Rigtige mænd er voldtægtsmænd
I have to correct you there Archvile64. The map you referred to was map19 (Shipping/Respawning). The main problem with that wad was that it was far too easy for a map 19. Though the idea with the truck was of older date the conveyor belt trick have been copied to numbness.
My fave maps are: Map14, Map18, map19, map20, map21 and map28.
Map14, Steel Works:
Prime Reason: Theme! This map shows that you are able to make a "realistic" facility without capitalising on the Doom spirit. I also liked to see basic former humans that actually mattered!
Map18, The Mill:
Prime reason: Mood! Those huge iron hallways with all their looming machinery. The music matched perfectly. It also satisfied my craving for big nonsensical machinery.
Prime reason: Theme! A spoof wad, but a fine one. This wad is terribly let down by being far too easy. Yet it has atmosphere and all the tricks actually worked (besides the "respawner".
Map20, Central Processing:
Prime Reason: Grandness! The last in the "factory series" this one takes place in some underground tech-bace, no wait, overground starbase, eh, wait again, huge mining base, wait, stop, ultragargantuan leviathan building. The level never repeats itself. Yet everything seems bound together. It is like the level keeps unfolding itself with any turn you take.
Map21, Administration Center:
Prime Reason: Climatic ending! This level places you within this huge edifice of Doom2 Map27'ish strangeness. You seem to be in a relatively civilised building, yet just under the surface hellish anomy lurks. When you just thought you figured it out you are suddenly displaced to an equally huge (so it seems) building made of weird green organic material why you are being assaulted by a veritable army of imps, a cyberdemon and an untimely archvile.
Map28, Mount Pain:
Prime Reason: Closing Scene! Here you battle through a huge weird citadel of hell. Imps and chaingunners rushing down the hallways. Everywhere you go huge halls of hellish weirdness greet you. When you at last reach the outer battlements prepare for a great battle where the whole landscape seems to be turning upon you. The glowing mountain that gives the level its name spitting out an endless stream of lost souls. When you reach the exit take a short breather and have a look at the hellish landscape. This is how Mount Erebus (Doom's E3M6) should have looked.
The main problem with Evilution is the level progression. A good level progressin in my (and most other doomers') eyes is the levels becoming steadily wilder and wilder with a few subclimaxes before the text intermissions.
Evilution however sometimes put a far too easy level between some of the later one like shipping/respawning and Lunar Mining Base (map23). It also puts two climatic levels back to back once (Central Processing and Administration Center). Finally it wrecks it's own storyline logic: We start at research facility, then move on to a military industrial area, to finally enter a great hellish world. The Deepest Reaches (map 19), a hellish level, appers in the midst of the factory levels while Lunar Mining Base and The Quarry (map23 and map24), two industrial complexes are found along the hellish levels.
I am, therefore I suck.