Wicked:
Wicked 2 - I managed to solve it now!
Wicked 5 - I think I might've backrouted this one, as I only used one bomber (to blow up the crowd control blocker) and saved 98%.
Wicked 7 - Sorry to say, but this level was nothing short of annoying as hell. Invisible traps galore (including one BEHIND THE EXIT), in a level that only allows you to lose one lemming (and good luck getting a second worker out if you lose your first one), and trying to avoid them in a crowded area with that kind of overhead terrain... and water hidden completely behind terrain in case you do the logical thing and go under them? If you want to avoid people going under, either put *visible* water, or steel, or something like that... this is, sorry to say, a really bad level.
Wicked 8 - This one is pretty good, though.
Wicked 9 - So, either part of the water is fake and has hidden terrain behind it, or there's an invisible exit floating somewhere in the air, or there's an exit hidden somewhere in the terrain the lemmings start on that I'm meant to find and get to with only 9 timed bombers to destroy terrain. Or, a level that's impossible, and so obviously so that even lack of testing is not an excuse for not realising it; as three builders will very clearly not make it across that gap, even without taking into account how to trap and then release the crowd (which is possible, but would rely on VERY precise timed bombers). I'm not going to even try to guess which, let alone solve it - this is an awful level.
Wicked 10 - This one wasn't so bad, a bit on the easy side for Wicked though.
Wicked 11 - Another awful one. If you're going to make levels with hidden objects like this, you need to either give strong hints as to what's where, or give plenty of skills to spare and (if it's traps) lemmings to lose. At least this one gives bashers and diggers, though, rather than just timed bombers - so I
did solve this one.
Wicked 12 - The time limit doesn't really add any challenge to the level, it's just a nuisance. Apart from that, this is a good level.
Wicked 13 - This is pretty good. It's a bit on the easy side though; if you increased the requirement to 100%, it'd be good for its position.
Wicked 14 - Not a bad level. Though I'm not sure if you realised that what I did is an option... I know I've overlooked it in some of my levels, even though other levels I've made specifically
rely on it.
Wicked 15 - I'm pretty sure I backroute'd this one.
If what I found is the intended solution, it's quite well hidden, though.
Wicked 16 - Very nice level!
Wicked 17 - This is also really good.
Wicked 18 - Another hidden trap, and another buried-but-doesn't-look-like-it's-buried exit... apart from these two things, this is a fairly good level, though. But yeah - there is literally no reason why this trap needs to be hidden; in fact it feels like that terrain was placed there solely for the purpose of hiding the trap. Likewise, if you're going to bury the exit (which in some cases has its uses, though in this one I'd say it doesn't really add anything to the level), make it very clear that it's buried - the entire doorway should be covered, or at least part way up it; the exit shouldn't look like it isn't buried.
Wicked 19 - This level is AWESOME!
Wicked 20 - Yet another level with loads of hidden traps (no, they don't count as "visible" if they blend in so well with the terrain that it's still impossible to tell they're there until one gets you). I got down to the ground, but after realising there wasn't just one, but
many hidden traps there, I didn't bother to completely solve this level - sorry, but the hidden traps are getting to the point that they're the ONMcL equivalent of build-build-build levels in the first pack; and once again, it's in a level where you don't have many lemmings or skills to spare.
Replays attached for all except 9 and 20; those two are missing for the reasons mentioned above.
Don't get me wrong - there's a LOT of good levels here, and definitely much improved over the first pack, but you really need to cut down on the traps, or at least make it clearer where they are (since there's definitely nothing wrong with traps in themself; it's the way they're
used that's an annoyance here). And I'll definitely say, you've done a great job of having more variety than every level being a builder-heavy worker lemming level, so well done on that!
I'm also not saying hidden traps are something you should *never* do - I have a few levels that use them too! (in some cases, looking back, they're used quite poorly and I probably should slap myself for using them in those ways; other ones aren't too bad) - but excessive use of them, or using them in cases where there aren't plenty of lemmings (and if nessecary, skills) to spare, is annoying; and putting them near the ends of levels probably isn't the best design decision either.
But yeah, as I said - I can definitely see, even between these two packs, some HUGE improvements in your level designs; so definitely don't give up on it, we need more good level designers! Perhaps, I'm not sure if this is the case but just on the offchance - if you have a design that didn't turn out so great, realise that sometimes you simply have to discard the level in question and make another one to take its place. In small level packs (the 10-level ones that most people tend to make) you'll probably have to get rid of the level altogether; but in large packs like this one you can often, maybe with some modification, use it as one of the lower-rank X-of-everything levels. (One example of such - although it's still relatively late in the pack - is Danger 24 from LPDOS; this was originally a PSYCHO level, but got demoted to a filler in an earlier position, in this case due to simply having far too many backroutes that couldn't be fixed very neatly. Though ironically, the new level that took its place became the most backroute-plagued level in LPDOS anyway; so I guess PSYCHO 23 must just be a cursed slot. xD)