Demon of the Well
I first played through Coffee Break just a couple of months ago, so much of it is still fresh in my mind. It's a quick play on a first time, and should go by in a flash this go-round, I guess I'll see how it fares in the 'replayability' department.
Again, I'll be using Eternity with my usual settings, pistol-starting on the "Dark and Strong" skill level.
Map 01 -- Storage - 100% Kills / 100% Secrets
An enjoyable starting map, set in a very anonymous-looking modular-plan outbuilding. This one introduces you to the general pace you'll be keeping for the duration of the WAD within a matter of seconds, with a brisk pistol fight that you can tackle in a few different ways--your initial 50 rounds should be sufficient to pick off most assailants on ground level (including the demon), and you can use the overhang outside of the starting room to shield yourself from the sergeant and the imps across the way. Alternately, feeling pressured by the charging demon, you can dash for the shotgun, which is riskier, but should suit the impatient. For my part, I opened the first latch and held still for a few seconds, which quickly resulted in Pinkie getting winged by the zombies, who he promptly proceeded to eat. Demons charging in to take a bite while hitscanners fire from distant/elevated positions is something that happens a lot in this map for how small it is, and it does go some way towards discouraging you from staying static, hanging around and picking things off from doorways (though, this being just map 01, the are behind you is usually clear if you feel a need to retreat). This is something that Tropiano usually does well: he is able to make even straightforward situations more interesting via skillful monster use. Another example is the blue-carpet room near the exit, where chaingunners fire from the upper floor as sergeants use their relatively good speed to storm in from the outdoor area, with additional (though usually inaccurate) fire coming through the window from the zombies in the hills outside. Lots of fast and tight shotgun work here; it plays more like a good DooM map than a DooM II map, despite the presence of some commandos and a couple of revenants. It's not nearly as engaging aesthetically, although the lighting in the actual storage area is classy, and the incongruous presence of that artsy-fartsy congeries of techlight poles on the ceiling in the blue-floored room stands out in my memory (not necessarily in a good way). If you liked the map you'll probably like the set (though the ride gets a bit rougher farther in), so enjoy.
Map 02 -- Reservoir - 100 % Kills / 100% Secrets
This is a more outwardly aesthetically pleasing map than its predecessor, certainly. I am generally quite fond of maps that feature a 'non-harmful liquids' theme, and I agree with Dobu that DooM II's heavy dark metal textures go well with the deep blue of the water (Razen's "Iron Jungle" from Interception, for example). In actual fact, there's not really a whole lot of water here, but there's enough to make the point. Lighting is more varied/interesting, and contrast in particular is also more pronounced here, as in the waterway with specters that leads to the blue key area, or on the pillared walkway overlooking the red key; the latter is particularly pronounced if you pull out the chaingun and start charging back and forth on it while holding down the trigger when the trap there springs. The actual play definitely isn't as interesting as map 01's, though--apart from the aforementioned trap, monsters tend to either just mill around ineffectually while they wait for you (in this case, I think the height variation actually hurts the action a little bit in a couple of places), or they hide alongside doorways or around corners in feeble attemts to bushwhack you. There's a (non-secret) rocket launcher here, but, at least without the benefit of hindsight, it's hard to put it to use for doing anything other than grinding through the cacoflesh choking the little exiting chambers; I reckon an SSG probably would've been better in the same spot. The secrets are pretty banal, too, and neither is particularly useful in the context of the map. I wouldn't say it's a 'dull' outing, exactly, but it certainly lacks some flair, at least in comparison to map 01/other maps in Coffee Break.