PainlessA bridge across the chasm: We already discussed this one; you said that bomber at the steel to stop the crowd wasn't intended, but I like it a lot!
Also the idea of having a pioneer go behind the crowd appears here for the first time.
Secret Lemming, Secret Cave: Here it is less obvious that the pioneer has to go behind the crowd, it's more nicely hidden. This one had me thinking for quite a while!
IrritationDreamscape: Everything fell into place pretty quickly here, the protruding pieces gave away a bit of the solution, i.e. where you had to climb, where to build, where to bash... but it still was nice hearing all those pieces snap into place!
Ancient Temple of Lemming: Probably the most influential one with regards to level design for me!
Although I did discover this idea myself while playing ONML, i.e. that of turning a second lemming around in a basher / miner tunnel the first one was creating, i.e. using temporary obstacles to turn lemmings around, the fact that it was necessary to do here was hidden in the innocuous-looking landscape pretty well, compared to the ONML level which forced you to figure it out, but at the same time gave you only a short piece of terrain to use as a tunnel, thereby making the whole procedure very precise. "Ancient Temple of Lemming" did this much better! I still don't know whether building into the wall of a digger shaft to have the protruding piece of the staircase turn a climber around was part of the intended solution, but that certainly has made its way into one of my own levels, too!
An incident in the mine: The level I was stuck on for the longest time in the pack, simply because I used one skill too many to control the crowd. Even though re-sealing basher tunnels with builders, which I ended up doing in the end, is one of my own favourite methods of crowd control. Funny how one doesn't recognise one's own favourite tricks when other people use them!
Never getting back together: I found this one easier than the level before, but it's about as challenging as you can get with only two lemmings. Also influenced one of my recently created levels.
Frozen Climbers: Cool solutions sometimes require pretty weird looking terrain. This one was a little fiddly with the placement of bombers and diggers, but worth it!
Pretty unique, and while challenging, it did not end up being too time-consuming.
Cringe Comedy: Similarly to "Ancient Temple of Lemming", this one made me take another trick from ONML (from the infamous "Dolly Dimple"
) into my standard repertoire - i.e. building over digger holes to make them uni-directional. I can't count how many of my Lemmings World Tour levels just casually feature this trick now, thanks to playing your pack!
Mandatory Curfew Initiated: Pretty much what a Hard-for-Strato level looks like
. I spent a lot of time trying to bomb fallers to turn the lemmings around immediately after dropping to the lower level, and raged at them always splatting... I didn't expect the time limit to be lenient enough for the crowd to go as far to the right as they eventually did.
HeadacheCrawlspace: Comparatively easy to solve for me, but maybe just because of the direct comparison to Irritation 10
.
Next floor has been shut down: I think I already said before that I would have liked the skillset to look a little different, because I saw an opportunity to make a miner go through, thereby saving a skill. But that would have made it more of an Arty level, of course
. We all know he likes to makes destructive skills go through!
Escape route: This one also had me thinking for a while. I always had too few opportunities to turn lemmings around, because I didn't expect that tilted red square on the left to be able to turn a lemming around - especially with a climber, I thought he'd just step or "jump" over it.
You know the drill!: As said before, here I had to rely on Flopsy's LP teaching me about the basher-blocker turnaround trick.
Kings of the Castle: ...and once I knew this trick, I was able to solve this one on my own again. Having played "Ancient Temple of Lemming", I knew I'd need to turn around one miner in the other miner's tunnel, but I also had to build across the fire pit before. Without stopping the basher going all the way through to the steel, I couldn't get a second climber out of the crowd - or I had to get both climbers out early, before the basher destroyed the wall they were supposed to go up. That way, the climbers always ended up being too close to each other, with one of them either dying in the fire or splatting from the drop on the left (since there's only 1 floater).
The additional ball of terrain you added on the one-way wall made all other solutions I've seen so far - those by Flopsy and Proxima - impossible. So if the basher-blocker turnaround is not part of the intended solution, I'd be curious to know what it is!
Mountain Tribe: And another similar trick: Cancelling a right-facing digger by making a lemming in the shaft facing to the left a digger as well, so that this second digger could then be turned into a basher going to the left. I also needed Flopsy's video for this; all the digger- or basher pits I tried ended up being finished too early, going into the wrong direction (=below the staircase I was creating or had created), or required an additional builder to be stopped. I even tried sending the entire crowd on that path along the ceiling several times, just in order to delay them; but of course, that made it impossible to isolate two lemmings for blocking and building at the end.
This is one of the typical cases where I had 90-95% of the solution figured out, but not knowing that this trick in the beginning was even possible, I had no chance of getting to the last 5-10%
.
Nosebleed: The only thing that stopped me here was that I did the two methods of breaking the fall the wrong way round
: I dug and bombed on the first block, thereby the whole crowd ended up at the bottom early and was headed straight for the second high block. Given there are only two floaters, I couldn't get a third lemming out to do the bomb and build-combination on the second block: I only had a blocker to turn around the second floater, which would have been supposed to climb up into the bomber hole and build from there.
The fact that the bomber has to be a regular faller is what enforces building and bombing on the first and digging and bombing on the second pillar. I just tried it again; there would be enough blockers and builders to do it the other way round, but the crowd is too compressed after having been in the digger shaft to reliably isolate a single lemming to fall and bomb. When I placed the blocker on top of the second pillar to have the crowd run up and down the stairs, seven walkers ended up slipping by.
MigraineWalking the Blue Mile: The main trick of bashing inside the digger shaft in the beginning was something I had figured out pretty quickly. I just somehow got stuck on the idea that two lemmings had to go into that line-and-squares structure next to the exit, and due to the protruding pieces, of course I couldn't get a climber out of there anymore. My mistake was the belief that the lemming freeing the crowd by mining would also have to be the climber; hence, I deliberately built too low against the square block, so that the lemming would turn around and mine, but only a climber could go up there, rather than having the crowd follow immediately. I did not consider pulling the climber out of the crowd while the other lemming was busy mining, and before that miner destroyed the climbable wall.
The Abandoned Sanctuary: The main question of this level is which one-way wall to leave intact. I kept thinking about ways to get a lemming who had bashed into the lower chamber from the right past the exit to clear the way for the crowd trapped on the left; I did not consider the option of not dropping the crowd down there in the first place, but using the upper chamber as a "bridge" over the exit instead. Help by Flopsy was required here!
Momentum Deferred: This was one of the last levels I was able to solve completely on my own merits. It did feel easier than the other Migraine levels, indeed (which Flopsy also said in his LP, I think), because the terrain gave away a little more about which skill had to go where.
Six days without an accident: This one, on the other hand, is probably your equivalent to my "Do not fear" from "Lemmicks": It's so hyper-precise that the pixel precision made me question the correctness of my solution, even though I had actually figured out the correct one. That is the point where pixel precision takes things too far, in my opinion, even though pixel precision in general is more acceptable on the highest rank of any given pack. That pit where all the climbers are supposed to be trapped by the staircases on top of the pins could be just ever so slightly wider.
I guess you do
not want a player who has actually found the correct solution to go back to the drawing board, just because the execution doesn't work - because consequently, that player will never be able to find the correct solution after they've already had it and thought they had to discard it.
We're coming home: Yeah, I admit, this one beat me fair and square. There were no particular tricks involved, nothing I don't use myself on a regular basis... except perhaps "using existing terrain to get over the exit", like in Migraine 02. It was simply hiding in plain sight for me. Well done!
A tour of dock 22, Claustrophobia, Firework Chamber and
Excavation Site all featured some fiddling-around to get the timing / relative distance between lemmings right; in contrast to "Six days without an accident", that precision was leading somewhere. Rewinding again and again may be annoying, but not tragic as long as you know what you're intending to do - like, in the case of "Claustrophobia", trying to time two lemmings correctly to turn a builder around with a blocker. Also, Claustrophobia featured multiple opportunities to quickly vary that relative position, e.g. by assigning a floater to one lemming at the beginning of a drop, to the other one only when that drop was almost finished.
A tour of dock 22 was the one still most affected by "execution making me question the correctness of my solution"; I didn't think there could possibly be enough time to patch the bomber gap before the crowd arriving and dropping down to a place with too many obstacles in the way to ever get out of.
In the case of "Six days without an accident" however, the pixel precision really only has trolling qualities.Flopsy has already suggested to place that level higher in the Migraine rank; given that the solution in itself is not that hard to figure out, though, I'd suggest simply making that crowd-trapping pit a couple of pixels wider, to give the builders a little more leeway. It's the fact that one builder has to land on the other builder's staircase, without that second builder turning around or going over the other builder's staircase, but falling into the pit instead, that makes this so frustrating.