I'd just like to take a moment to thank Tormentor667 for making sure Doom Platforming never becomes irrelevant.

Not as versatile, deep, progressive and complicated as JumpMaze mod (unfortunately), but better than nothing. I genuinely appreciate that such sweet elements, even though mostly humbly, still represent in many places around Episode 2. I hope more of that will occur in Episode 3 as well. The classic Platforming with elements of dodging, jumping and avoiding obstacles, is something that we just never can get enough on Doom engine, and definitely something that never can be the excess.
I especially did enjoy the little Puzzle sections, like hiding behind the movable objects to make sure laser won't kill you, this is pretty creative and clever to put such a delicious lovely parts of the maps in your mod to diversify and revitalize the experience so it doesn't just feel like generic linear shooter. Thank you for that.

The last time I've seen similar kind of puzzles were back in the Team Fortress Classic escape maps, some of ancient TFC maps have EXACTLY the same aesthetic and feel to them and similar solutions to pass through them. Any chance you were inspired by the TFC's community maps? I really enjoy these kind of puzzles, another thing I really ambition to see in the upcoming Episode 3.
I still really hope that BJ in a new episode of your mod will return back to the roots of Wolfenstein's occult theme, which was the core point of Wolfenstein title since '81. Considering that in your mod in the Episode 2 we investigate all sort of occult and ancient civilizations temples, tombs, occult churches and what not, not to mention that it already have enemies with powerful Magic combat abilities, it just begs for BJ to obtain the Magical Powers (like in Tides of War and The Wolfenstein (2009) series) as well to become a overpowered combat Mage. The Wolfenstein '09 is still the best game of the series mostly because you've got the ability to have magical powers to wipe everyone with deadly shock wave, use Magical Powers to slow time\create barrier around yourself, and at the same time carry very complicated Sci-Fi weapons.
I really enjoyed Episode 2 of your mod mostly because of platforming and adventure kind of feel. like it's Indiana Jones and\or Tomb Rider FPS. Although fire arms combat was meh and forgettable, that's why I anticipate something like Thule Medallion (or perhaps something even bigger, better and more magical) give us a warm welcome with a sweet return. Basic fire arm combat against generic humans would put us to sleep, this is why I enjoy to use more Sci-Fi weapons of your mod when possible. I especially enjoy burning people with the Flamethrower and annihilate them with Proton Cell weapons, but it wouldn't just feel right without having even more fun magical combat abilities. The only one thing to wish for is the Return of the Tesla Cannon, a cannon that is canon to the series. But that is just my "two cent", since you as the Master will decide what your truly want out of your project anyway.
