I played through the new versions again. See attached replays.
"Complications": Much better now, even though the timing at the end is much stricter than it needs to be.
"Lego my lemmings!": Not sure this is completely intended, because I don't use the delay by the gray platforms at the top in any way. Moreover placing the blocker is really non-trivial, because one cannot place him onto the blue slope and the lemmings in the crowd tend to produce few groups of very close lemmings (so if one blocks the first lemming, the next still moves through). But a nice idea regardless.
"Hailfire Peaks": Very nice level. One minor complaint though: The blocker to turn the miner has to be placed very precisely.
"The Wishing Well": Still looks like a backroute, though it isn't as bad a backroute as the one for V1.
"Inseparables": Excellent level!
"The New Compression Method": Saving 7 lix is easy. I just don't know how to time it, so that the squisher doen't finish killing the last lix before all the other lix arrive.
First fo all: The new trap is
much better!
"The Machine": Very clever level. One minor complaint: Currently it is not obvious that gliders starting from the top platform will not reach the button on the other side, but hit the platform below and turn around.
"Harkonnen Force": The timing for the first two climbers who walk into the teleporters requires too much precision, because they must not be too far away (so that they use different teleporters), but cannot be too close together (otherwise the digger will be too fast). And the left third of the level isn't really used at all, apart from making the lemming walk a lot more at the beginning.
"Flying Squirrels": Nice visuals, but did you really want that precision-batting and tumbler-imploding?
"Bird Knight": Very nice level!
In case you made the style yourself: Even though the level looks quite nice, I just would prefer a slightly darker background resp. lighter terrain pieces, especially as the background consists just of slightly darker versions of usual terrain pieces. With the current color choices, I had to concentrate too much on distinguishing stuff. And at first, I took the blocks hanging from the chains (e.g. directly left of the left hatch) to be steel.
The left third of the level is purely for the visuals. In fact the whole level is created because I had the specific visual idea in mind. The solution was secondary in this case. I created the landscape and carved out a solution afterwards.
Maybe if you watch my Dune 2000 let's play in the future you can understand the things I tried to represent there a bit better.
The precision with the 2 climbers was intended here and I thought it was alright because of the relatively long teleporter animation + with a savestate at the climber assignment another try is made in seconds. I will see when putting Reunion 2 together if I make some adjustments here and ease this (+ maybe making the gliding in The Machine a bit more obvious). Currently the precision can be avoided as well
. Josh found a way to completely bypass the timing.
As we speak about visuals: Gronkling: What is your polar level trying to represent? It looks somewhat like a logo, but I don't know from what.
Is it indeed a logo, maybe from a sports team I don't know?