Dr.Panico, on 26 April 2026 - 10:30 AM, said:
I've noticed something I'm pretty sure wasn't intentional: the gate next to room 001 can be clipped through from both sides. While I ended up using this in my favour in certain moments, this still must be some kind of oversight.
Yeah so you are the best for catching that, the issue is fixed (also in the uploads) now. Probably stray key press on my end or something but such a crucial one. Thanks and glad you enjoyed the map!
unedukecated yes I suspect Polymer is going to start shitting the bed from now on, especially from the next level onwards. But it is useful to know which ones are mostly compatible with that renderer and which ones aren't so that I can relay the info to other players later myself. Should watch out for the elevators marked out of order yes, they all are a legit cache but have a trick so should be on your toes. Beginning should be good enough, first time I ever tested it at all on CGS barely got hit and made it into the building with 130+ health. But lowering skill settings is no shame the way I am utilizing them. Usually it is as game modes (think Game A/Game B etc... oldschool style) where CGS is intended/hardcore the way I like it and then lower steps remove whole enemy types that I've observed annoy certain niches (e.g.. LR barely has any turrets; this specific level should have a couple though; in this specific episode also removes a lot of my otherwise beloved Sentry Drones).
Fun fact, YouTube AI refused to let me post 2D automap. It's not bad though and just symbolic.