my girlfriend lent me her new laptop for the night, so i was able to finally sit down and play it.
it's certainly fun and very fluid. it wasn't till after playing that i looked at the replays and realized how the chain system works. i think i'll have the most fun with that. keeping huge chains is an awesome feeling in a game (part of why i loved NiGHTS so much), and i really can't wait to try making my own stuff and making records and all that.
when i get the time i'll probably try learning the editor first by recreating my PL2 map or something simple like that.
on that note, though, i will say the levels are very Carn-like, which is sometimes good and bad. i really loved a lot of the default Skulltag maps you made, and Wart 3 had some really neat moments iirc, but at times i think the maps suffer from being too... flat and dense. not because i think you're a poor mapper or anything like that, but i think that the maps are a lot like some of Spork's earlier maps. mostly level, any height differences are usually minor, rooms are all very consistent looking (sometimes good, sometimes bad), cleanly put together.
in the thread you made in blogs a while ago, i think people started drawing comparisons with Doom's E1M1, which i still think are fair. after myself going through so many phases in my mapping "evolution", i've come to really admire the freeform style of maps like E1M1. not always, but a lot of the time, not using 90 or 45 degree angles makes things more interesting. simple variety even just in hallways can make things a lot more interesting imo.
that being said, if you can manage to make maps that will wow even the Doom community (because i trust their/our judgment more than just about any other gaming community's), then you'll have a lot of success.
the game seems like it's coming along really well on the whole, though. i liked the Contra-esque robot boss in E1M1 (heh), and the chain system seems addicting.