Outdoor 2 – That’s a backroute, should be easy to sort.
Outdoor 3 – The bad thing about the flicker is that you can’t walk onto it…unless you build a bridge first.
Outdoor 4 – There are a few vanilla L1/L2 references in the pack, that was the first one I thought of (also the very first level idea I had). The only issue appears to be CC at the top, a bit of metal under the trapdoor should solve that.
Outdoor 6 – at one point I thought you were going to bomb the mushroom next to the flicker (which would’ve been a backroute), but instead came up with a neat alternative use for the rope.
Outdoor 7 – ballooning directly out from under the tree wasn’t intended (it’s a bit tight), but I can fix that.
Outdoor 8 – looks like a redesign is needed here, I didn’t think it could be done that easily.
Outdoor 9 – and here too, the solution wasn’t the one I thought of. I do like it though, so I’ll make it the new solution (albeit a little harder). And the intended solution is also used in Shadow, so it’s still in the game.
Outdoor 10 – I have to admit that sometimes I worry about the execution requirement on these L10’s…but I was trying to do something different, and provide an epic finale to each tribe.
Beach 2 – I was actually aware that this one was broken, but didn’t fix it before this video went up. (btw, the flamethrowers are there to prevent the 50/50 scooper dilemma)
Beach 3 – Very nice…you even used the intended solution from the previous level. A single block of metal will fix it though.
Beach 4 – Oops, looks like I need to make that fall a splat distance.
Beach 6 – One little cloud broke the whole level. I’d not taken the cloud below the trapdoor into account either, so I’ll alter the top half of the solution accordingly.
Beach7 - Nice move with the left trapdoor. This one might get re-designed anyway, but for now I’ll add another set of beach huts to fix it.
Beach 8 – Nicely done, I didn’t think of scooping directly onto the metal. The big sand pile was also a backroute as you suspected.
Beach 9 – There is a way to CC at the start, but tbh I don’t like it’s reliability (which is why there are so many divers). I’ve thought of a better (and thematic) way to do it though, so I’ll add the extra skills.
Beach 10 – The same (unreliable CC) method was meant to be used in the bottom-right corner (to surf each lemming across), so I might set up the new method there, too.
Sports 2 – Everyone seems to like the top route...think I can sort it though. Surprised that you said there were no jumpers...would've been much easier if you remembered the shimmiers.
Sports 3 – Same with this level. And if one fencer tunnel isn't high enough, there's always two.
Sports 4 – Damnit, I knew there'd still be a way to break it. Reducing skills should fix it though.
Sports 5 – Ditto. All I can do is remove a fencer, which leaves you needing to fence the right way. Pause always works though.
Sports 6 – Very clever backroute, but changing the solution can fix it. (no more mining down)
Sports 7 – Some lovely irony going on here. You used my original solution to the 1st room, in the 2nd room. (I removed it because it was relying on knowledge of that weird quirk that rock climbers have, by not going over vertical arrows). I can disable that solution in both rooms, though. (you were right about the pole vaulter, but you'd built the bridge too high in the video)
Sports 8 – Bit hacky but yes, another one that needed fixing to preserve the main concept.
Sports 9 – There is a much quicker way to finish it (sending the crowd up and using the runner to lay the bridges instead of sending the rock climber up on his own), but I've added some time anyway. As for visual indicators...the darts near each valve are giving a clue, but tbh this tribe is quite poor for that sort of thing. (as are most of them)
Sports 10 – And again...you used my original solution to the top-left trapdoor (it was a narrower gap so you could fence a hole in the far side to climb into). I am going to lower the exit a bit (you didn't need to fire from so far back btw) and add some miners, to prevent running out completely.