Finally finished it (more or less) in several sessions.
A couple of observations:
1. Secrets are the new crates.
2. Fucking Quoth.
3. The reskins feel unnecessary and quite bad
4. Use developer mode - several maps have items fall out which went by unnoticed; also, in many cases where misc_model was used there is warning spam about invalid frames or skins (likely due to improper use of the entity/lacking documentation in Quoth progs?)
4. Colored lighting all over the place in some maps. Not pretending I'm an expert on this, but while it can generally serve to enhance the atmosphere, I feel like it's often used in a more gimmicky way. E.g. is it mandatory that red windows have to glow like that? Or where colored lights are used to light entire areas. Might work with a bright yellow; not so much with dark colors which lower the overall light level and often doesn't look that good to begin with.
5. What's with all the HPL secrets.. Not to mention the fact you got it all wrong: HPL has no eyes!! (Voreling barf seems about right, though)
6. Pulsar's and skacky's secrets can fuck off.
7. Clipping is an issue in a few maps. It's a good idea to clip off small recessed bits on the walls and particularly the floor to make for smoother gameplay, because Quake physics are really dodgy in this regard - movement (or jumping) is easily impeded by ever so small height differences.
By and large, the maps in this pack are all very good; nice to see some new(er) faces. I was a little bit worried a Knave jam would yield grey brick maps exclusively, though luckily there were some thematic exceptions as well.
Generally, I prefered the smaller maps. I found that I tire easily playing such big packs with many maps, but that's my problem. Sadly, I didn't take notes and forgot about things I noticed, so I can't really make satisfying individual comments for most of them. All levels had some nice features and/or visuals in one way or another.
Some
demos of varying quality (meaning sometimes I play terribly).
Skill 2 may not have been a good idea. Didn't finish ShoTro's and skacky's map (at the end fights, so not much missed. Meant to return to them, but then didn't).
Shotro: quite experimental, which is appreciated, but also awkward in terms mechanics and gameplay, causing frustrating situations/deaths. I applaud the unique approach, but I can't say I enjoyed playing it that much.
NewHouse: Pretty abstract regarding the theme in addition to being altogether somewhat crude, and I sighed at the excessive (almost exclusive) use of Quoth enemies which is normally bound to make things not-fun. However, to my surprise it all worked out due to all the powerups and supplies. Good.
Naitelveni: Wtf moment when spawning in a base. The Knave level was good, although the clipping and colored lighting issues peaked in this very map. Some situations where I got a little annoyed items were put in my way forcing me to pick them up even though I didn't want/need them.
I didn't bother with the start map, but it's fine, and with some things to do and discover. Re: stupid argument - both opinois are valid. If you consider this a pack in the same context/tradition as Chapters, then a start map like this has its place and works as hub tying the whole thing together. If you regard this as a casual mapping jam like they were originally envisioned, it's quite unnecessary, especially with such a complex structure. Nothing to complain about considering skacky made three other maps beside it.... ;)