For any more information about the datapack (while recommended for maps could be used for many things really) check out the wiki here, it may assist with your playthrough the map if my directions aren't too clear or other things created by Heroshine:
The map is based on a datapack that adds teleportation mechanics (can be found here that you can use outside of the map for your own maps or for your own teleportation uses: https://www.curseforge.com/minecraft/customization/shift_c) where you create teleportation points, remove them or swap between your position and your newly created position (can only create one and use one at a time). While you can teleport far I have restricted the spaces you use it to suit the levels and my ability to build to make a reasonable amount of levels rather than just a 1000 wide room or just open space you can teleport since the range doesn't seem to have a limit other than what you can see.
There is 6 levels (and 1 bonus level at the end of level 6's exit that I won't spoil but is good for a challenge) that vary on a few random themes and showing what the datapack can do, whether it be the ability to teleport on top of blocks, teleport through Glass blocks, or Red Terracotta preventing you from teleporting at all; to avoiding water so you to don't ruin your playthrough glitching in place and ruining your FPS or not teleporting into doors since they will block your path horizontally but can still be teleported onto.
A lot more is explained on the project page as well as a few level screenshots. The goal of the map is to get a pressure plate or lever to access the iron doors in each level, find secrets in chests like in old school minecraft maps for something else to do besides finding the main goal and themes suited for vertical level design from a park with trees to an abandoned industrial complex.
Level In Images:
Level 3 - First open space level as prior two are linear on purpose. Supposed to be a park/beach of sorts.
Later part of level 6 - Dark Abandoned Industrial and restrictive Red Terracotta filled level to make the player really look for anything they can teleport to in this darkness as well as through tougher out of reach spots to find a way to get on top of blocks.
Level 1 - A training area. To show off the 2 storey vertical level design but also in constrast to the more open and wider vertical access expected in later levels as well as emerald guide blocks, glass to teleport through and Red Terracotta walls preventing access to areas the player shouldn't be able to teleport to.