I just played both Hunting The Cunt and Automony Lost after reading about it in this thread. Overall I enjoyed it but I felt like a few simple things could have made it much better. I don't play a lot of HL mods so maybe these are common things, I don't know.
In Hunting The Cunt, the part near the start where you have to jump above the fence and then move the box... I knew what I had to do but I spent more time trying to understand what the mapper
precisely wanted me to do. For one thing, there are plenty of barrels and other small crates which in HL you should be able to move, and which you can find all around the room there, but here you're only allowed to move that one precise box. Then, jumping above the fence... somehow it felt like I should have been able to jump over the fence itself, and not just the door, and since the door isn't just in front of the boxes and you have to pull some weird strafe jump, that didn't occur to me at first and gave up on the idea after seeing I couldn't jump above the fence itself. After that I spent a while trying to find a spot where I'd be able to reach the decorative vents and pillars near the ceiling, because that really looked like I was supposed to do that too, for instance the lights were low, and from a box, it looked like I should have been able to jump to on the lights and then reach the vents/pillars.
I wasn't particularly found of the fight in the dark against the Spec Ops either since they have a much better sight than we do, basically the moment you notice them you can't avoid a shot, and there wasn't enough grenades to throw them in the dark. I think trip mines would have been cool here.
In AL, the difference of quality can really stick out sometimes between the original textures and the new, higher res ones you used.
Also there were two moments when you get to fight Alien Grunts from a higher ground. Both times their shots would glitch through the ground if I took cover, and remained there a while, in such a way that if I walked up I'd get hit by them. For instance here, their shots would get stuck where my crosshair is:
http://steamcommunit.../?id=1328024749
Finally, what you said about picking up enemies from the distance is way too true. For instance the last fight in the gigantic room, enemies spawn before you enter the room, and with absolutely nothing to take cover in the room, going in would have been suicide so it was all about picking up everyone from the door. Missed opportunity here; a few simple spots with cover and supplies, and maybe have enemies spawn once you're in the room, and things would have been much better.
Anyway - I enjoyed it overall, good job