• the two buttons to lower the bars worked fairly well in terms of presentation (press a button, half the bars go down, realize there must be another button), but it would have been better if the second button had a view of the bars to see the effect of pressing it, (e.g. through a narrow window or something.) If you can't directly see the effect of a button, the second best thing to do is print text that tells you what it did (e.g. "the gate has been lowered" or something.)
• the gameplay space is very flat, the entire first floor is one single plane, and the second floor is a second plane. Varying this up from room to room would be good, e.g. by having the player go up or down a few steps along the way. Even within a room having part of the "bottom floor" be a bit lower or higher than other parts would help.
• button operated doors should print a message if you touch it, vaguely implying what needs to be done to open it.
• i liked the staggered teleports after getting the gold key, i don't remember seeing that before
• architecture and room layouts got more interesting in the second half of the level.
• bug report: the tarbaby that spawned in a hole, it was trapped in there and i had to shoot down into it to kill it. Also if the player falls in here they will have to noclip out
• bug report: in the SNG room, seems like a vore was supposed to spawn but he was trapped under the floor -- quakespasm 0.93.2, playing on normal skill
• i like the little fallen bricks you placed on the ground below each arrow plaque that guides players to the key doors.
• only found one secret (yellow armor after gold key)
Thanks for playing, and thanks for the feedback!
I think I was being too minimalist in communication, which resulted in too many assumptions about how the player would think or act. Before reaching out for testers, I didn't even have arrows! Everything seems obvious in one's own map, so that first-time feedback is very critical.
Regarding the bugs - that's an unfortunate side-effect of shoving monsters around with doors/lifts with narrowly timed triggers. I liked the idea of monsters coming from a _place_ rather than suddenly existing from _nowhere_, but I was probably being too clever for my own good.
I agree with everything @metlslime said. A couple of really fun fights, where you easily could get infighting going, which always is entertaining. I think the lighting was rather flat, especially in the first part. Would look more dramatic with more thoughtful lighting.
Also, one of my pet peeves: It's eerily silent if you play with music off. Just some odd water sounds (odd because there was no water that I could see) and the sound of some broken lights. I think the soundscape is very important for immersion and a sense of place.
But fun map with nice, minimalistic design, some cool fights and ideas.