@joe-ilya Okay time for some in-depth feedback where I detail my gripes and then some.
First of all the intro part still irritates me because all it does is stall me from reaching the good (looking) part of the map. With each restart I have to spam fire on hordes of monsters for a while before anything interesting happens. It doesn't grab attention but instead detracts from holding any due to how numb it feels to play. Again the worst part is having to go through this tedium with each play of the map, and doesn't make a good first impression being so flat and basic.
The gameplay is largely samey until a ghost monster shows up or an alternate weapon is obtained. You have these single gargoyles that pop up while only having the Phoenix Rod, which feels like a waste to use on a single gargoyle when the real fun is when you get to use it blow up an entire group. Getting the Ethereal Crossbow has me switch back to the Phoenix Rod so I can use the it for something it's actually good for.
With ghost monsters the Phoenix Rod becomes interesting with having to use splash damage to kill even a single ghost golem. Even those few ghost golems in the area around the Firemace instantly boosted my engagement. The odd ghost enemy can be a great curve ball in this map.
You've doubled the ammo far too much on the other side, as it feels there's not much incentive to explore to get ammo for the one weapon (seeing four inferno orbs on the same floor), and it's still a bother to see ammo for the weapons I don't have. And by the time I get any other weapon I forget I've gotten it since I've spent so long spamming the phoenix rod on everything without reason to change, obvious being to run out of ammo for it. The thing about the first version I enjoyed was that while there wasn't an abundance of ammo I had to push through and use the Tome of Power to get the edge and squeeze out as much use out of the Phoenix Rod's flamethrower as I could, but it felt unreasonable to have dig that deep into enemy territory like I was speedrunning to have any edge. The current balance stuffs it full of ammo to where there's no urgency to explore and scavenge as you go.
The Firemace pickup works well since it has a recognizable place and works well enough in it. Dragon Claw is fun in the same way as it due to the high fire rate, and the Dragon Claw can regularly hit ghosts while the firemace/normal Phoenix Rod cannot.
The placement of the Dragon Claws and Ethereal Crossbow don't serve the gameplay well. Honestly I don't even think the crossbow is a worth acknowledging in this map. Rod, Claws, and Mace seem to be the way to go.
You can also cut the enemy count and repopulate the map with a few roaming incidental combat monsters to make the map feel less static/more alive and less grindy. Block sound line barriers rather than alot of the monsters being set to deaf.
The balance of everything lacks a clear identity and confuses me. Doesn't make for a good standalone experience imo.
In the surrounding upper area of the green key/where the firemace is a bunch of melee imps can't reach me from the impassable midtexture. There are also a few instances of monsters that don't seem to awaken at all, most consistent being these golems at the start:
I don't know if that's just me though.
Also the weredragon turret on a single raised rock doesn't have much room to run around and attack due to spatial reasons as well as due to the monster's speed. It looks funny jittering around on this cliff:
Do you have any better music? It makes me feel like I'm playing a bargain bin GBA game, and still doesn't immerse me at all (which is the most important aspect).
Also I still haven't finished the map, but at least I wasn't wholly frustrated this time. The opener most certainly contributes to my fatigue. I hope you can strike a good balance. I also hope there can be feedback from more than just me.