Howdy again.
kvsarispawncell2.lmp I recorded a new demo in DSDA where I finished both MAP1 and MAP2. I gave up shortly into MAP3 though. I skipped killing some monsters as soon as I realized the exit was open.
Some notes:
The arachnotron in MAP1 where the blue skull key was got caught between the lift and the platform so it was rendered immobile when I tried getting up. Putting some monster block lines to stop it from reaching the lift may work since nothing else moves between that area. The imps in the broken down city sewer area felt a little redundant and a waste of my ammunition but thankfully I replenished just enough soon after.
I like the positioning of the revenants in MAP2 where it was tricky to get up close to blast them in the face with the SSG due to the geometry in the early sections. The height of their cover helped too. Also the dual mancubus encounter where you get the rocket launcher could have had their Ambush/Deaf flag turned off since I was able to just take them down one at a time neutering the threat.
I like the archvile resurrecting the monsters and teleporting into the hallway if it still lives at the end. Though I was able to exit the elevator early through the archvile zapping me out of it.
After that I entered the main area, and there were a lot of monsters so I tried running ahead to get some infighting going on as it felt similar to the previous map but it didn't work due to the tight winding flesh geometry and new monsters kept popping up with new turns. So I deduced that I was meant to grind it out and I just didn't want to do that, especially since I kinda did that already in the previous map. [spoiler] yes I'm aware that it sounds like I dislike the core gameplay of Doom sometimes :S [/spoiler] I take note of a pattern of tight corridors leading to claustrophobic encounters in the first 2 maps.