@geoo: How did you find PSYCHO so far?
Played through the rest of Psycho today, so I can give an overall summary now.
Though I intend to also have a go at the lower tier levels, if I get around to do so sometime.
Some comments on various levels; I won't cover all of them as it'd take way too long, but I'll send you my solutions via PM. If I don't mention a level, it doesn't mean I don't like it; I've also played and commented on some of them previously.
I like the minimalism of 'The parking lot' and 'lightspeed lemming', what I didn't like though that once having the general idea, it comes down to a lot of fine-tuning to get the timing right, which spoils the fun when playing the level a bit.
'The Bulldozer' is one of my favourites, while the base idea is pretty easy to get, you'll still have to think up a setup for it, which is the interesting part in this level.
The time limit for 'Coalburner' turns out to be pretty tight, and the lemmings walking back and forth at the bottom at some kind of random factor to it. I don't think the time challenge adds too much to the level, only some annoyance; apart from that I quite like this level.
I'm pretty certain my solution to 'Three Birds with one Stone' is a backroute, might be interesting to look for the intended solution (as long as these don't involve sending a miner through the three poles through ridiculous bomber timing and builder setup...).
For 'Not Gonna Work' I found a solution with 5 builders (iirc) leftover, while my previous solution used all of them. The terrain shapes on the left allowed me to save quite a lot of builders.
'Where anything goes' again is a level where the timer does add some challenge to it. I quite like this one. I'm glad there's Lemmix' fast forward and skip 10 seconds feature, as I wouldn't want to wait for the bashing/mining distances to be passed in the original game.
My solution to 'crossworks' make use of the frame-assignment to a ridiculous amount. It'd be extremely hard to pull off without these, but I don't see any other solution.
I'm beginning to like 'No Time to Die' more and more. I think the solution this time is the same as the 19 skill solution, just without the floater, but it was surprisingly convenient to pull off; especially taking into account the leftover skills, I'd have plenty opportunity to fix the timing if I had to.
'Kamikaze' is a somewhat weird level. On first glance it looks like you are supposed to employ some technique, especially as there are 15 gaps, and you may lose 5 lems and get 5 builders, but in the end my solution turned out surprisingly unspectacular.
'Twins' is nice simplistic level, I love the simple geometric design to it, and the solution is not difficult, yet not entirely uninteresting.
I don't know what you intended for 'Death Row', but there's a very simply bypass making the level pretty trivial. 'Perfectionism' is also way too easy for its rating, even if you go for the left exit.
'Gone in a Flash' is one of my faviourites, however remembering it having one more builder (I think?) made me realize near the and that my solution doesn't work anymore. In fact, I feel I somewhat cheated on this level, as in order to get the timing right at the beginning, I end up using a blocker to annihilate the trigger area of the trap so one of the lemming can pass it by without getting squished. I'll still have to think up a proper fix for this, I just didn't see any valid alternative at the time.
I know 'Oblivion' from your Cheapo sets, though setting the blockers in the regular way seems very fiddly here. So I kinda bypassed doing it like that.
Despite giving you plenty of everything (but builders), 'To The End' is a very interesting level, because despite that it doesn't mean applying the same tricks over and over again. The terrain and specifically set up problems give this level a lot of variety.
And finally, 'Hellfire'. I think it totally deserves its position at the end. I first dismissed the intuitive route as taking way to many terrain removal skills, and looked for alternatives. Taking the strategies from these alternative routes which didn't work out, I noticed that the intuitive route ended up being feasible and was the conclusive solution to the level, which suprised me to quite some extend.
Overall, for most part I enjoyed the levels a lot so far. Unrelated to the levels, why did you choose midis for the level music (the original LemmixPlayer uses modules, doesn't it)? The modules sound way superior, in the end I just turned the music off and played my own music in the background.
On an unrelated note, you might remember I hosted your LP3 sets, and iirc you provided a link to these in some thread. With my previous host going down, the link has changed now:
http://geoo.digibase.ca/lemmings/lp3full.zip