Delirious 1 -
Pull It Together! Great level to start off the rank, though nothing too special other than realizing that the key trick is to extend the basher, which I saw pretty quickly here.
Delirious 2 -
Tell Me, Little Lemming Certainly harder than the previous level, though I made the talisman solution more complicated than it needed to be

I was sure the blocker would had made the solution easier to execute, but I couldn't figure out how to use it. Turns out that I simply needed to scoot the builders back, before the miner but it going to the left instead of to the right, allowing one to release the crowd via the blocker at the end.
Delirious 3 -
Not A Lemming Went By... Probably the hardest level up to this point in the pack. The talisman is not that much more challenging than the normal solution, which is in itself quite hard to find, due to not being very obvious where you need to build to navigate the level efficiently. I think this is also the very first time I've seeing the Bridge trap kill and it being somewhat slow to re-trigger. I guess the nice thing is that solutions that need compression with these traps won't be super frustrating

Delirious 4 -
Backwards Dance One of my favorites of the rank. This level is one of those where you must absolutely pay attention to every single element, including pre-assigned hatches! Before I remembered it's a climber hatch, I kept thinking to mine to make a ramp near the exit to get the others to it, but it's unnecessary because they can just climb to the exit. I love the mining the blocker free from below trick here!

Delirious 5 -
Into The Web The only level which needed more than one video, which I regret because I stopped too early, as I shortly realized the solution after a quick glance at my video. The problem here was that I kept trying so hard to use just one builder for the far left side, as well as prevent any lemming from dropping to the bottom of the level. The former is a playstyle that is hard for me to break from, economizing and minimizing builder useage as much as possible in any area

I simply thought using two builders is too wasteful. Also didn't realize the drop is non-fatal, when I think it normally is. Nice level, though it can be very challenging, especially figuring out the parts after the platforming, though if you manage to figure out the early parts correctly then it won't be.
Delirious 6 -
Lemmings For All! Took me far longer than I thought. This was nearly another roadblock, after the previous one managed to stump me. The talisman solution is far harder than the normal solution, though not so surprisingly I overcomplicated how to obtain it. I do love what I did with making the digger the blocker to get almost everyone as compressed as possible, bashing to release the blocker and the other half, and finally platform and build to the exit. It happened to just work out for me

I checked the other talisman solutions and yea, once again I'm not surprised I overcomplicated it. Good to know that my rapid fire digger and miner at the start aren't needed for it after all.
Delirious 7 -
The Highbridge Not as bad as I thought, though still not easy by any means. If anything, the fact you can only lose 1 here is what makes the level hard. Seems I might had made the splatform far tighter than it needed to be, as it just barely save the second lemming from splatting by placing that crucial stacker brick just in the nick of time. I needed that stacker for after that 3 builder staircases to reach the exit

Decent level here.
Delirious 8 -
Depth Layer Ah, here's the big builderless level in the final rank which is characteristic of all the other Plus packs with a number in the pack name. It's a builderless level, which is a type I like a lot, though honestly I consider LPIV's the best one in this regard

My main critique here is there are some places where the area to make the staircases is a bit small and hence tighter than it should be. Just a minor nitpick, especially as it's not too much of a problem due to framestepping and skill shadows.
Delirious 9 -
The Bridge to Heck The final zombie level of the pack, this one I found to be challenging, especially the talisman. The hardest was figuring out how to get rid of the zombie. I got rid of him by bashing out on the far right before the ramp, which almost doesn't work because of its distance from the wall. Also I kept thinking to build the crowd out, when in fact I completely overlooked bashing them out, which has to be done from the right due to the OWAs. The rest was easy after that, though here I must say I like namida's way of eliminating the zombie, which was building at the top and it still being survivable until bashing out the table , which will make it fatal for the zombie. Nice!

Delirious 10 -
A Lemming Shall Come Forth Another one of my favorites of the rank. I especially love the useage of the digger to allow the climber to reuse the teleporter to bash through the final obstacle before the others arrive. The solution all comes together very nicely when you figure all the parts out. The only part that I struggled with building over the teleporter, which again I considered "wasteful" but then there's no way to get to area with the final wall before the exit due to coming out the receiver the wrong way. Nicely done here, namida!

Delirious 11 -
The Obligatory No Time To Die Level And now, the NTTD level in the final rank which again is characteristic of all the Lemmings Plus packs with a number in the pack name. The talisman here is quite possibly the hardest to get in the entire pack, though once more I really overcomplicated it so that I literally only had a second to spare for the requirement. For some reason it never occurred to me to make staircases in the gray terrain in the middle. I guess it was a pretty severe case of me thinking it's really a waste of the buiilders. I think all talisman solutions I checked make use of it. Not mine, as I went up from the left side instead. No wonder I struggled for nearly 1.5 hours on the talisman!

Once again, I generally like this level, but I think I prefer some of the ones from the earlier packs of the series over this one

Delirious 12 -
Dareful Drop (Part II) Most definitely belongs in this rank, as this is far harder than the original in the previous rank. Even with an extremely minimal skillset, the solution isn't easy to figure out whatsoever. Figuring out how to make the splatform before anyone splats was the hardest to do here, though that part I really overcomplicated. Also making sure to bomb the platform to leave one pixel of floor that allows the others to survive the final drop, as that is the only way to survive the drop. As it turns out, the fall is almost fatal by just 1 pixel. Yet another case of me really overcomplicating the solution which involved some RR fiddling. Surprise much anymore?

Delirious 13 -
Another Very Unrealistic Bridge Not too hard but not easy either, though a level that looks harder than it really is. I kind of liked what I did before with making a one-way path on the bottom far right, but sadly that leaves you at least skill short. Now this is an example where you don't want to use too many skills in an area, though it turns out the solution I came up with uses the same amount but the difference being one used the bomber, the other a basher. I completely overlook building in the middle twice to isolate a lemming and then can release the crowd later with a basher at the bottom of the pillar. The solution really all worked out once I realized where else the bomber can be used more effectively so as to make better use of the constructive skills. Nice level!
Delirious 14 -
Desperation The main challenge here is quickly coming back to the starting area to make a landing platform for the crowd. Checking other solutions, seems I indeed had the right idea with the builder wall and then safely building to the exit, but the problem is where I placed the blocker. For some reason I thought placing the blocker at a place where he's not in the way later would take too much time and hence too many would had splatted this way. Instead, I resorted to the double builder turnaround trick, which nearly fails anyway, though maybe I could had made it less tight by having the second one join up with the first one.
One thing about the traps: Only two are visible, the rest aren't. I checked Icho's and all fire traps are visible. Here, I guess the biggest hint would had been the brighter than usual aura. So, I don't know why my version they would show up like this while in Icho's you can clearly see all the traps, especially when all downloads of the pack are for New Formats NL.
Delirious 15 -
Swampflower Somewhat hard but not as bad as I thought. The hardest part for me was the bomber to make a climber friendly wall to allow the climber to get back up to mine the crowd free. At some point, I thought maybe the intention is to clone a miner, but I struggled back and forth between that and cloning the builder at the start, which I was pretty certain is correct pretty much from almost right away at the start. I eventually settled for the latter as there's no way to have all gaps sealed up if it wasn't the case. Great level and I enjoyed it very much!

Delirious 16 -
Wacky Way O.o I really like this one! Similar to I think Sharp 8 from LPO2, there's a gap that does a really good job of making you think the platformer goes there, but in actuality a builder needs to be used instead. This still leaves a hole on the other side for the ones coming from the right to fall through. This is genius!

Once I realized this, the rest of the solution came very easily. Well done here, namida!

Delirious 17 -
Compromise A level that looks hard due to the 99RR but it really wasn't that bad. The only thing is that I'm not sure if it's intended to build up to reach the exit at the bottom due to the fire trap, but maybe it is. At least that's what all the solutions I checked do, from Icho and Swerdis. I'll have to check namida's to be certain, though. Nice level.
Delirious 18 -
Caveflower Another favorite of mine, especially as it's builderless!

I figured out the solution pretty quickly here, with the caveat that the glider loss caused me to be one short of the requirement. Luckily, it was an easy fix, where I used some timing to place a blocker in the glider's way to turn him back towards the exit and then quickly bash the blocker free with the next lemming coming up to him from the left. Great job with this one, namida!

Delirious 19 -
The Highbridge (Part III) Definitely another case of a near repeat being far harder than the original, but only because of the tight time limit. Here, the unusually high destructive mask of the miner took me by surprise, though it still took me some time before I came up with it. So, this appears to be a backroute, especially as the addition of terrain near the exit seems to have been intended to block out my solution with building up twice, stacking, and then use a climber to mine through the ceiling to make a climber friendly wall. This turns out to be the way Swerdis solved the original, though he and Icho solved this level the same way, and they appear to be intended. Overall, for a level considered to be the hardest of the pack, this one took far less time than I thought

Delirious 20 -
Rocky Road (Part IV) As expected, since the once-per-rank level hadn't yet appeared for this rank, the final level is indeed the Rocky Road one. As such, it's likely intended to be the hardest iteration, though it appears I also backrouted this, given that Icho and Swerdis solved the level in the exact same way as each other, with the clever making a climber wall for the swimmers. Here, I avoided all the permanent skills

Maybe that's why the RR is locked? Also being the Rocky Road level this makes a full circle, as the first level of the pack is the very first iteration of Rocky Road. Very nice.