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The least you can do is update this map a bit more, it has potential to be good if the defending the button wasnt unfair.
One day I do want to come back to this map and remaster it with my current quality standards and experience. Alas, I have other priorities currently.
When I was making these encounters, I was focused on making the fights something that I would enjoy coming back to, completely forgetting that blind playthroughs exist. I think if the map was shorter the encounters would have seemed more reasonable to deal with.
My encounter design philosophy hasn't changed, I am now however operating under the assumption that the player is playing through the level blind, so I am more ok with toning things down. Glad to hear it worked out in the end.
As for those ULTRAHARD fights, they were experiments where I made a previous encounter as hard as I could without making it impossible, then saw if I could do them. I didn't plan on adding them to the map at first, but I ultimately decided to keep them around just in case anyone really wanted to go out of their way to torture themselves. I still really like the concept of taking a previous fight and turning it up to 111, So I might try it again in a future map
I think my biggest issue is something that's unfortunately not really in your control which is that most of the weapons cause enemies to get tossed all over the place, making keeping track of them extremely difficult (Sirian Power Gun and Plasmathrower especially toss those stupid metal Kleers everywhere).
I might stream this map later on seeing how long and deathless unfriendly it is but will probably skip some of those aforementioned secret fights.