Very fun to play.
* You improved a lot your base map skills since mfxsp8, the brushwork is more detailed, the areas are less cramped and varied.
The ambushes, monster placement and combats are good and varied.
Quoth and non Quoth monsters are very well used and placed.
The box to get cover in the elevator is very nice.
The rocketeers are placed very well.
The ambush with bobs and the second with eddies were very exciting.
The difficulty, overall, is better done than in the previous one.
The map is as hard in the middle than at the beginning, it is as improvement over mfxsp10.
* The lighting is as good as mfxsp8, good.
The amount of ammo and health is a bit over but OK.
Thanks to the use of monsters, the first try is way harder than usual, but the second or third tries the map get way easier (i don't know if consider this a good or bad thing).
I would have preferred to see more eliminators instead of enforcers in hard and night, but that way you did is good too because they become more unique and dangerous to the player's mind, even though i don't consider them as dangerous were they are placed.
* But as there are improvements, there are downsides when compared with mfxsp8. Only the slime is important, the rest aren't that bad:
-The slime areas. The first one is too chaotic, too many places to go, and it isn't intuitive enough were to go too. Hide the secret more and make the more needed button to the SK more obviuous.
In the second, you give a biosuit in a place were you have to see it for sure, so the players expect is obligatory to use it, but apart from that, you show very clearly that there is a path in the boxes. Two restrictive paths, that confuse a bit. It isn't clear too that the biosuit respawns, and that helps a lot.
- The secrets, very nicely placed and the contents are good for the areas where they are. But there is 3 exceptions: The armour secrets. The first one is too close to the armour you are given at the beginning, the second and third are too close to each other.
- Pyros. It's OK to use Pyros. It's OK to use them in ambushes. It is OK for ambushes to get some free hits on you. But it is not that good to use them in ambushes you can't expect, like the first two pyros. Pyros have a high DPS, so before you find where the pyro is, you get too much damage done on you. The fire makes it harder to see where it is and where to go, so it adds to the problem. A defender or even an eliminator would be better.
- Bobs need a lot of room to move and the first one gets stuck easily. Eventually, you'll find it later, so it is a minor issue.
- The last fight was too easy. It would be better to end it with the eddies fight.
* Here is the demo. Sorry, but i had to change the name of the map from [...]6[...] to [...]7[...], i have the 6 key broken and Quake doesn't recognize the numerical keyboard or ASCII one, so remember to change the name of the map before playing my demos.
http://www.quaketastic.com/upload/files/demos/mfxsp6_coce_nightmare.7z
I do think it is more interesting how people fight the first time in this map than in others, so i put the first and second attempt in one file and the third and final into the other.
I played the map on nightmare on the three attempts. The third became way easier, but the three were fun. All monsters killed. 7/10 secrets.
* I got grey solid texture in the windows that go to the outside of the map in Quakespasm. No issues with the rest.
* I found this too.
http://www.quaketastic.com/upload/files/screen_shots/mfxsp6a.jpg
http://www.quaketastic.com/upload/files/screen_shots/mfxsp6b.jpg
Second one seems to be from a leak, but i did think that modern engines could handle those.
And finally, tell me if my messages are too long, i usually explain everything in the most detailed way i see worthy enough.