I haven't tested the gameplay 100%, so let me know if I need to add more ammo. Difficulties are implemented and I've added co-op and DM starts: if there's any deathmatch players who could give a few tips I'd be quite grateful.
My bad on this playtest -- I played it with GZDoom instead of GLBoom, and as a result -- or at least, I assume so -- the 666 sector at the end didn't work, so I had to clip to the exit after looking at the map in DB2.
I started off feeling a lot of hate for this map thanks to the extremely obtuse progression at the start. You love your puzzles, don't you, Obsidian? ;D The thing that threw me off were the little triangles on the stairs. I had to open the map in DB2 to figure it out. I'll allow others to make their own progress. Players who are better at this sort of thing will figure it out. That, or we'll tar and feather you and ride you out of town on a rail. :D
So, we have an extremely atmospheric map with ominous music. I managed to find the Blue Armor on my own, which was a good thing given the forced punching of Revvies that soon followed. I died there the first time because I backed up, having only the pistol. In this case, running forward was the best bet, since that led to the Zerk. Once I had the Zerk, I defeated the Revvies on the first try -- amazing myself, since I've never fought that many Revvies with my fists before, but it was relatively easy if you camped the corner to take them on one at a time.
There followed a perfunctory battle with Lost Souls where I discovered that strafing left and right at the start, and hiding behind the platform, caused them to bump into each other and infight. A good ammo-saver there. Then there was another Lost Soul battle in the catacombs that I ran away from in order to conserve ammo.
The Blue Key room was pretty cool with some nice, easy fights, including the ring-around-the-rosie to create infighting at the Caco/Manc trap.
Once I finally got outside, I died 2 or 3 times from fighting the Revvies, Cacos and PE at low health. Luckily, I saved a game before jumping into the ground area, where I died twice in a row. And -- once again! -- we have tons of monsters insta-popping from the ground. Is that going to be the theme of this mapset? I know the defense is going to be that, historically, it's supposed to be the equivalent of a teleport, and further, we have limited space in these maps, but still, it looks goofy.
I used my saved game to get the Plasma Gun, since I already had the red key. Knowing what I was going to face, I was annoyed by the PEs that came and wasted my ammo, so I played that fight several times until I achieved a good result. After that, it was several deaths in the ground below, largely thanks to the obnoxious Archies that teleported in distantly, so that it was hard to take them out as they raised meat shields all around them, but however aggravating this was, I can't really bitch since I've done the same thing. ;D
This was the only really tough fight in the map, and went a long way towards bloating my Death Count to 11. I enjoyed the map overall. I would have liked more rockets for the end fight, but that would just make it easier. ;) I ended with 97% kills and had enough ammo to kill more, so I can't really complain. Managed 66% secrets, too. The main thing about the map is the way the architecture, dark lighting and music track created a brooding, menacing atmosphere. So only the opening puzzle, which conjured memories of Epic 2 puzzle-fuckery, really bothered me. Good map.