Why don't I have a custom title by now!?
I played through all E2. I'm a little disappointed, liked it less than E1. I'll explain why.
Before I say anything, I have to tell you that I don't quite like original Doom's E2 too, just for you to understand why I'm not enthusiastic this time.
Like in Favillesco E1, the maps in E2 are very large and complex, at least compared to original maps. Unfortunately, while in E1 could be a talk about nonlinearity and exploration, in E2 this turns wordly into straying. I started to genuinely feel this in E2M4. E1 maps were interconnected into one large cluster and if you wanted to go somewhere (looking at automap), you could just go roughly in the direction and the map itself finally guided you where you wanted to. E2 on the other hand features a lot of one-way paths (with jumps from height etc.), damaging floors covering large areas, and to get from point A to point B, you'll often have to take a long and unobvious detour. At practically every of the maps past E2M3 it happened me that I was running in circles many times before finally figuring out what to do, some of these circles drained health from me as I was forced to go through nukage, and it took a long time. This is not the kind of exploration I like. In E2M7 I somehow got to the exit while quite a part of the map unexplored yet, and I rather exited right away than to backtrack to the other side of the map. I see it's something you can't much improve at this point already, but it's just the main thing that spoils this for me.
One of my problems was a switch that opens the north-east courtyard in E2M5. I didn't notice the switch. Repeatedly. I wandered the map back and forth too many times. You know, there's a problem with original E2 that the one-main-right way is not highlighted, and in fact, in many instances it's somewhat hidden. You've borrowed this concept and amplified it in your E2 to create hard to navigate mazes. Once you get familiar with them, they become easier - that's probably why you don't see any problem. But if you're exploring for a first time, running in circles will likely occur on the middle and later maps.
I also must say that combat in your E2 becomes easy to that extent it's getting boring. Even the traps which features a lot of monsters are mostly easy, because you've got a lot of space to avoid danger. Also there's again too much ammunition. I could almost play all the maps with just a shotgun, and I used bigger weapons only sometimes and mainly for one reason: Not because it was a difficult fight, not because I lacked shotgun ammo, but because otherwise the monsters would take annoyingly long to kill. I find that bad. Exceptions to this were rare, in fact just two: The yellow key ambush in E2M7 (which I can't imagine being possible without the nearby invulnerability secret-nonsecret), and E2M8, which I gave up. I'm all for increasing monster counts, but also to make them attack you from multiple directions and from mid-to-close range, possibly in ambushes/encounters, so they'll actually pose a threat more often. Not just place additional demons in the corridors.
On the other hand, I sometimes found myself lacking health. Specially in E2M3, which doesn't contain nearly any health (early on). I don't understand why your maps give lots of ammo, but so little health, not counting secret soulspheres, on which I was reliant in E2M3 case (on a soulsphere and armor brought from previous level, more precisely). Cutting down ammo would actually influence difficulty in a similar manner like adding monsters. Being you, I'd think about it.
Please, change E2M8. You've seen reviews of E1M8 in the DWMClub thread. E1M8 was not a game of skill, but a game of patience, since the barons didn't pose any danger unless you forgot to dodge. Now E2M8 is also not a game of skill, but a game of both patience and endurance of your good luck. Seriously, ...To be fair to you, the maps had also good points. More than any of the homages, I specially liked some of the parts that apparently were your original. One map had a thin ledge by a wall, and you had to crawl along the wall to get further. Down there was just a nondamaging water so you were safe in this regard, and while in the middle of your (short, true) way, two cacodemons appeared. Shooting them while staying on the ledge was entertaining. Some ambushes and encounters actually were nice, they were just too rare in comparison to quite pointless battles in corridors. Some secrets were nicely hidden (again, shame that I can't say it about all of them, that were just a slightly unfitting bumpable texture). Before the later maps turned into mazes and style got repetitive, I actually enjoyed most of the playing and shooting and exploring, while I admit, grabbing up to all 400 bullets right in first level bugged me. First level had about the right size and structure for a pleasuring-exploratory gameplay. Well, to sum this up (sorry for soooo long text), as I'm not keen on original E2, I'm not getting biased about your one, though it definitely has some goods, and E2 fans would appreciate them more than me. That's about it.