secret maps and map22 FDAs recorded on the first version: http://www.mediafire.com/?5nupzo9dnss9nnb
maps 23-25 recorded on beta2: http://www.mediafire.com/?i68cdll2cqo1r4b
map31: weird one, but hey, we're in the weird zone, so i'll take it. good secrets for the most part, but that invisible alcove was a bit too much, imo. how about a hint on the automap? perhaps a missing wall line?
map32: even weirder. like, one of the weirdest maps i've ever played. i gave up on the FDA after quick two deaths and i played the map with saveloading, because this would be ridiculous to restart all the time in true FDA style. fun to explore, funny how "patchwork" the map looks.
map22: hmmm. a switch hunt over the same rooms with new alcoves opening all the time... feels like a filler map, tbh. most of the fights are just by the numbers population of random hallways. the one at YSK bars was great, the one in the nukage room was at least challenging, the cyb fight is only hard if he keeps you from running up the elevator, then he's dead easily. i missed the bfg secret by units, but damn... switch press on completely unmarked piece of wall? or is the wooden backside supposed to hint at it? that's a bit odd. also the invis secret has to be the only marbleface on the map i didn't press, heh. god i hate when people use gargoyle faces as decoration, i just gotta press them all. and then shoot them. and press again just to be sure. just occassionally intriguing map because of poor challenge.
map23: the map is a bit weird, but i like walter's kind of weird (usually). in my fda i died in the flesh dungeon, because i flinched away from the archvile tunnel and got stuck on some architecture with revenants punching me from both sides. that's very unfair, considering how awkward movement is in there with all the sharp corners. i'd put the linedef triggering the revenants into the archvile's little cave - and un-deaf them, because once it's played correctly (=preknowledge, boo), they get picked one by one. put the player in, then release the revs on him. plasma action go.
also i didn't like how you return to the valley area - the cybie was SO menacing up there, but now he's just spamming into a cliff while you plasma him to death from a safe place. it'd totally kick ass to teleport the player down again, or on one of the levels where the cybie would actually mean anything dangerous. perhaps he could teleport down to the player during this revisit.
and the final battle is silly. first the monsters just block your access into the arena and you spam them (FOR SOOOOO LONG, SO MUCH HP TO EAT THROUGH!) as they get funneled through the tiny, tiny entrance, then you get a harmless cybie with a completely redundant switch to press. you can press linedef 3011 from above, but i don't see why the switch is even there - why not just have the first switch to do the job? also i'd totally want to see that monster horde infight with the cybie - and perhaps with the player in the arena as well, not locked out in the entrance cave, because the monsters simply won't let him in.
otherwise i enjoyed this map.
map24: atmospheric/realistic infested techbase with a strong zdoom feel, huh? well, it works for me a lot better than map15, although pure gameplay isn't the strongest point. :P it's definitely lovely to look at and the big explosion effect was really neat! the cybie fight was pretty good, too, although backpedaling/strafing was rather annoying with all the decorative architecture in the way. that could be the point, though.
what rrrreally annoyed me was the backtracking from the big explosion to... a small door somewhere at the other side of the (now empty) map. tssssk. either do something with the map for the return trip (add more "exploded" parts, hint a way back with changed lighting, repopulate the path back) or just teleport player back to the base entrance. i had NO idea where i was supposed to go and it really damages the immersion this map relies on.
also the final cave area was rather weak challenge-wise. it could use spicing up with perhaps another cyb, this time with the BFG. :)
map25: another rather classic by-the-numbers, room-by-room map. the outside fight with revs and cacos was cool, but otherwise there wasn't much challenge in the rest of the map.
why are the soulsphere and the blue armor in the southwestern part tagged as secret? can you even miss them?
the switches in the easternmost arena are rather inconspicous, i just didn't notice they were on all the pillars, it took some automap studying to find them. tbh, i think you should do just ONE switch that will release all of the monsters at once AND starts building the stairs, heh. one big fight instead of these weak mini-fights, the invul is wasted on them. the bfg is secret, but it's really easy to find, so it could work that way for all players.
oh and there's a lot of control sectors that need hiding on the automap.
by the way, that's an issue i had in maps 22, 24 and 25 - there's a lot of "active" linedefs on the automap, but they do nothing, they're just monster closets to be opened later, or they use a translucency effect, or something similar. looking at the automap is both confusing (when looking for doors or secrets) and mood-killing (when realizing those are monster closets). can't they look normal on the automap?
also i played the updated map16 and i consider it a serious improvement. :P