It's a pleasure to watch that playthrough, Semfry! given the nature of the map, showing everything - including the lose situations - is on point
Man, this is a great map - and in a unique way, too! The story-driven aspect makes me happy, and it can look absolutely beautiful from an art direction perspective (on top of being technically better looking than the mothergame of course).
The WTF nature of the story works very well thanks to the humour which is unabashedly self-aware (and it escalates further in the next map). This provides an excellent justification for the wild changes in theme.
And amidst all that you still get some gameplay, of course! just enough to keep you on your toes (in a very action-adventure way). It's the sort of thing that will be later augmented with a more bespoke gametype like
firetrucks.
Honestly, anyone who hasn't yet played this and with the slightest interest in
The Chronicles of Weedrow: The Quest for the Chalice of Awesome Evilness should just stop reading and book an evening to play through the campaign: it's full of delightful surprises!*
► Show Spoiler
I don't know which moment is my favourite, between meeting the Cow hologram and the monster reveal, figuring out the right path in a series of junctions (and the "surprise"!), the mighty Bloblet, the Rabbit, the storage dimension's "Shanty Town" with its cyberpunk feel... the whole damn map is a surprise, actually

EDIT: love the hovertrucks and that sweet dynamic lens flare effect, too!
@Semfry: interesting tidbit of info there about Turboman (living up to his nickname), and regarding the rest I wonder what parts were made by Qtit, Frieza, zacman and ebd
*After
Unreal: Forgotten, I think this was only the second major SP project to take advantage of the community patch 227 features. On that note: yes, 227I is still the last version on which this campaign will play properly from start to finish, but we'll get a new version out for 227K (soonish).