Good Necropolis vibe here, plus dem cratez!!!
I like the tallness of it all, even if it means taking falling damage quite often. Bit samey-looking in the ceiling parts, maybe could have used some beams or the like to make things look more structural.
I wasn't too fond of the lighting; it seems quite bland, because there aren't many bright light sources, only dim ones. The colored lighting increases the effect, as colored lights are even darker than their normal counterparts (plus the colors don't really manage to improve the visuals here). Without the
.lit file, the map looks quite a bit better, in my view.
Don't use BSP2 format unless it's necessary! Slightly exceeded limits still run with the regular BSP format on ports with increased limits. No need to restrict such a map to Quakespasm.
OMG sacrilege! Misaligned wizmet1_2 rivets are an instaban reason. :)
Brushwork tip: if you noclip around, you'll notice many empty compartments behind walls and such, those pitch black enclosed spaces. Try to remove them by either opening them up to the void or filling them with brushes. Things like that can play a role in optimizing a level towards certain bsp limits.
For next time: don't include folders in the zip if it isn't absolutely required. I noticed sloppy packaging in several of the recent releases - a hassle for players and the file won't work in the Quake Injector, either. Just have all files, .bsp/.lit/.txt, in a simple zip, ideally all with the same filename for maximum usability.
Gameplay is as advertised. While I did find the SNG secret, I would have prefered if it had also been available in the open at some later point.
What happens if one falls off the raft and fails to catch up - death? Shame the areas past the bridge and around the slime canal aren't accessible afterwards.
Demo