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MAP61 - Municipal Well by Flotilla
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The premise of this level is almost identical to a map that I failed to finish for this collection called "Transformtress". In hindsight I'm glad I didn't get far with my own map because this is executed much better than mine

The escalation is great, first appearing to be an exploration map with a slight lack of detail but gradually connecting all the areas into the central cylinder before finally opening up to reveal the true arena. And the challenges for each switch around the outside are unique - being suddenly stuck in a sub-area with imps raining fireballs down on you, or desperately trying to navigate a maze while Cacodemons are drifting towards you.
Great concept and well realized!
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MAP62 - Dropoff by CharlieTheGnarly
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Ooh, Super Metroid. Great music for an underground base, though the action doesn't really match it - it sounds more suitable for a dark atmospheric map!
The level design is a bit boxy, in the most literal sense - you overrely on crate mazes in the two main rooms. The corridors are actually a lot better, with varied light and dark sections and different textures.
Nice unexpected switch effects on the doors between the north room and one of the crate rooms!
A basic map but a solid start! Could be an introduction to an episode if you wanted to continue in the same vein

Try to make your rooms less like boxes with a single feature, experiment with split levels and making your architecture more interesting.
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MAP63 - Dimensional Accelerator by Untitled
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Black! Very black. Let's go for "creative idea" for now.
Yes, that was interesting in some regards

The scenery looked good and I liked the secrets, though as I've said before I'm not a great fan of arena maps, and this map is a long string of them. For that reason, I was glad that you didn't lock the doors and you left it up to the player's wits to use the invisiblity and lure the monsters away from the passages to the next area.
The high point was the fight against the Spider Mastermind, with you having to run around to make sure you kept your cover up - that was a creative use of scenery that made the fight much less dull than the boss fights can tend to be!
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MAP64 - Urban Hell by ChrisR91
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Again, welcome to Doom mapping! Nice foggy hellish setting, and getting an objective is interesting - let's make a start.
Nice use of texturing and sectoring to create the city! The landscape is interesting, though the insides of the buildings can feel a bit sparse - particularly the first one you enter from the starting area, to the right of the lorry dock.
The fog and atmosphere is nice, but this suffers a bit from the same problem that city maps in Doom always have - a lack of a sense of direction or clue as to what to do next! It feels a bit empty sometimes - but I should stress that I far prefer this to maps that feel too full. The reliance on human enemies in the buildings can make them a bit too easy.
You have some great moments, though, like the dark corridor with the silhouette of the Arch-Vile looming out of it!
Hah, and a cutscene to end

Your mapping skills are stellar especially for a learner! And this map played well enough, but it felt like it was staying below its potential in gameplay... would it be weird if I said that it reminded me of Syphon Filter on the PS1? I think an open-environment map like this could work great with that kind of gameplay, giving the player marked objectives that evolve as the level goes on.
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MAP65 - Electron by FloatRand
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Steady on mate, you've already done two great maps for this pack

Well, here's a third...
Yes, I'll just deal with that Archvile with my pistol and a fruit-knife. Why not. (But then I saw what you were going for! That's a nice little set-piece, having to run away and get tooled up before you open up the door again.)
This is a bit beyond my skill level, to be honest, what with the constant monster hordes and Archviles - but your sense of decoration is fantastic and I especially love the blue lights that pulse in sequence. It's like playing Doom in a nightclub. You have an aesthetic and you're not afraid to use it!
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MAP66 - Caco-lover by Everennui
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Nice tactic on the music

I like the visuals - it's a little bit of a different take on a base map with the multi-tiered hallway. And there's also the completely underappreciated "just reach over the barrier and press the switch" solution!
Here come the Cacodemons! With a lack of health and firepower this is going to be tricky.
Oh, bugger off, Archvile. Either I've done something very wrong or this is very unfair! It's a great and interesting map, but feels unbalanced for a single player against the onslaught - knowing from the intro text that it was intended for co-operative play makes it make a bit more sense.
The south room with the brick structure in the middle feels a bit weird and plain compared to the rest of the map.
The yellow door near the start is an open-once-only! This is a mapbreaker if you escape via the vent. The messaging around which keys go to which doors is a bit inconsistent - there are coloured stripes around some doors and switches but not others.
You made me work to get on to that platform! It took me a couple of tries to work out what the switch did.
Bit of a meat-shield corridor after that - the last Mancubus is stuck in the back wall.
Where the flaming hell is the blue key?
One check of the editor later... wow, that's good but I feel it could have been better hinted. Maybe by making the door to the vent blue as well so that you're forced to find it and can't escape until you do.
NICE collapsing bridge! Echoes of Contra

This was a great-looking and well programmed map but I found it a very frustrating one to play, both in terms of unfair enemies and a confusing layout. I think a couple of tweaks to both, to guide the player better and give them a more... realistic challenge, would do wonders for it.
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MAP67 - Brown Mesa by Cheeki
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Happy first complete map! Nice surprise with the monsters spilling out in an apparently deserted room
I like the clear Episode 1 influence throughout - you emulate its style well and this looks like it could have been an id map despite being your first!
Nice secret outside, but glass panes would have looked better than inexplicable invisible walls to prevent the player going outside the obvious way. I was surprised there wasn't anything at the end of the path.
Good yellow key trap

There's a HOM on the south side of the enclosure once it opens. Very slightly misaligned teleporter pad in the maze secret.
The maze feels like it goes on a bit too long - switching to a different style (computery more open maze, like in E1M2?) halfway through would have broken it up a bit. I like how it loops back seamlessly to put you back at the beginning with the biosuits without you realizing it.
The baron defending the switch a bit later on just soaks up time with the curved corridor providing an easy retreat - releasing a couple of demons would keep the tension going

Knights are preferred over barons most of the time for being less of a meat shield.
A couple of hidden doors (now visible to me with the automap) really feel like they should be counted as secrets (chaingun and blue armour specifically).
I would avoid reversing the switch textures without good reason, because it can make it unclear what's been switched and what hasn't.
And we're out

Nice scenery and sense of escape at the end! I found the lack of a trap in the red key room unsettling, and the last fight once you open the red door was nothing to speak of. Nevertheless, this was a great first map, with just a couple of annoyances mentioned above - aesthetically it was great, and it felt gentle to just about right for me.
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MAP68 - Bloody Hell by Wivicer
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Vampire-smashing is go again! The very start is a bit of a plain box, but the scenery improves once you're inside with the multi-level ceiling, very much like the Hangar in E1M1 - interesting use of sectors for the sloped door!
Nice suddenly bigger room. It could have had a bit more in it, a couple of flying enemies in addition to the chaingunners - and the lift up/down to the slime is too slow! The split door leading to it is great, but the texture you used doesn't look like a door. You could have customized your own with one of the existing door textures
The decoration is pretty good throughout, actually - nice use of elements to break long walls up and so on. I like the look of the water room beyond the red door - and the horizontal broken door is a nice touch

It would be nice to have a visual reason why some of the doors can't be opened, even if it's a message saying "This door is operated by a switch".
That looks dangerous. I suppose I'm in hell now! This area starts off a little plainer but soon ramps up - the temple looks great and I like the multi-tiered lava environment.
This was a nice gentle and well-decorated map, it felt like the start of an episode. At times it felt a bit too empty (but again, I prefer erring on this side to having an outdoor environment with a million monsters coming at you) and there could have been more secrets to reward curious players going down the lava tunnels, for example. But I definitely enjoyed this one
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MAP69 - A Night at the Opera by Temin_Dump
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Hah. Okay

Brilliant scare right at the start with the mirror!
This is a nice concept

Ever played the opera house level from Tomb Raider 2? The keys standing out against the black and white world feel a bit Wizard of Oz, or maybe Rocky Horror.
And... the curtain has risen D: That's a scene I want to stay away from!
I was rocket-jumped to the seats by a Revenant! I'm not sure if I was meant to get there, but I appreciate the back sides of the doors being unlocked either way.
Got the megasphere, made it to the basement, earthquake and... scene? Confusing but fun map, great idea
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MAP70 - An Online Virtual Reality Used By Hackers - ShadowHog
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I wonder what other id games you're a fan of
I was immediately eviscerated by the turbodogs! Those things are tough - and frightening when they leap out at 100mph and capable of doing so much damage so quickly.
This map is really impressive architecturally, cramming the layout of a Quake level into Doom and including the 3D lifts, the long drops into caves, and so on - there are a couple of the better of Quake-styled traps as well like the dark fight with the hell knights. It can't have been easy to wrap your head around it, filling the positive space with 3D floors.
The keycards don't register with the doors and I noclipped through them! [Edited to add: This was due to loading Smoothdoom, which replaces the keys]
The plasma gun feels unnecessary given that it's at the very end of the... oh no.
Oh, it's Oremor Nhoj. This, again, is an impressively faithful recreation of one of the rubbishest boss fights in FPS history

And you really went the extra mile by redoing the entire interface and sounds!