Played through it on skill 2 using the IronWail source port.
Very good set of maps that capture the old school aesthetic while including modern sensibilities such as hordes and combat puzzles. It is slightly harder than the original wads, but not as extreme as some modern interpretations.
Aesthetically, the maps alternate between different styles such as techbases, greco-roman styles and castles. Even the more exploration heavy maps, make a good use of architecture to guide the player through the different nooks and crannies without ever getting lost.
The maps scale on difficulty, reaching the climax on the last level which relies a lot on monster re-spawning and gratuitous quad damage runs to clear previously populated areas. Combining these with an ingenious use of level traps to clear some of the bigger baddies and the best use of the ring of shadows I have seen on Quake level.
I don't think that the episode accomplishes the goal of feeling like a 6th episode; as it feels more modern than retro, but it is still quite good and hard collection.
Favorite maps:
1. Knight on the Town
2. The Augur's Mold
3, Knavel Orange