Grabbing the update now, glad to see you're so quick to the mark. Missed your messages on hotline last night, had gone to bed already. Will test this updated version out a little bit before work today; though I've run into a bug several times on Borogrove now.
The explosion that blows the pylon up is too violent/powerful; the stones being flung around go too high, and have too much potential to bounce to weird locations. I've had chunks fall into deep water where my dwarves can't get at them, I've had them fall into tree clumps where I can't bomb them out of place. If the initial explosion wasn't as violent, it wouldn't spew the rocks as far and random. Something in the Level hints about having to find an additional 3 rocks would be valuable too, as one time I had collected them all and the level didn't end, confused me. Also, when the dwarves go uncontrollable and then drop the stones off, you always have them turn around and go to a waypoint in the middle of the world knot. I'm finding this kind of annoying; I could see the purpose if you had 6 or 8 dwarves like on the M2 map where you repair the knot, but its more a hindrance than a help as the middle of the knot is often the furthest point from any of the rocks! I'd suggest just having them become controllable again once they've tossed their stone onto the pylon, leave them where they're standing. Just my opinion though.
Edit: Oh! I forgot, on one instance of testing I loaded Borogrove, and the pylon explosion "missed" its target, and the pylon didn't explode. Make sure the projectile is REALLY REALLY close to the model, or even ON the model. If you double click on any object on the mesh, it opens an options window with some flags you can tick (like invisible observer, respawns, etc), in that window there are also some fields to edit the object's world location. Don't worry so much about X and Y, but you can edit the Z value to affect how high up off the mesh the object is... the Z value will default to whatever height the mesh is at when you place the object, but you can manually adjust it after you place it, so that it's higher up (and closer to the model geometry).
Edit's Edit: And that time it missed the pylon but hit my warrior and killed him. Lol.
Edit 2: Edit 1 reminded me also, you need to place an invisible observer at the world knot the player ports in at. As it is, you see all the fx, and then the units pop into place. If you have a Team 0 invisible observer in the zone, it will show the units fading in properly. You can make this invisible observer actually "invisible" or just "delete unit" after the player ports in, so that they don't have sight on the world knot all game.
Edit 3: LOL, now I notice itty bitty little thrall monsters on top of each pylon. These are probably your trigger monsters for the explosion? Set their object tag's scale to 0.004 to make them virtually invisible in game, without actually being invisible.
Edit 4: The giant ghol pack that ambushes the dwarves and Jman after you rescue them, is a little bit overpowered. I lose half my arty to the 5 or 6 puss bombs they have every time. If you're going to have that many ghols, maybe only 1 or 2 puss bombs, or none at all. Or maybe vary the puss bombs by difficulty rating... you can flag projectiles by difficulty just like you can flag monsters. For example, if you flag the puss projectiles so they're on heroic difficulty, the ghols will only get the puss on heroic or higher.
Edit 5: Still on Borogrove, there's a small patch of water that has the wrong passability flagged... the top fork at the end of the river in the South West corner, I have scuba warriors; human depth terrain, but the water is deeper than human depth. Similar issues in this area with Dwarf depth media as well. Scuba dwarves.
Edit 6: And, I can't find the last piece of world knot. What "Mountain"? There aren't really any on this map, just rocky hills and I don't see any pieces on any of them. I found the one on the little plateau, and I found the one on the island. Can't find the last piece anywhere, running around the map blindly isn't very fun.