to see, my mind quickly generalised the landscape as "everything there on the left is steel". Once I had that part figured out, I felt I was coming pretty close to the solution already: I knew the lemming approaching the exit from the right had to turn around on the pole first before the Glider from the left climbed up to bomb it - in order to place a stack on the right, right next to the wall, to prevent the Climbers from ever getting to it and die in the fire. I actually tried to bomb through the horizontal pole on the right side next to the exit, though - you can do that in such a way that a small piece of terrain remains behind, preventing the Climbers from climbing up into the fire. A Miner cutting away part of the stack also achieved similar things. Both of these approaches would have required an additional Builder to get through the Bomber hole and re-connect with the exit again, though.
In the end, the missing piece for me was the Builders going through each other. Which I knew they could do, I just didn't factor that in as a possible part of the solution. When a level is already as busy as this one, with Zombies and yet another time limit (which again, I don't see the what it's needed for?), it's hard to spot the opportunities for these tricks. Because they usually require a very specific setup (like the Miner going through on "The Call of Lucia"; as I said, the terrain gave that away to me at first sight, I just dropped the idea too quickly and looked for alternatives, in that case).