The Warmest Body In The Room

So far my absolute favourite of yours. Loved absolutely everything. Visual style. Opressive hostile mood. Overhelming amount of darkness and constant rush for light. Loved the need to be slow with all those thin ledges. Personally I do not like when Quake is just constant battle. So I appreciated the need to be careful. Loved the word "construction". The way how everything was moving & reconfiguring around me, like a living organism or some perverse experiment. All those ambushes hidden inside of all those moving walls & floor & ceiling. In general it all felt filled with backstory, which is strange because there were no details at all. You just said "construction" and my brain was constantly filling the gaps with story bits... idonno, it just clicked on me. The map I mean. Loved it right away. Puzzling tropes in the void. THANKS. If I could give you 1000 & 1 stars for this map I'd do right that!
This is one of those maps where a 1 dimensional rating is always going to be unfair to the work in question.

*Aesthetically* and *tonally*, this is a great map - it feels oppressive and constraining, being trapped in a dark mechanism. The moving walls are great, and generally the mapper's self-imposed constraints are turned into a positive.

However, this inherently also means that it's not always the best experience to play - as others have noted, the darkness sometimes gets in the way (I fell off ledges a lot just because I couldn't quite judge where the end was), and some of the constrained geometry means that it's often easy to be in a location where you can't effectively dodge (the many scrags in the map make this a problem).
On skill 0, I got ~25% of the way through the map (kills-wise), having died more than 10 times (mostly to scrags), and hopelessly lost as to where to go because all the dark ledges basically look alike.
Which, yes, is tremendously thematically appropriate... but also perhaps a problem.
This author gets it. They know what Quake is.

At the first glance the map is lacking in aesthetics, but the more i played the more i enjoyed the basic metal structures. the location feels cold and unfriendly, like a giant freezer. I love how many parts of the stucture were moving and changing, lots of clever traps too. I died 3 times, none of which i felt like wasn't my own fault and thats something i can apreciate.

looks: stylized/5 (i wish it would have a few more textures of the main metal texture such one with rivets or edges to trim some blocks)

gameplay: 5/5 a truly lovely atmospheric quake expierience

atmosphere: 5/5 feels like and eldritch god's freezer

Overall i can recomend this map and one day i hope to create something of equal merit as this awsome map.
I appreciate the urge to work with a theme & constraint. End result isn't much my thing though, I guess!
Very claustrophobic and a little maze-like, which works well here because of Trashbang's signature clockwork design with clever moving geometry, great reuse of space, and consistent use of only a few key elements throughout the 10-minute map.
Gameplay setups were really nice. Darkness being a bit too dark at times. Not a super fan of such claustrophobic and simple spaces being this dark. Some spots you can't plan properly how to move until you see potential paths after you have messed up once due to lighting.
Pretty good given the premise. Really liked how the rooms reconfigured after certain triggers.
Very cool little map. I liked how the geometry changes to reveal new bits of the map as you progress. The lighting is nice and atmospheric as well.