In the meantime, more testing stuff. :)
By the way, I thought of a bit of a workaround for how to make the secret exit in Industrial Zone harder to reach, like it used to be:
Step 1: Move sectors 61& 136 much further south.
Step 2: Create a platform with the same floor and ceiling height as sector 136. This platform will stretch from east-to-west (but make sure it's not long enough that you can jump onto it from sectors 18 or 139), but its north-to-south length will be a mere 32 map-pixels. Place this platform in such a manner that its northern linedef is exactly 224 map-pixels away from sector 56. (Yes, I tested this. You can just barely make this jump without straferunning.)
Step 3: Create another narrow ledge connecting the one you just made and sector 136 together. Make sure it's at about a roughly 45-degree angle. (If it's straight north-to-south-oriented, the player can just aim for that section for an easy jump.)
Step 4: Merge the ledges and sector 136 all together. Now the player will have to make a tricky, dangerous, high-speed leap onto a very narrow ledge to unlock the secret exit.
Oh, and Living End didn't have any issues, so my Doom II Lost Levels testing is complete for now.
LOST13 - The Garrison
-The lighting seriously needs work. As usual, the PC brightness values remain and need to be decreased (with the exception of the blue sectors in the southwest quadrant of the map--sector 72 and thereabouts--which could actually stand to be brightened), and there's also almost no lighting coloration. Key doors need colored-coded lighting (in the sectors in front of, behind, and underneath doors--don't forget), sectors containing key pickups need color-coded lighting, and in general, the map needs more color.
-Line 439 needs to be translucent.
-Consider shrinking the sector 69 window, leaving an opening to the east. Also, you may want to consider replacing the massive staircase connecting sector 56 to sector 72, with a lift. The stairs leading down from sector 0 also need to be replaced with a smaller amount of 16-unit-tall steps.
-Thing 35 (chaingun) and thing 121 (plasma gun) have most of their flags disabled, and do not appear under most gameplay settings.
-Thing 126 used to be a rocket launcher in the PC map. Now it's a rocket for an unknown reason, and there is no rocket launcher available in singleplayer.
-Things 20, 21 & 22 used to be three extra BFG's, and have been replaced with large cell packs. Each BFG pickup gives you 40 cells, so three large cell packs would give you over twice as much extra ammo as three BFG's. A better equivalent would be one large cell pack and one small cell pack. Or just restore the extra BFG's that used to be there.
-This has nothing to do with the port job of this level. I just hate all the stupid, unintuitive, wall-humping secrets in this map.
LOST14 - Titan Manor
-Make sector 228 a different, brighter color to draw more attention to the BFG.
-The lines around sector 193 (the pillar blocking the rocket launcher) need to be translucent.
-Sector 5 is over the 256-unit maximum height. It requires a reduction in height, or needs some zero-height sectors around it to account for the additional texture tiling.
-Sector 71 doesn't seem like it's supposed to be tagged.
-Sector 23's floor height needs to be lowered, as it seems to be impossible to make a non-straferun jump onto it from sector 67. (Sector 23 also should probably be less wide so there's not as much viewable area.)
-Line 677's impassible flag needs to be removed.
-Line 835's offsets need to be altered so the switch is closer to ground level.
-I'd suggest deleting sectors 190 & 191 (making them into solid walls), since those walls are now shorter than they used to be, exposing more viewable area when standing in sector 24 than in the PC map. You may also want to consider reducing the ceiling height of sector 179 to 616 units and putting WOODX01 on the ceiling. This way, the ceiling of the stables would attach to the line 370 wall, making the stables look more like a solid structure rather than having a big plank of wood floating in the air over top of them.
-The torches around the sector 170 area could use some more appropriate colored lighting.
-Sector 239 should be removed by merging it into one of its adjacent sectors. The lift that used to be in that sector no longer exists, and the lines around that sector are still tagged to that nonexistent lift, causing lift activation sounds for no reason.
-The BFG secret appears to be unobtainable, since sector 251's height is 0, barring the player from stepping through it.
-Lines 1098 & 1100 need to be translucent.
-Sector 167 needs to be lowered so enemies can actually step out into sector 205.
-Oh boy, this sucker runs badly when testing in DOSBox. I highly recommend cutting some details. Here's a few suggestions:
*Reduce the sector 49 & 50 windows in size.
*Narrow the sector 15 front door to 128 units in length.
*Remove the "ceiling staircases" attached to sector 29.
*Delete sectors 21, 25 (both highly recommended deletions) 92 & 98, and merge sectors 110, 112 & 113 into sector 107.
*Remove the sector 268, 269, 270 & 271 pillars and just have sector 169 be a regular square lift.
LOST15 - Trapped on Titan
-As usual, the PC brightness levels remain and need to be darkened.
-The enemy variety is too great, weighing in at 32 points. The sole thing 467 hell knight needs to go, which will reduce the count to 28. I'd also recommend removing all the imps, as there's only five of them in the map, and four of them are in a single monster closet.
-The original map used the starry sky texture. It's not required that you change it back. I'm just making a note of it.
-Sector 252 seems like it should have some coloration for it being a sinister monster closet and all. The sectors with key pickups could use color-coded lighting, and the same for the locked doors. Sectors 48, 49 & 245 could use some color to reflect the torches inside them. Some different coloration for sectors 64, 65 & 68 would be good too, so they'd stand out more from the surrounding enviroment. (Maybe DE8B4D?)
-Why keep the switch texture on line 337 when the player can never reach it and the switch no longer has any function?
-Sector 13 used to have a backpack in the original PC map. Obviously it had to be moved from that location since the teleporter line would've kept the player from actually obtaining it, but it wasn't actually moved anywhere: it was simply deleted. Maybe it should be a prize in sector 264, or one of the compartments attached to sector 82? (Of course, there is a backpack later in the level, so it's not a huge loss to simply leave the first one deleted.)
-This is a nitpicky thing, but when you teleport to sector 81, you're immediately confronted by a squad of enemies. Your first reaction would probably be to back up. This will cause you to get wedged between the teleporter, the wall behind you, and the two blue torches. Your only option is to step forward onto the teleporter, which beams you back out of the room again. I'd appreciate if the torches were spread further away from the teleporter so you can run around it if you need to. (The teleporter should probably also have block monster lines so you can't just hang back and have the enemies get teleported out of the room.)
-What's with the exit sign textures around sector 81? I think that'd be misleading. Would be better to just change sector 81's ceiling/floor textures to a GATE texture so people know it's a teleporter.
-The stairs that build when you cross line 261 are 10 units high, which was not possible in vanilla Doom. They need to be either 8 or 16 units tall.
-Check sector 198 and the monster closets around sector 212 for misalignments. The green brick textures make them quite obvious.
-Sector 96 has flickering light for no apparent reason.
-Even though it was in the original map, sector 145 and the switch inside it aren't necessary since you can just jump off the side of the lift anyway. If you insist on keeping it, at least remove the sector tag from sector 145.
-Lines 527, 529 & 532 used to have textures that distinguished it from the wall, so it wasn't completely obvious that it was a lift, but you had a feeling it might be.
-The jump from sector 115 to sector 111 no longer seems possible without straferunning. Lines 515 & 516 need to be dragged to the north so the jump is manageable.
-Maybe some different textures on the sector 269 lines? (The crusher with the barons near the end of the map.) That area looks a little repetitive with all the green marble bricks and could use some variation.
-The final battle is pretty lame. Two revenants and a nightmare demon/baron? Not a good substitute for the spiderdemon or cyberdemon that used to be there. Why not four barons on UV (four 1000 HP barons to replace the 4000 HP cyberdemon), three barons on HMP (to substitute the 3000 HP spiderdemon), and two revenants on ITYTD/NTR (to replace the two arachnotrons)? It's somewhat important that you don't mix the enemy types or else they might infight and make the battle easier, which wouldn't have happened with the original map's boss fight.
-Running this in DOSBox, this map had probably the worst framerate I've seen so far. Unfortunately, so many details of the map are integral to gameplay that I'm not sure how to cut things without destroying map features, so I only have a few suggestions this time. If anyone else has any ideas, feel free to make tweaks:
*Delete the sector 44, 51, 160 & 162 windows.
*Delete sectors 125 & 126.
*This suggestion isn't optional: Remove the sector tag from the sector 199 wall. It is crucial that this wall does not lower, because in the original map, having all four of the walls around sector 198 open actually had the potential to cause visplane crashes. That wall needs to be there to block some of the view.
LOST16 - Bloodsea Keep
-I wonder if sectors 82 & 93 should glow in order to simulate the glowing recessions in the walls that were in the PC map. The hallway seems a tad static without it. (Whether or not you do that, while you're there, check for misalignments on lines 394, 450, 1421 & 1423.)
-Sector 221 should probably have BLOOD1 as its floor texture.