I think the way into the tower needed to be a little more obvious.
Well, I hid the hole because I didn't want people to just leap down it straight away without exploring, but as you start off facing Zak there was no real need.
The only real hard fight was the last Skaarj (damn, what class was that, lucky I had the flakcannon and I could move around that central pillar).
Berserker with a custom lord skin to confuse you.
I am still wondering why TF I had to go and get those weapon cards or something.
They were just there as a bonus for exploring players, "Ooh look a card, lucky me gets get bonus weapons" sort of thing.
The Brute ambush was fabulous (even though I heard him and tried that strange looking door, I still got suprised by the attack) but 3 razors made him shut up.
I didn't hear him, must be going deaf,
not good for my mapping career.
Actually I had no idea how hard the Brute attack would be, I knew he was there so I was always facing towards him when I hit the trigger to open the chamber.
Major improvement in gameplay balance as compared to Rise of USP, 3 nice challenges here, also visual improvements, but the story seems to be a bit haywired (probably things will become clearer with the sequel - which I certainly hope will come).
No, I'm probably going to abandon the rubbish sub stories for Chapter two, leaving only a few Interrogator mentions and you starting off at the exit to the mountain. No one wants to hear any more about the dodgy mercs and funny Skaarj.
Instead, I'm going to start a new main storyline and quest. With a bit more planning.