An amazing pack of maps, many of which could easily be released as stand alone maps on their own merits!
So first off, demos! Split the zip because Sock and Tronyn's demos were somewhat big. All skill2.
All maps except Sock/Tronyn
Sock
Tronyn
Straight off: Other than I think being a bit too tight on ammo early on, MFX's map is absolutely amazing and I think most will agree the best map in the pack. As in likely the best release of 2014. I loved the bit of free choice in the start of the map to enter the temple! The visuals are awesome and unique, the atmosphere as you go through the level is fantastic, and it was just a joy to play. Wonderful :D
Next I believe Sock's map is another clear stand out for it's clever design. It feels different than many Quake maps, but still fitting, and it gives you a definite choice in routes to try, and encourages you to play it again. The secrets are fun and the gameplay excellent. Everything about this just seems well thought out and considered. And of course, it looks awesome as you would expect from sock!
Lun's map is a great setting, that just feels fun to play through without it trying to do too much. Some of it's Doom beginnings shine through, and there are nice secrets and the hot lava that will in fact kill you when you mess up your jump over it. The end is maybe a bit weak, but the overall setting and gameplay are fun. A nice short map that is lacking sanddogs that existed in it's beta...
skacky's map is fun, and has another nice looking take on things with the floating upsidedown temple thing going on. This is some straight forward Quake action! The gold key area is a great big battle and the highlight of the map.
Tronyn's was a massive vista that somehow you managed to let players walk around in. No wonder it took forever to vis! The visuals are big and chunky and Quake. I'm not so much a fan of the gameplay and pacing, it feels very odd to start off fighting Shamblers and Vores and Hell Knights, then meet sprinklings of Grunts and hordes of Knights and Scrags here and there until the end battle. Possibly this was due to needing to cut down for time? I had to actually quicksave in this level though, which is something I never do!
Fifth/Ericw's map I feel like tried to do too much and it became a bit of a monster for them to wrangle into something coherent. It's a decently fun map, the combat was generally good, and there are nice visual elements... it just feels like it needed more polish beyond what they could reasonably do in the couple weeks. It DOES have the most unique battle in the pack though, so congrats on that part!
Cocerello's is again another map where 'bit off more than you could chew' seems to be what happened. I appreciate the general direction of the look, think it needed some more lighting polish to try and make this shine... but the gameplay was really poor. I think you intended players to sneak around and collect some weapons and ammo, but that goes against the instincts of Quake players so much, and even then the monsters were still a bit too much to slog through with peashooters. I don't want to rag on this too much, you clearly state in it's title it's not finished to your liking, and I do know you are still relatively new to Quake mapping. My only suggestion for the future is to think smaller scale until you have a better handle on how much you can reasonable do to a high quality!
To reiterate, this pack was fantastic, and a joy to play, great work everyone!