I'm replying to this because I wanted to pick out some things I particularly agree with (or not) from skill 0, and you already wrote all the things ...
more sand than oil: The sand draining mechanic was very fun, reminded me of some levels from Prodeus. That sand texture plays with brutalism very well. Top shelf.
I forgot to mention this in my review, so I'm calling it out here - the sand draining
is very cool.
corridor of stone: Cool map, cool aesthetic, easy to get lost but not a huge issue, final fight is too long. Drop the second wave of respawns, they are not fun. Maybe you can ignore the enemies and just hit buttons but there's not enough ammo/health for it to be fun otherwise. god/impulse 9'ed the final fight after a few attempts. Maaaybe if you went in strapped but the map was already very very long. My gas tank for banging my head against something was pretty empty at this point and I had to take a break after.
On the other hand, I found Corridor of Concrete
far too hard (because it's not got difficulty scaling - it
felt balanced for skill 2 or so?) - this was one of the maps I started out thinking "hey, the artistic vision here is great", and transitioned to "okay, I'm just going to turn on god-mode and check out" before I was even half-way because of the difficulty making everything crawl. Which is a pity, because
aesthetically, I am all for this map and the transitions in it - although I also did get lost a
lot on the various staircases.
Euclid's Malice. Yep, this is a Euclid map heh. Very enjoyable, definitely one to play on harder difficulty as normal was mostly cake (which I won't complain about as I've played Euclid's Nightmare on Nightmare). Fun use of color and the arenas are well constructed. The lack of weapons for awhile would have sucked if it wasn't obviously setting you up for infighting. Since it is that's great.
I have to say, I thought this was going to be unplayably hard, given Euclid's Nightmare... but it was actually pretty fun (although the start is a bit stressful with all the enforcer-turrets).
castle p'heenis (lol): Obvious e1m2 throwback and very fun. Custom music was sick. Not quite Entombed in Stone from qbj1 but still top shelf.
high places: I'll have to redo this to find all the secrets, cool aesthetic (love the couches) and a fun slaughter fight at the end. Parts of it kinda reminded me of Euclid's style.
Another two I'm just quoting here because I didn't mention them in the review, but I enjoyed (it's amazing how much more dramatic E1M2 looks in scaled-up brutalist high-texture, in particular).
grey matters: Really fun slaughter fight. The first room is a master class on telling the player YOU WILL NEED TO USE INFIGHTING on this map. Which you do, but it's not cancerous shit infighting like in Stonemasons, it's fun. Progression on the map needs work though. The switches are not really obvious on what they do and I spent 15 minutes running around at the laser puzzle thinking I was soft locked. I did eventually figure everything out, but I would remove them entirely and make triggers instead. The laser puzzle is unique but needs better feedback. A large chunk of the level sinking into the mountain dew code red was cool.
This was the other "map I bounced off of because it's too hard" - I know you're supposed to use infighting, but I still couldn't get past the first room before the patch, and I dunno, it's really not my jam at all. (Other maps which are infighting-oriented in the pack I was fine with, but this is
egregious.)
the world tree: Dumped out. Cool aesthetic. Extremely un-fun to actually play. Tried god moding it for a bit but go tired of falling off ledges. I'd like to see this, but not with platforming in blackness and 100 vores. (edit: I noclipped this. I was 100 feet from the exit. oof)
Yeah, 100% on this. It
looks awesome, but I really need a flashlight or something to play it.
the brutal life of a spawn: I identify with this map on a spiritual, legal, and grammatical level. That music changed my life. (it's a gimmick but I was amused)
I dunno, maybe I just need to delete the music track and try this again. As it was, I just did
not get into this.
Mazu's map was really fun. You WILL need to use infighting.
It's true, it was - but I'm quoting here because it also has some nice affordances on skill 0 (for ex: the lava-moving-platforms puzzle has a teleport trigger just above the lava which put you back on the starting side if you fall off, for example). I think, other than a bit where I got lost for a while trying to remember where the silver key door was, this was probably my most consistently "fun" of the "really long and expansive" maps in this pack.