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I do agree with your problems with this map having the issue of some moves not feeling intended, or satisfying. As I mentioned in the description, Duality was made for a competition, which means that there partially wasn't enough time to re-work some moves which might seem a bit awkward to pull off now. I am, as I said in a previous comment, still working on a remake of this, which is definitely taking me some time, as I need to find solutions to issues without creating new ones. But I am going to finish that remake at some point, even if it takes me a year to do. This map was heavily designed around the core funnel concept, and that leads to a lot of geometry and elements being used scarcely, which is the reason for some things you pointed out. I really value your criticism, and will make sure to think of it when continuing with the remake!
Besides that it was a lot of walking around, going back and forth, carrying cubes to different spots, sometimes because of convenient reasons, sometimes just guessing where they might be helpful.
The final move didn't feel as satisfying as I wanted it to be. All the time I was expecting the pit to be a significant part in many moves, but it wasn't. Hm.