Well, good news is that I did not encounter any "in-your-face" glitches again after MAP17, so as far as I am concerned, it's the only one that needs some significant review. I didn't use a completely unmodified GZDoom, I should add - I was loading a widescreen HUD (as you can see on the screenies) and Revenant100's Sprite Fixing Project 1.3. But since these only concern sprites and the statusbar, I don't think it has any impact on the bridge visuals. I also didn't use bilinear/trilinear filtering obviously, just "Nearest-neighbor with mipmapping" (I hate blurry textures and sprites in Doom, rather prefer pixellated look), if that helps anything with reproducing the glitch.
Gameplay-wise, I think everything is spot-on. And just for the record, I played it on ITYTD just to see if it's actually possible to beat for less skilled players (such as I am), and I think you found a good balance there, too. Difficulty is still increasing considerably after level 11, which is obviously more or less intended, so I am fine with that. Never ran into any serious problems until the final map, actually... mostly because it is unusually huge for a MAP30, and I was a bit lost with all the key searching and stuff. I will require to see a video in order to realize how it's done without dying, I guess. xD
At the end of the day, this is my third top favorite wad this year (besides Back to Saturn X and the ingenious Hellbound), and once you upload it on idgames, you will definitely get your well-earned five stars from me for sure. ^^
Last edited by NightFright on Dec 1 2013 at 00:21