Here's the first LPIII level to be made *entirely* in NeoLemEdit (though several others have, like the one above, been started in LemEdit then later finished in NeoLemEdit).
Dodgy 1 - "Boost Jumper"
60 Lemmings, 95% required (57 lemmings)
Time limit 3:50, RR 30
Skillset: 4 Climbers, 6 Floaters, 3 Bombers, 4 Blockers, 7 Builders, 5 Bashers, 3 Miners, 3 Diggers
Of course you don't need nearly all of those skills. It's like a lot of the LPII levels particularly in Cheeky and Sneaky; it gives you excess skills, but not to the point of being "X of everything"; just a bit more than you actually need. The time limit also isn't that tight; it was originally 4:20, but I found this was leaving WAY too much time to spare so I knocked it down by 30 seconds, it can still be easily beaten with well over a minute to spare.
I originally had placed this level at Timid 15, but after playing it a few more times I felt it's a bit too hard for Timid (actually, it's quite similar in difficulty to Timid 25, so an early-Dodgy position works well). And you may notice that as much as ever, I still have the whole OCD thing about making sure (at least in my opinion) the levels somewhat fit the musics - you might notice Timid 15 and Dodgy 1 would both play the same track.
Also, just for reference - the obvious steel blocks are steel, but those support structure things (the long vertical/horizontal ones with the circular holes along them) are also steel. Everything else is not.
Another interesting fact - VGAGR0 (the sky style), which is still relatively incomplete, already has a larger VGAGR file than any LPII style except for Desert. VGAGR1 (the circuit style), which is complete, has a larger VGAGR file than the purple, psychedelic or metal styles (although it only beats purple by a couple of hundred bytes). Of course, a lot of this probably comes down to the LPIII styles having an extra 1 bit of color depth.
I'm wondering what direction to take the sky style from here. Objects are more or less done, though I still need to add more terrain pieces to it. So far I've been going for an exclusively rough-edged design, but the fact is, rough-edged level design isn't exactly my specialty - sure, I have a few good rough-edged levels (Genius 4 and Genius 6 being the first ones to come to mind, although the latter is more a mixture of both types), but I think we can agree that the majority of my best levels are predominantly straight-edged. So it's basically - do I keep the original concept of a purely rough-edged style, and risk the sky levels being in general somewhat subpar compared to others (or the sky style being underused in the higher ranks)? Or do I take away one of the unique aspects of the style in favor of making it more useful? (Keeping in mind that, just like with the LPII styles, I will of course release the styles eventually so that anyone can use them; although I haven't noticed anyone else using the LPII ones yet.
) One other factor I need to keep in mind is that a lot of this also comes back to what I can plan out in my head - a lot of my straight-edged levels are a matter of "get an idea, build a level around it", while most of my good rough-edged ones are the reverse - "build a level randomly, find an idea that works well within it"; both of the LPII levels I mentioned before were cases of the latter.
One other thing I've been thinking - I remember in an old topic on here, someone gave a somewhat unique comment about LPDOS - that it had quite a good number of good builder-free levels; I noticed that LPII by comparison had very few of these. I'll have to try and make some more good ones of those for LPIII. I probably won't do another "20 of everything with 0 builders" level though. *remembers there's already a level with that exact skillset, although it's a very early, easy level; not a level along the lines of To The End / No Construction Zone*. Actually, (normal) X-of-everything levels aren't too common this time, and 20+ is especially rare (actually, I don't think I've made ANY level that gives you 20+ of everything yet) - for "X-of-everything" type levels, the most common amounts so far are 15, 3 and 2. xD
Another random trivia: The level currently placed at Rough 5 has in fact been, at some point during its development, in every rank except the 4th one. It started as Timid 5, was moved to Dodgy 5 and then later Dodgy 19, and just now I decided it was still too difficult even for that position and moved it up yet again.