Now I see where it is, yeah, this is the first time I've encountered it and it is on the NW and goes along the line to the NE until you reach the Exit. I did manage to get out of it right away but it is a huge gaping hole. I've notified smealum already, he should be able to patch it.
All in all, thanks to both of you thabawp and sumiguchi and yea, these weird things are quite expectable in the early builds (I've found myself a few scary moments, can't even tell what it is as it is my fault

).
@Magnet, floor is a plane on which 32x32 tiles were applied, on top of that additional layer has the height info (like roads on some maps), and three more layers, for items/environment and enemies placement and 'sidewalls' effect. All in all, maps are huge but nothing that is a killer of the framerate. Now, the actual 3d stuff that goes on top of that, that's problematic.
The latest Brutus MD2 model weighted about 298 faces, take 3,4 enemies with him nearby, especially when zoomed out, bam-1200 faces easy, visible at any rate at least half of it and than add the environment, a building, a tire, this and that...
The problem is that it is an action game and you can run to the certain part of the map then run to another and spawn dozens of enemies to follow you. In Zelda, there is no such case, everything is controlled, the same applies to Warhammer, being turn based and all, much easier to control what the player will see at any given moment and hide the rest behind the fog. The only thing in Zelda is the fact that those guys took, what 6-8 months, a year to finish it with knowing everything about the inner workings of DS hardware, you know. Smealum did all of this in a few months between the school and optimized for speed and constant framerate just a week or two before the compo?!
However, that also means that we can still try some tricks here and there and make it as best as we can do

.
So, thanks for the comments and all, too much I typed.