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MAP31 - Not Another Tech Base by ArchXeno
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"I don't like this map, but at least it exists". That's the spirit

And this has been good so far - I definitely love techbase maps and this one has been nonstop shooting so far.
Teleporting in a bunch of enemies was pretty much the exact opposite of what I wanted that conspicuous switch to do!
You have a HOM on the lower texture of the step down to the door between the silver corridor and the lower tan room... and I think if in the outside area beyond the red door, you had the trim above the door go all the way around, it would look a lot less cut off.
GREAT scare with the green armour! As you intended, I approached cautiously knowing that that big demon door would open as soon as I grabbed it, only for the floor to drop away

I think you're being too hard with yourself on that comment on the map, everything's pretty solid here. One standout thing that didn't make sense was the switch that dropped the platform in the room miles away near the start of the map, I only realized that that was what it did after retracing my steps and trying everywhere else. You had another good surprise with the room closing off and becoming an arena suddenly! I think that there were generally too many tough enemies for the arsenal that you were provided to deal with them (especially the abundance of Archviles), but it's possible that I'm just wimpier than you at Doom.
Woo-hoo, a Cyberdemon end. The Revenants on the ledges make it a little more interesting, though - I had thought I'd get the BFG prize after I downed all of those, but the reward never came!
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MAP32 - Hydraulic Plant by SpiritOfDecay
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Always check for the chainsaw at the start!
I didn't take notes as I went through this one because it's pretty short, but it's a nice small map that's had some care put into it - I liked the secrets within secrets. Detailing is good, the large room could probably have done with a bit more. And I fell foul of the invisible wall while trying to jump over the edge of the water pit to avoid the Revenants' fireballs - I'd say just let the player fall in and provide a teleport back up!
Design-wise, the map is pretty obviously a straight shot from start to finish (with just one bend preventing it from being entirely a straight line) - not necessarily a bad thing for an E1M1 if you're going for that, but adding a few more non-secret side areas would improve the feel of it a lot.
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MAP33 - Janus by SoundOfDoomDoors
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Super power metal music - I don't know the exact song but it sounds very Helloweeny

I love that already! (Being faced with a Manacubus with a pistol, less so). I got the idea that you had to run instead of fight until you got the weapons you needed, though, which was a nice change.
There's a very weird-looking mispegged texture on the wall with the window in the crusher room where you get the chaingun!
I don't have anywhere near the firepower (or skill) to deal with these double Archviles!
The hexagonal cutouts in the tech room with the blood waterfall look great, but it looks weird that the same pattern wasn't applied to the moving platform next to it as well.
There is absolutely no way that's the exit.
Oh, it was. So... where were the rest of the 666 enemies?
Interesting map that I thought was going to be longer (in the end I think it was just about right), with a lot of imaginative secrets. Some of the balance felt a little off, namely running out of ammo in the large arena room and then introducing a couple of Archviles. But I would have had a better time if I'd picked up that Berserk at the start instead of saving it for later and then no longer being able to get back to it!
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MAP34 - Gamma Station Entrance by SMG_Marine
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Very inspiring message at the start

The detailing is interesting here - the inner part of the first room is really good but the outer wall of it is really plain! There feels like there's something missing there. It keeps on improving as you go through the map.
I'm not sure why I'm noticing this in particular here, but there's good use of diagonals here, breaking up the 90-degree routes that even some very advanced mappers tend to stick to.
This was another map that seemed to end too early, when there was more left to explore! But perhaps that's good, having some optional areas and reason to go back to it. The design of the rooms kept on improving throughout, and it felt like the first episode of something, especially as you stuck with the humanoid enemies. I would definitely play an episode of this!
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MAP35 - Realm of the Sempiternal Archvile
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Let me look up "sempiternal" in the dictionary.
Great reveal of a strange and amazing place! What a sky. And there he is... you know, maybe I just won't move from here.
Oh, okay then. The unusual design of the map continues and I'm impressed with how it transforms around you all the time!
I'm really not sure I have the firepower to deal with what you're throwing at me, here.
PISS OFF WITH YOUR ARCHVILE
In the red room with all the water, you can jump from the Mancubus's platform on to the blue platform at the opposite side of the square. I'm not sure if this was intentional but I was honestly stuck otherwise.
I love the way that you use the sky as walls and doors and lifts - it's so wrong but it fits in really well with the theme of the map.
Another Archvile?! Yes, why not, I'll just deal with that with my wood-cutting tools and this pencil.
I've gone on a lot longer than I usually do for maps made by experts, but this map did so many things that were unexpected I couldn't help but note them. The way you use everything is really clever, with the map offset by the absurd level of difficulty... either there's nowhere near enough firepower to deal with everything that comes your way, or I'm just terrible at Doom (and despite my frustration, I wouldn't dismiss the latter option). I resorted to IDKFA at the end because I was facing three Arch-Viles and a spiderdemon with a chainsaw, having wasted all my ammo on the boss (who misleadingly flinches in pain even though he says he can't be hurt at the start - I thought I'd done something to let me hurt him, but it seems he was still invulnerable).
Great map for expert players or those looking for a punishment

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MAP36 - Judgement Day by Stale_Meat
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Straight into the action! And my god, 1370?!
Well. That was absolutely nuts (dot wad) from start to finish. Definitely not a map for my personal tastes, but expansive and keeps the onslaught coming through multiple environments

And some very creative scenery like the hellish mouth flesh door (which has a HOM under one of the eyes on the left hand side that I think is also preventing the Cacodemon in the window from escaping).
You can also fall down the side of the fortress near the end of the Hell section and get stuck between the wall and the jagged cracks.
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MAP37 - Complex Alive by Roxas
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Small and (dead) simple, but I needed that after the above two maps which were like the Doom equivalent of 70-minute black metal songs. The aesthetic reminds me of somewhere between Pac-Man, Tron and the Metal Gear Solid VR Missions, and it was nice to have it transform slightly throughout the arena's runtime.
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MAP38 - DUMP TD by Arctangent
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An absolutely spectacular piece of ZDoom ACS/Decorate/etc programming! Having the spider mastermind as the "core" works really well despite it not being your first intention, due to its ability to defend itself and the way that the AI targets it.
A note to Sgt Shivers/Terminus - I wasn't a fan of the preview picture on the portal for this one, including the interface looked tacky to me but I'm not sure how else I could get across how unique this map is.
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MAP39 - Dumping Ground by TotalInjury
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The very start is a bit default-y - the wood ceiling is out of place!
You need to align your textures horizontally and vertically to make them look like a coherent wall and not a series of slabs - hit A while pointing at a wall in Doombuilder's 3D mode to do it horizontally, and the arrow keys to adjust them up and down. It's good to have sections of a room at different heights, though.
Once you get away from the default walls and pass through the tall grey door into the dark corridors it looks better - and nice trap opening up on the left!
Watch your texture alignment, the switch up on the top bit is split down the middle.
The "poison" sign secret needs a blue card - was that intentional?
Outdoor area, nice! The "poison" wall leading to it should possibly have just been a standard door.
Going the other way, the big green room is a bit plain and could really have done with something in the middle (computer banks, a recessed area, some columns like in E1M1 Hangar, etc) The computery bit afterwards is good, having more detail and interaction. (Though I can't work out what to do with that giant pillar I can move down a bit.)
Good use of monster closets on the way back! I didn't expect that, it's good and prevents the return journey being just walking.
Oh - that poison door is actually a way forward! Don't do that

That should be a clearly indicated blue door.
I'm not sure how you did it, but your lines are a bit weird on the outside area with the blue key - I can see the sky through a gap next to the rocket launcher. Good, appropriately placed secret in the corner of this room!
Something's wrong in the arena (but great use of dropping the floor to make a room different). The revealed monsters seem reluctant to fight, the barons couldn't see me at all when I dropped in and I had to shoot to get their attention. Once you've hit the switch and raised the floor again, you can drop through the ground right next to the pillar and end up trapped. The manacubi platform also didn't activate and I had to noclip through the likeliest-looking wall to continue.
I've got to praise your use of an Archvile - in an arena with columns where you can get appropriate cover from it! One idea is that you could have added some demons to the equation to make the player have to deal with them blocking the route.
(Shortly afterwards) Please do not add any more monsters to this equation
The mancubus here is stuck in the wall and there are minor HOMs around the chamber that opened to reveal him.
Okay, noclipping to get out of there again and we're at the red door. In general, knights are preferred to barons because the latter were balanced as a boss and act as too much of a meat shield.
That map was okay! It was strangely buggy in a way that I haven't really seen from other maps

But perhaps it was a result of you experimenting with new things. In general they worked well - there are some odd design decisions and the layout is a little square at times, but there are definitely the seeds of good maps here

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MAP40 - Mercury Rain by Jimmy
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Great map! Obviously another expert one - the layout and design reminded me of Quake, and you have multiple areas with different scenery that flow smoothly into each other. I think that the level of challenge was exactly right, apart from a couple of moments like dumping the player into a room with six Revenants and no cover. And nice poison mechanic!