Havoc 14: I'm fairly sure this was a backroute (given that it relies on slipping past a kinda badly-placed trap), but I'm not completely sure. This level did take a while to solve, although this is mostly because of it relying on hidden details. Also, yet another hidden trap right by the exit, although by this point, I was fully expecting that to happen. Finally, the one way arrows are kind of hard to see on the icicle - although my ultimate solution ended up not really being affected by them anyway.
Havoc 15: ...more hidden traps, in yet again, a level that's otherwise really good. At least there wasn't one by the exit this time. This level was also a bit on the easy side for its position.
Havoc 16:
FAR too easy for its position.
Havoc 17: Same here. This would've been a really good level for Wild or Wicked, but in late-Havoc, it's just too easy for that.
Havoc 18: Well, by now, you can guess from a mile away that the traps are there in this one, so it wasn't such a big deal. This level wasn't too bad, though again a bit on the easy side.
Havoc 19: If my solution is the intended one, that was actually quite creative.
Havoc 20: Also a bit on the easy side, though this was a fairly decent level.
Overall, for the pack as a whole - the first thing I'll say is that there's definitely a lot of improvement over cLemmings here. ONMcL has a lot of *annoying* levels with the hidden traps and stuff; but on the other hand, at least most of the levels aren't tedious or repetitive this time. I definitely once again will stress the need to test your levels before release. And most importantly - there are also many levels in here that are simply BRILLIANT! While ONMcL may have some new problems of its own, I can definitely see that you've taken into account the criticisms from cLemmings. Yes, ONMcL has a buildery level here and there - and you know what? It did not bother me even ONCE, precisely because they're only "here and there", not every level - in fact they often turned out to be quite fun when they showed up, this time. Take for example Havoc 1 - it's almost purely just building, but because it wasn't the Xth in a series of many buildery levels in a row (and also because it was a nicely designed level that required some thinking beyond just building to the exit), it was still a fun level.
As myself and Simon have said, the hidden traps (and hidden exits in two cases) are very annoying. Hiding critical elements of the level does not add anything to the puzzle in most cases, only to the frustration. Of course, that doesn't mean they can't be used at all, but there should either be hints as to where they are, or room for error - for example, if it's going to be in a worker lemming segment, put the hidden trap fairly close to the start of it, and in all cases, don't make it a case of "if the hidden trap gets you, you'll need to start the level again because you've lost too many lemmings already", rather make it "you can lose a lemming or two, and it'll slow you down, but you can still complete the level" - take a look at Nice 19 from LPII; it has a hidden trap near the start, but it also allows you to lose a fairly decent amount of lemmings, so it's not as much of a huge deal. Another case is Sneaky 6 (also LPII), this one has a lot of hidden traps but if you'll play it, you'll see why they work well for that level rather than being a nuisance. A couple of other levels in the same pack do have them with no real redeeming factor - but in this case, the rarity of them is what makes it not so problematic, and also in a lot of levels they're out of the way where you'll usually never encounter them - Cunning 17 has a hidden trap, most players probably never even noticed it's there, because the correct solution doesn't cross the trap's path in the first place.
Once again, a lot of the complaints I have about these levels are things I myself used to do in a lot of my levels a long time ago - so I can understand how it might seem like a challenging idea, rather than an annoying one. But you have to take into account, as I said -
you know all the details of your levels, what's hidden where, etc. Other players don't. If you're going to make a level based on guesswork, there should be hints, or the levels that involve such should be very sparse, etc.
Finally, don't get the wrong idea about me having a lot of criticisms - because, as I've noted in their individual cases, there are also a LOT of excellent levels this time, and many of the ones that have some frustrating factor (such as hidden traps) are good levels that could be brought to their full potential with some minor adjustments; either removing the hidden traps, making them visible, or giving hints as to where they are. If a few are left over where none of these are an option; it probably won't be such a big deal when it's only the odd level here and there, rather than being almost a staple design of the pack.
In my opinion, it took me two large packs of somewhat cruddy levels (Cheapo LP1 and LP2) before I started to make mostly good ones, and then another two (Cheapo LP3 and JHLR) that were mostly good but still had some really poorly designed levels in there, before I really started to nail it in LPDOS. Even that had some really bad levels (Danger 9, PSYCHO 2, and a few that were replaced with better levels in the V7 update); I would say LPII is my first
really high quality pack - and yeah, that was my
sixth large level pack. So, don't give up - it does take a while to get there, but I can tell you're definitely an author with the potential to do it; I can definitely see in the future you and your level packs being seen in the same way that mine are currently!
When you've done the update to fix the two impossible levels and patch backroutes in others (and hopefully address some of the issues in some levels), I'll have a look at the new versions.