Ok, 9 is done; actually I also tried out the steel sprites of original lemmings to compare which looking better, but I accidentaly overwrote the level and so it's now as you said. I think I don't need to upload it for now.
Hopefully final version of level 8 is here:
http://de.geocities.com/geoo89/g0s10-2.zip Level 5:
http://de.geocities.com/geoo89/g0s09-3.zip Since Insane Steve mentioned another backroute for this level, I don't know whether it still works.
Level 2: I misunderstood you Shvegait. However, Although your (and ccexplore's) way are a little different to mine, the main idea is involved.
Interestingly, I now want to play the original LemEdit version of this level. Beside the obvious safe-fall distance changes, there are one or two other places where the Cheapo setup doesn't (according to my knowledge of the game mechanics) quite work exactly in LemEdit, so I am curious to see how exactly the LemEdit version was laid out. Or perhaps a few of the differences cancel each other out.
You can download the Lemedit set here:
http://eng-forum.lemmingswelt.de/cgi-bin/yabb/YaBB.cgi?board=level_id;action=display;num=1089136533;start=120I don't know whether I checked the Level in WinLemm, CustLemm or Original Lemmings, but with a max-safe fall distance of 63px it must be possible, and with 60px probably too.
Also, the terrain was quite a bit different, so, there may be backdoors which don't exist in cheapo.
(If you play the other levels in the set, note that level 1 and 2 are only possible in WinLem. Also, I made two or three more CustLemm levels, one remade in Cheapo if I remember correctly, and one only WinLem compatible; if you wan't, I'll also upload them)
Now to level 10. The solution Shvegait found is, surprisingly, a backdoor. Although I pulled the solution off quite quickly following his way, I think I'll keep the level in that way since it took very long until the level had been solved in general; and make my solution impossible.
But, I'll release a level with a slight modification (in fact, I just put in a barrel) as a
new level:
http://de.geocities.com/geoo89/g0s11.zip Please tell me what you think about that.
The other one is just to test something out, and well, let's just say it proves that the solution is not that obvious.
Oddly, I'm far from using all of the skills, which obviously makes me think that I'm probably not going about this in the correct way at all. But the other skills haven't revealed their secrets/usefulness to me yet. Ah well, I guess it'll be a matter of time.
My solution is not obvious too (but I think you should know that). About the skills:
Most of the skills are used. Just a very few are left over.Let me look at the level again later tonight. The fact that you are talking about making some of the steps 8-pixel tall should help me figure out what you intended solution is, so that I can determine what level of details to discuss with you. I just need to make sure what I'm thinking works with the modification.
To avoid another delay of one day, I send you my solution right now, in Wingdings, if you don't want to read it but have to look up your IM box.
(However, I'm quite certain that you'll find it out quickly by yourself.)
Also, I upload the .lev file to make it easier for you to edit the level for testing.
My only problem are the non-timing solution (except your 'infamous' way of course), the other solutions are not so problematic (although my solution might be a bit more difficult than other timing solutions).
About your suggested ways to fix it:
4) would be a possibility, although it would destroy the look of the level a bit.
Your other suggestions are (except #2) both exactly one pixel (for #3 maybe two, but because of the same problem you mentioned: "assuming the timing works out perfectly" not so different) to high which makes me suppose that there are some similarities between this and my solution.
I figure I should comment on geoo's pack, seeing how the design style is being compared to mine. (Yes, I do see the preference for straight terrain, and the level style built around incorporating one of two clever tricks into a level and designing the terrain to fit these tricks.)
Very nicely done levels so far. Being in college, I've not played them as thoroughly as I'd like, but I did enjoy what I played.
[...]
Overall, though, very well made. I'll comment more when I have the time to play them a bit more.
Thank you. I enjoy playing your levels too; perhaps they also inspired my a bit. E.g. the idea for level ten I got playing one of your levels (actually one of those I consider as hardest), which, in fact, I still haven't solved yet. Also my idea for the new level replacing #4 I got playing one of your levels (one of the "Difficult" set, which I later solved a different way since my old didn't work). I just need to build a level around this trick.