@ArmaniR1 - Yup, still pretty broken. For V5, added some steel, replaced some water with fire traps, and shifted some of the area on the far left down some. I don't think this will catch everything yet, and if it doesn't, I'm thinking of putting in a timer for the next version. However, it depends on how bad the backroute is, so let's see first.
R2 - Both solutions are backroutes, and it seems the way the laser was used was the source of the backroutes in both replays. So, for V10 I added another steel block.
R3 - Finally, a level of mine solved 100% intended!
I was even generous here giving more swimmers than needed
Also, finally resolved all R2 and R3, as well as got Armani's R3 solved. My entire replay collection is attached, including my solutions to Ichos' levels. I will attach the intended solutions to my levels at a later time, once all of them have been solved the intended way or are deemed acceptable.
These all seem to be intended/acceptable solutions except for Crane's R2, as I was still able to backroute it
I'm very positive the way I used the miner is not intended! Thus, I was able to spare the shimmier again
Also, I "stunlocked" the lemming in place by infinitely assigning the jumper at the bottom
@ArmaniMy solution to your R3 seems quite hackish, especially with the way one of the shimmiers is used, although maybe it's intended? I'm not sure.
This one was harder than I thought it be. I kept thinking to use a builder from right to left to catch the climber coming from above, but instead I came up with a hackish way to avoid that by bombing twice. This was hard to find, as the bombers need to be very precise. I also used one of the shimmiers as a delay/stall tactic. Otherwise, this is a great puzzle, thinking about how to spare a shimmier to get the worker lemming to build and seal the gap to the exit and then mine everyone free from the other side. Time is much tighter than I thought it be too, and so I used the blocker to reduce the amount of walking back and forth the climber does to save those precious seconds.
@IchoI needed to resolve your R2, as apparently the change right where the exit is was enough to break it. However, the jumper assignments in that area were the only ones I needed to tweak, and so ultimately this solution is more or less the same as my pre-testing one, sparing a shimmier as well. However, it seems that it hasn't opened up any major backroute, so it's probably still in the acceptable region?
My replay for your R3 is the same one from pre-testing, so no need to check that one. For your R1, that replay is the one from a few days ago, and you have said that it is now acceptable/intended, so don't need to check that one either.
@NieschR2 doesn't really need any checking, as even though it broke my replay and hence I had to resolve it, the change is simply to block getting a climber to certain buttons.
Your R3 seems solid and intended now!
Funny thing was that I couldn't figure it out last night, but when I came back to it tonight I had no problems with it
You also seem to very much love 1-of-everything levels, as recently I was helping Ryemanni out with one of your Tricky levels from LLL because he had been stuck on it for a few days. I love these types of levels too, although the ones I've seen from you are quite challenging! Not a bad thing at all, I love hard levels and a good challenge
The digger was quite hard to see here. I kept thinking to use it on the pillar the climber goes over, but then that creates the problem where the miner use won't be able to release the crowd later.
All rightie, I'll be back to resolve any patched up levels that need it at a much later time. I definitely need a break from these contest entries, especially since fixing mine up prove to be just as much work as playing and solving these! Nice job to everyone with their levels!