Great stuff, very enjoyable almost-oldschool experience.
The maps are really good in terms of layout and gameplay. Also very well-detailed given the constraints, although one should argue 900 wpoly is quite a lot compaired to the vanilla maps (then again, fairly little compared to modern maps).
Several bits reminded me of classic, I'm inclined to say, Doom-like design. The rocky areas, for instance.
It all seemed to flow well despite being not linear. Good fun on skill 2. I somehow liked how there often were groups of at least three monsters where one would expect one or two. Good ammo balance, while health was a bit scarce which made it just challenging enough, though the secrets helped as well. Disclaimer: I failed to meet the baseline Zothiqueness criteria, because I died a couple of times and resumed from a savegame..
The Sock mazes are fine, too - and, at least the second and third map, very action-packed with not a moment of respite. Though I'm glad they were the secret maps, and not part of the regular set as they are quite different. At times, I felt they are too much Zendar and with all those freaking SK doors... Running around aimlessly and getting lost while searching for the final rune tableau was pretty annoying; my fault though, since I was eager to get into the tower (and failed). I was disappointed at being locked out of exploring the rest of the ze1m1s upon reaching the exit - would've like the shortcut door to open from both sides eventually.
Sadly, was one shootable button short of finding the Ogre Gym. No iron for me.
Not fond of that trying to enforce setttings in quake.rc. Hands off my config!
Demos (ze1m5 and ze1m5s are protocol 666, my bad)