Mark, on 23 April 2026 - 04:56 AM, said:
Not a "real" review since I didn't have a vanilla testing folder on my new computer yet. I loaded the map into my HHR project folder which has mostly the proper tiles, enough to test the map. Of course it was loaded with 3d models instead of sprites, high res textures and some custom content that over rides the originals and of course, Polymer lighting. But I was still able to make a quick run around the map in god mode to get an impression of the map. As usual, loaded with fancy effects and high contrasting color schemes.. There were a couple of places that acted like mirrors. I don't know if they actually were mirrors or if it was a polymer thing. Another cool map. I have my framerate capped at 120 and it stayed at or near that the entire time I ran around the map. One memorable moment was the high climb up in the rocket area. In real life that would have been a real sweaty palms moment. I could have cheated and used the jetpack but I was curious to see how far up I coiuld climb.
Thank you Mark that actually is really precious feedback, love hearing nothing but reassuring confirmation from people that technically things run well for the most part for them regardless of settings of choice (that sounds closer to a goal reached every time); and their impressions in terms of fresh feeling too, I always love it when a map (any map) instills a sense of adventure in some way even (maybe especially) when it's not so huge. There are a couple of places that are mirrors indeed (that I can recall right now), one is the waterfall near the start (which is an idea I reprised from my AA HTTKB maps), other one is inside blue key tunnel (that happens to serve as one of my favorite moments in the map). In general I love using mirrors especially to perplex players with room/hallway geometry/symmetry, classic E2 trick. Hopefully at least some of the next maps (whenever they come out) also will convey some of that fresh feel.
By the way if you are looking to (try and!) shake off some rust/chew on some gum. Skill settings really matter in this episode, maybe less so in this map given the amount of respawns, but (as players have been pointing out) the first map probably is
very accessible without cheats on Piece Of Cake/Let's Rock. If you can make it through the first couple of rooms (should actually/hopefully be fun) then should already have started stocking up and passed the hardest, or second hardest part. And then the second map should be way easier in continuous play than standalone if you ever get around to installing the demo, feedback from more casual players in general I would be interested in if I'm going to be doing sporadic drops/updates. (That is a general statement going out to everyone)
BTW Dr. Panico I appreciate the honesty about the red key mistake, it is true there is a fair chance to miss the pillar going down since there is a little sector blocking part of the way but unreasonable enough, and in a way if the player panics (... user name checks out

) because of the alarm is 1/ justified 2/ means the alarm works 3/ is a viable strat to go out and then come back later for the key, or just grab the jetpack and skip the key (like you did) if they are stumped and/or smart. In fact I actually like that as a possible strat and so most likely will keep it in.