Hi Dewalrus,
Thanks for the pj-mail. I begins your dungeon this morning, I have done about three maps.
What I like: choice to go anywhere without imposed ways, possibility of avoid fight (even if they seems to be more present that I was believing reading your announcement), plenty of foods and potions.
Some remarks to improve if you want:
on the beach, the SE structure: alcoves don't fit with the wall tileset, so they are visible (and their contents) from outside. It's a recurrent problem in LG2 because some tilesets aren't intended to be used outdoors, and most wall have only one side model. Also the stairs SO are visible from outside(no walls), dungeons ceilings on the path between the structures have a strange look from outside view. Some solutions perhaps: use forest_ruins_ceiling, forest-ruins walls (to hide the stairs), or others tilesets (like sx_urban_town from Skuggarsven). Be careful also with heighmap elevations, i like the landscape it allows, but in fight they implies systematic missing shots (foe not on the same elevation can't be reached), they hide partially items drop on it (so you have a chest which seems full of ground, with items hidden in it). Others things I see with similar design issues: underwater air-like (no mesh because lower heighmap), a lever visible on the wrong side in the castle like structure, indoors stairs with no wall to hide it from the corridor, lights visible through walls. Another in the mine, you have a little water-level with one ladder visible, but two presents, the seconds go up to stairs and a final portcullis.
None of these things prevents to play but they impact the feeling of the player and I think it's easy to correct them.
I shall continue
Duncan