Tender 1 -
Tightrope Dope Nice level to start off the pack featuring a neat trick of stacking builders on top of one another starting on the first brick of each staircase so as to raise it high enough to make the fall non-fatal. Yes, this is more precise than it needs to be, but I can understand why it's this way, as the concept wouldn't work otherwise, so this is forgiven. At the same time, this could be a very bad thing to start off the pack for less experienced players, as they might not be able to work out how to make this kind of splatform. Meaning, this level is a bit difficult for its position despite the minimal skillset consisting nothing but the trick.
Tender 2 -
Big Apple Another nice level, though probably more precise than it needs to be, especially with the second miner, which is highly dependent on where you start and stop the first miner. This is also a level where you cannot rely on the level side, as in Old Formats NL the sides are deadly. Whereas if this was for very Old Formats then it's not necessary to stop the first miner with a stacker, as the lemmings will simply hit the side safely without leaving the level and dying. Of course, the problem here is there's no indicator for any first time player that the side is deadly and the only way to know for sure is if the player read up on the physics and mechanics of Old Formats NL ahead of time, or you just try seeing what happens when a lemming reaches the side of the level. Also, not sure what the other skills like the climbers and gliders are for

Tender 3 -
Getting piped up Ok level which can be a little challenging, especially with solving everyone before anyone gets into danger, but this won't ever be a problem as long as you make the first lemming a climber back out to the left to build to seal off the gap, though the timing is a bit tight before the first non-glider slips through to the water. Once that happens, the rest is easy.
Tender 4 -
Revenge of the Berg! Nearly straightfoward level, with the only difficult part being to separate a lemming from the others by trapping him between two blockers. Also, honestly there's absolutely no reason for the RR to be locked on this level.
Tender 5 -
"I finally made it!" Somewhat easy level that looks difficult because of the teleporters but fortunately all teleporters are color coded so you know where the lemmings will end up, with both blue ones going to the same receiver where the exit is. They're also fast triggering ones. Nice builderless level, which is a type of level that I tend to like a lot

Tender 6 -
Lemming squared Nearly straightforward level as well, with the only hard part being figuring out how to get all the builder pickups in order to get a lone lemming to build the somewhat long bridge to the exit. I wonder if the title is a reference to the level pack of the same name by nin10doadict

Tender 7 -
A very cheesy level I guess there's a kind of word play here in the title, where it could be seen as a cheap level or because of all the cheese that's in the level. Nice builders only level which still isn't a completely trivial level due to the splitters. However, I realized that I made the level a bit harder than I needed to, as it's possible to just have the lemmings drop in the first pit and build out on the far right side. At the same time, if there was a low enough time limit present, then you would just have to do it the way I did with brute force building before falling into the first pit near the start, as well as max out the RR early enough.
Tender 8 -
Take a dip Nice concept of turning lemmings around with walkers as necessary until the splatform is ready. It is a bit too excessive for my liking, but that's just me personally, where I tend to not be a fan of levels that have too much repeated skill assignments of the same skill.
Tender 9 -
Fixing the leak Not a very hard level, but it can still be challenging despite being a builder heavy level. Fortunately, you have more than enough builders and it's possible to have plenty remaining in the end.
Tender 10 -
Through the cold steel Nice digging destructive skills only level that isn't trivial by any means, especially as the route still isn't obvious in any way. I wonder if the precision can be reduced, especially for the fencer, as it can be a quite unforgiving due to the steel placements.
Tender 11 -
Lemsweeper Nice concept of figuring out where the safe places to dig are, though honestly I still don't understand the rules to Minesweeper all that well, so I'm not sure if there's any rule here that determines which places are safe to dig. Otherwise, because CPM exists in this version of NL, one could simply activate that to know right away, defeating the entire purpose of the level. Now, if it was in very Old Formats NL, then it's just all trial and error as CPM DOES NOT exist there, but again there might be a rule here that you need to figure out in order to determine which places are safe to dig, but if there is I'm not sure what it is, since I'm still not too familiar with the actual game the title is referring to.
Tender 12 -
Curiosity killed the lemmings Nice challenging puzzle, though the climbing and bombing is a bit too excessive for my liking due to doing it repeatedly. I love the puzzle of figuring out how to use the right crowd to rescue the left entrance. It's not easy to figure out at all, and even once you do figure that out, then there's also the challenge of figuring out how to get them down the right side safely towards the exit. Even then, the level's placement is just right, being near the end of the rank. It might even work better as a second rank level, but then there's the problem of figuring out what level from the Spicy rank can swap with it.
Tender 13 -
Hello, Mr. Rigatoni! Not sure what the reference here, though maybe it's a Finnish reference of some kind? It sounds like it might be a TV show/cartoon thing. Another nice challenging level, I especially like how the lemmings need to go up the right side and then mine/dig to get to the exit from above, though I realized later that I did a lot of unnecessary stuff when I solved it long ago. For example, it seems that I could had simply fence and then bash out. Not sure why I dug to contain the crowd when the crowd is already contained!

Tender 14 -
Popsiclem Another nice challenging level, especially with the main difficulty figuring out how to get up to the exit with just builders, blockers, and walkers. Love the zigzag building with using blockers and then releasing with walkers later to get everyone to the exit for a save all. My only critique here is that the builder placements are a bit precise and hence can be unforgiving, though it is near the end of the rank, so I guess it's justified.
Tender 15 -
Escaping reality Nice level to finish off the rank. Somewhat challenging, but it's important to realize to not worry about the losses as the worker is platforming. You have more than enough cloners to make up for the losses, even with one extra to boot.