FDAs for all the maps :
Attachment DeletedPlayed through From Doom With Love, 35 FPS, 426x200 resolution.
MAP01: Beautiful opener, cute layout, good Scythe X inspiration, I had to make two demos, because I softlocked in the dark room with the suspiciously McGee looking elevator, by jumping over the fence with the help of the elevator, thinking there's a secret. 5/5
MAP02: Confusing map, questionable gameplay, easy to get cornered in the Rocket Launcher path, it's too cramped to use it, the plasma gun path is much easier but plays less interestingly. 2/5
MAP03: An overdetailed mess, I couldn't figure out where I was most of the time because all the detail blends in, I got a slight headache playing this, it wasn't pleasant walking around the map. The gameplay was solid though. 2/5
Next you want to go all out on floor detail, make sure you even out the floor collision with self-referencing sectors, I know it's a lot of work, but it's either that or you're going to make players sick.
MAP04: DNF because the backup mechanism behind the yellow door only activated once.
The music is too short, I ended up using IDCLEV11 when I reached the sewer section.
Good atmosphere, the claustrophobia works well in here, the experimental gameplay and environmental storytelling was awesome, the map felt alive. 4/5
MAP05: Not a true FDA because I played this when it was in the testing phase.
Another beautiful map by 40oz, lovely layout, felt satisfying just to walk around thanks to the curvy aesthetic. The non-linearity is on par with my favorite ID mapper Tim Willits, I love the new extra paths you added. 5/5
MAP06: Just an ok map TBH, nothing of note, I guess I could say it's Icarus-looking, but it's not much of a compliment IMO. 3/5
MAP07: This reminded me of MAP05 from here, but a whole lot more non-linear and more involved gameplay-wise. 5/5
MAP08: Gave me good hardcore 90's vibes, well done layout and setups. I haven't found the BFG9000 secret or any of the other secrets which made me feel defeated. 5/5
MAP09: DNF because after reaching the exit and looking for secrets I pushed on a wall that had an action tagged with a 0, so the entire map collapsed on itself and I couldn't exit.
Interesting visuals, though unfortunately gameplay takes a bit of a hit, all the encounters felt like filler, but I appreciate the free BFG and the copious cells at the end, it felt like a showdown with fireworks. 4/5
The music could've stand to be less repetitive.
MAP10: This is the best map so far by this author, minimalistic and unique encounters with opposition of 1 or 2 enemies, the boss is strange though, you can kill it very quickly before the enemies can do much, it doesn't help that you've put several types of enemies in one arena, it was just a matter of getting them to infight so you can slam dunk Romero with some rockets, this could've been much more interesting if the arena consisted solely of a horde of spectres, demons, lost souls, a few pain elementals and a single cyberdemon instead.
And why isn't the Romero head disguised as some kind of a generator or some kind of a power core? That's kinda lazy. 3/5
MAP11: No credits? 0/5