Got through it.
Yes, I used some console commands to beat it. I wasn't patient enough to legally beat each level, though I could have. . . I think. I forgot about difficulty. Turns out I played on "0", which is the easiest/lowest difficulty isn't it.
Your campaign contains the best and most competent level design I've seen in any other mod. Objects are placed with care and there's an actual sense of design evident in your work.
IMO an uneven emphasis was placed on combat. Level after level of maximum clusters of enemies. SHIFT+I came in handy a number of times, hehe. But only after I tried hard a few times at least. Though, I did gain an increased understanding of combat in Lugaru. You really pushed the boundaries of the combat engine due to all the group fights.
How did you do the smooth level map transitions? Where the map simply repopulated with enemies right before your eyes with barely any load time? That was pretty slick. Though it put me right in the middle of the next wave a few times. I run around a lot - you never know where a player like me will be when I beat the level.
Did you mean to leave debug on? I suppose you could've also made the default difficulty 1. Using config file.
I'm surprised nobody has yet thought to overwrite the 14 challenges with new ones. My mod will include this. Each challenge will be derived from key levels from the campaign, but not identical to the campaign.
And like someone said, the end is a bit sudden and underwhelming. I made the last boss fight interesting by using slo-mo. I spiced up a few combat levels by upping my speed to 2.0, using slo-mo so the game ran in slo-mo while I seem unaffected, and did punching run-bys on the enemies. The ragdoll physics never cease to amuse.
The story held together well, too.