I played through the pack yesterday, and enjoyed the everloving shit out of it! Before I offer any specific feedback I'm going to go play through everything again to refresh my thoughts, and maybe see if I can come up with some more substantial comments for everybody.
I took the liberty of recording video and commentary of my playthroughs, but there's a bit of audio mixing and video compression work I have to do before I can get those up on Youtube, so in the meantime here are the demos I recorded simultaneously:
https://www.dropbox.com/sh/eb9zbuw8h9jb99y/AAAf7XEISFXL4fbQGeF7fBoXa?dl=0
You can download the "-all" archive to get everything, but it's a 36MB file that expands to over 750, so be prepared. If you just want the demos for a particular map, you can find those in the folder too. I used 7-Zip to keep file sizes down, but if you need a different format let me know and I'll upload whatever you prefer. Also be warned some maps have several demos (sorry, adib, I was really out of it at the start), since I'm not exactly a Top Tier Professional Gamer.
As for my own map, first off, for anyone who skipped the readme, doesn't care about Twitter, and hasn't seen the link in Mike Taylor's Quaddicted review, I made heavy use of a reference image for this map, "Tower of Evil" by Xueguo Yang:
http://yangxueguo.deviantart.com/art/Tower-of-evil-342477532 I first saw the painting several years ago in reference to Beksinski-style artwork, and have wanted to do something like it since. "Fire and Brimstone" seemed like the perfect opportunity.
Responding to specific comments:
necros: I appreciate the sentiment, but you died several times because I don't have any friends (I could stop the sentence right here) who play Quake and the map didn't get tested. I played it on Easy, Normal and Hard until I was blue in the face, trying desperately to balance it as best I could, but there's no substitute for another pair of eyes. Especially giant creepy ones.
scar3crow: That comment made my day, thank you! I wasn't sure what to do about ammo, I felt like things might have been okay at an earlier stage but figured what felt right to me would be too difficult for others. I know the map inside and out and one's work is usually easier for oneself than for the players, so I added a few packs of ammo. Again, textbook lack of testing. I also wanted to add some kind of fun secret you could access with the pent/quad combo, but by the time I realized I could it was close to the deadline and my polycounts were scraping the recommended max in a couple areas, so I scrapped the idea. I hadn't thought you'd have enough powerup time to get to the nose, though, I should have thrown something in there.
adib: No apologies necessary! Considering how poorly I performed in your map, and how many demos I had to record to get through it, I'd say we're even. :) Could you explain what you mean about the key and button? I wasn't thrilled with them, exactly, but I wanted the lift to be locked at first for a little "you can't get in here yet, go find the macguffin" gameplay and couldn't come up with a replacement. Is there another way you'd suggest I could get the same type of thing?
ShoTro: That's one of those glaring issues I was aware of but couldn't solve in time. Not just running away from the things, but running in such a direction and to such a position that you end up telefragging one of the enemies that pop in (namely the Shambler). Maybe if I'd started with a longer delay on the first totem, then shortened it each time? That setup, however, made me worry about too much of a wait between approaching the first one and seeing some kind of result. I tried to bridge the gap with text, which was nice for pacing but ruined the atmosphere since it had the effect of explicitly defining the totems and/or face as sentient beings that were aware of you. Getting rid of the text altogether made the whole thing ambiguous, and a lot more like the mood I was going for, so I stuck with that and tightened up the delays. But I guess that's putting the cart before the horse.