Ground Floor: Lobby/Logistics - Urby
Somewhat unfinished, I know. Nice to look at nonetheless. I was stuck for a while unaware of the significance of the security card until I picked it up by accident; I think highlighting that a little more could help. Otherwise straightforward and a nice introduction gameplaywise.
Floor 1: Recreational - 2muchvideogames
This floor is a little strange, but not unenjoyable. The odd banter of the NPCs is pleasant and you know exactly what you'll get from the massive speakers. That odd turret was a nice touch, I thought. The crowbar may benefit from a little highlighting. People are saying a lot about not being able to hit the security override. It wasn't 'til I played it again that I found I never pressed it the first time either. You don't seem to need to. Thus, I have no idea what that button does.
Floor 2: Lab Complex - Dr. Orange
Considering he "broke [his] knee pretty bad", that scientist can walk just fine. Anyway. Pretty simple, a nice little level. I can't think of a whole lot to say about it. No real flaws, simple design throughout. Quite Half-Life-y. Can't think of a plausible explanation for all that shit piled up in the hallway though. (Not that I can talk about plausible explanations.)
Floor 3: Rebellatrix Media Group - JeffMOD
There's a lot of files A-Z 7355608! Found that hidden (?) thing, even if I have no idea what the heck it was playing. (N.B. That parkoury shit? I can get way behind that.) I noticed my FPS dropping a touch in this floor. Didn't think much of that until Stu said it was much worse for him. Some optimsation may be needed. Otherwise, a lovely looking map!
Floor 4: Crystalline Energy Dept. - Urby
A nicely-crafted little level you have here, Urbles. The room with the grunts was very nice in particular. I don't have a whole lot else to say; it's very pretty, and where you need to go is never confusing (a nice change). It's just... y'know... grood. I mean, good. And great. Great and good.
Floor 5: Status Reporting / Admin - NineTnine
Have you submitted your status report to the administrator today? Those silly scientists. I chuckled at this one =)
Floor 6: Riddler's Complex - Malle
I'm sorry to say I have some issues with this one. Firstly, that button in the corridor. Why do you have to hit that? When every other button in the whole mod, including on this level, is use'd rather than shot/hit, it's just a touch confusing. Secondly, the beams seemed to kill me only some of the time, which was also confusing. And then there's those same beams along the conveyor, which don't kill you at all (as far as I can tell). The tile-jumping thing is not fun by any stretch of the imagination. And that last crouched room... hell, I have no idea what you're supposed to do there. It seems like an invisible maze with no actual way through it. I used noclip through those last two parts.
Floor 7: Bernier & Co - Tetsu0
A pretty little map, part eye-candy, part find-the-stuff. The "Bossman's key" isn't all that obvious that it IS a key, only really implied that it's of interest because it's concealed. Otherwise, not bad at all. Oh, except that if you walk into that room with the alien grunt, the door can close behind you and it seems like that locks you in there forever. I couldn't get out. EDIT: Apparently the wall blows open when you pick up the card. Something that didn't happen the first time.
Floor 8: Time Labs - Jessie
Obviously I'm not the most qualified to judge this level, given that I know exactly how it all works and such. I hope it was at least interesting for y'all =) My first impression in this mod was how spacious it was compared to all the others, and was frankly a nice change from the otherwise kinda claustrophobic atmosphere of a lot of the others. For those of you who can't figure out the last bit... what special thing can you do with the Gauss Gun? Oh, and to Urby, the same way that gets you past my obstacle gets you past your SecuriScan barriers =P You should probably fix that. Or I can, though I'll need the RMF or whatever you've got. Also should probably slap an autosave in for when people pick up the Gauss. Don't want them too stranded if they waste all their ammo.
Floor 9: Aerodynamics - TJB
Eye candy! Not a bad little display here. Some of the map, particularly around the entrance, is a little blocky, but for the most part, not bad at all. I don't know if you're supposed to be able to climb into that big thing, but you can. No biggy.
Floor 10: Upper Management - The Mighty Atom
As much as I appreciate find-the-stuff gameplay, I couldn't find the last one and that halted the progress! Just a bit of a bugger, really. I called in noclip. Otherwise, a pretty map, and flows quite nicely. It's hard to stuff gameplay into such a small area, but you've pulled it off well. EDIT: And after a second time, I got it before I'd started to look for it. shrug
Floor 11: Chairman - Strider
I mean, what can you say? Sexy. That's what you can say. This map is sexy. Not only is it sexy, but the stealth is a nice touch! A few times I blundered right into the cameras, and that's what should happen if you're not careful! I also found your easter egg, which I can't remark on that much, the reference isn't really my thing.
As for the roof, well, it's not bad. A nice little grunt-helicopter playground. Will be interested to see what you do with it.
Awards time!
Eye Candy Award - Strider
Fun Award - The Mighty Atom
Humorous Award - NineTnine
Entity Award - My own dang self ^^