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I'm glad you like the puzzles! Even though I've "released" this, it's still open to modification... so any more ideas you have, I'm happy to hear.
I like using the 5th floor bridge between the bottom left and bottom right (from the right side) but the lock on the door of the left side prevents you from using a seagull(conveniently placed outside on the lower walkway) to get the guard out and run in while he isn't facing players. (unless using locksmith or cleaner)
I did play again to see if it would be faster to go with emp> c4, and my result seemed to be yes, with the exception of the bank area. I actually wish there was a wrench or extra c4 in the top left or top right 4th floorws, because coming back down is not worth it with the emp, and you don't really want to make more backtracking for yourself.
Respecting the puzzles is a two way street on this level, which makes slowing down rewarding.
I noticed the coin problem last time I tested, and thought the game was just glitching out. Obviously, it's a problem with the map; I'll look into it.
I think after I update again, I'll be ready for any little nitpicky things you have.
It's really hard to test this one because it's so freaking massive. I think next time, I'll build three floors maximum. Good greif.
The northeast tower will be acessible through f5, I think. You actually cannot reach the top of the NE tower through itself, which is why f2 must be crossed at least three times: up the NE tower, up any of the other towers, and down.
I think you're probably right about the lasers, I'll move them.
This map requires key management. In the beginning text, it will probably warn the player of this. I'll also eventually get around to adding those indicators. In fact, I'll put them in this next revision so you can tell me if the placement is effective.
I'm actually going to seperate the floors again. Having such a small space to work with creates some interesting challenges... both for the player and the mapmaker.
I think I've learned my lesson with this map: epic undertakings are difficult. Because there are so many floors with so many rooms, I'm having trouble keeping the challenges fresh.
There will be enough keys to open every door, but some of them will be on F8.
Speaking of C4, its a godsend at the third-floor Bank