First, let me make a note about DM again. Alfonzo, keep in mind one thing when placing all those weapons in the map - they'll be there even for coop, haha. While adding DM support even to larger maps is appreciated thoroughness, you should also think if you want to give that plasma/bfg/rl to the coop hordes. Doom is fun even with the extra weapons, so it won't harm people's enjoyment, just maybe balance. It's just a pointer I wanted to reiterate, heh.
(I switched to e7, so use that if you care for the demos.)
map07: a max and an incomplete pacifist run (heh)
Weird map. It's a fun romp, but for some reason I don't like how it looks. I'm probably used to the orthogonal cleanness and brightness of Dead Simple (McGee influence?). This map isn't actually much darker, but it feels that way, possibly because of all the shadowing/light variations.
The novelty factor is, of course, not very high, but we've already seen most of all the possible permuatations, so I didn't expect shocking originality, heh. It's a fun quick romp, all the possible infighting speeds things up considerably. You should probably mention the control sectors in the text file, because I was confused by such a "non-id" hack before essel explained the thought process to me.
What caught my eye is the possibility of finishing the map pacifist style. It takes some luck and patience, but it's possible to get the spiders to kill the mancos. I assume it's also possible to get the mastermind to kill all the kid spiders, but I didn't hang around for that in the test demo. I was just testing a certain trick, which is apparently impossible (to my regret) - when the mancos die, run quickly over the lowering floors to jump on the exit platform. Alas, it's too far for such a short floor drop, the jump is probably too long and the ceilings are low, so you waste a lot of the potential time waiting for an opening. I'd love to see that trick in, of course, but that's just an idea pitch by a speedrunner, not a recommendation, heh. Tarns mentioned new internal version being smaller, so I can wish...
Oh, and the invul is a hilarious DM killer, that plus the BFG seems like a lovely time for the opponents. We have to try that some time.
map08: A FDA, a maxrun and a failed speed session
I love this map's goofiness. There's a ton of vaguely familiar Petersenian ideas strewn around a haphazard spacious layout... The Pit being the biggest contributor of ideas, but Tricks&Traps, Refuelling Station and The Citadel all chiming in. Good stuff, good stuff. Actually, it feels like another Petersen map created for Doom E3 that was too big and complex for the original shitty engine, so they shelved it for later and when it found its way to Doom2, Sandy had to retexture and repopulate in the last 5 minutes before release. You know, like Chasm and The Citadel. Good stuff.
Now gameplay-wise it's all over the place. There are slow and hyper-busy parts, some dicktraps on par with the PE room from Tricks&Traps and the chaingunner ambush in The Pit. That's fine, but I think the start itself is waaay to busy. It's quite a hitscanner hell with the player standing naked in it. Give us some armor, guys! And I don't mean the "secret" GA under the window, I mean a proper startplace gimmie. Sandy is no stranger to charity, see a free BA in map09 and a gimmie GA behind a corner in map10, technically a free mega in map08, etc. It would be seriously appreciated, considering the opposition. And look at my suffering in the "straightest route" speedrun, that's just pathetic, ahah.
Oh, speaking of route... I kinda facepalmed when I realized that the RK room makes you return to that area yet again. That's a flow boo boo, imo. It certainly makes the speed route annoying, heh. The archvile introduction is cool though... E2M4 inspiration? Also loving the PE introduction - a lame harmless Sandy Elemental. Awesome.
There's a nodebuilder problem here, I think. It's possibly connected to rockets disappearing in linedef 566 (the lame control sector secret).
Oh, and the max demo shows a nice way how to reach megasphere early - which is very desired for a fast playthrough, heh. You can open the lost soul hallway straight away.
Overall it's a fine, fun vintage Sandy map with a rather heavy and overdone start (too many shotgunners, not enough armor).