Had a blast with this map. Really awesome to see progs_dump being used the way it was intended. Not drastically different from original Quake gameplay, but allowing room for totally creative and original ideas.
Notes on the 2nd version:
I thought the combat was aggressive, in a good way. It suits my play style, and I didn't find it too hard, but I had to play smart. Ammo was just enough to have to manage it, but not struggle and be left high and dry.
The last battle still felt a bit too cramped for the boss type. If the area were expanded, the author could have thrown in more enemies and let the boss really shine.
The vore after getting the gold key was the only thing I disliked though. Its bounding box is way big, and even though the area around it is wide, the player still can't get up close and run a circle around it, which I tried. And I died because I couldn't fit to run around the vore. One might say that I should stay further back, but the problem is that the area around the vore is all water, which slows the player down. The only real option then is to peek-a-boo from the previous room, which I don't enjoy.
Apart from that, super solid map. Fun brushwork. Good combat for a quick fix of Quake.
I gotta check out this 'Bandithier' never heard of it before, I gotta admit I try to establish an 'order to the chaos' with how I might things, usually sticking with a few select contrasting colorsets (applies to textures too). For me, it's readability at it's finest guess that's how my brain best reads surroundings but different strokes different folks (either way it's considered a good STRONG style at least!). But I could always try changing it up for the future!