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Thanks for playing firstly. We both take feedback seriously and no, we're not angry.
If you look at the right panel you can see that we made this map back in december 2015. We used PETI for the base and edited it heavily using hammer editor. Looking back today, yes, this map isn't the best one we made but I think as a first-ever-hammer map it's okay. We've learned a lot since then and even our mod "Portal 2: Wake Up" (adv) is old today. We won't update it nowadays but we create new maps, new things and we learn more and more.
Thanks :)
The hidden laser panel activated by a button. This Deus Ex Machina moment is really really not good. You could have indicated that there's something there, behind the unforgiving amount of vegetation.
Please redo the antlines especially the ones tied to the button. Those make no sense whatso ever and they dont give any useful information.
The second floor. It would have been 10 times better if you somehow indicated how to find the second floor. The second floor is so propspammy too. In fact, it is so prop and detail intensive that it obscures my attention on the puzzle. You do not need to cover every cm^2 with leaves and debris because you dont need to. Those props have strange shadows which can be solved by using some options when you compile it. What threw me off more is the state of the room right next to the obliterated room. It is way too pristine and clean.
Again, proper door made with prop_testchamber_door (or something like that) please.
oh my god please dont place those useless test elements outside the map.
Why would you be bothered to make a whole test chamber that is impossible to go in and be bothered to print a text whenever someone noclips in? I mean, it's not good for your compile time so it really isn't benefitial to anyone to have that trigger/light room in the first place. I noclipped around and found out that you dedicated awful amount of space to things that nobody would ever see. There are meaningless funnel, transition room from PTI editor and PTI elevators