Okay, here it is for real this time: My first Lemmings level for any game! The last one didn't exactly count, since it was made purely for testing and turned out to trigger bugs and such. But this one's awesome!
As you can see, the picker interface is complete. It works for both presets and objects, and can easily be updated to work with individual tiles when I go down that road.
I gotta tell you: using the editor in its current setup is
slick. Picking out objects to use is intuitive and easy, and it only took me some four or five hours to prepare this level in its entirety: starting with a blue void and going all the way through playtesting.
One thing I did NOT do, however, was analyze the level extensively for backroutes. I think I got all the "use the multitude of available builders to get to the exit" methods cut out, but the funny thing with backroutes is that you can't always catch them all yourself. The level file is attached to this post. If you guys could check it for backroutes, I'd appreciate it.
I just finished this level in DOSbox with 100% and had 12 seconds left on the clock, so it's certainly doable. The solution does not require any split-second timing.
Oh yeah, just to make it clear: all the clouds and the sun are background tiles, and there are no hidden traps or secrets. What you see in the picture is definitely what the level is like, so the solution requires you to think and not know the special trick.
Like I said, the level's attached to this post as LEVEL010.DAT. It will overwrite Beach 1, so backup the original before using it.