Marathon 1 -
Prince of Persia As mentioned before I think it's cool how you recreated a level from the game into a Lemmings level. I learned that it's Proxima's tileset, and hence it was approved to add some of your custom stuff to it. That's really interesting using retractable floor tiles as buttons here. Difficult level to start off the rank, but only because it's quite hard to tell how the lemmings will navigate through the terrain here. It's almost like this level plays out in 3D. Then again, this is the very first level that I have ever played in this tileset, meaning I'm not used to it. I'm sure it'll get better over time. That sharp teeth door trap is quite gory and took me by complete surprise.
Marathon 2 -
Aqualand Harder than I thought it was going to be. Lots of things caught me off guard here. Some things here seem very precise. Knowing myself, my solution is fiddly and messy and there are easier solutions.
Marathon 3 -
Le morpion piege Somewhat a harder repeat, just by the lower quantities of each skill. I ended up figuring out this one much faster than the original. Still a nice one, though.
Marathon 4 -
Parcours-Puce Difficult one, especially with figuring out how to work with the two worker lemmings. Fortunately the platformers are very easy to figure out. I say the hardest part is figuring out how to isolate two worker lemmings and the section right after getting the button.
Marathon 5 -
Porte close chez le Sheriff Difficult one as well. Navigating through the odd terrain is not easy at all. I kept trying things that would almost work but they ultimately don't. Great design, though.
Marathon 6 -
Retour au XVe siecle For sure a harder repeat of Renaissance. It's all about using your builders/platformers wisely so that you can still get through the level. I figured out the right side quickly, using jumpers to get the button and back instead of using constructive skills. The jumpers to do so are a bit heavy on the precision, though. Perhaps you can relax the precision a bit? I probably could had made releasing the crowd easier had I mined more carefully at the start.
Marathon 7 -
Une houleuse aventure Semi-worthless repeat, as I feel this has already been done before, since I think I might had played a version of this level requiring this before. I might be remembering wrong, though. It might also be possible to do it on the Taxing version of OL. The solution is quite obvious. The only hard part is digging and bashing far away enough to give the worker enough time to build up to the exit platform.
Marathon 8 -
En apesanteur Difficult but a very nice one!
Certainly the most difficult was figuring out how to get the lemmings where they need to be so that they don't get trapped up at the top due to gliding and the updrafts. Turns out I kept doing things incorrectly with the right-most lemming. It's still a difficult one to figure out considering the extremely limited skillset.
Marathon 9 -
Soleil d'hiver Breather level. The only hard part is timing the workers so that one of them can collect the bomber pickup. That's really cool using the Sun as a trap here
Really nice background.
Marathon 10 -
Soucoupes violentes Difficult but excellent level!
Another favorite of mine. I figured out the building for the bottom lemming to shimmy across fairly quickly. The part that stumped me was the bottom being able to hoist himself up. Turns out I was a dummy as I kept using a digger to do so. A basher needs to be used instead, and hence simply needed to trade places with the digger and the basher.
Marathon 11 -
Nuit cauchemardesque Breather level. I don't know what the figure is supposed to represent here. In general, I'm not a fan of the silhouette lemming sprites, as it makes it very difficult to tell how to assign skills. Even worse is how you cannot tell which ones are athletes because no color shift happens.
Marathon 12 -
Miam miam ! Difficult one, although I kept trying messy things that wouldn't work, especially at the start with trying to save lemmings from falling into the chocolate water. Kept using a non-swimmer to bomb through walls instead of using when it's easier to use a swimmer instead. It's quite obvious that you need to go through the bottom, as there's absolutely no way to get higher at all. It's the execution that is difficult.
Marathon 13 -
Le palais de la reine 11 Certainly a bit harder than some of the previous iterations. I have a climber leftover, so maybe a backroute?
Marathon 14 -
Halloween O.o nicely done with the autumn night sky and changing leaf colors to represent the special occasion. Difficult one, although I certainly kept overthinking the solution here. Turns out you're not supposed to completely bridge the first gap the crowd gets to, as that can be used to dispose of the zombies. I'm guessing the extra tools are to simply help with the timing, as sometimes you might be too early and hence can delay with them for a bit.
Marathon 15 -
Mission secrete au Sahara Somewhat difficult, although the only hard part is making a splatform for the crowd on the right side. Looks like the fall is fatal by a single pixel. I think that's really cool with how you can actually see the the teleporting and how it quickly goes up. However, the teleporter and receiver look identical here, so there should definitely be some kind of maybe verbal cue so that you know which is which. In most tilesets, designers use the words "in" and "out" for that.
Marathon 16 -
Morts vs Vivants If I'm not mistaken, the level title translates as "Dead vs the Living"? Much harder repeat of the original, as this one took me quite a while. Not only is there less lemmings than the original, it seems the zombie distribution is more even here. The key is to take advantage of a gap between zombies that's much larger than the others. The timing here to squeeze in between is difficult, and the solution is quite timing heavy and fiddly.
Marathon 17 -
Souk Another favorite of mine!
It's a difficult one only because it's not obvious where any skills go. I really like the solution, though. Mining in such a way that the lemming can climb back out after collecting the basher pickup, dropping a stoner on the other side to extend a basher, and cloning a climber/glider so that you can build to the pillar from the right side for him to climb up and glide to the platform above to get the last button. Well done
Marathon 18 -
Cyber-machin-truc Nicely designed level. Difficult one. Since this is another new custom tileset where I have never played any levels in, it's all about familiarizing oneself with the custom objects and tileset. I mistook the large red rectangular things for buttons when they're actually traps, similar to the airlock trap from the Space tileset.
Marathon 19 -
L'amulette Huge builderfest, although it's somewhat of a breather due to how there's only 1 lemming to work with here. The level's still difficult, though. It's not obvious at all how many builders it takes to get up to the structure, since it's very high up and far from where you start. The structure in the level is nice, though.
Marathon 20 -
Les 4 clefs d'Anubis Not a bad level by any means, but a really good example of a level that's frowned upon by most in this community due to hidden traps/pickups. I probably sounded more annoyed than I needed to be in my LP, but just to let you know I don't mind hidden stuff, as long as there is some kind of visual clue as to their locations. Of course, as I have pointed out before, I could had simply activated CPM to make my life much easier on this level, but as I generally prefer not to, this ended up being a treasure hunt. Now, there are some visual cues, but they can easily be mistaken for decoration or even that's a natural feature of the tiles/terrain. Also, you mixed up buttons here, where it has already been established that the ankhs are the buttons, but you also mixed it with a heart, again it could had easily been mistaken for decoration. I definitely don't understand why it suddenly appears at the top of the level after you reach it. Of course, the dead giveaway was when I bashed and it wasn't destroyed as I thought it would be.
Again, it's not a bad level, just could be made better by not having the hidden stuff or by making their locations more obvious.
Marathon 21 -
Y en a qu'ont essaye... Breather level. Nothing too hard about this.
Marathon 22 -
Vestiges mayas Difficult but a great one. I say the hardest part is figuring out how to get the basher pickup. Certainly the hardest part is figuring out how to use your builders wisely. In earlier attempts, I would had been several builders short. I was a dummy on the left side and unnecessarily wasted builders.
Marathon 23 -
Le tombeau du Pharaon Another favorite of mine
The trick with bashing and using a nearby stoner to bridge the gap to keep the basher going is very clever. Beating the clock was satisfying here. Can be difficult, but it's not that bad at all. I kept trying to release the lemmings trapped at the bottom as early as possible when you can simply make them floaters at first and then make them climbers whenever the path is close to being ready.
Marathon 24 -
La crypte Difficult one. Hardest parts were be to get to the button and back without wasting any skills, as well as getting up to the exit. Turns out I missed the trick of using a climber to bomb to get higher than you can normally achieve with builders alone.
Marathon 25 -
Jeu de piste morbide Another difficult one but a very good one!
Another favorite of mine despite being a huge builderfest. I absolutely love the puzzle of figuring out the order of getting the pickups and figuring out which athlete skill to apply to which after cloning. It's almost like solving a level with two hatches, one which is a preassign swimmer and climber, the other just a climber. Certainly a lot of things can go wrong here if you're not careful, and I wasn't
It's definitely nowhere near the hardest level of the rank or of the pack, though. There are some Marathon levels and levels in other ranks far harder than this.
Marathon 26 -
Le palais de la reine 12 Finally, to close off the rank and the level pack, the 12th and final iteration of a level that appears twice in each rank throughout the whole pack. As a result, it was very easy to expect this as the final level, since the pattern holds up throughout the entire pack. Certainly not the hardest level of the pack for the final level. Honestly, I was expecting a 1 minute time limit, since some of the previous iterations had a 1 minute time limit. I think this would had made it feel more of a final level kind of thing
The only hard part is timing the climbers and building in such a way so that you can catch the climbers after they make it past the builder first.