Here's a fda, pretty random running everywhere, got extremely lucky in several spots, finished in 22min or so. Was fun nonetheless, despite of overly safe play. Checked the map afterwards and the rush strat (bfg through everything, run behind the final cybs to make them kill revs, then clear the remnants) worked, at least with saves, but i gave up on doing that for now, cuz noob. Walls alignment is funny in that it allows for pretty sick elastic collisions. Mainly into berserks :p Not sure if there are any annoyances/bugs that i could point at this moment, everything seemed fine. Btw is it me or the mapping style resembles Ribbiks' or gggmork's experimental maps rather than Phml's ones?
Also checked Lagger's trick or cheat map and hooooly cow that was amazing. The whole map looks like an immense amount of work has been put into every aspect of it. Right off the bat there is a variety of routes to choose from and the map reveals more and more ways between each area as you progress further.The very beginning can scare off an unprepared player, but once you get past the 2min30sec spot alive, the map will keep you until the end, offering a hefty amount of tricks which are actually solvable without spending hours in doombuilder. The traps are bloody and smart, i can remember only one that is done entirely by circlestrafing.
Few things i disliked a little bit though:
-Blue key cybs obviously. I guess one can wake them and do something else while waiting for most of them to teleport in, then easily wipe them out. I should've tested that probably. Either way, feels a little limiting.
-Start is intimidating, and so far i managed to find only one route that works if you haven't discovered a "mountain trick" in one of the first rooms. Even without it, i probably wouldn't have guessed to jump onto that place later in the map. Maybe making the normal way a little more obvious would be helpful.
-Red skull key doesn't have his own trap! Feels anticlimactic. Maybe hiding few mobs in the walls would work. I'd prefer scary viles to teleport into some remotely distant room, but since the map is already heavily equipped with viles, it's probably not a good idea. But even a joke-trap would be better than nothing in my opinion - say, a group of monsters teleport in and then they teleport out again, or just die. Something to release the tension of a player, since he's expecting something nasty to happen there.
-The invuln secret with tons of viles on it and a button nearby. It's fine by itself, but anyone who would try to rush to it while demorecording (the easiest of fast uv-speed routes i found goes through this part, for example) would have a bad time because of having to do a precise sr50 jump with infinite tall mobs blocking your way. It doesnt help that they keep teleporting in a room and there's no good way to kill them. Luring monsters away works, but it'd be more fun if the jumping line was surrounded by lines that block their movement. I've done a couple attempts and was blocked every single time, maybe i'm just missing something there.