Looks great feels great but i have a few criticisms
Firstly transitions are way awkward we was not there five minutes before we had a transition death due to some one miss clicking a door and then not being able to come back again with out the slow fade, also many of the map edge transitions face you the wrong way as you come through them making fluid movement really bad.
The sheer amount of AC needed by a warrior there also seems far to high and only warriors who have taken "extra" measures for AC can really hold the things off long enough for a party to over come them, Monks seem to be able to do so and some dexterity builds too but these all have extra special attention to AC that common warriors do not have and i think its unfair to any one who is not going out of there way to max there AC with tumble and what ever else they can get.
Salt Shadows sneak attacks - these things in many places just come out of no where, and even one instance where you are all split up and potentially dumped singly between groups of them as you enter the shroud of nightlund by night and these guys just spam a ton of sneaks down at a terrifying speed, at what ever the AI chose to aim for first, you can seriously blink and any one with out a 65 AC will be dead that is fairly extreme in my mind and goes back again to this idea of getting so much AC out of a pure warrior with out taking extra measures to pump AC is just not happening. If your full plate wearing tower shield hefting warrior is not meant to be shielding then who is? its just unfair to the class entirely renders it unless unless its had AC pumped up through other means such as tumble and parry. Could these sneak attacks be toned down Just a bit so they cause you panic and to flee rather then just watch your health bar go like Venges signature?
Final thing we went up against was the Shadowy poison fog breathing Dread Trents, they are immune to a hell of allot of things, have a substantial +5 to hit on there already high AB, they took a serious long time to clear out, took a serious amount of spells to bring down and we had to rest a monumental eight or nine times to clear a single area. On the plus side we did learn allot about there vulnerabilities and can almost certainly clear them with less stress in future visits but considering there difficulty, there immunity and there heavy yield of damage they were worth next to nothing in exp. Can these things be made worth more for the effort they take or at least have there evil +5 attacks toned down so we do not have to rest so much and lean on the casters few spells that actually work on them so much?
Its not at all my intention to dig out your new creation i love it , its part of krynn i am a devoutly Krynn player and want people to enjoy this map but currently I feel most of what i have encountered has been designed with power in mind, its been designed to slap down power builds and still challenge them if in groups and to completely thwart them should they go alone but the result is a slightly OP environment that only a few people are ever going to enjoy because it annihilates anything that has not been built for maximums.
Thank you and sincerely, Jay