scar3crow, thanks for this, I very much enjoyed it. My blind first-run demo is
here (recorded with QuakeSpasm's default protocol).
I played on Hard, took a leisurely amount of time to hunt for secrets, and ended with 109/111 kills and 6/7 secrets in 37:18. However, I reached two of the secrets by rocket-jumping, which clearly wasn't the intended method. So, I only got 4/7 secrets legitimately.
I thought the map had a nice old-school vibe to it, both because of the textures and because of the non-linear layout. It reminded me of some of the original Doom and Doom 2 maps where the player is dropped into a large, open-ended layout and then left to go where they choose in the order they choose. That's obviously different to most modern maps, but I think it shows a certain amount of respect for the player.
I liked the sheer variety of different details in all the different areas. There were a lot of visually interesting touches, and the variety worked well with the chaotic theme. (I liked the furnace-thing with the pistons; e2m7 reference?)
In terms of constructive feedback, probably the most important things I can think of are:
* The difficulty of combat didn't seem to scale with the player's progression. Combat felt uncomfortably difficult at the start, mostly due to shortage of nails and not finding any other weapons for a while; however, as I got more and more weapons and supplies, combat felt easier and easier, with the final battle being a breeze.
* There were a couple of times where I wasn't sure whether I had "finished" a certain area, either because I wasn't sure what I was supposed to be doing, or because I didn't know whether what I had already done had affected something else in another area. In the demo, you can see I'm confused when I finish the room with the demon-face pillars: because it wasn't clear to me that I'd achieved anything, I just kept looking around the room, thinking I must have missed something.
But, as you can tell from the demo, those things weren't show-stopping problems, and I still very much enjoyed the map overall.
I've tried to avoid reading the other posts in this thread because I wanted to avoid spoilers for the secrets I didn't find on my first run. However, I noticed you said that you could see bugs in demos which people didn't comment on. For the avoidance of doubt, here are things I noticed which seemed like bugs:
* At about 9:50 in my demo, the Death Knight standing on the floating piece of rock appears to be getting "crushed" by it.
* The elevator in the yellow armor secret emerges out of solid geometry.
* I'm not sure if this was a bug or intentional, but in the "basement" area, I was able to grab a double-barrelled shotgun that was on a ledge without getting onto the ledge myself. It's at about 6:45 in the demo. The reason I thought this might be unintentional was that there were other items on the ledge which couldn't be grabbed in the same way. I didn't work out how to get onto the ledge.
Finally, a couple of notes about WTF I was trying to achieve at certain points in the demo:
* At about 24:00, I was trying to land on the thin, angled slope in the rock, because I thought I might be able to use it to get higher up. I gave up after a few attempts.
* At about 35:00, I was trying to see if I could find an entrance to the alcove with the boxes of cells above the sky teleporter, thinking that the entrance was probably in one of the areas behind the alcove. If it was, I didn't find it.
P.S. I liked that one secret door which didn't look conspicuous but where you could hear wind blowing from the other side of it. Not sure if that was an intentional clue, but I probably wouldn't have found that secret without it.