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The aesthetics/music alone make this a top 5 NE chamber for me. I like how the longer angled panel structure allowing for retaining 4-block-height momentum was used twice with the third panel in the first set. Whereas it looks like a mere escape route, it serves a far more important purpose! I don’t know how the usefulness of the floor/ceiling area at the end of the map eluded me the first time.
All in all, this is a very cool implementation of the angled panel momentum conservation mechanic. Though I did miss the high platform above the grate wall for a bit -- maybe some signage pointing up there wouldn't have hurt.
Difficulty: 3.5/10
Enjoyed: 8/10
Thumbs up.
A good low light map is possible to make, but it requires a good handle on directing a player's eyes to what they need to see, like places they need to look up or need to know that it's possible to go there, and especially to emphasize ledges that drop the player into hazards. I'd highly recommend fixing it, because the gentle blue hues look great and are pleasing to the eyes. It even makes me want to learn how you did it so I could make an RBG lighting puzzle map