I've played all the new levels that I didn't get to pre-test due to only being sent 3 levels after the initial batch and hence I'm attaching all of my replays, including pre-testing ones so that people can check them if they want. At least the ones that still work from two months ago 


It's likely possible to be able to have everyone who makes it into the digger pit survive, but I honestly probably gave up trying to fiddle around with that too soon 
I'm a bit annoyed that it doesn't seem to be possible to save everyone due to the builder staircase just barely not reaching high enough to stop the splatting on time, but well, it is what it is. I'm just one of those players who likes going for save all's as much as possible, and if that's not possible then saving as much as is possible 

Even then, the second Lemming catches up quite quickly and hence it's necessary to either delay him with the other skills and/or also have the lead Lemming build across the gaps as quickly as possible while also cutting him off early once he's made it over the other side. Nice level nonetheless!
I remember it being a nice one despite it being an easy one. This one's easy too, though I think my solution to the contest version might still work here too. I would have to check. 
Just turned around with a bomber this time and I believe the rest is the same.
Hence I originally tried building and blocking to build the other one, but turns out that's not necessary and hence you can just lose 1

procedure TReplay.EraseLemSkillAssignment(
L: TLemming;
aFrame: Integer;
DoCutFuture: Boolean);
var
Item: TBaseReplayItem;
i: Integer;
begin
for i := fAssignments.Count - 1 downto 0 do
begin
Item := fAssignments.Items[i];
if ((Item.Frame < aFrame) or ((Item.Frame <> aFrame) and not DoCutFuture)) then
Continue;
if (Item is TReplayNuke) then
// Always delete a future nuke
else if (Item is TReplaySkillAssignment) then
if ((Item as TReplaySkillAssignment).LemmingIndex = L.LemIndex) then
Continue;
fAssignments.Delete(i);
end;
end;
procedure TReplay.EraseLemSkillAssignment(
L: TLemming;
aFrame: Integer;
DoCutFuture: Boolean);
var
Item: TBaseReplayItem;
i: Integer;
begin
for i := fAssignments.Count - 1 downto 0 do
begin
Item := fAssignments.Items[i];
if (Item.Frame < aFrame or (Item.Frame <> aFrame and not DoCutFuture)) then
Continue;
if (Item is TReplayNuke) then
; // Always delete a future nuke, like in Lix. Okay in NeoLemmix or not?
else if (Item is TReplaySkillAssignment) then
if ((Item as TReplaySkillAssignment).LemmingIndex = L.LemIndex) then
Continue;
fAssignments.Delete(i);
end;
end;