Carnage 1 -
Perfect Harmony (Dodochacalo) What a pretty level from Dodochacalo. I especially love the musical notes and the organ pipes on the sides and the organ itself in the middle. I definitely remember how very frustrating this is on Lemmini, as you need to time the release of the climbers perfectly and same with the blocker to turn the miner. It was usually the latter that kept failing, as the blocker would get released when the miner reaches it instead of turning. Nice level to start off the rank, though I can't remember if this is from Dovelems or from one of the mini level packs of his. I'm almost certain it's from the former.
Carnage 2 -
Clockwork Pink (Eymerich) Another level I remember from the Lemmini version. This one was harder than I remembered, though I'm not sure if the skillset is different from Lemmini's. Even when the general gist of the solution is down, it's also difficult to figure out how to make sure no one else gets lost to the bottomless pit while preparing the builder staircases.
Carnage 3 -
About to Break (geoo) One of geoo's levels somewhat easier levels in contrast to some of the others in the pack, this is still a great level IMO. The hardest part is figuring out where to keep the entrances safe, especially the left entrance. I especially like the mining to turn the final lemming from the left entrance back to the left to do the building to the exit. In addition, the miner is used to free the blocker from below where the left crowd is contained. This is, I believe, another one I remember from Lemmini.
Carnage 4 -
Please Save Us! (Wade Henricksen) I definitely remember this one from Lemmini, though I didn't know it's a level by Wade, who I've never heard of until this LP. Looks impossible at first glance, but it's really all about realizing that one builder step is enough to get high to bash the others free from below. Then it's just a matter of managing the lemmings so that the builders to the exit get done before anyone else gets into danger. Great level.
Carnage 5 -
Ball Bearing (Crane) Another level I remember from Lemmini. Somewhat hard, but a pretty good one. Once you realize the solution, another challenge is dealing with the 99RR, but I especially like climbers are used as delays to allow the first lemming enough time to mine to keep the top right entrance from splatting.
Carnage 6 -
Synchronisation (geoo) Back to one of geoo's less trivial levels, this is quite a nice one and one of my favorites. I don't remember if this is from Lemmini, but the level didn't exactly strike as familiar in any way. Now that I think about it, I think I remember a water gap being something like this. The bombers here were the hardest to see here, even though it's nothing more than the familiar bomb two lemmings in the same place so that lemmings cannot go out to the right but they still can to the left. That was the part I overlooked for a while even though I had pretty much the rest of the solution down quickly.
Carnage 7 -
Niche (Yawg) Even with just 3 skill types, this is not a trivial level in any way and is quite hard. In particular, there's multiple walls but only 2 digging destructive skills to get through them, a miner and a basher. Where to bash is not easy to figure out. Even then, this appears to still be a solve in any way you can despite the skillset. My solution is different from the included replay for the pack, though now that I think about it I think I remember extending both destructive skills, so maybe I have played this level before, I just don't recall well enough to say with certainty that I have.
Carnage 8 -
Land of Linebreaks (geoo) I do remember this level. For a bombers only level, this still isn't easy! There's plenty of possibilities that look they might work but will leave you a bomber short or so. I think my solution here is different from Lemmini's. I'll have to check.
Carnage 9 -
Behind Bars (Proxima) I definitely remember this level. In contrast to Lemmini, this one is much harder than I remembered. I don't know if anything about the level has changed which might explain the difficulty, but it's deceivingly difficult in any case. I struggled very long with this one, a good 40 minutes I think. Took a long time to realize a splatform isn't necessary for any entrance, but I often ran into being a climber short. I checked the replay for the level, and I'm certain that's exactly what I tried, so I'm confused why I kept running a climber short. I think I figured it out, though. Nice level.
Carnage 10 -
The Great Divide (Yawg) A bit easier than the previous level and one of Yawg's easier levels too. I am very confused about the builder going to the right at the bottom on the other side of the huge steel wall. I could had sworn that I saw that the builder wouldn't connect with the wall no matter where I placed the builder, hence why I mined before building. Seems that it's very pixel precise then. Nice level, though I say the hardest part was containing the crowd and keeping everyone safe while a worker goes on ahead to prepare the route. Checked against the replay, and I overcomplicated the solution in some ways.
Carnage 11 -
Changing of the Guards (Proxima) I definitely remember this level. Easier than the level by Proxima a few levels earlier, but it's still not trivial. My solution is different from the replay included for the pack, though I think I prefer the other solution.
Carnage 12 -
A sea of purest green (Pooty) Definitely remember this one. Very hard 1-of-everything level but a really good one with a very well-hidden solution. In particular, the hardest tricks here are the bombing against the wall so that you can get inside the hole and terrain to dig to contain the crowd, as well as mining at the top of the exit structure so that you can get past it without needing to use a builder to do so. I especially like how the athlete bashes back to the crowd to release both it and the blocker. Well done here, Pooty!

I definitely can understand why this manages to stump many people. It still took me time to solve it as I couldn't remember the solution, but I eventually was able to figure it out again after having not played and solved it in a while.
Carnage 13 -
Can't Find Any Gaps (Conway) I don't remember if I encountered this level in any of Conway's packs (assuming this is Ben Conway), though I might remember the floating down with the right entrance. Somewhat hard level which wasn't as bad as I thought. I kept on building a landing platform for the right entrance at first, but this turns out to be wrong. Once I realized that, the rest wasn't too bad, though the hardest part was catching the lemmings from the bottom who climb up to reach the exit with a builder but after they make it past so they don't get blocked by the staircase. Here, I had to max out the RR, which is what the replay included does too.
Carnage 14 -
A Timeless Masterpiece (Yawg) Not a hard level without the time limit, but very hard with. Also dealing with the 99RR and needing to keep everyone safe, as you need to save everyone. If you use the blocker, you will need to release him. I kept running short on skills this way, I found, but in the end I simply used it to turn a digger around. The level does look familiar, though if I have played this before I don't remember where I've seen it. I checked against the replay included, and I'm certain that's what I did in some of my attempts, yet mine runs out of time, so I'm very confused where I wasted too much time. In the end, I ended up with only a second remaining.
Interestingly enough, I checked Yawg's video of the intended solution for Lemmini, and the fall to the left isn't splat height at all

He also uses a very interesting trick with the climber and basher that was intentionally patched out on NL.
Carnage 15 -
Herculems (Dodochacalo) Oh I definitely remember this one from Lemmini, both from the RotL pack and Dodochacalo's pack, though I can't remember if it's from Dovelems or one of his mini packs. I'm guessing the latter. My solution uses a lot of pixel precision with plenty of well-placed bombers on the first wall. As I expected, this is much harder than it needs to be, having checked against the included replay. For Lemmini, you can imagine how extremely frustrating it is to do with timed bombers. Nice level, but probably hard for its position, especially as it's a very hard level to figure out the solution to. It's not immediately obvious that you need to go up and across.
Carnage 16 -
Bat Country (Yawg) Looks somewhat hard, as would be typical of a Yawg level, but it wasn't too bad. Once again, another case of me making the solution harder than it needs to be

Don't remember if I played this before, though it does look familiar in a way.
Carnage 17 -
Euclid's Lemmings (Ben Bryant) Definitely haven't played this level before, but I like the level for the fact it's builderless. Somewhat hard but pretty nice level. For some reason I overlooked mining to get underneath to bash the crowd free so that he hits the steel to turn around. Kept thinking to bash at or higher than ground level to release them

Carnage 18 -
Evacuation (Ben Bryant) Whoa, 200 lemmings

These levels are practically unheard of and not seen too often. However, that seems to be an absolute necessity in order to get the puzzle to work with syncing up the climber and floater, who are two different lemmings that do different parts of the level before meeting at the bottom middle. That was the part that escaped me for a while, as I was wondering how to get a climber back up to bash through the huge OWW. Very nice level!

Carnage 19 -
Little Miner Puzzle part 2 (geoo) On Lix, it's been debated whether part 1 or this level is harder. I would have to agree with mobius' remarks, as I didn't find one harder than the other one but they are harder than they first appear. I actually solved the Lix version first before solving the NL version, but here the exit is on the opposite side, being on the left instead of the right. Nice level, though.
Carnage 20 -
Small Ham Cubes (Dodochacalo) I remember this one, and it is the first level of one of his mini level packs. The hard part is just figuring out how to merge lemmings to bypass a trap with only one dying to it/them. I do have a bomber remaining, so this solution is harder to pull off

Now that I think about it, bashing to avoid the second trap might had been how I solved it on Lemmini, but I don't remember.
Carnage 21 -
Down the Cliff (geoo) Excellent level that I remember from Lemmini. Very nice trick of leaving a builder step past a thin wall after bombing the pipe. I pretty much had the solution down, with the only thing wrong being the first builder that I placed in the wrong direction. It needs to go from right to left, not the other way, which I first did for a while. Definitely gives the impression of how in the world do you get everyone down safely and hence it might appear impossible, but you really need to think about the solution here carefully.
Carnage 22 -
Twice the same? (geoo) Ok, probably the level that I was very stupid on, as the entire time I played the level on camera I actually had the solution, but no, I spent 50 minutes before I gave up in frustration. I ended up solving the level off camera, and then shortly after I saw that you don't need to save everyone and allowed up to 2 losses

Those 50 minutes just on this level that I could had avoided

So, this was a major case of didn't pay attention to the save requirement at all. However, the nice thing is that I came up with a new challenge, which is save 8. It's thanks to this that I really struggled to make that opening for the others without resealing it off with a builder, but in the few times which I was successful ended up not working because it's actually splat height Grr!
Carnage 23 -
The Law of the Jungle (Dodochacalo) Definitely remember this level. The only hard part here is timing the bombing in such a way so that you don't stop the digger and isn't low enough for anyone to slip out of the digger pit but the opening is low enough so that you can build with the climber without him hitting his head and turning around. Also must max out the RR early enough so that no one splats when landing inside the digger pit. Great level. I especially like mining and bombing from the other side to stop the basher who releases the crowd.
Carnage 24 -
Ethereality (Akseli) I remember this one, and I think it was from Crane's Holiday 2016 pack for Old Formats NL where I saw it. As Crane has told me, this version appears to be the original unpatched version. I checked my solution on Old Formats NL after solving and reading Crane's comment on my video, and I definitely prefer the patched up version, as the solution uses a trick that's really cool. Somewhat hard level where the builders seem plentiful but you actually can't waste any, so you really have to think carefully about how to use them, though the ones get across gaps are very obvious, so the challenge comes from how else to use the remaining builders that aren't used for that.
Carnage 25 -
The Silent Circus (BulletRide) Hard level that I haven't played before but an excellent level with a great solution and a favorite of mine. Here is a level that has a few possibilities that look they might work but they don't. The hardest part is definitely the beginning with keeping everyone safe. I had figured out the digging shortly after climbing the pole and then building after a pixel quickly, but it took me a while to see to bash with the next lemming that reaches the wall on ground level, which gives the climber enough time to build to the left to contain everyone. Then you release everyone with a digger after the route is done.
Carnage 26 -
Catch 22 (Yawg) Same title as a level in the Hyper rank from Casualemmings 2.0

Much quicker solve and definitely one of his easier levels. I even managed to one-shot the level. Sweet!

Still, nice level.
Carnage 27 -
Jumble Sale (Gronkling) I definitely remember this level from Lemmini. It's a much more frustrating level to do due to execution. As I thought, I made the solution harder than it needed to be, particularly as I have a climber and floater to spare and it has a lot of pixel precision

Now that I've checked against the included replay, I kind of remembering timing the builder and miner to cross at the same time.
Carnage 28 -
Gate to Hades (geoo) Very hard level as I would expect from a geoo level but a really good one. It definitely reminds me of "Trade and Cooperation," as the solution is very similar with the whole mining to release a blocker from below rather than from the side which is the most common way to release one. As a result, that escaped me for a while, especially as I kept thinking that the builders needed to connect with one another when in fact only the builder from the left needs to reach over so that the blocker can land on the one on the right after being mined free. The level from Turrican's Remix Pack for SuperLemmini blew me away, and this one kind of did too once I finally realized the solution. Only difference is that this doesn't require a miner to cross a tiny pixel gap glitch since it doesn't work on NL. Nice job to geoo with this one.
Carnage 29 -
Recurrent Sacrifice (geoo) I remember this one, though I don't know if this version has more traps than the one on Lemmini. The only hard parts are timing the release of the climbers so that only one dies to the rope trap to allow one to go out in both directions to build and then again so that you can prepare the staircases at the top and releasing the crowds to sync up with the climbers so that only one dies to the upper rope trap. Still, nice level.
Carnage 30 -
Vegetation Reign (Dodochacalo) Also remember this one from Lemmini, though that one is in the Armageddon rank. I think it's even the first level of that rank. Don't remember if this is from Dovelems or one of his mini packs. Something tells me the former. Other than being quick enough to save the hatch from splatting, the other hard part was timing the climbers so that you block to turn the builder to connect with the exit platform. Somewhat hard level to figure out the solution to but a pretty good one.
Carnage 31 -
Bullet Ride (bulletride) I haven't played this level of this author's before, but this one was a very quick solve. I like the way the crowd is contained inside the wall temporarily to give the worker enough time to build twice across the shredder trap and the climber turns around in the in-progress basher tunnel to release the crowd with a miner.
Carnage 32 -
Leave No Lemming Behind (Ben Bryant) Another level with two separate specialists doing different parts of the level and crossing with the right timing so that the climber who gets higher to separate himself from the crowd bashes the OWW at the bottom middle to allow the floater who starts on the left and digs down to patch up the gap from the left side goes over to the right to bash the right entrance free. So, it seems the author is a huge fan of timing climber and floater puzzles.
Carnage 33 -
Pendantic Lemmings (Akseli) I haven't played this level of his before, but this one wasn't too bad. I expected harder frankly, knowing that Akseli has a really hard Lemmix mini pack of which I've only solved 2 levels thus far and haven't seen the others or spent too much time on the ones I haven't solved yet. However, some of them rely on glitches, so they might take me a while if I ever get back to taking a look at them. The hardest part here was containing the crowd after releasing them from the starting platform and still allowing one to go on ahead for a bit to release them.
Carnage 34 -
The Theft (Yawg) Somewhat hard but a pretty nice level. As usual, I made the solution harder than it needed to be. Still, nice to know that there are still multiple ways to solve the level.
Carnage 35 -
Point Reflection (siergiej) Another somewhat hard level but once again another great one. The hardest to see here was the builder/miner combo. I thought it would be possible to build everyone to get out to the left, but you don't have enough builders to get high enough. The builder/miner combo does make this level strike as familiar even though I'm certain I haven't ever played levels by this author. If I have played this before, I don't remember where I might had seen or encountered it.
Carnage 36 -
Two Teams' Towers (geoo) Very hard level as I expected from geoo. Nearly caught me out as another one of his I couldn't get solved. I tried very hard to backroute the level. Many attempts almost worked, but eventually in the end I did come up with a backroute after a lot of struggling. Sorry geoo!

Checked with the replay included and can't believe I had a lot of parts right but didn't think to criss-cross with the middle area a few times

Carnage 37 -
The Daedalus (Eymerich) Appears difficult but isn't as bad as I thought. This level definitely strikes as familiar even though I don't think I ever played this before. Despite the skillset, there still seems to be multiple ways to solve the level. The main challenge then is just finishing on time.
Carnage 38 -
Finding a place to stay (geoo) Very hard level that I really struggled with. It would had been a solve much earlier if the athlete turns back to the right after building twice across the quicksand pit, but he doesn't. Thus began a long struggle with figuring out how to get the level solved. I kept trying to hack the starting platform but it doesn't work due to the 99RR and the number of lemmings. In the end, I found a solution that avoids the turning fallers in midair with a blocker trick but instead uses a different obscure trick. It still uses all of the skills though

Carnage 39 -
Deep Freeze (Crane) I've already played this level before from the Random Level Sharing topic here on the Forums, but this is harder than I remembered. Certainly the hardest is getting the entrances down safely with the very limited number of builders. You also have to be quick to prepare the splatforms for when they land on them later before you run out of floaters. Seems the challenge talismans aren't here.
Carnage 40 -
Turn It Around! (part 2) (Yawg) Not the hardest level to finish off the rank but still a somewhat challenging level due to no builders and the pretty limited skillset. Execution due to timing can be hard, especially as you cannot lose anyone and have to save everyone.