Very interesting that you started with UltimateDoomBuilder! I suspect Unreal has some kind of DOOM template through an addon or something, did you use that or did you make all this on your own?
I like the idea of the different levels mutating the difficulty and/or enemies.
That’s interesting about the steam deck fps, I’m curious: are you running the game natively on there using the Linux version, or are you using Proton with the windows version? I’d be curious to know how each performs. I played this game on Linux by the way.
That makes sense about the features of Unreal vs GZDOOM. Unreal certainly has a large toolkit.
The last time I used Trenchbroom I was using a plugin for Godot that imported maps from it into Godot. I enjoyed using it, making maps was pretty easy. It may be more targeted at Quake though, not sure.
Oh, I forgot to mention last time that I finished a few levels and then I accidentally walked off the platform as it was going up. So I couldn’t get to the next level. Maybe you can block the player in when they get on the elevator.
Anyways, no problem for the feedback. Glad to help.