Level 1:
Room next to Antlion-Brenda's cell leaks light through. (Blocklight it!)
Power cables don't have to be connected... I put the short one on one side and the long on the other and touched the two ends and it sparked, but didn't connect. (And still opened the gate) Corspse can also be thrown behind the fire. (Supposedly)
Air vent ontop of the stairs could use a cubemap, or a different lighting origin.
Rest of the lights on the control panel should have a red/green light, depending on if they are open or closed.
Laptop's screen is too bright due to HDR for a while until the tonemap adjusts. Suggest putting a trigger_multiple in there to hand-crank it down when you get close.
Room after you get the Phenopod, ceiling beams have no collision and look odd when you bunnyhop through them.
Upon returning to the cable room (In search of the G-Gun) the cables that had once connected things were completely gone.
Antlion was hard to spot on the ground, that I had to lead around. Somehow you can get onto the beams...
http://img197.imageshack.us/img197/7595 ... pment2.jpgVia stacking barrels...
http://i31.tinypic.com/1zvykix.pngAntlion mauling everyone was pretty fun, so was watching the rebel get blown up by the chopper.
Yellow lever is hard to spot after you get out of the warehouse-type room.
It looks like you have alot going on in the 'background' per say, and it's hard to see it sometimes because you don't bring attention to it early enough on in the scene.
Level 2:
Zombie level was slightly frustrating, the caged zombie would get to the end (loose) and stand there, not going out with the rest of his zombie friends. Eventually got through it.
Inside the Energy-Cell room, the powercell with a lock on it makes a button sound, even though nothing happens.
Inside the Microwave, if you shove the computer-gib infront of the door, it spazzes out and sits there and tries to close repeatidly. You can also stand on it (and spin) while it opens and closes the door.
When you are using the 9 button keypad, any "NULL" button results in a 3...?
Ceiling isn't solid and you can jump through it which looks odd.
Once past the gnome and crawling through the vents, you get to an door which slides up. (yellow, chain link), you can stand on the handle and prevent it from going up. If your carefull, you can use it to get on top of the elevator, letting you skip getting the zombie onto the elevator with you.
In the room with the second keypad, you need the boxes to get into the ceiling, but they can be smashed on the door.
Level 3:
After passing the really awesome lazer room and the get to the turret room. The turrets can be knocked over with the gravity gun but invisible trigger_hurts will kill you unless you take the Plexiglass. In addition, I was guarding myself from the turrets and the glass fell through me.
Once out in the slime, if you fall into it and look sideways (once dead) you can see the skybox/nodraw. Also:
http://i31.tinypic.com/osxtnb.jpg (Then you can't flip the switch) You can also get off the cart somehow at one of the crossings. (Untested, just reported) Supposedly by the switch you have to drop the beams on.
Once your moving the ladder around, you can grav-gun punt it outside the fence and lose it.

You can also get pushed by steam over the roofs. Needs playerclip:
http://files.getdropbox.com/u/1085379/level_20000.jpgInside the tower where your being shot at by a gunship, youc an walk through the metal panels to your death. Also not cool.
On level transition from 3-4a, I jump-crouched going into the trigger, and spawned in the ground when I got out.
Level 4a, you can glitch your way out of Mr. Whirly, so he's still running and your controlling him but you can't move (except jump) Mr. Whirely is bugged as hell. :c Make him an airboat instead.
Level 4b, no collision on blue truck inside spawn building.
Overall, great mod. Love building your own vehcile -- Maybe add some nonesential parts that look cooler if the player wanted?