I've carried on my playthrough up to the beginning of the last episode, and I must say that this wad is fantastic. Theme-wise, the maps actually felt pretty ( despite the intended texture misalignments ), and featured a nice variety of themes. Layouts were well-thought, with a lot of interconnected areas, height differencies and plenty of secrets to find.
The introduction of the Arch-Vile was excellent, and totally unexpected. :)
I liked all the maps so far, each of them had qualities and each of them featured key aspects of Doom II.
Maps 05, 11, 17 and 20 are probably the ones I liked the most so far, but yeah there wasn't any "bad" map, each of them was enjoyable to play. That's very nice :)
Map 07 was particularly innovative, I was expecting a Dead Simple clone but it was way better than that. Sadly the Mastermind is a bit useless here as it gets slaughtered by its minions, but I guess that may be a tribute to the Cyber / Baron room in "Tricks and Traps"... :)
Map 09 was great as well. I'm usually not a fan of gimmick maps, but I can see that a lot of cool ideas have been put in there. It evokes "Tricks and Traps" without directly copying it, which is enjoyable.
The city maps were awesome as well.
I'm afraid the wad might be a bit too different from Doom II on some aspects though ( on the gameplay side mostly, but also on some of the texturing ), unlike DTWiD which was much closer to its source.
As pointed out earlier, the wad is harder than Doom II ( which isn't a bad thing in 2013 ), but the monster usage is different ( more Revenants, less boss monsters ). It also has a distinct way of introducing some of Doom II's key elements ( I'm referring to my previous post about the SSG here - Mancubus, Arachnotrons and Arch-Viles are nicely introduced ).
Theme-wise, Doom II lacked the hellish texturing you see in the third episode of Doom. GSTONE and its variants weren't used much, bar a few places ( e.g. map 18 ( a few areas ) and map 29 ). D2TWiD map 18 relies much more on GSTONE, it almost feels like a Thy Flesh Consumed map.
I haven't seen any "Mastermind vs Cyberdemon" moment so far... But I won't blame you for that. :p
Also, props for making a map 21 that doesn't suck. Now this is clearly not Doom II. :>
I haven't noticed bugs, aside from this one, which has probably already been reported : in map 22, there's a teleporter which doesn't work at all ( a line action should be added to linedef 326 ). Also, in map 22 still, should sector 25 have a damaging floor effect ?
There are dick moves indeed ( such as the Rocket Launcher in map 09 for example ), but this particular trap in D2TWiD map 04 clearly didn't feel "Doom II". You'd see that in Scythe or Requiem, but not in Doom II.
Yes it would, there are all sorts of dick move horde traps all over Doom 2. In SANDY maps, which is the key.
Same goes for the "Invulnerability + BFG9000 + horde of monsters" battle for the Yellow skullkey in map 21, it was cool but it doesn't belong to Doom II.
I can't wait to see the remaining maps. :)
Once again, great job guys, D2TWiD is a fantastic piece of work. It feels like the Doom II I've always wanted to see ( I was much disappointed by the original Doom II TBH ).