How i experienced the map:
Onwards to Arcadia! And before: De.Facto has also created an unique logo, something i want to mention already, because most maps don't have a complete package like that, which indeed consists of an designed surface... But where was i, let's start the map. Now that was an embracing atmosphere and unique plot, playing as a naked, rough and free spirit =). The musical theme fitted perfectly, had a rhythmic and soft touch just like you would've expected it in a meta-level designed "world". Outstanding terraining, refreshing and groundbreaking the same time, really. And highly spaced out, colorful, but yet ensuring enough contrast to create harmony and beauty. A small strange thing i mentioned was the sound of the spirits respondings, i guess he forgot to mute it, because what i heared was an ancient tree protector xD... I've just put unit responses off to fix it, of course. Quote: "The squeeky wheel gets the oil", thats humor, sense and pragmatism in one, great motto (;. Gunpreet with godly armor, ah well a godly dog? Great poetry as well as philosophy overall in the map, hidden everywhere, you just have to read a bit and begin to understand. It was really sophisticated, not for players who avoid reading, or deny a deeper thought. I found typos rarely, made it easy to enjoy the theme, in this case even relaxing. Shout out to the Easter egg Falcon ;>! That has been out of concept, but makes sense in a sci-fi way. And hell, that was a sight, when you've rebuilt the dynamic of the meta-level... There were many little aspects, which created a depth there, like in the temple of correspondence, pay attention at the chessboard ground! Makes it definitely a complete and well designed package. The cams were buggy sometimes, which didn't hurt that much, because it was easy to re-lock the camera angle (just move a bit back). Too bad the state of matter riddle had a suddenly ripped off F9 info text (and btw, i seriously don't know how to solve it without a dictionary or google). As i came this far i've been missing more interactions, dialogues with other spirits, maybe an enlightened source talking to you, giving tips, hints, charmingly. That would've made it deeper, without stetching it too much (concerning game length). There are a lot of foreign words, maybe too much. Had to use a dictionary from time to time (like i stated before), which isn't really a bad thing to be honest. The final came sudden and unexpected, maybe a tribute to our life, which could also end unexpected... Everything is in sensitive vibratory motion, so it might only take a tiny hit over the rhythmic measure to disconnect one from an once harmonic framework. Anyhow, this ending felt melancholic and a bit too sudden, not satisfying. I am now also curious about the crow. What did it have to do with this map and the four fire places? Symbolism, four golems, four fires? Still this strange crow there, hm. I fear interpretations would become too speculative here.
Numeric conclusion:
Creative Level Design: 25/30
Unique Ideas: 17/20
Defined Artistic Style: 20/20
Lore: 9/10
Gameplay: 14/20
Summary: 85/100
Bonus: I could add or subtract some points. Adding, because of the absolutely outstanding uniqueness of the meta area, or subtracting, because of the sudden end, which feels out of place and weird. So, refering to the map content, i let it balance out itself

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Overall: 85/100
Last words:
I guess everything that came to my mind playing this "true" and classic adventure map has been said. No traps here, only combinations, riddles and a lot of mystery combining with deep, philosophical lore, which has sadly not been made as much relevant as it could've been, but that's fine for me, because i like to put things together on my own. The defined artistic style and the creative level design are the main power here, i guess this won't be beaten soon... Some great unique riddles, nicely set made me truly enjoy the meta level. Gameplay has been fluid, with accents on the riddles (the right spot to make the player think and slow down!), but not as creative as the rest, mostly running around, not enough to experience here to be cutting edge. I guess this map would easily win the competition if De.Facto would've vary the gameplay a little more.
(Miscellaneous: All rocky dudes are called Jai Narayan, like the former spirit? I guess the map maker simply forgot it, but it's only a tiny piece again. Furthermore: The unique interface modification fits the rocky Arcadia, but not the meta-level, for my taste. Then the hero selection button in the top left of the screen, but only on Arcadia, shows a nightelf Warden? - Hmmm... The positive vibrations (it looks like it was made for healing once, in an early stage of the map maybe) have no use overall, because you can't lose healthpoints. The golem shape in the meta-level, which is stored behind an energetic barrier in the end, is almost impossible to set free, because it is hard to find the right spot to interact with. Gold, wood and food are still there, but again that's for perfectionism.)