There is a lot of work and enthusiasm invested in this MOD, but unfortunately, youth and inexperience of its creator, have played against him and the final result of his work. In addition to his answers in the comments above, there seems to be a certain tone of arrogance, which makes us think that in his head is far from the the idea of accepting the criticism of those who, after testing it, criticize his work, no matter how well reasoned they are.
It is a huge MOD (300 megas), but unfortunately it is also a bit mediocre: Levels with an infinite amount of narrow and incoherent corridors and huge rooms all empty, one after the other, and practically in each one of them a shambler and/or 20 enemies. A
simple "old school" aesthetics, with a typical pharaonic and insane architecture, without logic or sense, that seems to be made by the reproachable architect Calatrava and the painter Barcelo together, in the middle of a drunken. Unreal, "old-fashioned" lighting, flat and lacking in volume in most of the MOD (in the final levels it seems to improve) and a total lack of plot or storyline or even rewarding any visual rewards (eyecandys) for the player after overcoming the continuous, tremendous and difficult combats, which in case of playing without cheating, involve many repetitions of death-and-start-again with the consequent dedication of time and effort that it implies.
In addition, the absence of an objective makes the player not experience a sense of progress when changing map, which generates a growing sense of uneasiness and from the fifth or sixth map the same as the previous one, directly feeling of anxiety.
On the other hand, the music in general is quite well chosen.
Potentially the author seems to have the capacity to make great levels in the future (as long as he understands that "fun" is not about putting 100 shamblers and vores in a MOD and that an actual Quake level is much more than just a lot of many empty rooms linked together).
In short: many hours of work with Trenchbroom, for an unsatisfactory final result and a lot of bugs.
Let's hope and wish that their next work (or a more polished version of this one), will be better, because the author shows good skills and enthusiasm and it would be a shame not to continue making more and better levels.
A common point of contention I have with a lot of quake maps is there aren't enough challenging enemies to fight and the challenge stems from no ammo and health.
I'm sorry you don't like my vore and shambler placements, but I made sure to give the player ample room and opportunity to deal with them. I made this set under the impression that people already know that shamblers, vores, and everything in between already exist. Like I said; "If it's not hard for me, it's not hard enough."
But your criticism is noted. I'll do better to make shamblers and vores have a bigger impact in the future.