Made several changes based on feedback I received here as well as some other things that I think improve the map's quality. I'm planning to go back and rework some of the early green rectangular rooms since I made those as I was figuring out the whole Doom Builder/ACS process - that will probably take me a couple of weeks to complete so I'll post another update once I've made those. For now, though, here is what has changed in version 1.2:
WAD Version: 1.2
- Added new sky texture (from Hexen) to fix issues with previous one.
- Added fog effect (from Hexen) and weak moving wind to outdoor areas.
- Added a Dragonclaw along with some ammo pickups throughout level.
- Changed some encounters by moving around teleported monsters and adding new monster closets.
- Updated graphics on water well in courtyard area.
- Reduced the amount of torch items in level.
- Lowered platform Iron Liches are on - they were not firing their tornado attacks for some reason.
- Removed a time bomb pickup.
- Made fire pit trap a bit more obvious.
- Changed dynamics on boss encounter - the boss now teleports into the room once the player enters it and the door
behind player shuts, unable to be unlocked until boss is defeated. Also added light effect in boss room.
- Some light adjustments on sectors I overlooked.
- Adjusted the hitbox height for the stool object.
- Adjusted placement for several wall torches so they did not look like they were floating.
- Added some ambient sound effects.
Updated map: https://www.dropbox.com/s/jvinwjpwpvnhw ... e.zip?dl=0
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Update 1/22/21
I made some changes to the wad, which improves it in my opinion. Those changes:
- Fixed some misaligned textures.
- Removed tentacles at beginning of wad - Iron Lich tornadoes were moving them places they did not need to go.
- Made some changes to the temple's entrance area in terms of decor and textures.
- Reduced the number of torches available in level. Added some quartz flasks and a time bomb in their place.
- Added some Hexen 2 archers from Realm667.
- Made some secrets a little easier to find.
Feedback greatly appreciated!

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Hi everyone!
New guy here!

I've been working on this map in my spare time since late November. I designed it in ZDoom (Heretic in Hexen format) with Doom Builder 2 and Slade. I would like to go on to make a nine-map episode from this and would really like some feedback here. The general setting is that Corvus (some years after Heretic 2) has learned of a dangerous cult obsessed with D'Sparil, and has arrived right outside their temple as the map starts. The map covers the ground level of the cult's temple and ends with Corvus accessing the stairs to the next lower-level. If I do go on to make a full episode, this map will likely appear as the 2nd or 3rd one. The map is intended to be single player, but can support up to four players for co-op. There are a variety of player-created/edited new assets (monsters, props, textures, etc.) as well (thanks and credits are given to the individual creators in a readme.txt included with the wad).
Making this was a totally new experience for me. I know I got better with the various tools as I progressed, and that can probably be seen in some of the early areas vs. the later ones. One problem that I know is present is that I tend to have a habit of making square sectors. However, I am interested in any criticism you can offer - anything you think that could improve the wad as well as my overall skills would be greatly appreciated.

You can download the map here: https://www.dropbox.com/s/jvinwjpwpvnhw ... e.zip?dl=0
Here are some pictures.

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