Demon of the Well
Re: map 25, try going for the invuln sphere on the central throne first (will have to SSG a commando or two out of your way as you charge), and then haul ass to one of the rocket launchers. The map's small enough that you can clean out almost all of one of the two sides while invulnerable if you're efficient, and the odds tip in your favor pretty quickly once you actually have a place you can stand without being under fire from every angle.
Map 26 -- Kill Bill - 113% Kills / No actual secrets (I think?)
This is likely my favorite map in the megaWAD, although it does have some significant competition from maps 27 and 29. Gusta writes in the KS textfile that this map is essentially a continuation of various ideas presented in 'Cow Face', and the similarity comes through loud and clear--this map is essentially everything that that one was, only turned up to 11.
So, naturally, the aesthetic theme here is an extension of that seen in the previous map, this time depicting a fairly large garden-shrine of brick and marble built around a badly sullied reflecting pool of some sort, the whole floating in a drifting pocket of astral sea. No thrones this time, but there are a number of other whimsical details, like penant-posts, the dreamily bobbing marble cubes hovering around the building, or more of the characteristically-KS wanton 3D bridges. Like 'Cow Face', it is almost perfectly symmetrical, which further emphasizes its clean and serene visual impression. Quite like the choice of Rise of the Triad music for this one, as well.
The action resembles that of 'Cow Face' in more ways than one, as well, beginning with the frantic start, which sees the player scrambling madly for a big gun in the midst of hordes of imps, demons, and other unpleasant creatures--there are over 600 enemies in the map on UV, yes, but somewhere around 100 of those are involved in the first couple of minutes of combat. There's no invulnerability sphere to help carve out a 'home base' this time, but due to its larger size and more sectional nature, the layout tends to afford safe zones more readily as the player makes incremental progress. In some ways this is also due to a resurgence in the presence of monster-blocking lines, which unfortunately do adulterate the action in a few places....but there's nothing even beginning to approach the sterility of action in map 22, fortunately. In fact, as in map 24, some of the monster-blocking lines do help to structure the action more than they hamper it, for example, in keeping the two cyberdemon tagteams guarding the red switches close to their charges. Don't think that escaping the pressure will be too easy, though, as various measures have been taken against this, such as by surrounding the player with teleporting monsters while s/he is still inside of their movement-zone, or by deploying various gunner nests and a cyber-turret cage that replenish their occupants as you make kills.
As aforesaid, the map is highly symmetrical, and as in map 25 at least some sizable battles are optional, although this might require a more circuitous route and more of a conscious cold-shoulder policy towards groups of monsters on the player's part, since both sides of the map do still have to be visited in order to remove the two sets of red bars blocking access to the final exit. Some will probably be glad for this, as some of the battles are just as symmetrical as the layout they take place within; fortunately, though, there are various unique fights (generally found in the map's inner reaches) to maintain a sense of variety and pace, including but not limited to the aforementioned opening struggle or the pit-fight behind the large, central blue door. It does tend to end just a bit anticlimactically (since the central spiderdemon almost aways end up the victim of infighting with the various cybers at that end of the map), but it's quite a fulfilling excursion nonetheless.
Entertaining battles in a very inviting setting. What more needs to be said?