Demon of the Well
Map 31 -- I Dunno Torn - 100% Kills / 100% Secrets
Reckon it would be pretty obvious this isn't a map by Erik Alm even if it weren't given away in the title. Most of the few maps by Torn that I've seen (e.g. his relatively recent map from CC4) are a lot like this one: simplistic layout, basic visuals and architecture, probably something that doesn't seem like it would be particularly good on paper or from a screenshot gallery....and yet somehow it's fairly enjoyable to play. Torn usually seems to have a good innate sense of pacing as developed through thing placement, and for the most that applies here, ala the cheeky BFG bait-and-switch. The map is guilty of one of my DooM peeves, though, that being making me clean some blocks of immobile HP out of cells in the walls (and I do mean making, since the caged viles pose a serious obstacle to accessing the secret exit and thus weren't easy to simply choose to ignore). Kind of seems like a filler map, but it's not offensive.
Map 32 -- enoZ soahC - 102% Kills / No secrets
What's the answer to this test? Is it A) Infighting, B) Infighting, or C) Infighting?
A trick question, of course, the real answer is D), All of the above. This is really just a couple of little boxes that smallish, heterogeneous hordes of monsters teleport into, and all you really have to do is survive until they thin each other out enough for you to finish the job. The split-level setup makes this quite easy in the first box, even when the arch-vile appears on the upper level; the second box is really only a problem if you panic and blow your plasma load too early; save it for the first 30 seconds or so and you'll probably have enough for it to get you out every time you inevitably get cornered in the rest of the wave. Pretty crude stuff, here....the cheeky hell knight pincer-tunnel is actually my favorite part, again the key is simply not to panic and punch through one of the two teams like Erik wants you to (it really is the fastest way, 9 times out of 10), then open the door behind them and deal with the other two at your leisure.
Map 16 -- Burial Grounds - 100% Kills / 100% Secrets
Another Demonfear-like level, in that here we again see a very representationalist approach to establishing setting, this time some kind of hoary old mountain cemetery and an old stone church of ill repute. Unlike the last level in this style (Map 14, 'Power Outage') the action here is a little more relevant; you've got to at least pay attention in the titular burial grounds, where a waltz with an arch-vile amongst several other demons is necessary. The church is mostly frontal assault fare of one sort or another, all that's really necessary is not losing your nerve when stuff jumps out a few inches from your face (including the exit, so don't get lax). Seems kind of odd to me that this map used all three key colors, seems like the blue key could have been left out without affecting the map's essential flow in any way....oh well, no real harm done, I suppose. Maybe Erik just liked the way the blue skull looked sitting up on that ledge with the hell knights.