Gave "No Rest for the Living" a little spin, maps 01 and 02, created by Russell Meakim and Richard Heath respectively.
Initial impressions.
Map01 (Russell Meakim).
Thoroughly pretends to be a Doom1 map at first. Then suddenly two chaingunners.
Thoroughly pretends to be a wet, warm, sloppy """professional""" blowjob to the player caring about """quality""", with babby difficulty, excessive space and brightness, and loads of inane superficialities like half-open doors, teasing the player, keys being shown to player in advance, shortcuts from keys to the corresponding doors (so that you won't waste - gasp! = 4 more seconds backtracking), etc. Then, suddenly, at the end of the level you are missing one key. Which is accessed via the zone which is like 1/4 of the level in span, and which SEEMINGLY can only be accessed via a door which is SEEMINGLY (I didn't care enough in order to play from the beginning and recheck) made inactive by a mandatory (for the main progression route) switch. The moment you step in that secret zone, the "wet, warm, sloppy blowjob part" ends and the level starts dropping Doom2 monsters very liberally ESPECIALLY after you pick up that yellow key.
The ultimate reward for picking up yellow key? A double-barrel, which is entirely worthless since by the time you pick it pretty much everyone of notice on the level is dead, all the while the next level is perfectly pistolstartable.
Also, the author seems to like hiding shotgunners in niches you are meant to casually pass by (the hall with a hellknight, leading to doublebarrel).
I dunno, something like "You can take my word on it! - Yeeeeeah, I think, we can drop the pretense now".