Enjay wrote:Just as a point of personal interpretation, rather than see the hell knight as a non-flying caco-like monster (though there is nothing wrong with that interpretation), to me he has always been a tougher alternative to an imp where you might want to use fewer enemies than an imp assault or just have something that can put up more of a fight than an imp but you don't want to unleash tougher bad guys (like the baron). I think the HK nicely fills the "medium toughness but quite hard hitting" niche.
Personally, I've always seen them as a direct progression: Imp -> Cacodemon -> Hell Knight -> Baron of Hell -> Cyberdemon. The Cyberdemon and Cacodemon have special abilities (flight and splash damage), but they're rarely used to their best effect anyway - even in vanilla maps. It's one of the few things I hate about Doom.
Besides, the way their health and damage are balanced clashes quite a bit with the monsters in Heretic.
Edit: I have the same problem with, say, putting Strife enemies into Doom without changing their behavior.
Anyway, I like the maps for the most part, but the inclusion of Barons of Hell seems quite forced. It takes forever to take them down with the weapons you're given, and it's a minimum of effort to evade their attacks. The Lost Souls also seem unnecessary; they're rarely seen and Gargoyles fit the same niche anyway.
The fight with D'Sparil is horribly anticlimactic if you use the tomed Super-Crossbow. It took maybe a couple of seconds to kill his serpent. Maybe buff his health a bit? You should also add some more claw orbs or something to the Baron/Iron Lich fight on the second map; I ran out of ammo extremely quickly and had to kill a quarter of them with the wand.
I really like the architecture and mood, though.