OK guys, slow down a bit, there's a lot to get through here!
bashing into that left steal vertical beam won't turn around the lemming (required for the solution)
As kaywhyn demonstrated in his replay, it
is possible, although it does require more precision in the assignment of the Basher. I personally think it's an acceptable trade-off rather than potentially messing up the level by changing its layout or skillset, so I'm leaving this one as it is.
putting blockers on the end of builder steps while another one is building to turn him around seems to not work(especially builders building left). And to do it 4 times (2 times in each direction)
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Also the flamethrowers need adjusting as one can just send the climbers up to either exit and they won't die from the flamethrowers (not supposed to happen)
Note that this is a left exit solution. The right exit appears to be impossible with the given skillset. With one more builder, then it will be possible.
Again, kaywhyn has demonstrated that it is possible, albeit slightly more fiddly. Also, I've personally speedrun
Down, Along, Up. In That Order in SuperLemmini several times so... the trick is absolutely possible to execute several times in a row, even under pressure
It's possible to add an extra Builder to the skillset and maybe allow a couple of deaths to make it a touch more forgiving (and to the make the right exit possible to reach, as per kaywhyn's comment) if people agree that it's worth doing this. I've added a poll, and asked namida's opinion as well.
NOTE: namida pointed out that the right exit is not possible to reach in NL either, so I see no reason to make it possible. Also, the added execution difficulty posed by SuperLemmini is one of the things that makes it more of a challenge to play the level, so... I voted No. I'll only change this if there's an overwhelming majority of Yes votes.Meanwhile, I've fixed the flamethrowers because I agree with Eric here; although it's one of those "SL behaves differently" things, this is something that clearly ruins the level rather than just makes a NeoLemmix talisman impossible, or saves the odd extra lem.
I just noticed you forgot to remove the 100 minute timer for the changed level Psycho 6 (Lemming Crossover)
Thanks for the heads up, fixed.
The level Psycho 8 (Snowed in!) I saved 33 (1 over the requirement) because the basher who bashes left instead of dying at the far left of the snow (as intended) turns back around (to the right) because in SL the sides aren't deadly
Hmmm. I think I agree again with kaywhyn here; it doesn't outright break the level, and in fact is saving an extra lem who otherwise dies unnecessarily. I'll leave this one as it is.
Either Psycho 16 is impossible or if it is it's extremely difficult to do
I'm still finishing the Danger levels, you guys are way ahead of me! Since we're now making significant progress though, I'll wait until we've all finished playing through the whole pack and then release all level fixes in one update.