This is some wonderfully meaty, combat-focused maps that offer up a satisfying challenge! I've done 2 playthroughs now, first time on Hard and just now on Normal. There are so many different ideas in the combat setups, I'll probably end up making a video walkthrough just to break some of it down. High points for me are in map 1, map 2, and--thanks to its theme--map 6. Even in the weaker middle maps, there are some inventive setups that I may have to steal some ideas from.
There are a few areas where the episode could be better, though. Most of the environments are highly abstract, feeling closer to McGee's style than the more richly-themed castles of Willits and Romero. The art is also pretty vanilla (although the build quality is far cleaner than anything in id1), until the last level pushes the art up a notch and feels closer to CZG's Terra/"Witchhouse Mixtape".
I think the episode also would have been helped by a few pacing breaks. The combat is unrelenting, with only the occasional light platforming bit to mix things up. I'd have loved a couple more trap setpieces, a bit more playing around with the fantasy and mood, and especially some more buildup of anticipation and dread prior to combat. As is, the episode hits full speed quickly and then stays there all the way to the end.
Overall though, this episode is the kind of thing I've long aspired to make myself, but DragonsForLunch has beat me to it, and done a better job than I imagine I would have as well. This is an essential play for anyone who wants to study combat encounter design in Quake.