Demon of the Well
Map 10 -- To Be or Not to Be... - 100% Kills / 100% Secrets
What was the question?
Oh, 'is this a Method map?' Yes, most definitely. Many of the facets of his style remain--orthogonality, big meaty HP clusters, a hub-spoke design--but this is in many ways a more ambitious attempt, featuring a much more pronounced aspect of height variation, more 3D bridge trickery, a generally more elongated progression (too elongated for the liking of some, clearly), and of course, even more violence than before.
Despite the map's ambition and its several virtues, it is quite flawed, the main factor in this being poor/questionable usage of monster-blocking lines, as various others have said. I have played Kama Sutra before, years ago, and the persistence with which this mapping contrivance has been showing up so far within it is greater than I remembered. There is a fair amount of engine trickery going on in various places in KS (e.g. the 3D bridge effects in the southern area here), which often betokens some logistical inconveniences like this, but blocking lines are showing up in far more places than these effects are--indeed, they are the single most notable factor about a lot of the early fights in this map. I can only assume these were used as some sort of measure to preserve some kind of target difficulty curve in the first half of the WAD (since the deployment of these lines coupled with the linear nature of many of the maps generally tends to trivialize battles), but whatever the goal was, this was almost certainly not the way to go about it. Monster-blocking lines of course exist for a good reason, but when set down in and around main progression points/battles are in the majority of cases harmful to both core gameplay and immersion, as we've seen here and in some of the other KS maps.
The harm done to immersion (and gameplay) is a particular shame in this case, as this map actually has quite a coherent sense of place, in spite of the characteristic KS thematic whimsy--the combination of various types of Plutonic stone and masonry with more conventional tech/storage annexes and some natural/outdoor materials and a lot of sea views call to mind some very old island fortification (including a keep in the north carved directly out of rock) that has been repurposed/updated into some kind of depot. In many of the areas there's a lot more open space than Method has given us in the past, and this coupled with a usually-visible sky gives a pleasant 'fresh air' feeling.
After the initial skirmish at the top of the tower, fights tend to become mostly room-clearing affairs, dragged down in some places by the aforementioned use of blocking lines. The obvious climaxes are the cyberdemon fights of course....the first one must essentially be SSG'd (it's not advisable to leave him for later) in the starting tower, which is not something I personally mind. The later cybs can be efficiently liquified by the plasma rifle (especially the third--trigger his popup, go back out to the southern rock formation, and fire away with impunity).....if you can find it. I'll go out on a limb and say that I don't actually mind this weapon's placement, given that there are enough shells to kill the cybers (albeit slowly) without it. It's good, I think, to have a secret that, while not essential, is genuinely valuable from time to time. It makes a good incentive for keeping an eye out for them in the future, and is a nice counterpoint to secrets like the tricky-to-access blur sphere, which is really not very useful at any point in the map.
I don't know anything about 'Smooth Criminals' or 'Alien Ant Farms', but I didn't find the BGM terribly grating. Forgettable, ignorable, but not distracting. This suggests that it's probably the lyrics/vocalizations that make the actual song obnoxious....