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Also, Ezekel isn't exactly known for following convention. After all, why should we? It follows decent principles of map and puzzle design and that's enough for me.
http://www.steamproxy.net/workshop/discussions/-1/882949475710689142?appid=620
Important quote:
" A player should only die because they made a mistake. Don't force them into sudden, unexpected death, expecting them to 'learn from their mistake next time'. They should be aware of the threats before having to deal with them."
Hopefully you don't continue doing the wrong things when creating maps with my suggestions. Your maps show you have potential to create really amazing maps but are hindered by hiccups that I found as I play them.
of course if i was building a purely straight map, i'd not put such gimmicks in in the first place, and as i'm sure you've witnessed, most of my maps do adhere to a more fair sequence of events, but ya know, it's all in good fun :)
See what I mean about a solution video?
I know to use portals to avoid turrets but there are certain conventions in place, like when you reach the exit, there are no bullet-loaded turrets in the hallway to the elevator. Also your other turrets are not loaded with bullets so putting in turrets with loaded bullets was annoying!
also well done if you found a way to complete without the ball button by the fizzler, you found a solution that i missed :)