I played through all of them, twice now. I'm impressed by just how much more content the other entries provided! hermanJnr.'s entry had some good surprises and cool sequences and generally worked pretty well. Burnerman56's entry had some good scenes and ideas as well, including good use of music and a few secrets sprinkled around, but relying on HL AI to stay alive long enough with so much combat is a risky thing and can result in some frustrating moments. Either way, I think both entries stuck to the theme very well, with a good balance between giving and receiving help.
I made some more notes so if any of you is interested in more detailed feedback (or if you want to give feedback on my entry), feel free to PM me.
@hermanJnr: the curved wall was done by creating a small and large cylinder, then vertex-manipulating tetrahedrons to line up with them. A bit tedious but fairly safe. The curved line was just a func_detail, so no risk of grid/leak issues. The lighting in the maintenance halls was mostly a combination of texture lights and chamfered edges to soften the transition between light and dark. I don't know how much of a difference Vluzacn's compile tools made compared to Zoner's, but from what I read it does come with some lighting improvements, so I think that helped as well.