Alrighty, so my first issue with this map comes up in the second room:
This room was mostly fine and really clever, but I think telling the player "I wouldn't want you to do the previous room again" and then making the puzzle solution going back to spawn and making them doing the previous room again is a bit silly. I would honestly just replace that part of the puzzle entirely.
Next few rooms are great, actually. The reuse of the red and green hint in multiple puzzles for different solutions was probably my favorite part of the entire map.
My next issue is mostly a nitpick so don't worry about this one too much:
The whole "Flip the world thing" is interesting but can be interpreted in three different ways: Horizontal Flipping, Vertical Flipping, and Color Inversion. This results in the player spending up to 3x as long inputting a solution they already know as what was probably intended, but there's not really a way to fix this and it's not a frustrating puzzle or anything so long as you keep all 3 of those interpretations in mind, so that's okay.
next up is the portal gun section, where we immediately open with a possible softlock.
This could reasonably be interpreted as the "correct" solution (I assume the actual correct solution is using the teleporter far to the left as a portalable surface or using the portal gun station above this section) which would result in the player teleporting the gem past the gate into the section filled with wooden spikes and losing it there. You may want to slope some of the tiles on this chlorophyte gate to prevent this.
Next up:
Get baited I actually really liked this room lol. The solution felt unintended and made me feel really smart for figuring it out which is a sign of great puzzle design.
this is where I discovered the bug, fortunately there's nowhere in the map you can actually abuse it.
Right clicking the sleep half of bed in this spot phases you right through the teleporter. Pretty fun stuff and you can take it a lot further but that's neither here nor there.
Next up we have this section:
Mazes aren't particularly fun. They don't really present challenge and just end up being time wasters, especially with the player's lack of movement accessories to speed things up. This one's random flickering was also pretty headache inducing and I'm not even bothered by flashing lights. Also, the pressure plates can be accidentally triggered multiple times which makes things even more annoying. If you like I can teach you how to make pressure plates only work once.
My resolution also revealed these bubbles everywhere due to not being fully out of echo sight range, not sure if that was intended.
Next room.
This maze is even bigger than the last one and you can't see any of the walls directly. This idea is really cool, I get it, but it's not fun to actually play or solve in practice at all. I don't really know how to save it. It's ridiculously tedious.
Next up is another minor nitpick:
This room should probably just have not had any puzzle in it unless it was intentionally there to waste your time. judging by the sign here I'm not sure if that was intended or not though. There also seems to be echo sight bleeding into this area again.
Dropper next.
Is this first platform supposed to be completely undodgeable? You literally can't fall past it from the top without landing on it.
I get the intent behind this but it's not very feasible to actually pull off in practice. You basically need to pause buffer with autopause as the portal gun makes you fall so fast when held that you can't reach the center in time without autopause.
Rest of the dropper is fine so let's continue on.
These things aren't fun to mess with. They're extremely precise to trigger and very finicky to work with even as someone experienced with hoiks. I kinda groaned the next time they showed up.
Next.
This room was one you could solve by eyeballing it for less than a second and was basically just running back and forth once you actually figured out how to do it. It felt a lot lazier than the rest of the map.
You probably already know how I feel about this next room, then.
Yeah, didn't like it.
Next up is the worst section in the entire map by a longshot imo.
Pick a path is horrible design as is, but with terraria's excessive respawn timers the problem becomes even worse. Please change the spear traps to invisible teleporters or something so you're not spending several minutes doing nothing in this part just because you chose wrong.
Next up is the minecart section.
This section really is nice in theory but you can literally just step off the minecart to cheese 90% of it. There's not a sign or anything saying you can't do that either.
You can also... just hold up or down to switch directions on the junctions. That kinda cheeses most of the early part of this section.
Next issue is after you get the gravity globe.
Why is this section so long lol. The question is easy to answer but this section has nothing to offer gameplay wise.
There's really not much else to talk about for the next several sections as they were mostly just boring gravity globe gameplay which was pretty easy to get through unfortunately.
My last issue with this map comes from the win screen.
I really would have loved to explore this map with the shroomite digging claw, but I can't. You put the claw's item frame too far away from the spot you trapped the player in, so there's a 50% chance it goes left and a 50% chance it goes right. If it goes left it falls all the way to the bottom of the room and you can't pick it up
Anyway, this map is better than I remember, but the weakest parts of it are the later ones which left a negative impression on me.