What I did is I copied and pasted bits out of E1 levels and E2M1 and added my own areas to connect them and retextured other areas. I decided to use D_RUNNIN as the music theme, must be that Rock Organ.
Great map, Paul. Super job on the E1 and E2 ambience, thanks in no small measure to extremely blatant homages to Hangar and Deimos Anomaly, and a nod to E1M5 of Fava Beans as well, it seems.
My first run through, I only found 1 secret, the Zerk, and as a result, I had a really hard time, since all the heavy weapons except the RL are in secret areas. Funny, I walked right past the RL path, too, and so I didn't even have that when I found myself stuck on a narrow platform with Cybie! :D I died many times trying to run past him, and then the Archies, and finally "beat" the level on a death-exit. I'm guessing Romero was actually killed by an Archie. ;D
Since you did such a wonderful job hiding your secrets, I checked the map in DB2 so I could figure out how to get the best ones. I still only managed to get 87%, I think, and 97% kills, but this time my death count was zero instead of 10 or so.
Probably my proudest achievement on my first no-heavy-weapons run is that I was down to 3% health when I set off the Sector 322/323 trap with the Imps, Sergeants and Chaingunner -- and I survived! You know what that means -- the trap wasn't good enough. ;D But I was happy about that at the time. I had just played that first two-closet Pinkie trap very badly by backing into the line that drops the Hell Knight lift, so that I got slimed from behind while hemmed-in from the front. In short, I was fucked! But I not only survived, I got all the way to the Cyb meeting before I got killed.
The only thing I disliked in the map was the SSG trap, because it was very sloggy with HKs and Cacos behind a Block Monster Line and at the top of stairs. I had to fight it too cautiously, even when I had the Plasma Gun on my second run. I'm guessing the idea is that you force the player to run up the stairs and risk being hit by slime or ball-lightning. If so, it didn't work, and IMO, it's just boring. The HKs and Cacos are just time/ammo sinks. My advice, if you choose to accept it, is to eliminate the HKs and maybe put the Cacos in monster closets -- just put doors on their cubbyholes.
Aside from that, the fights were fun and the traps were good, sometimes really nasty. Hiding all the heavy weapons in secrets will probably piss some players off, but if a shitty keyboard-only player like me can beat the map without them, anyone can. ;) Sweet map!
I'll eventually update the map, get rid of the Hell Knight on the lift and add doors in front of those Cacodemons so that they only open when you approach the 4 switches.
100% kills are not possible because of secret keens in the a top secret room in the E1M1 area. The blinking arrow on the blue key platform gives a hint. Been an unlimited project I had to add some easter eggs including a famous John Romero quote at the exit from his Daikatana game.
I'll post an upgrade to the map in the near future and notify you all.