nicolas monti said:About 2/3 of these textures are used in Doom and Doom2 as well, some with minor modifications so the levels will look like E1 and E2 melted, with emphasis on the alpha look but not being extremely poor. I didn't rely on teleport ambushes this time, just as original Doom was, but monster closets are numerous, keeping the gameplay fluid. Dedication was put on the layouts as always do because I hate levels with only square rooms in Doom and I tried to use more lighting features than in my previous releases, so you might notice that this mapset is very far from most of modern releases regarding to feel and atmosphere because I constantly try to recreate that 90's aspect in Doom.
I have played the first two levels so far. And I can confirm that what you said here is true, and according to my feelings you did it all very well. The oldschoolness is extreme (specially the stripy textures), but a level of professionality (in the level design etc.) is apparent too. And that's the difference between crappy-like oldschool maps, and a cohesive and somehow naturally-feeling work like this one. You are able to match Tom Hall's style very well.
I am actually no oldschool-lover, and no oldschool-hater either. I judge things individually and can enjoy various kinds of wads if I consider them worth it. And as I already implied, the oldschool feel is almost smile-worthy for me, in both visuals and gameplay - but I definitely enjoyed shooting through the vast maps full of weaklings. The atmosphere somehow catched me, the music might be a factor of that. I never thought nothing like "meh, overall crap, bad, dated, overcomed" while I usually do think so when playing 1994 maps and similar to them.
So I highly enjoyed the emphasis on pistol gameplay you've created. Thanks to the set-up atmosphere, I didn't at all mind it prolongs the gameplay. Each time I had died, I gladly replayed the whole map again from pistol start, explored it differently and didn't mind the prolonged time spent in there.
Even though the enemies are weak, there are masses of them, and that surprisingly increases difficulty. That's why I died several times on each map. I decided to pistol start this episode though, because from my experience with your map, they're better fun from pistol start than if you come in fully packed already.
So the things about leveldesign and flow and gameplay were already said. The last thing I'd like to point out is about the only thing I dislike about your mapping style. That is - some of your fights are enormously harder compared to the other, average ones. Notable red key ambush in E4M2. You had this problem with FavE2 too, with traps in E2M7 and with E2M8 fight.
spoiler - highlight to read:
That's another thing, when you sometimes tend to believe that player's patience is unlimited. It isn't. I'd advise you to make the critical fights to be fun, rather than long. Excitement decreases with time. And shooting 10 barons with only a chaingun + shotgun, or plasmaing 4 unpredictable cybers in a rectangle room, that take time and player's enthusiasm may disappear before the player completes the challenge. You should not make that happen.
I'll gladly to check out the rest of maps too. :) By the way, I wasn't able to find secret exit even with automap powerup. I probably again missed some timed lift, I guess.