Demon of the Well
UR Map 15 -- Ravine of the Hated - 102% Kills / 100% Secrets
While definitely not as aesthetically attractive as many of the other recent UR maps, this one does at least do a pretty good job of keeping you on your toes....some of the time. While there generally aren't a particularly large number of monsters active at any given time, their placement in combination with some inconvenient terrain often either deprives the player of safe spots, or alternately provides safe spots that the player is able to accomplish almost nothing constructive from as far as mounting actual offense goes. Pistol-starters face a situation where gaining any weapon stronger than the shotgun is a bit of a to-do in one way or another, as well, and hell, even the shotgun might become inconvenient to reach if you don't act quickly enough.
That being said, there's a bit of an odd lull between crossing from one side of the red skull bars to the other (whether you do it through the standard route or through the secret alternative)...things get pretty quiet until you press further, and you're able to pick off most of the enemies in that area from the relative safety of either threshold if you're thus inclined (in fact, you can do this again later when the area is refilled with foes). This kind of thing contrasts with setups like the rather effective cyberdemon, who can even catch you napping and annihilate you from halfway across the map if you get cheeky and decide to just juke him at first.
While it's a pretty small map, the path of progression to either exit is a bit convoluted/switch/trigger-heavy, like in map 12; I eventually found the secret exit, but I'm really not completely sure of just what I did to clear all of the barricades blocking it off out of the way....I just sort of checked on it periodically until I found it open. Overall, while I didn't actively dislike this map or anything, it definitely didn't engage me like several of the other recent maps have done, with the exception of the cyberdemon fight.
UR Map 31 -- Destructive Infinity - 101% Kills / 80% Secrets
A pretty cool-looking level with a hectic start, some nameless brick bastion of torture, death, and infamy. I'm not at all familiar with Deathevokation's mapping, but since the Valkiriforce-isms seem fairly subtle and subdued, I'll assume that a lot of this is representative of the former's style.
As I said, it is quite a nice-looking level, replete with a lot of attractive shadows and lighting choices. While it is rather compact in size and many of its hallways and chambers have a lot of side details like archposts and fire brazers and whatnot, it generally avoids feeling untowardly cramped or cluttered, and has a couple of outdoor areas (still fairly modest in scale) to give the layout a bit of space contrast. The starting area, with its layer of iron pillars around the elevated Plutonia-gate setup, is a bit of an exception to this, but I reckon the lack of elbow room is what makes the opening fight work. BGM is again a bit overbearing, though (and again seems like it contains a reference to another song, this time a classic IWAD tune).
As implied, the first few seconds are probably the most dangerous part of the map, with the marine underarmed and kinds of monsters closing in from all sides. Survive that, though, and it's not too tough to make it through this one. Ammo felt very tight for a little bit early on, but I never actually ran out....just didn't feel comfortable. As it turns out, if I'd taken a different path, I'd have been pretty well-covered. Whatever the case, eventually momentum tends to shift markedly in the player's favor, particularly if s/he finds some of the secrets. There is at least one pretty nasty trap near the exit, but by the time it's reached you're liable to be able to tank through it if all else fails. Opening the secret exit isn't too terribly obscure or involved here, just requires a little bit of a sharp eye. Actually realizing that it's located within inches of the regular exit is the trickiest part.
The hell is with that imp on the BFG pillar? Some rite of passage?
UR Map 32 -- A Charming Khorus - 101% Kills / No secrets
Yes, it's certainly a Khorus map. He has a very distinctive way of building natural terrain, both in terms of shape/scale and the texture combos he favors. Also, his propensity for using an extremely direct/incidental style of monster placement is evident in spades here as well--other than the cyberdemon & co. that end up being revealed near the starting area, I think pretty much every monster present is active/attacking as soon as the player enters their area.
The two most notable aspects of the gameplay here are that the map tends to drive you forward at all times (and it is very linear, with only one really optional area) into group after group of hellspawn that gradually grow in size and strength, and that it really emphasizes the plasma rifle as a primary weapon. Most other types of ammo are fairly rare, particularly rockets, and so you'll often find yourself trying to decide how to best spend the cells you have in order to keep up forward momentum. I liked this, it added interest to a map that's really not very difficult otherwise, despite its fairly large monster groups. If anything that free megasphere in the Darkwave0000-esque slimefall cave is probably just simply too generous in the context of the map's overall balance, although in actual fact I ended up actually needing it because the final spider mastermind persistently refused to go into pain-stun for me (granted, I probably should have been standing farther away than I was, but never mind)...but I reckon that someone with more luck (and intelligence!) than me probably wouldn't have that problem. I dunno, maybe put a trap in that cave, or something?