Classic style, plays so id feel, good and bad designs too, since it was designed for the DTWID project and then rejected. Impossible to get 100% kills because a monster cannot get teleport out with 1-time only teleport line...
If you like the old-school id style, this one is for you, if you're not, well, maybe give it a try if you don't really hate id levels.
The maze part is killing me. With Doom's 3D capabilities building a maze is something one might try to show to friends or try out for oneself, but not release as a map for the public!
Because the maze does not work. And it is not AS difficult, just very tedious.
And it is a pity, because there are several very cool areas in the map. The area with white platforms is very nice, although it definitely needs more lighting. Everything is way too dark.
Anyway, a very uneven map, with a lot of corridors and several cool rooms. All in all, a fail as a map, a worthy specimen to look at for some design inspiration.
It's very challenge, health supply is low, if you're not found any of secrets, and it'll make you suffer, a lot.
Old school style but since supply is low and you needed considering about the ammo usage so it's not easy, but I guess it's fine for most of DooMers.
Sector #324 erroneously set as Secret and it's not reachable(it's the upper side of the switch to active the secret elevator, you cannot go to there normally) so player will end up 2/3 of secrets.
1995. Map has some nice details, textures are ok. But there is a maze. Big, monotonous maze. With only right angles one texture, and few stacked pinkies. Gameplay is bad. Switch hunting, backtracking with no idea where to go. Secrets are not flagged at all. If you are too observant you may miss all the level, becouse there's shortcut from the begining to end. Graphic: 3.5/5* Gameplay: 1/5*