I don't mind some enemies in secret areas. Doom did it all the time. Hell, E1M9 is one big secret area.any e1m2'ers read my suggestions?
Especially, don't put enemies in secret areas...
Though I do have to mention this about ZE1M3. It's too goddamn big. I could get to the normal exit before having three of the six keys needed to get to the secret exit (which itself is an unfair fight IMO.. the place is too dark). That's sort of forgivable though.. I did manage to beat it without cheating, plus having encountered the door early on made me want to find all six keys and get in there. Though, I did end up wandering aimlessly a lot, and I couldn't get to that area near the beginning that has the soulsphere. I looked all over and searched high and low.. and all I saw was a path that leads to it but I couldn't reach it. And the slime tunnels that lead to Romero's head.. good idea, but it has little reward for such a secret (plus the text leading up to and reaching it disappeared too fast.. I couldn't read it and the console didn't save it).
And I think the idea of a skybox with clouds scrolling underneath the stars should be looked at more closely. You said it doesn't work.. Post a bug report about it in the bugs forum, because it seems to me it should work.. at least definitely not crash.
I'm still curious about this. I played through what I have of ZE1M8 and I didn't see anything that having translucent clouds under the stars would ruin. Don't forget you can change the texture when needed.I won't do this because for E1M8 I need a clear black sky with stars
And on a general note, I think the starry background image itself is quite bland. IMHO, there's too many (even in 640x480 they flicker in and out when turning). Perhaps there should be fewer stars, but make them bigger.. a bit more pronounced and colorful. Remember Doom64's starry skies?