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And yeah, there are a lot of planned additions to help pad it out a bit, since most of the rooms are empty right now, and it'd be nice to have some more intermediary objectives to control the pacing. Those are already on the roadmap, we just didn't have time to get them done for the contest.
Third-person is probably always going to be default since the map's visuals and brush geometry are designed around it, plus we're compiling this as a traditional Source map for optimization reasons (so it's sealed by skybox brushes, and visibility is actually blocked using world brushes instead of making everything a func_detail), which would make the normal camera buggy. But once the ceilings are attached to a func_asw_fade entity, the camera mode can still be overridden with a challenge if you're fine with those caveats.
Thanks for the feedback, glad you enjoyed!
Cool map layout, mysterious and little scary atmosphere overall.
btw, is there going to be a normal camera version, i do read the description, but just asking.