Um, your point about "none of the standard levels use the trick" would apply to quite a lot of other tricks, such as the "razor's edge" (build brick protrusion) trick.
True, but the Razor's Edge trick is a logical consequence of the way we're taught that the builder works in Fun 7; it would be a glitch if the trick
wasn't possible. Not so with the builder-turning-non-walkers trick.
(My point wasn't meant to be a sufficient condition for a trick being a glitch, just weak evidence that might tip the balance in the absence of anything stronger.)
And I'll PM you something more about the behavior.
In Lemmings, blockers actually are capable of turning just about anything, not just builders and walkers...
Ah, thanks. That (which is something I hadn't observed, except for fallers) is good enough evidence to satisfy me A0;
It's your style, so it's up to you; I don't have a strong opinion either way. A0;The minimum trigger area in CustLemm is 4x4, but that's mainly an implementation limit and not really reflective of intentions. A0;Though, I suppose, making the trigger areas the same may sometimes aid the porting of levels between Cheapo and CustLemm.
Yes, that is a point. I think on reflection what I'll do is enlarge all the 4x2 trigger areas (which is what most of the traps on my styles currently have) to 4x4, as I think otherwise the discrepancy with the ones that are 8x8 on CustLemm is too great, but I won't make them larger than that because it does seem unfair to me that the lemming gets killed when it's nowhere near the visible trigger area.
As for Rhapsody, I'll keep the seven traps on the Cheapo level, as that's what I prefer for that version, but you can leave the CustLemm version with five (and remove the hidden trap if you're quite sure the backroute is impossible).