i played @rnlf’s map to the end.
it’s a very big level, especially for an intro level e1m1 😀
it also exposes the player to the more advanced monsters, that would normally be introduced gradually through the episode.
i get that you’re trying to replicate a huge hangar, roughly to scale. but that makes it slow to get around, and with super long corridors there’s lots of space between the action, that make it time consuming to backtrack (and for example to get back up onto the walls if one jumps off trying to find one’s way).
it reminds me of some of the ‘modern’ maps posted on the doomworld forums, that choose to take a larger than life approach, presenting grand and sprawling architecture, and so deviating wildly from classic doom map design.
I didn’t find any secrets, but I didn’t really spend time looking for them, feeling that it would be like looking for a needle in a haystack.
i noticed some bugs but they’re already mentioned above, so no need to repeat them. 🙂
The map is playable, the end is reachable, and the health/ammo felt pretty much balanced for the encounters played on UV.