- Most of the light swtiches don't work -- though a few do!
- The small lift near the start of the level (around the area with the mesh floor above) is easy to confuse by flipping the switches in an unexpected order. The lift "door" will get stuck open easily.
- In the side room above the first conveyor belt area, where there are two monitors and a power cabinet, the pull handle is very difficult to distinguish as either a handle nor an interactive element.
- enemies in toilet stalls always get stuck in there because of the direction / angle of the toilet door. Consider flipping the direction of the doors, or creating a script such that when you enter the room, there's a flush and the enemy walks out of the stall...
- The switch
Spoiler:was odd. It just doesn't marry up as a reason for opening the gates. As a secret of some sort, yes, it's great -- very Duke Nukem -- I spent 10 minutes looking before I spotted it because I couldn't see a clear means of opening the gates, or if they even opened at all! (backtracked a lot looking for another path). Something that is more readily readable as "this opens the gates and this is clearly where we'd put such a switch" needs to exist, perhaps in one of the rooms either side of the gates.
- As with C1M1, it is very disappointing that the level ends suddenly just before you actually get to Dirty Douglas. I would much prefer (and it would be less jarring), if the level ending by actually going up to and speaking to Douglas.
C1M2 was an extremely enjoyable map. Very, very, very long with some great areas. I loved the approach around the front of sea defences and I loved all of the 'dungeon' area. By the time you've been through it all, it's actually the office-y areas near the start that look the plainest / most repetitive.