Thanks for the feedback guys! Some of the points mentioned are a consequence of this being originally an episode, but I'll take them into account.
-I'm glad you liked the custom monsters! Those were some of my primary concerns when making the map. As for the Hades Elemental; it's original incarnation (the one in R667) is much deadlier tbh, but it also feels out of place. Basically what I tried to do was to remove some of the most "Un-Doomy" elements of it and transform into, for lack of a better description, a flying Baron. A meaty monster with a not so dangerous attack that can overwhelm the unprepared but is otherwise a relatively simple foe.
That is one of the consequences of designing with an episode in mind. The underwater sections in this level were meant to be an introduction to the concept of underwater combat, which imo has been barely used in any map.
Thanks! As for the lack of grandiose vistas... well yeah, they're lacking. This was the first time I worked with UDMF so I was a bit over my head and stuck to what I knew.
Ah damn, I tried to highlight the important areas using colored lighting to guide the players into them, but seems like I failed. As for the tutorial being disorienting; you're not the first one to tell me that so I'm thinking of adding a light or something near the switch to make it pop.
Another leftover of the original intent. Later levels were going to feature more of that kind of lifts, so it's seemed appropiate to add a message about them. As for the level relased, there's one but it's inside a secret area.
Hmmm, I see where you're coming from and I think I have an idea to make the final fight more fitting.
I added the autosaves as a way to accommodate players that want to play in UV but might find the map a bit too hard, as a way to reduce frusrtation.
That is so good to hear! I was still doing some fine tunning to the map when I released my speedmap set, and the feedback you gave there was invaluable to making this one that much better.