After more consideration, I did decide to move the Twisted VGASPEC level to Insane. Not so much because of it itself; but because the Bumpy one I felt was too hard for Bumpy, so I moved that to Twisted. The one that was in Twisted is still harder, so moving it to Bumpy wouldn't've made much sense, thus it ended up in Insane. So, end result; every rank will have one, and Bumpy doesn't have one yet.
Also, Bumpy's fallen back below the 15-levels-complete mark, while Insane is now a level closer to completion (and packs always seem to come along faster when the later ranks are more complete
).
Interestingly, both Twisted and Insane's VGASPEC levels are at the same level number. No, they're not. My bad; I was confusing where one
used to be with where it is now.
As a point of interest, the current unfilled level slots now are:
Smooth: 3, 6, 9, 13, 16
Bumpy: 2, 5, 11, 12, 14, 17
Twisted: 9, 17
Insane: 10, 12, 15, 17
Current graphic set counts are:
Candy: 16
Space: 17
Clockwork: 15
Wasteland: 15
Of the VGASPEC levels so far, two use the Wasteland graphic set for objects, while one uses Clockwork. Wouldn't be able to say what the fourth is going to use, though it will most likely be one of those two (due to their smaller exits than Space and Candy). The once-per-rank level is a Space level, which may be one reason why it's in the lead.
Aside from those unfilled level slots, there are currently
two three levels that have backroutes I'm aware of, both of which are in Insane; as well as one minor graphical issue on one level (also in Insane). There's one further Insane level where I found a different solution from my intended one, but I feel it's similar in complexity so I'm happy to keep both provided no other backroutes show up that can't be fixed without also breaking the second solution here.