Random thoughts whilst watching your playthrough:
* Map lines - I need to look into how these get hidden for secret areas, a couple of times you brought up the map I could see some lines from secret areas had been revealed which might be a giveaway
* Loved that you kept saving before going in the dark maze, clearly PTSD from an earlier run!
* I think I need to up the difficulty for Ultra Violence, it feels a bit too pedestrian in one or two areas.
* I'm still not happy with some areas like the poison room where it's just a windy path with some imps slowly firing at you, feels a bit weak. Might look at reworking the space or sticking some stuff on the path to make it more likely the player gets pushed into the poison...
* The path that you can get to by dropping into the poison area in the imp room does lead to a secret, follow the lights...
* Spotted a few miscellaneous texture issues that I'll to take another pass on tidying up
* Lines of sight in the "server room" maze - need to rethink monster placement - too easy to see some enemies via diagonals which makes it a tiny bit too easy I think.
* Regarding your comment of the level reminding you of things in real Doom - yes that's what I was going for! Trying to riff on existing concepts but without coming across as wholesale plagiarism!
Felt like a good way to get into the swing of things before hopefully pivoting more toward something fresher. Plus, Doom and Doom II got so much right off the bat that who am I to argue with it!
* UDM is great - I genuinely hadn't touched Doom mapping in 25 years before making this level and it came together really quickly. Would love to see more people getting into it!
* The route to the blue key after the server room seems to kick off infighting between the Hell Knight and imps too easily, might need to rethink placement/layout.
* Regarding the availability of weapons in the map - I might think about rethinking where the pickups are. You can get the chaingun relatively early but its in a secret area. Originally this started out as a simpler "MAP 01" type thing so I was trying to limit the player to mainly pistol and shotgun, but as the design has evolved I think I might need to be a bit more generous with the arsenal! (and then I can add some even bigger enemies to the higher difficulty as well...
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* Getting toward the back sections of the run now and my overall thought remains in that I think it's all too pedestrian at times. The lost souls don't achieve what I wanted in that poison room, feel like I haven't worked out how to make the best use of them yet.
* Outside areas that you can see from a couple of rooms - player should probably be able to get out there, otherwise it's just a tease!
* I think I'm going to need to release more monsters as the player goes back through some places (maybe mostly in UV...) to make the back tracking more interesting. There's a couple of places I do this at the moment but I think the balance probably needs to shift a bit more toward keeping the player on their toes.
* Judging from the results screen I think I might have messed up the secret sectors. There were 2 secrets I think you missed.
* Also regarding that results screen - I don't know how you set the par time! 30 seconds is inherited from the OG Doom II opening map