Ah, I finally see how you set up your backroute to the previous version of Recycling Plant. I had forgotten already again that you can launch the spear right through the vines, not needing any additional jumpers for that first spear placement.
Yes, you've of course found a solution using the intended idea now.
I'm glad you liked it. The name might also give a slight hint at the solution (it was thought up by Simon, thanks again
).
Your setup is actually a bit different from mine (I use both spears where you used a spear and a stone), but I love how you made the lemmings walk up the slope you created instead of merely turning them around at the top. I also love that you actually used the flinging plant on the hero lemming, never thought of that. My solution can actually be done with two jumpers to spare using this, but I think being a bit lenient giving 10 doesn't hurt either. You did use these 2 for timing at the left, didn't you?
If one were to implement this idea in L1, my idea would be having two groups (one of which cannot be worked with due to walking through a thin tunnel or something), forcing a constant RR (e.g. relying on the last lemming of the group being late enough for something) and allowing no terrain removing skills. One group walks through a trap from the left then, and the other from the right, with no possibility to turn, and each lemming from the group you work with sacrifices himself for exactly one from the other group that just walks constantly, only the latter coming through.
I have to say, I vastly preferred my backroute solution for Tick2v1 than this new version of Tick1v2, even though both employ the same general solution idea. In fact, it's downright infuriating executing the solution with Tick1v2, since it really relies on "lucky timing" so to speak, and the game is heavily against you, what with its unreliable inability to assign sand pourers and the pouring object not emitting a consistent stream, making each retry a whole new experience of likely frustration .
Actually, my solution doesn't rely on any timing at all (only, of course, being lucky that the tube doesn't stop pouring at the important moment [not pausing seemed to bring a good fate for this], and that the sand pourers work when they are supposed to work).
You could have saved yourself a lot of trouble if
you had made the first sand hill on the starting platform only 7 pixel high by pouring nearby the edge so the would-be-8th layer of sand falls down into the pit. Then you only have to wait for the pit to be filled, and have the last lemming of the pack pour after scaling the sand hill to redirect the sand to the left, sending up the entire crowd at the right moment.
Your solution to Tick2 is pretty much intended, only with the minor difference that I climbed out of the pit with on lemming, and in order to be quick enough at getting to the switch, I needed at least one jumper, and I think depending on the tube's mood, using another one was safe to work, unlike using just one jumper. 5 jumpers was only a rough estimate anyway, which I didn't adjust again.