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One of my favorites of the series, to be honest - even if I like “advanced” maps anyway, being experienced. Like the original, the fact that you can’t jump is a little confusing, especially for newcomers, but I also understand that might have been the only way to make the main mechanic work.
I do like that this was a bonus chamber though as opposed to being part of the main series - the physics are a little wonky with this concept to begin with, and they become even more so as the tactics required in this chamber are harder to execute. Specifically, I noticed I began strafing for no apparent reason, which is obviously not desired in a map like this. (Although it really comes in handy if you want to skip over half the chamber as I did near the start :P I challenged myself to find the proper solution though.)
Design: 8.5/10
Enjoyed: 7.5/10
I'm thinking how you can give players more time while avoiding possible skips. Maybe make the floor panel in Room 2 smaller and move it more to the entry side of the map, so that it can't be hit in the initial fling, but the glass can be 1 block lower so there is more time to reach the final panel.
This is both a reflex map and a thinking map. This final sequence does require you to be pretty quick and precise with midair shots, but it's also a legit puzzle, and a beautiful one. I thought I'd be hard to surprise after playing through the rest of the pack... no, this final bit got me and had me thinking for quite a while. Excellent, excellent work!!
Visibility was good, noting was hidden or blocked that was important, so that helped me come to the solution faster. Overall it was a pretty good map, well lit, not to bright either; the solution was good as well. While simple and minimal in steps, it wasn't just staring you in the face, it required some thinking, and I enjoyed it. Good job. 8/10