E2M32_fw2 Cannabinoid-induced Hyperemesis: In terms of brushwork and texturing, the map looks quite detailed and polished. It's hard to believe that some of these maps were done in under two hours!
It's funny you say that, as that is one of the ones I actually fully streamed the creation of! That map and E3M20, in fact. Just in-case there was any doubt
And
@zaratzara thanks for the kind words! The progression was mostly decided by a hierarchy.
Overall difficulty > Weapon progression > Authors Intent > Visual theme
We tried to let casual runs be about an average difficulty, but let the shotgun starts be as difficult as they want to. For instance, one of Yoders and one of Cocerellos maps were incredibly difficult from a shotgun start, so we ended up shifting them forward to fit closer to a good difficulty curve. The intended gameplay from the author still exists via shotgun start, and I think that's a good sacrifice to make since you don't want one level's difficulty spiking and stopping people from getting to other authors maps.
For secret and base maps it was a bit of a cop-out though, we had to contact specific people. The base map was first-come-first-serve, so someone in the chat channel would just claim it and produce it. The secret map was a bit more complex. For the first two episodes I just built a secret exit into one of my maps, and we asked one person if their map could be secret. For later levels someone claimed the secret-exit. Hope that illuminates some of it, it was mostly Spootnik doing the hard work here, I was mostly assisting since this was his first project running a jam.