Demon of the Well
Alright, so it's Kama Sutra. This is a fairly popular WAD, and it's not just for the infamous "Icon of Sin" battle at the end of it: it is regarded by many as being the true spiritual successor to Hell Revealed. Hell Revealed II is a worthwhile WAD in its own right, but if we judge it solely on how well it seems to carry on the mood and style of the original, it is not particularly successful, to say the least. Kama Sutra, on the other hand, feels a lot more like HR despite the many differences between the two, the primary reason for this being, I think, that KS has a kindred sense of thematic quirkiness, which it pairs with a very distinct visual style and a generally irreverent attitude towards itself. Uh....I suppose the occasional direct homages to HR (and others) and generally nose-bloodying gameplay (which does at times reach the same pitch as that of HR in full swing) help, too!
Map 01 -- Into the Underground - 100% Kills / 100% Secrets
On the subject of gameplay, I think I would say that KS has perhaps a few more distinct 'gears' in its engine than Hell Revealed does, which betokens a bit more variety in playstyle and a somewhat more gradual combat curve overall, but many parallels remain. Enter 'Into the Underground', a quick little appetizer tailor-made for 'zerking and other types of point-blank combat....much like the first map of HR, really!
.....also like that map, it is perhaps a bit tacky. While I agree the BGM is a questionable choice, I'm not really as distracted by the somewhat discordant theme as some others have been--within the essentially nonexistent framework of Kama Sutra's unstory, I simply imagined it to be an old abandoned vine-grown building of ill-repute that has an entrance to some dangerous subterranean realm in its backyard--but the progression, which in such a small map is dictated more by thing placement than by architecture, is a bit awkward, to say the least. The SSG secret is probably the prime example of this, as in order to make any use of it at all, you have to skip some monsters along the way....otherwise the last one has been killed just moments before players are likely to find it (maybe it can also be 'grabbed' from floor level, but I've never actually tried). The blur sphere, assuming you know how to get it (I find leaping through an apparently solid set of bars to be quite tacky, as well), is legitimately useful early on, although it's likely that it won't yet have worn off by the time you're ready to go outside, where its effect is more of a handicap than a help. The two-switch upright plate in the room with the strange scrolling vinewall texture is also quite apparently more than a little counter-intuitive, judging by others' comments, although since I've played before it didn't hold me up at all.
It also doesn't play very well if you aren't comfortable fighting in melee (lots of pistol-time, which most players don't enjoy much), which I suppose will be a significant issue for some. If you are fine with a little fist/chainsaw action, however, it's smooth and simple enough (even the symmetrical staircases are meant to facilitate a speedrun, I assume). Just for kicks, this time I played with only the fist up until the last hell knight, who I evaded in order to reach the secret SSG, which I then used on him to finish.
I suppose that in some ways, this map strongly belies Kama Sutra's status as a demorunner's WAD in that its pace and progression is a bit clunky on a first-sight or during casual play, but it has a very smooth/eyeblink progression for those with foreknowledge of its layout. I don't think it's a particularly special map, myself, but it does its job as a map 01 decently well in that it introduces players to the WAD's general quirkiness. Those not impressed would do well to soldier on--again much like HR, Kama Sutra starts off kind of slow but really starts to grow on you once it hits its stride.