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One bug (I think?) that came up was that the cowgirl at the end of the level was completely invisible. Could be a problem on my end, tho
I'll tinker with this map when I have some free time, I definitely still have a soft spot for it among the others I've made, I think this one is when I really started figuring out the flow of Trenchbroom more, and generally actually grasping proper level design etiquette lol. Very proud of it, but plenty of room for improvement all the while! Such is the life of a mapper :)
Finally there is some transparency issues with the corn maze section where I could see through the corn at certain angles. I think that in dusk the corn maze section has walls with opaque textures behind all of the transparent corn textures (see e1m2), which I assume fixes this issue. Unity can be weird with overlapping transparent materials but I'm sure there is a fix.
Overall I really liked this map and I think you have a lot of skill as a mapper. I think you could totally make your own game one day and I really hope that you do!
For starters, the performance was really bad on my rig for some reason. I usually get 200+ FPS (which is what I was getting on derailed) but in this map I get like 50. The FPS did go up as killed enemies though, and I finished the map at around 110. Maybe you could spawn enemies in as you play instead of having them all loaded from the start?
I would also recommend baking the navmesh with all of the monster closets opened, since I found a lot of instances where enemies wouldn't leave their closets or cross doors that had been opened.
[See above comment for continuation]
Only downside would be when starting the map, it brings up the "DUSK isn't responding" message which made it feel like the map has crashed but you just need to wait for abit then it gets fixed.
Great work!