Dunno if anything can be done about it, but there seems to be a slime trail in Map 07:
Map 07 screenshot #1 (ingame view)
Map 07 screenshot #2 (map view)
The elevator at the beginning of Map 14 seems to have HOMs (at least in ZDoom 2.8pre-237), and you can fall through the elevator if you keep moving around while the lift goes up:
Map 14 screenshot
Additionally, maybe Map 08 shouldn't be named "Military Depo", but "Military Depot".
Some more small typo issues in the cluster texts have been eliminated. If you want to check it, get the edited DEHACKED file here (9 KB).
* EDIT NOV 9, 2013 *
I am finished with all the levels, and all I can say is that the second half of this megawad did not disappoint at all.
Finally I was able to access the secret levels, and both of them are simply awesome. While "Diabolus Ex Machina" places you in the middle of a nightmare with flesh and tech textures, "Spear of Destiny" gives you a Wolfenstein level with very modern and amazing design (you enter the tower from the SoD intro screen and really have to retrieve the spear).
Then, the impressive city levels continue with "City Bounds" and "Starport". Now THIS is what a starport is supposed to look like, folks! It's huge, with landing pads, large hangar bays and everything - maybe my 2nd favorite map of this pack right after "Doom District".
After that, we get a few levels which I consider as a tribute to the classic levels of the first Doom. Many sections of that architecture reminds you of the old id levels, but they were recreated in such a different way that it's far from being a rip or anything. It remains original and feels like a nostalgia trip with a modern twist.
While I am not such a huge fan of hell levels in general, the hell episode of this pack is definitely worth checking out in any case. My personal highlights of the last third were probably "Forbidden Archives" (it really looks like a library, and a freaking huge one), of course "Ascension" (a murderous slaughter level with insane monster count and such sophisticated architecture that my weak netbook only produced a slide show here most of the time) and the creative finale, "Worlds Collide" (you have to do quite a lot before you can finish the "Demon Spitter").
Many of these maps are impressively HUGE, but they never get confusing or boring. Level design is superb, the general challenge is just about perfect (also on lower difficulties) and there is always something new to see. If that were the last megawad Z86 ever did, it would be a more-than-worthy legacy. But then again, it'd be also a pity considering the skills demonstrated here which simply cry for more.
"Hellbound" is a must-play for everyone this year, and if there was a Platinum Cacoward, this one would certainly have to get one.
Last edited by NightFright on Nov 9 2013 at 15:40