I generally enjoyed the size and more importantly the openess of the house, tho there's some silly stuff in how the rooms are organized, like how the servants' rooms are all over the place or that there is no direct corridor between the Lord and Lady's room. The raised pool felt really boxed in, that could have used a bit more distance from the walls.
The open roof is really great touch but the fence is kinda awkward. And also actually ineffective as you can jump over it if you climb on one of the chimneys.
The chapel is.... certainly unique. But I don't really like how it's just one open, kinda empty box essentially, a few side chambers could have really helped the space out (with some more elaborate machinery).
The light gem's behaviour sometimes felt kinda arbitrary and inconsistent. For example there's a pitch black spot in the middle of the brightly lit portrait gallery. Or the little musician corridor in the bar leading up to Lord Jasken felt brighter than what the gem claimed. Other times spots that were in complete darkness turned out to be actually bright. Unsure how much control a map creator has over this tho tbh.
Prop inconsistency is a pet peeve of mine aka the fact that some object sometimes interactable while other times they aren't. Worse part is when it's a lootable object, which did happen on this map; the map is littered with those golden masks, most of them unlootable save for like one in the state room (at least I think that's the only one). Or that one of the hairbrushes is actually loot.
Some further examples are that Nathan's furniture is unusually interactable or that some of Jasken's hat are unmoveable.
Or that many doors are unexplainably pickproof, as in you can't even attempt to use picks on them.
And finally the sound design. It's just overwhelming, too many rooms has its own unique noises and atmosphere destroying any coherency the mansion might have. It's neat to have one or two rooms that feel special but I feel you went overboard in this aspect. Tho if I understand correctly this was a room building exercise for you so i guess it makes sense.
Little moments I quite liked:
- The golden masks with the nooses above them (in the safe room) were really unsettling. That imagery with the eerie noises really made me want to get out of that room immediately.
- The unnatural darkness in Nathan's room is a good touch, it made me really not want to open his cupboard.
- Same thing for the well, I really wanted to gtfo from that room immediately and the darkness made it somewhat difficult to find the door adding to the unease. The effect was kind of ruined tho by the fact that from the corridor the room looked brightly lit.
- The priest was a kind of funny jumpscare, hiding behind his bedroom door.
- The little pagan hidey hole in the hedge was the first thing I found and really set the mood for me
- The actual gold bathtub in the state room was kinda 'wtf,lmao' worthy.
- I love how you bothered to give a name to every person.
Also, is there really a ring in that room with the note claiming that someone misplaced one? I don't think I ever managed to find anything.
And also couldn't find any bird's nest on the roof.
Sorry, unless I'm dense. I'm stuck on the bucket in the well. I walk through the rope. Can't climb it. Glitch? I've been having a hard time finding any keys whatsoever.
A few months late, but the trick is that you need to jump while on the bucket. Climbing the bucket puts you inside the rope's collision so you become unable to just walk onto it.