Demon of the Well
Hmm, been a long time since I played a Vorpal map. So here goes (or here it went, rather): -skill 4 FDA. A little slow because it takes me a couple of minutes to find one of the switches, but no deaths or other troubles otherwise.
To be truthful, it's not anywhere near as violent as I expected, but it made for a decent leisurely outing nonetheless. I didn't find several of the secrets, and left the map without even a slight inkling as to where they might've been, so some of them were hidden quite well. I assume one of them must've been a cell weapon, but I ended up not needing it. Hmm, a handful of other observations:
*You probably notice me screwing around with the area near the radsuit secret a lot before I actually get it (of course my dumb ass finally gets it all of 60 seconds after it ceased to be of any use)--I hump it, fire a shot at it at one point, etc. The reason for this is that the mouth of this secret shows up clearly on the automap (that is, with the secret sector color); it just takes a couple of minutes for it to dawn on me how to get it, despite seeing a similar device used earlier on. Yes, I'm a slow boy.
*I feel that the best potential piece of combat the map has is the trap with the pain elementals and cacos and mancubi and the like in the yellow key room. Problem is, that cage around the switch area provides a really potent security blanket/safety net that almost totally nullifies the threat of the flying monsters (especially the PEs), which turns the fight into little more than a turkey-shoot. Now granted, probably not everyone that comes there is going to have the rocket launcher by the time they throw the switch (I was fortunate to see it while peeking into the little window slits beforehand), and I can envision a situation where a player just simply runs out of ammo there trying to use shotgun/chaingun fire to push through the cloud of lost souls, which would leave him/her in the tense situation of being trapped in the cage with nothing but danger outside. But, eh....I think it'd be more consistently engaging for more players if some or all of the cage was simply eliminated. In that scenario, the pincer movement by the two PEs is suddenly a LOT more dangerous, and using the RL to deal with them even for those players that have it at that point becomes a much more pitched risk/reward situation.
*The last surge of enemies over in the blue key/blue switch area is all well and good--I always like it when arch-viles get to rez all kinds of stuff while the player is off in some other part of the map--but it occurs to me that the blue switch itself seems rather pointless. Setting aside the possibility that it might have something to do with a secret I never found, presumably what the switch does is just open the blue exit door over in that neat-looking torch/slime hallway? It's a small thing, but I don't really see any reason why the key couldn't just be used directly on the door as is. However, supposing the blue switch ALSO triggered some kind of additional wave of enemies somehow, its existence would seem to make a lot more sense. I'm also not quite clear on why there are two yellow switches, but given that I didn't get a very good look at the V-sphere room until later on, I'm probably just wrong about that one.