Demons on fire, two-headed chaingunners riding arachnotrons, flying barons, resurrecting imps, the f*** y** demon, helicopters with plasma marine and great music by Mark Klem. Unique gameplay, tons of fun.
This map will take as long to complete as an episode of original Doom.
It is VERY ornate and convoluted, and somewhat directionless.
I played with latest Guncaster (1.777) and latest stable GZDoom (4.5).
It took me nearly 2 hours.
I still don't know how to get the yellow key without jumping.
I recommend using a gameplay mod with double jump and mantling, like Project Brutality, or D4D or Guncaster. There are no new monsters or weapons, so you won't miss out on original content if you use a gameplay mod.
There is a cool boss battle in the end. All the areas are nicely designed and detailed, and the final area looks cool.
The exit area is central North, by the way.
Beware, there are some inescapable traps if you play with jumping, so save often.
For a 13-year-old in 1995, these are phenomenal. (Unless we're getting LittleTempled here, but even if the author was really someone's 40-year-old dad named Bill, they still hold up as quite good for the time.)
e1m1-e1m3 is a trio heavy in KDITD homages that starts with a tiny concept map and then features two increasingly larger complexes that take a lot of design cues from maps like Toxin Refinery and Computer Station. The hallmark of the later maps is how sophisticated the layouts are; e1m3 is this tangling sprawl that felt like it had no boundaries, like there always another area when you got to the map's edge, yet was it easy and intuitive to navigate. e4m1 is a separate release bundled as a bonus. It's like Thy Flesh Consumed in the form of a spacious, bare castle courtyard. Good find.
An opaque '90s dungeon crawl map with kid's gloves on (meaning it's probably a good intro if you want to try that map out). Despite the really bizarre progression and more doors being unmarked walls than having actual door textures, I never got remotely lost because of the tight scale, the intuitive "try humping walls because otherwise I'm stuck" moments, and the automap pickup midway through. Lighting is really well done for the time, lots of darkness and even some directional work giving it a spooky mood. It starts out with a KDITD feel and then branches out to other themes, which feels like a very 1994 thing. The lateral thinking in figuring out how to get around was pretty engaging.
There will be high variance in how much people like this, and I'm not an expert on this era, but I enjoyed it.