Hi zanzindorf,
I have completed the pack, so I have attached my entire collection of replays. I generally am not too bothered about going back to resolve patched up levels once I'm done with a pack. However, since there were only two levels where my replays broke after showing off two of them in the outros, I went ahead and resolved 1.5 and 3.3 as well. Unfortunately, I think 3.3 is still a backroute

Also, for those who want the LP, zanzindorf was nice enough to link my LP in the OP, as well as in reply #12. Thus, I don't feel the need to link my LP in this post as well.
General FeedbackZemmings Complete has 3 Volume packs, the third one featuring zanzindorf's new Cloud tileset, a Bonus rank of 3 levels with zanzindorf's other styles that hasn't been seen anywhere else, and an Amiga rank that consisted of 6 levels from his Special pack, which was originally for Superlemmini and were converted and ported to NL, as well as 3 new ones that essentially are replacements of 3 levels from the Superlemmini version that couldn't be converted to NL. These are Jill Jungle levels on Superlemmini, but the replacements in NL are all levels in the Agony tileset. I have previously played both Volume 1 and the Special pack on Superlemmini a very long time ago, but because I haven't touched them in a very long time, the LP might as well be a blind one

This LP was one that I was very much looking forward to after I finished LPing Apjjm's Lemmings Quartet pack. Just like Apjjm's pack, zanzindorf also has very visually stunning level designs that are pleasing to look at with the eyes. I really like zanzindorf's styles and tilesets a lot! In particular, the Cloud tileset is really nice! As are the tilesets featured in the first two levels of the Bonus rank. For the second level, I think that's really cool how the entrance is the mouth of the dragon-like creature. I would say the third level is a bit rough on the eyes, but it's still quite an interesting one!
It may be slightly longer than Apjjm's pack, 36 levels compared to 25 levels, but don't expect this one to be a quick solve either! I say a lot of the levels are medium in difficulty, with some of the later levels a step up in difficulty. I definitely think the Cloud levels in Volume 3 were appropriately harder than either of the first two Volume packs, and then got even harder with the Bonus rank, despite it being only 3 levels. Then the difficulty resets with each of the set of 3 levels in the same tileset for the Amiga rank, where both the Menacing and A Beast II of a levels are all easy, although it still follows the natural progression in the increase in difficulty. In other words, I feel both the third Menacing and the third A Beast II of a level levels were the hardest, but again all 6 of these levels are still easy.
The 3 Agony levels, which are the final 3 levels of the pack, as well as the last 3 of the Amiga rank, are all in a difficulty class of their own. It starts off hard but ends with a medium-ish level. In my opinion, Amiga 8 is the hardest of the rank, although checking against zanzindorf's intended solution I really overcomplicated the solution to it
Volume I Rank/Pack FeedbackSince these are the exact same levels that come from the Superlemmini version, these feature only the classic 8 skills. There are probably only two hard levels in the rank, while the rest are about medium difficulty. All levels here feature the Glacier tileset.
Volume I 1 -
Ice Going Nice easy level to start off the rank/pack! I certainly don't mind X-of-everything levels, although it's not to say that they don't annoy me, because I've seen packs where they are really overdone to death, by which I mean several levels in multiple ranks which feature them.
Volume I 2 -
Lems Keep on Slipping, Slipping Another easy X-of-everything level, although a bit harder than the previous level, but not by much.
Volume I 3 -
Tendrils The first true hard level of the pack. I remember this one took me a while on Superlemmini when I first played it years ago. Essentially, consider this a wake-up call for things to come, as you can say the pack already stops playing around starting with this level. Still a nice one here!
Volume I 4 -
The Okay Fort Somewhat hard level. I had one lemmings slip by and drown while the builders were going at the start, and I also finished with a digger leftover. Seems my solution is acceptable, as no update was needed here.
Volume I 5 -
The Story of One Pick Lemmy Even though I have a spare climber and builder for v3.4, I can definitely see what they're used for in the intended solution. I was simply efficient here

Should still be acceptable, I would think.
Volume I 6 -
A Hop, A Skip, and a Jump I also remember this one being a bit hard when I first played it on Superlemmini years ago. Still, the puzzle here is quite nice. Love how the builders from either side meet in the middle. I also love how the crowd is contained at the bottom and need to be released later with a miner.The solution can be a bit hard to work out, but eventually the solution can be worked out with some logic and deduction.
Volume I 7 -
March of the Millipedes Can be challenging, but yet another nice level. I finished with some skills to spare, but seems my solution was acceptable here. I love the puzzle of working out how to get a worker lemming over the top to do the work. You have to do it in the right place, otherwise the climber will go off the top and die because the gap is exactly a builder staircase length and hence he won't turn around.
Volume I 8 -
The Frozen Section A really nice level to finish off the rank! The puzzle is a bit tricky here IMO. I think I remember this one taking me some time on Superlemmini too. I think I just had problems with getting the climber to the exit. I love the puzzles in various areas here which come together to make a solution, such as how to contain the bottom entrance and getting a worker lemming to do the work. Nice job here, zanzindorf!
Volume II Rank/Pack FeedbackThis didn't originally come from Superlemmini, this was always a NL pack. Thus, there are some levels which feature the NL skills, and one which even uses the slider skill, meaning this change must had been very recent, as the skill was added to stable NL just last year, even though the pack was released a few years back. There are also some levels which feature just the classic skills. The levels in this volume are harder than the ones in Volume I in general. All levels here feature the Kiwi tileset.
Volume II 1 -
Toothpaste Temple Great level to start off the rank! The miner was placed very precisely, and it seems that it's necessary to so that he hits the steel to turn around, as otherwise the climber will splat when he comes back. I think it's just splat height!
Volume II 2 -
Think Vertical Thoughts This was a level that got patched before I got through the entire LP, but zanzindorf has told me my solution is acceptable despite it being almost the same backroute I found before. His reasoning is that it uses almost all the skills and requires a lot of precision to pull off.
Volume II 3 -
Melon Dungeon Nice level and puzzle. The hardest part was the timing of the climbers so that one of them turns around in the in-progress miner tunnel, builds to the OWW and bashes through it, and then to make sure that neither climber dies to the spikes pit. This barely gets it done.
Volume II 4 -
Doomdoria Harder than I thought it would be. I thought I could cheese the level by taking the left exit, but it seems that it's not possible to. I used some RR fiddling to get the timing right so that only one lemming turns around and gets sacrificed before the path was done. Something tells me this was unnecessary and just a solution that I made harder than it needed to be?
Volume II 5 -
Uphill Battle Not as difficult as the previous one, but can still be challenging. I'm guessing the intended solution somehow uses the pit on the far right? Seems my solution is acceptable here despite the leftover floater. I wonder if I also made the solution harder than it needed to be, especially with how I spammed the platformers at the start to keep everyone safe.
Volume II 6 -
It's All Downhill from Here Hard level but a good puzzle. This is the first and only level that needed more than one video to get solved. It was late when I was playing this level, and so I can say that I wasn't at my mental best. As you have mentioned, I made the solution harder than it needed to be, especially with the RR fiddling I used and getting the timing correct in order to keep the platformer going. I didn't go through one of the OWWs. Even with all this, you said my solution is acceptable.
Volume II 7 -
Crumble Cake Dungeon My absolute favorite of the rank and pack!

I see elements of Icho's level design here!

I really love how all the pieces come together and the timings that need to be figured out and getting the different areas ready and done so no one dies. Job well done here! This is LOTY nomination worthy here!
Volume II 8 -
The Great Bomber Escape! Nice level to finish off the rank, although a bit too excessive on the bombing IMO. Once again, it seems that I made it slightly harder than I needed to. I still like how the climbers were used on Lemmings where they slip by the builder in progress before it's done, though

Other than some difficult parts near the start with the left entrance, I would also say making the ramp with the huge wall before the exit on the right side was hard to do, especially doing it well. I like how the right entrance needs help from the left entrance to be released.
Volume III Rank/Pack FeedbackEven harder levels here than the ones in either of the first two volumes. The new Cloud tileset here is amazing!
Volume III 1 -
Floatstone Castle Nice level to start off the rank! Despite the very limited skillset, this seems to be an open-ended level.
Volume III 2 -
I Spy Buttons Harder than the previous level, but nice level nevertheless, and it still seems to be an open-ended level for the most part, especially with the jumpers I used to keep everyone safe. I have to suspect that had I tweaked some parts of the solution I would have had even more jumpers leftover in the end. This level did take me by surprise with the water, but I attribute it to simply that it's a tileset that needs to be learned, especially since I generally don't use CPM while solving

Volume III 3 -
Fort Nimbus Unfortunately still seems to be backroutable in v3.4, as I don't use the teleporter this time or any of the swimmers

I did hate how I needed to use a basher after fencing in order to platform though

Volume III 4 -
The Windworks I'm sure the part where I made a turnaround point for those who go out in the wrong direction isn't intended, but this is a short level. Even then, I still think this isn't an easy level!
Volume III 5 -
Lightbrick Nexus Hard level, I thought, though that's because I overcomplicated some parts here. I used the Dolly Dimple backwards builder in order to get a lemming to build out to the right. Then I just found the necessary timing and spacing to platform up the gap and have the worker far enough ahead to bridge the gap before anyone arrives too early and slips to the bottomless pit.
Volume III 6 -
Hug the Cloud Another favorite of mine, although this is a level where I really wanted to strangle the living daylights out of the slider

The puzzle here is very well done!
Volume III 7 -
Cloud Coverage Another level that's harder than I thought it would be. In some of my early attempts, I kept coming up a skill short, so I had to keep going back to see where I could optimize skill usage to have enough for the end. In my successful save, I was able to have two miners to spare.
Volume III 8 -
The Vood Mirror Definitely harder in v3.4 with the backroute patch, where it's now obvious the intent is to use the top exit, as it's impossible to use the bottom one due to the trigger area being covered by steel, which is indestructible. This still seems to be an open-ended level, though not easy at all as I just mentioned. The platform right at the top exit is quite hard to see, but with a careful eye you can see it.
Bonus Rank FeedbackOnly 3 levels here, but don't be fooled. These are quite challenging, especially the last two! These feature some of zanzindorf's other tilesets which haven't been seen anywhere else, just like the Cloud tileset for the new Volume 3 rank.
Bonus 1 - Bird Knight Great level! I love builderless levels a lot. It looks very hard, but it's really not, it's intimidating more than anything.
Bonus 2 - Fish Wow, this tileset looks great! I love how the entrance is the mouth of the dragon-like creature. This was a pretty hard one. I did check the intended solution, and it's definitely much easier and cleaner than mine, as in my solution some weren't bombed but were sacrifices to drowning.
Bonus 3 - Modeye Another very hard level, though I once again made the solution harder than it needed to be. The start was especially hard, with keeping everyone safe. It took me a while to see to use the laserer to free a blocker. My solution uses some timing needed to be able to separate 4 lemmings, 3 of which will bomb and let the 4th one to the bottom of the level around the middle area to do the rest of the path. I thought I could cheese the level by going over the top, but sadly the destructive skills aren't at the right angle to allow you to get through without exiting out the top and dying. I checked the intended solution and seems that my solution was intended after all, I simply used the bombers in a different place, as well as fence from the same side as the blocker rather than free him from below and from the right.
Amiga Rank Feedback6 of these levels come from the Special pack, which was originally for Superlemmini, as mentioned. Thus, these use the classic 8 skills only. The rank starts off with 3 levels in the Menacing tileset, while the next 3 are in the Beast II of a level tileset. The final 3 levels are in zanzindorf's Agony tileset, which is another really nice levels that I have played levels in before. I especially love the animated water here! While the first 6 levels originally for Superlemmini are easy, the final 3 in zanzindorf's own tileset are very challenging!
Amiga 1 -
Flesh Loom Nice level to start off the rank! Very reminiscent of the first level of Volume 1 in that it's an X-of-everything and a very lenient save requirement. As seen in the LP, if I can go for a save all, then I will.
Amiga 2 -
Knee Deep in the Lem Harder than the previous level, but still nothing too hard, especially with excessive builders and bombers and a super lenient save requirement, where you only need to save 10 out of 80.
Amiga 3 -
Tooth or Dare The final Menacing level, and certainly harder than either of the previous two Menacing levels. A save all is possible here, but just barely with the skillset given, it appears. The final miner has to be placed very carefully!
Amiga 4 -
Agony Nice level to start off the Beast II of a level ones. I was taken by surprise here with how the terrain is scalable without builders or climbers on the left, but then again I didn't really check it carefully enough. To think I was going to get up to the exit another way

Amiga 5 -
Tree Dwellers Just like Amiga 2, another level with just two skill types, builders and bashers. Not very hard at all and yet another great level.
Amiga 6 -
Shady Business Very nice level and puzzle to finish off the Beast II of a level ones. Taken together, these 3 are harder than the Menacing ones due to the restricted skillsets, but they're not leaps harder.
Amiga 7 -
Rising Stream To start off the Agony levels, this was quite challenging! My solution is different from the intended one, but despite the restricted skillset it still seems to be open-ended. The left entrance is the harder one to save IMO. I also managed a save all solution!

Amiga 8 -
Setting Stream The hardest level in the entire Amiga rank IMO. Maybe for the entire pack too or at least close to it. Once again, a lot of precision in my solution, especially with the way I went over the top. I checked your intended solution, and yea, it never occurred to me to put a platformer where you did and mine them out later

Amiga 9 -
Midnight Stream To round off the rank and pack, nowhere near the hardest level. I would say about medium difficulty. I was a bit efficient here in skill usage compared to the intended solution

Though, I probably could had saved even more by fencing the tombstone before platforming

Despite being a short pack, I still enjoyed it very much. Thank you very much for the pack zanzindorf, and thank you for your remarks/comments on my solutions on Discord. I'm glad to hear that you very much enjoyed watching me solve your levels/pack. Happy to hear you're doing well too! I highly recommend others to play this pack! Once again, even if you can't solve every level, they're great ones to look at visually because of how wonderful these tilesets are!