Hi eric,
I see your starting post in this new topic. I will try them right now and report back by editing this post. Just doing some tidying up and moving the Pimolems posts from the Reunion topic to here where they belong.
AFAIK, Superlemmini does not support preplaced lemmings. However, since you managed to find a way to recreate Stormy 20, that's not a problem anymore. If you decide to proceed with the conversion project, you can make a new topic for its development in progress and then we can move these posts over there.
In regards to the 6 glitch levels:
Stormy 17 (very easy to fix, just add a wall which you did) and Stormy 20 have already been taken care of
Pickaxe 12 - I don't think it works in Superlemmini, but I could be wrong. If it doesn't, can probably just use NL version
edit: Just tested. Blocker trick doesn't work
Pickaxe 17 - Does not work in Superlemmini. Can probably either put steel or just add additional builders or just use NL version.
Pickaxe 19 - Does not work in Superlemmini. Can probably put steel and add another miner, or use NL version, but imo it's way too far off.
One 20 - I don't think it works in Superlemmini. Not sure how or if this can be fixed. NL version provides 2 walkers, which Superlemmini doesn't have.
edit: just tested. Doesn't work at all. Hmm, probably the easiest fix, although I'm not sure if Superlemmini allows it, is to have 4 entrances, 3 of which have lemmings coming out to the left. If it doesn't, then maybe provide another builder and a blocker so it can be released with a basher.
These are all just suggestions. Ultimately, your call, since it is your project if you decide to get this rolling.
and yes I see the solutions on youtube (for lemmini). that's not really the issue.
Ok. I'm just letting you know that there are solutions to the Pimolems levels on Youtube. In particular, the ones by Pieuw should be of the most interest, since he's the pack author and the videos appear to be the solutions he intended to his levels.
edit:
There's a problem in that you mixed up the replays for Stormy 17 and Stormy 20. What's happening here is that when I load the replay for Stormy 17 the Stormy 20 level opens up, and vice versa. Easy fix, though. Simply rename the replay for Stormy 17 with the level name of Stormy 20, and similarly rename the replay for Stormy 20 with the level name of Stormy 17. So besides those two which I can't watch, the rest of the ones I've seen look good. Yea, nice fix for One 20. I thought Superlemmini didn't support left-facing entrances. An extra builder and blocker could work too and then take away all except 1 basher. However, this I feel is ok, albeit not as clean with the mining into steel to turn around, but it does work.
edit 2: I fixed Stormy 17 by solving the level myself. This looks good, except the thin wall should be at the very edge of the screen so that one has to use the builder to build to up with the second lemming so it climbs up it. Indeed, Icho did just that so that there's a gap. In my replay, I have a builder left. I have attached both replays, one for Superlemmini, the other for Lemmini.
edit 3: So I made some attempts at solving Stormy 20, but I wasn't able to successfully do it. Perhaps the best way is to simply remove that tiny piece of terrain that blocks the lemmings in so that one lemming can just go on ahead and then one needs to use a blocker to hold the rest back. In other words, no bomber is needed to destroy the small piece of terrain that holds the crowd back, just the blocker that's holding them in. Unfortunately, there isn't really a way to enforce that a climber needs to go up that pillar, because if the worker lemming doesn't turn around, you can simply build with him to turn him around on the slope so that he goes to the left at the top of the level, just like in my Lemmini replay (see attached). At the same time, my solution cuts very close on time, so it might overall be faster to have the worker climb the pillar. There is currently a problem, and that is there's a tiny hole at the top so that the climber doesn't climb up. If the pillar is used, one needs to build to the pillar with the worker in such a way that he doesn't turn around.Just took a look at the NL version, and indeed there's no need to climb up the gap to the top of the level with the preplaced lemming. Still, that can be an option in Superlemmini, so let's go ahead and make that an option. Then there's two solutions, either build into the slope with the worker lemming so that he turns around to the left and walks up to the top (just like in my replay), or have him build at the bottom so that he turns around and then build up to the pillar so that he doesn't turn around. Either way, the level's doable with just 6 builders just like the NL version, so let's reduce the number of builders to 6.
edit 4: On further thought, though it'll make the level very different from the Lemmini version, you could simply put a second entrance right on top of the pillar. Just put a wall on the right so that the crowd turns around to the left and walks to the bottom of the level. Then one needs to use a builder like it is in the current version so that a climber can climb up to the top of the level. Just checked and it's not splat height, however the crowd won't land on the the thin vertical strip because when I sent a lemming up there there's a tiny hole and it is splat height, so the strip just needs to be moved over to the right one pixel. Solving time will probably be way faster, but that's ok. Then again, it might be necessary to pump up the RR almost right away so that one can use the last lemming out of the top entrance to build ASAP.
edit 5: Just saw your Stormy replays, and this time they worked. They both look good, but see my replays for them. In Stormy 17, there should be a gap between the platform and the thin wall you added in at the right edge so that one needs to use the builder so that the second lemming climbs it. In my replay, I have a builder leftover thanks to how there's no gap. For Stormy 20, however, because there's now more builders, it doesn't really enforce using the pillar to get to the top of the level. As shown in both my Lemmini and Superlemmini replays, one could simply build into the slope so that the worker turns to the left and walks up to the level. In addition, in the Superlemmini version, a builder is leftover. In any case, I think leaving both solutions in is ok, as the spare builder doesn't really break the level too badly. The NL version has the preplaced lemming going to the right and building into the slope anyway.
In any case, once Stormy 17 gets more tidying up by moving the thin wall further to the right, I think you can go ahead and proceed with the conversion. Stormy 20 is a bit of an icky one to properly decide, but I'll be fine going with whatever you decide for it, since this is also your conversion project. The above are only suggestions, after all.