MAP36 - Unexpected Turn by leodoom85
This is a curious one - the red rock corridor is long but has a lot of out-of-bounds scenery that stops it from becoming monotonous. The encounters at the end of them are good in their own ways, but the wooden-themed one was a little hard to spot. The map definitely had at least two unexpected turns, but the first one confused me - I wasn't sure why, after an effect I thought would teleport me or otherwise affect the map dramatically, I was being prompted to go back and knock out the Cacodemons in the same places. I was expecting the map to have changed more, but I can understand why it didn't given the time constraints. I even took a look at the script to see if I was missing something - I didn't identify anything, but I can at least comment that using loops would make your life a lot easier
I was wondering when someone was going to surprise me with a custom boss! (Or irritate me by putting a Cyberdemon in that I have to fight with my fists). This boss was a nice touch, I found it a lot easier the second time when I'd worked out the rhythm but the first time was a moment of panic.
MAP37 - Sacrifices by BillGuy
Hi again

A different map style from the two bases, but I still recognize the affinity for ceiling detail! The player starts off in a bad place here and has to run for cover before things really kick off. This is another more physically-themed map, making it able to be longer despite the monster limitation, and it has a good variety of different challenges to collect the three keys - I love how the monster restriction spurred people into finding other ways to be creative. I adored the effect of the spiral staircases building themselves
I think one gravestone would have been enough in the hunt - I found the one to open the cage first and was then confused when I couldn't jump up to get the key or fit around the altar to get it from the other side! I also think the jumping (well, more like sliding, with Doom anti-jump restrictions) sequence was a bit much and could have done with being a bit shorter.
MAP38 - Ascend Beyond Hell by leodoom85
It's 3-3 between the top two mappers now, who's going to emerge with more?

My habit of checking behind me finally paid off here, not many maps have rewarded me with that instinct so far. This is another script-heavy map like the end of Unexpected Turn, and its position in the map sequence makes it feel like something big is coming

The central mechanic works well and it breaks its own rules just as they're becoming routine (which is great!), though I think that leaving the surprise up to the player would have been better than printing the protagonist's thoughts on the screen. Great out-of-bounds scenery again, though - I only found two of the four secrets and feel that I'm missing something quite big
MAP39 - The Idol Who Twists Mortal Minds by lwks
Re: the automap - hey, same to you!
This map kept me guessing - I knew there was something weird about the environment and the large space with few monsters gave me a sense of foreboding... but the twist still surprised me - well done

I think it's possible to get stuck in the "upside down" section if you go through the blue door again and teleport back into it, but it's possible that I just didn't remember the way out. Nevertheless, I IDCLIPped across the void. Something weird happened to the inside of the three-key door when it was fully closed and I'm not sure if it was a result of that:
http://i.imgur.com/UqR7F0L.png
MAP40 - Symbols of the Demon by BillGuy, leodoom85, Tapwave AND Lud!
A supergroup to complete the WAD

And it has a very oppressive atmosphere with the lava everywhere and new scenery - very fitting for the deepest level of hell. I wasn't sure how I felt about the damaging floor in the ring around the outside, as it seemed to slow the pace down to a crawl with you having to step or jump carefully over to avoid taking too much damage - I'm also pretty certain that I missed the teleporting line somehow the first time around.
FFFFFFFffffffuck me. Please don't do that, I'm on anti-anxiety pills as it is and you caused me to swear quite violently in front of my visiting mum :X But with that out the way, the arena battle at the end felt suitably climactic - the anti-Cacodemons making a reappearance from MAP36 tie the levels together well, and their twitchy, too-fast movement gives an uncomfortably oppressive otherworldly taste to them. Great effects on the cracks appearing on the seal, as well - I was expecting something a bit different the second time instead of another wave of them!
MAP41 - Where Nazis Belong
I utterly failed to find the route to this level. Nevertheless, nice little Wolfenstein 3D environment, especially starting off in the prison where it's very much a tribute to the original map - and rather better-looking than the one that ID Software did, using the giant textures more appropriately in a Doom 2-like setting

Found the secret route after a bit! Undecided about how I feel about it - do I play Doom to distract myself from the fact that that mangled hellfruit is the leader of America? Yes. Does he deserve to be mocked mercilessly at every possible avenue until his head eventually just bursts? Very much.
MAP42 - 2 Minutes to Midnight
Excellent alternative style of map to use as a secret, a sort of blend of Rise of the Triad and Total Wipeout

I haven't tried it in co-op but the setup for it looks great! I was absolutely useless at the jumping over the platforms between the fast burning pillars, and I thought that the puzzle bit in the middle brought the pace down too much, but the race against the voodoo doll was particularly inspired
