dobu gabu maru
I believe June is our target date; we definitely aim to release it this year. If I were you I would just work on the map and we'll see where it fits.
when do you think the release of NOVA will happen?
I played Castle Bloodletting Arjak (v.3, not the very newest one), got some feedback:
The start is pretty excellent: you have a superb mixture of enemies in the main courtyard to harass the player with, adding some real tension for that fight. However, like with mrthejoshmon's Incubator, the difficulty climaxes there and proceeds to peter out as the player makes his way through the complex. Health and ammo aren't really the main issue here as much as it is layout--the linear, straight forward nature of the level doesn't really lend to nasty traps or harsh battles. Seeing as you want to be done with it, I have a few suggestions to add which shouldn't be hard to implement.
When the player picks up the red key and releases the AV, it should probably be accompanied by two chaingunners on its side, as a lone AV won't really wreak that much damage. In the library area, I feel like there should be another caco released with the two. Also, the switch you have to hit there needs some kind of light near it, as I couldn't find out what I was supposed to be doing there other than running on bookcases (which was a neat thing to put in there!) due to the darkness. Replace the stimpacks on top of the bookcase with health bonuses.
There should be a revenant beside the baron in the blue key room and honestly, once the player moves onto the blue key box I'd make it trigger the door to open so the AV can be released, as his current spot of waiting for the player renders him ineffective. Past the blue key door, I'm really glad you hand the player both the RL and the PG--it's a pet peeve of mine when weapons are only given in secrets, and this assures that the player is well armed for the final stretch. In this outdoor room, I'd move that GARG pillar out a little more, as an arachnatron was unable to move past it when it was hunting me.
Continuing on, the light sectors in the hallways need to be pushed away from the windows more so it looks better. The first yellow key trap needs some more teeth to it too; I say since you've sprung AVs for the red key and blue key, you should warp in an AV right on the sigil as soon as the player picks up the yellow key, leaving them the option of using the chair as cover or braving the hordes of imps in the hallway. Outside with the cyberdemon, remove the cell packs that are in there with him since there is more than enough cell in the level. Also, warp in about 2 revs on each of the side columns where the imps/BFG are, so the player doesn't just have to watch the cacos and cybie. Finally, remove the supercharge before the exit and put down two medikits instead, as a supercharge is overkill for consecutive players.
Sorry if this seems like a lot of nitpicking--I did enjoy the level and found the layout smooth and interesting. I really like that there's a host of secrets to find in this map, and appreciated your use of lighting here.
Oop I forgot, slight texture hiccup here.