I love the ambiance of the dungeon.
The whole story, events in the dungeon, sound ambiance, Malik's notes, all that fit together very well.
I also like the monsters progression, I mean the progression in the encounters as well as the placement by zone.
Fire monsters in level 4 with the Molts and Uggardian within a specifically designed zone with the small fire and smoke volcanoes.
Shrakk Tor with the hives, the spiders with lots of webs and eggs, etc.
It's kinda obvious that you have spend a lot of time in a careful planning of the zone and layout of the dungeon and It pays with an improved experience when you play it !
Of course graphically, as others have already said, the tile set and the other assets are very well designed.
But I have especially likes the assets and object designed for puzzles, and the use you have made of existing assets in the game.
The gem alcove in a wall to open a secret passage, that's brilliant !
The four by four puzzle with the 4 animated pillars, that's brilliant !
The contaminated area is just an amazingly well designed zone, that's brilliant again !
The last puzzles with the 4 buttons on small pillars (I didn't even know you could do this !), Damn it, that's brilliant, again !
And the ballista for the last fight, that was breath taking !
Every puzzle in this dungeon as some nice little touch here and there that make it unique.
I think the leap of faith was the first that forced my jaw to drop to the floor. But that was not the only one...
Komag (and other) have spoken about the Pitfall puzzle which was really nice, but I have really liked the light pattern puzzle with the pits opening when you walk on them.
There is also a nice zone with demon heads spitting lightning, you take heavy damage without a lightning shield, you run, you run and at the end there's a wywern waiting there to finish you off... I think that was the first time I died...
I am only guessing so I may be wrong, but I think most of the players and modders would be first amazed by the look of this dungeon.
Some may stop there and just take the models and assets as the most this dungeon as to offers.
On the contrary i think what make this dungeon really enjoyable and amazing is the careful construction of the ambiance and the puzzles so that each piece could fit with the others.
The fourth levels comes into mind because it has reminded me of the 6th level of LoG.
I mean you have advanced and put together pieces of the story already and you are in a segmented level with different encounters and puzzles to gather object that could open the way further... Gems here, keys in LoG, but the construction is really similar.
As others players have already said, there is still room for tweaking here and there, or maybe for taking notes for your next work.
For example, the book of dodge in the first or second level, and others books too could be placed according to your party classes.
I played with 2 fighters and 2 mages, so i had just to throw this useless book.
Maybe the same kind of process could be used for weapons in some levels.
You test the skills of the characters and you place useful items and weapons according to the skills chosen by the player.
For example a fighter with axes would get the ancient axe in place of the royal mace in a secret alcove.
That could even lead to some nice re playability for the dungeon.
Ho and I have to say that I need to take a look at the source because the credits with the elevator was just another amazing piece of modding ! It even a shame that was just the credits !
I will have to dig into your technique here because that was looking really good !
It was kinda like looking at the credits of Portal, without the song !
I'll stop here because I could go on and on...
Long story short : I've loved it !
So I have one question : What do you plan to do next ?
I want more ! 