I got to play this almost immediately after the release, here's a bit of feedback (note: spoilers):-
First of all, I appreciated the change of pace from your previous works, this was more puzzle oriented and had a role play feel to it which I always enjoy. The architecture of the De'Nasha Breeche Monastery is not overly sophisticated, it is
right, and has some beautiful aspects to it. It isn't a big map, and yet for me that was still a "long play" the first time round (over an hour), partly because I immerse myself by taking my time (and this map is really suited to that) and partly because, frankly, I had to spend a bit of time to figure out how to solve the puzzles
The sky island theme is always nice. I do believe this level accomplished the minimum in that respect; more could have been done in order to "feel" that you're on a sky island (other sky isles in the background, wind blowing on the edges of the terrain, more varied topographic relief - including that which allows you to appreciate the underbelly of the sky island from extreme angles, etc.).
Nice link with the mother game, by the way!
A few technical approximations (no real issues):
- I can check again, but it seems that if you go and ring the 2nd set of bells (i.e., the bells from the second tower which has the faulty lift)
before the first set of bells, then you can't trigger a conversation when you return to the Nali in the starting room (and so the sequence of events is broken, making you stuck in the level)
- I know I'm not a really good FPS player, so when I fought those "bugs" I fell off the platform at one point and this together with the commotion upstairs made just about every Nali in the map panick (except for the one in the starting room), making them run and subsequently teleport for the most part (save for the one at the altar, who resumed praying after cowering near the altar for a bit, so he was basically still in place) - this led to a funny situation, whereby I was thanked by an invisible high priest, and an invisible cattle carer told me to slaughter that cow for next morning's breakfast! At least a Nali in flesh did run up to me when the Skaarj attack started, which leads to the last technical approximation:
- I was pumped up and rushed to get the Stinger, expecting Skaarj to appear round any corner, but upon getting to the Monastery's main entrance, I saw nothing but the Skaarj fighter aircraft! I tried shooting at it and getting closer - nothing, so I ran back inside and then all over the map looking for the Skaarj!! Eventually that brought me back to the main entrance and this time, next to the fighter aircraft, I finally saw the Skaarj Berserker wandering around

on Medium difficulty at least, the final attack may require controlling the Skaarj Berserker's random movements a bit so that the player actually finds the creature in a plausible "attacking" position (like right in front of the main entrance door or something)!
Overall, this is still a great map, worth playing for its looks and unconventional but perfectly valid pace which enhances the atmosphere. It is, in my humble opinion, your least great SP work, but that's mostly due to its scope, but then again, this is apparently just the start of a new series, and I'm definitely looking forward to the rest!
Thank you for sharing this Doublez-Down!
Cheers!