01: Almost intended. You only swapped the Blocker's and the Miner's position. And indeed, I tried to keep the tileset choices in line with the tilesets chosen on the same level number in original Lemmings, at least as much as possible.
For example, I knew the last one had to be a Fire level instead of Dirt.
02: Almost intended. The crowd on the very right is supposed to be freed with a Miner from the top instead of bombing themselves out... but it didn't really make a difference, you still needed almost all the skills.
03: This is one of the unfixable ones... meaning, the intended solution is more complex than most backroutes people came up with.
04: Really? There was a 1-pixel-high gap in the one-way arrow trigger areas? Well, thanks for exploiting it in order to show me, but I'm sure you know this is not going to remain this way
... In fact, the editor had set the heights of all the OW trigger areas to 31 pixels (instead of the standard 32). I can't recall setting it that way... sometimes the editor seems to do this. I remember that at one point, I also repeatedly had issues with the skill counts of pickup skills being reset to 1 per object by the editor. That seems to have been fixed by now, I just mention it as another example where the editor sometimes does stuff you never actually told it to do.
05: Very close to intended, just some minor differences in the details.
06: Intended.
07: Semi-backroute. You bought yourself a lot of time by having the left crowd go so far over to the left before doing the double-Bomber turnaround.
I'm not sure what to do about this one yet.08: Close enough to intended. You did use one of the main tricks, namely, the Digger paying double duty to both get down and turn around the middle crowd coming down from the top. Except it didn't actually matter in your case, because you had sealed up the water gap tightly that this "turning around" should normally prevent the lemmings from the middle crowd from going into.
09: Intended.
10: Valid alternative solution.
11: Semi-backroute, close to intended. I think I've seen it before from one of my testers that somebody used the Fencer to slightly fence into the wall next to the right crowd, just to stall some lemmings. A lot of the other stuff you did was fine and as intended, but this mere stalling usage seems to be one of the things that allow people to completely ignore the bottom half of the level. So I slightly extended the steel to the left. You can of course still fence straight into the steel, but the lemming shouldn't keep going as long anymore as he used to.
12: Valid alternative solution, and potentially actually much more interesting than the intended one!
13: An acceptable alternative solution, although you saved a couple too many skills for my liking.
14: Very close to intended. This is the first time I see somebody bomb that vertical thin stripe before building - you can of course also build slightly through the stripe, as you did indeed on some of the later levels. This is a trick for which I realised a little late in development that I still wanted to use it, and as a result, I probably used it a little too much on the Hardcore rank.
That's because enforcing it didn't really work in Lemmings World Tour, so I've been wanting to do so ever since I first discovered it by accident while playing "Ancient Temple of Lemming" from Lemmings Migration (a level that doesn't actually require this trick, but you can certainly use it there).
15: Very close to intended. I just used a temporary Blocker to turn around a lemming while the Basher was going through those triangles (which leads to the Basher automatically freeing that Blocker again eventually).
16: Semi-backroute. This one could be fine I guess, but I feel better with covering the entire deck between the two sails with steel as a result of this.
And to my testers, yes, I probably should have done so earlier...
17: Acceptable alternative solution. Give people a solution involving a few Bombers/Stoners, and they will go ahead to exploit that more lenient save requirement to let innocent little worker lemmings die, just because they got trapped in the wrong place.
18: Intended. This is one I'm quite proud of, with my confidence being based on the testing replays looking the same.
Lots of cool tricks involved, and apparently they're all being enforced.
19: Close enough to intended. These are the times I wish I had a type of one-way arrow that would allow Bashers to pass but not Miners looking in the same direction.
Horizontal one-way arrows are just way too forgiving sometimes!
20: Much closer to the intended solution than the other hilariously obscure solutions I've seen so far!
Especially that "bombing through the steel from the other side" part. You were just a little more skill-efficient than I was.
21: Almost intended. You used the Bomber at the beginning, I used it to stop the Fencer at the end.
22: Almost intended. You were just slightly more efficient in handling that trap on the right.
23: Arrgh, them Bomber backroutes again. And the Stoners do their part as well, of course. Getting used to seeing stuff like this coming before it happens is why we need the Grenader with its even larger craters... but then again,
that doesn't mean I can stop this. Unless a wall is actually meant to be completely impenetrable (in which case I could use steel), there is simply no type of one-way arrow or other obstacle that could prevent Bombers from going through. One-way fields don't work either, since in most cases where you apply one-way arrows, you want the crowd to walk through the tunnel afterwards from the opposing side.
24: Valid alternative solution. I didn't expect there would still be one. But how you freed the Blocker who was just barely standing on the first step of that staircase, immediately canceling the Basher with a Shimmier afterwards, to prevent him from bashing through the staircase - that was awesome!
In fact, I was similarly confused here as on Hardcore 04, where you passed through between the one-way arrows. Because here it looked as if the Basher was bashing straight through the trigger areas of the Blocker, meaning you'd think he should have turned around. It was only on the very last frame that the Basher's clubs hit the terrain underneath the Blocker's feet; the Basher himself was standing in front of the trigger area the entire time.
I don't want to incentivise people to actively look for this solution. Therefore, I won't make it a talisman to solve this with just 2 Climbers. But it would certainly be worthy of one!
25: Almost intended. You just saved one Basher, like one of my testers, simply because you chose not to go through the pillar on the right. I always took the lemming there to prevent the big drop, instead of just jumping straight towards the updraft. But that part of the solution was developed before the updraft was actually there.
So probably I could remove that one Basher now, but I don't really see any harm in keeping it.
26: Close to intended. You used a Basher instead of a Miner at the start to make the dirt pillar climber-friendly. Also, you sent some Shimmiers along the bottom, one along the top side of that plank. Much like on Soft 28, both is possible!
For the little "circle" you need to create in order to get the lemmings over the self-created tunnels again, you're the first one I see using two Miners for that, instead of one Miner and a Basher.
27: Semi-backroute. That way of crowd control seemed a little too easy for me, even though you still ended up using almost all the skills. So while it looks like an acceptable alternative solution, it seems to me like most of the skill placements were quite obvious, once the crowd had been contained. Of course, it's always hard to tell from a replay file alone how long it took the player to actually figure out that solution. But in this case, I'm comparatively certain this was too easy, especially for the end of the last rank.
28: Huge backroute. You're not the first to exploit the gaps I left between the steel pieces on this level, but you are indeed the first to use this particular vulnerable spot. Apparently nobody else wanted to bother with the hassle of going through a ceiling with Builders, because it always results in a lot of head-bumping. Anyways, now the entire ceiling is steel.
29: Intended. Another one that seems to be fairly reliant at enforcing its solution!
I'm glad I made it the second-to-last level in the pack. Even though that was mainly driven by tileset choice (being in the position of "Save me" in original Lemmings).