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For the first issue, this is a switch cut. This should be filled in this next update.
For the second issue, ladders just haven't been implemented. I will see if I can get them thrown together for the next update.
For the third issue, any of my textures that are not animated are also not lit up. I will get them all finished up when I get some time to work on the next batch of textures.
For the forth issue, a lot of the screens are going to have to be redone. I am going to wait until more stuff that needs to be done is done. Same with buttons, because in the fifth example, the texture is wrong and needs to be the slightly more red one.
The sixth issue is also a switch cut, and was filled with the next update.
The seventh issue is supposed to be a screen that changes its number randomly until the nodes are destroyed. Not yet implemented. Maybe I will fill it with a generic screen until that gets added, or I can just remove the cut out for now?
The eighth issue will be addressed eventually with a lighting overhaul.
The ninth issue is probably another cut geometry that wasn't filled, but the image won't load for me, so I can't verify if it was fixed.
That last link is definitely one I haven't seen yet, I will get it patched for the next iteration.
The camera counter doesn't work, and I haven't really been pressed yet to work on it. That will be addressed in due time. The security level factors in the nodes, so I will wait until they are built and added, so I won't have to redo level security stuff.
The grenade was to destroy the camera, which is locking the red force door at the end of the hall. I don't recall if the build had it working, but it should be working now as intended.
Please don't think I am dismissing any issues, I plan to correct any issue that gets addressed, so please feel free to let me know if you run across any other issues, no matter how small they seem!
As a side note, it'd be nice if you had a button somewhere to enable original soundtrack for the map
The lightmaps on the transparent bridge make it near invisible: https://i.imgur.com/U2fDyeA.jpg
Also the charging units stopped replenishing armor now, instead they just play a sound and that's it.
Also, the chargers and the bed use console commands to spawn 7 items, then remove the ones you don't need. The map should be enabling sv_cheats in order to make this effect happen, but if sv_cheats is off, it won't work and just makes noise.
*Garrysmod disables cvars from executing from within a map since, apparently, it was being used maliciously. I will need to find either a work around, or just accept the default Source charge system.
Also I'm waiting for the elevator music :)
Some func_detail pass wouldn't hurt anyway, there are plenty of small brushes on the map which shouldn't affect vvis.