Now... time for my Unholy Realms massive catch-up!
MAP14: Drifting Complex
Not my usually preferred style of map, but not bad for what I consider a "concept" map (i.e., all the gameplay is focused on one idea). Was a bit frustrating at first until I discovered all the ammo was down in the sludge. I liked the AV ambushes, but the one after the yellow switch felt a bit repetitive since I had just ran the exact same route. Still, the design makes this one stand out. 3/5
MAP15: Ravine of the Hatred
Decent map, the start is hectic but not overwhelmingly so like some of the other maps. Cyberdemon fight was a bit frustrating due to the placement of the shotgun shell boxes; I wasted them all taking out imps so I could run around the outer circle safely. Still, I like how the Cyber has a wide view of the level and threatens a large area of it. Found all the goodies, but only after lots of searching at the end of the map.
MAP31: Destructive Infinity
Charming little map, though it peters out a bit after the initial battle (which left half the monsters dead). I can see how it's by a different author, but the style isn't so different that it doesn't fit in. The yellow key was annoying since the switch was too dark for me to see (I ended up shooting it out lack of ideas, heh). I admit I had to cheat to find the secret exit (due to trying to get through these maps quickly) but it's not unfairly hidden... I actually usually like hidden switches for the eagle-eyed. Incidentally, there's a pretty bad HOM on the "exit" teleport pad before the secret soulsphere. 4/5
MAP32: A Charming Khorus
Unlike the last one, this one does stick out like a sore thumb as being from a different author. I'm not familiar with Khorus' work, so I can't comment on the "well its definitely a Khorus map" comments, but I will say that it's definitely less detailed and more old-school design that Snakes work in UR. Even the MIDI feels old-school and reminds me of E1M1 a slight bit. The fights are pretty easy (even the Cyber can be avoided/infighting), but it's nice to have a map that doesn't have everything be about teleport ambushes and reveals and instead just have monsters waiting in rooms. I think my biggest challenge was adjusting to primarily using the plasma gun due to the plasma ratio. Also, remembering where the blue key is (I kinda hate the "picking up the key opens the door" effect because it doesn't show on the minimap as a key door). No secrets either. 2/5
Between the texture choices, music and level design, this feels a lot like a Heretic level after escaping the initial start area. After reading the textfile and musician's notes, that's apparently intentional, so, good work. Huge ring around the main structure, clearing out the enemies, then it's pretty tame. Apparently this is due to a bug though... I don't think any monsters teleported for the red switch, just some steps to the exit. 2/5 as is; would probably be a 3/5 with a bugfix.
MAP17: Missing Gamma Sector
Good map, back more to the standard design seen earlier in the WAD. Some good fights, though the blue key one almost feels unfair with the unseen teleport and the demons clamping down on the player before they can switch weapons. Hope you have the BFG out for no reason as you head down that dark watery corridor. Enjoyed the fight at the end, I was hoping for a big arena fight after seeing all the ammo laid out there. Kinda disappointed I couldn't walk up the Cyberdemon's tower, though. 4/5
MAP18: Of Blood and Crimson (The Sanguine Base)
I dunno, nothing about this map jumped out at me much, beyond the blood floors everywhere. Even the not-that-much-of-a-remix MIDI underwhelms a bit. I suppose there are a few nice bits, such as the yellow door trickery, or how enemies would storm in from far away in the map, but other than that, meh. Not bad, just generic feeling. Reading the author notes, seem Snakes felt the same way. 3/5
MAP19: Borough of Blood
Feels a lot like MAP16 with MAP18's monster patterns and ambushes worked in. Very frantic start, lots of running around a big circular area with lots of large buildings in the middle, then explore to find the keys, each unleashing more and more ambushes, including the roving AVs. Had fun finding the secrets on this one. Interesting ending with the blue door, as it first appears as though the player can dash in, hit the switch, then run out and into the exit without killing anything, but the "exit" just teleports you back into the middle of those enemies you didn't kill. Hehe. While this one repeats a lot of the same themes and design bits seen so far, it feels a bit a cut above. 4/5
MAP20: Rite of Passage
An interesting concept (big arena with a series of keys/switches to hit) but definitely needed some extra work to make it perfect. The progression of the level isn't very clear - took me a long time to find the first skull button, and then had to guess at what happened next. Key unlocked? A teleporter? Another random switch on a column? Aside from the Arch-Viles, I didn't bother killing anything that teleported in. Also, and this is more of a pet peeve, but I really dislike replacing the revenants in towers with more revenants, just feels like a time waster. The exit is a nice campy touch. 3/5
MAP21: Ashen Layer
The first time I played this, I really felt like I was missing something, since I kept running out of ammo - at one point I had 10 shells, and had to kill two revenants, a hellknight, the arachnatron, and assorted imps/sergeants. Yeah, that wasn't happening. Replaying the map with the idea of "make sure you clear out as much as you can before proceeding" made it a lot better - still tough, but not unfairly so. Only finished with 40 health, 7 shells and nothing else, but nice little map. Really dig the aesthetic, too. 3/5
MAP22: Halls of Fallen Undesired (Lust)
Break map, huh? Riiight...
Things start out fairly easy (I like the shotgunners trickling in from the start pad) but the lack of ammo early on makes it difficult after the first room or so. I actually got trapped by going for the RL too early. The outside fight by the blue key is pretty tough - sure, there's a nice chokepoint to slam rockets into the revenant army, but the Cacos and Pain Elementals floating around are a huge threat (especially due to the lack of ammo if too many lost souls get spawned). I was still plagued by ammo troubles throughout the map, and just high-tailed past everything by the yellow bars. Ain't no time for that shit when there's an exit to jump into! I really dug the tower off in the distance, nice design. (Not sure about putting the invuln sphere there, since it gives a not-so-great view of the level where the sky clips off a lot). 3/5