agcs - big map with a bunch of enemies to blast, which makes for a fun speedmap to run through. i played it twice to find all the secerts... kinda wish they had been part of the required path, because my first playthrough i felt like i only played half a map
chris holden - liked the combat in this, it was fun running around and fighting everything. the single concrete texture used on everything kinda made it all blend together too much though, maybe should've quickly thrown a rocky texture onto the some of the terrain
dawnbreez - this had some cool emerald green lighting with dark blues and reds, liked that... but it also some ugly lighting in the exterior area and a really dark ending area that made it hard to see the cool spiral thing you drop down into. pretty straightforward combat, the rune disappearing and that making the gold key door open was a bit odd
knefarious - what we have here is pure distilled turn-of-the-century fps: running around with a dnb loop blarring while you jump around in low gravity throwing grenades at things. think the end was a bit mean with the 2 shamblers, but it was otherwise a stupid fun romp
IC - nice little adventure of a map. maybe a bit plain looking, but i liked the concept of this going around inside a facility and outside to activate the fans, and all the ramp jump secrets were really cool
mazu - great mines of moria themed map, liked how you used enemies to try and make this feel like the movie. really fun combat that has some hordes, but gives you lots of space and items to deal with it. only complaint is i think the lighting, despite being in the depths of a cave, was a bit too dark and could've been a bit brighter overall
moko - this was great fun! loved zipping around doing ramp jumps, and this was a lovely visual theme for a map. end fight was a bit 'meh', but maybe it was just overshadowed by the rest of the map being cool
naitelveni - neat sorta puzzle combat level having to juggle powerups to get through so many shamblers, took me a few tries to route out a path, and even then it was a bit touch-and-go to get through. really nice looking level as well, i liked the big rotated cube in the sky
rabbit - really cute oversized house, feeling bnuuy sized for this map just fits the 64unit restriction quite well. think the combat at the end sorta fizzled out, but it was a good map overall
tango - whew, this one was a challenge, took me many attempts to beat. it's good to have a map that actually tries to kill the player on hard, but i think this could've used some tweaks to the balance like giving the player yellow armor instead of green, and a bit more health before the swarm in the second half, and it'd still be really hard without needing save/load scumming to beat (which i resorted to!). the look of the map was great, only comment there is i think the lighting level overall should've been brighter
quiet - love the use of this theme, this stack of toy blocks is real cute and also fits the theme so well. bit short and basic on the combat, but it was fun enough jumping around and trying to find all the secrets
wons - neat quake2 textured map, the trams with the grunts on them were really cute. also liked the bit where you get the GL and can see through grate some grunts to splatter down and around the corner, great fun