geoo: Thank you. I don't feel my levels are worth such a compliment, but if you want me to stay with the level project, I'll do my best and we'll see how it goes. I must get chapter II.7 finished today, though, so no new levels from me until that's done.
TM: attached my solution to "Too Far", which saves 98. It's similar to the intended route but also uses fewer skills. If you decide this is a backroute, it can easily be prevented by reducing the red bricks to a single row except at the end.
"Escape": yes, good level for an easy set. I saved 100%, essentially geoo's solution with a tiny modification. A second 49/50 solution exists (too obvious to be worth uploading) with only one athlete, sent up to the right from the start.
Haven't solved "Babylon" yet but it's definitely a nice puzzle. (I thought I had a solution, but I didn't realise the rod to the left of the upper water was steel
) You might consider moving the initial view all the way left, adding terrain above the crusher trap, and fixing that odd gap in the long vertical wall. The execution for this level doesn't seem to be too bad; there are a couple of precision moves, but with the replay feature (especially having a
reliable replay feature, unlike Cheapo's) these just don't seem annoying any more. However, as I said in your "Level types" topic, I personally enjoy being challenged by execution aspects of a level and the feeling of exhilaration at getting them right, and that's one of the main reasons I feel unsure about whether my levels will fit with the aim of this project. Much more so than hidden traps -- I can actually only think of one level, off the top of my head, that used them, "Rockabye Baby", and that's another example where it's obvious there will be traps as the level would be trivial otherwise. Also, ccexplore heavily backrouted the Cheapo version and those may be impossible to fix, so I might throw out that level anyway. But I will definitely use time limits, not often, but in cases where I feel I'd rather do so. As ccexplore said in the "Fake Difficulty" topic -- "Since you are not likely to please
everyone, perhaps the best thing to do is just to make levels that you'd enjoy playing yourself."
Haven't solved "Conundrum" yet either -- looks to be an excellent puzzle level. You might want to hold off on decorative terrain for Underworld style levels anyway. Honestly, this style is really unbearable, especially considering its Lemmings counterpart is one of the best styles, so if geoo doesn't get round to designing more pieces for it then I certainly will.
Clam: I'd be interested to see your solution to Waltz in C Sharp Miner, particularly if it uses fewer skills and is different from geoo's third solution (his other three should be blocked by the extra steel).