Well, I think I played enough games to have a real idea of new levels by now.
Here's my feedback :
Regular levels :
Nice new generators. nice lava levels in hell, mixed monsters in caves, more mods... the only thing I'm not sure to like is the abundance of ammo boxes. I think more ammo is a good thing, but I often have 3 or 4 shell boxes. I think it's pretty easier to play a marksman now, too... not sure this is bad, but I think it makes reloader less useful than before (and I think it was already weaker than SoB, Fin, HR & WK)
Arena :
Nicely reworked.
Changing layout makes it more interesting, and reducing rockets/cells reward was quite necessary.
Though, I noticed AoHu can still obtain those stupid acid boots.. I'm afraid it's still a random between this and 2 great armors, including phasecheat one ? :(
Having it always on lvl2 is a good choice too, BUT, I might put it on lvl 3 for AoB.
Chain courts :
Great too.
I wondered if normal CC aren't too easy, but overall, it's nice. Also, I guess it makes skipping of Arena more valuable, which isn't a bad thing.
CC+ are a delight. probably a little harder than before (due to monster's AI, imo), but I love this new layout.
Military base :
1st impression, on HNTR : level is ridiculously easy, and tracking map is like a cheat. Also, isolated room looks quite easy to permawait and kill everyone in melee on a door, no ?
After discovering the level on UV & N!, I wouldn't say the level is too easy anymore (still easy, but comparable with Arena : some dangers remain). I'd still rework the bottom room, and probably move some elites from the right of the right section, to the left of this same section, so that you can't cornershot everything too easily.
New formers are great, but we should be able to check their weapon (at least, with look command; ideally, with adapted graphics)
(paired with)
Phobos lab :
N! demons waiting in corridors don't seem very interesting to me. Efficent, of course, but I wonder if there is an alternative to running back to the acid room (save melee build, ofc).
2nd issue in the same level : scripted removal of envirosuit at the ambush is ridiculous...
This level's design is way too vicious for dl7 : a hard level could be good, but here, there's no way to avoid traps : N! demons idle, walls are indestructible, and ambush walls don't open until you walk in shotgun's range... wtf ?
Also, military base gives you a suit (which is a good idea), while lab tends to need using both. Maybe add a 3rd in the end room ? Really imbalanced pair atm, anyway.
Anomaly :
New lost soul completely changed the ambush. It's goot that rocket jump or phase isn't mandatory anymore.
No missile launcher yet, which gives the BB a chance to do something. Good adjustements.
The wall :
It was already too easy at dlvl7 (I nearly always went damageless, my only prerequisite was 200 shells and a few rockets). so at this level, it's a cakewalk. Boring, too easy, needs rework.
(paired with)
Containement area :
Not very hard, but the random enemies placement and ambush trigger leaving you at a bad spot makes it way more interesting than the wall.
Just : Why is the bottom of the level unused ? :( ! And please, make this backpack indestructible.
Deimos lab :
WTF two shamblers ??? Well, considering the improved reward, it's probably rather well balanced. What I don't like is that sometimes, rewards are F & S, or one of F/S & cybercrapmor... fighting 2 shamblers for that really piss me off.
I wonder if 1st pair of levers placement isn't a bit abusive : I sometime discover 3 revenants when opening the wall, and get rocketted before I get any time to react.
(paired with)
Hell's armory
While I think the level used to be too easy to complete damageless, I don't like random placement of enemies either : looks like I'm just rolling my shambler's head with dices...
Nice to see there's at least a (potentially) useful reward now. I just cried when I got a combat translocator ^^.
City of skulls :
Like anomaly, no BFG when entering is a good improvement.
Nice bullets. I won't regret cells.
WHY a 2nd missile launcher ? A napalm (or whatever else you want) could be more interesting. btw, it might be here for those who... skipped the wall xD ? Anyway, having the same reward twice is really bad. Two BFG were (way too much) useful, but 2nd missile launcher is plain useless. At the very least, change the reward if previous level was completed.
(paired with)
Abyssal plains :
Funny level. Enough covers, but not enough to abuse them (I'd better say I didn't find the sweet spot yet, I guess), a nice fight against the elemental... looks harder than city of skulls to me, but it's ok since there is more rewards.
Beeing able to use (blood) skulls on place contrasts with city of skulls, but isn't a big problem. Also, funny to have the sheel box bundled with the level :p
Halls of carnage :
Damn, I expected to die here... didn't manage yet, but at least difficulty was increased. Still a free BFG on HNTR, but who cares ?
On UV... I must say I LOVE the remake. Really. Probably more than any other level. The time limit plays a big role, I guess.
(paired with)
Spider's lair :
Wait, what ? paired with Halls of carnage ??? sounds completely different, and way harder to me, even with a missile launcher & tons of rockets. Also, the new layout is nice, but I think it makes rockets really hard to use...
Nice to see that cheat plasma gun has been removed, of course.
Really weird to pair such levels. If you keep it, add shells in the lair (probably not on formers, since they would be off-theme). It must be terrible to have the lair on a shotty run, currently.
In the same order of idea, I'd add a few cells in HoC. Probably not on formers either, since current level's difficulty is good. I'm not sure having a cell pack only in the lair is balanced. Sure, this isn't a vital item at all, but having one is always great, especially when coupled with a B-modded BFG.
My favorite idea remains : un-pairing those levels, and keep both. (replace lair's BFG with a nuke, phase device (for the vaults), or some other cool stuff)
You could also let the player choose between both stairs (but I don't like this one much... I'm not fond of randomness, but I don't like the idea of choosing between 2 very different levels, unless you have to choose between 2 different rewards, like "Backpack OR BFG".) Here, it would be a choice of difficulty, which would result in choosing the easiest one.
Babel :
Not much to say here, but I wonder if adding lost souls couldn't be good. Got this idea because currently, it's quite boring... it would require balancing the beast, btw.
Vaults :
Guaranteed good item is a great improvement.
Makes me think that no special level seem to guarantee a phase device... shouldn't it be one ?
Also, one change I was expecting : replace barons from lower difficulty, they wear armors...
Limbo :
The little quantity of walkable floor makes the number of enemies much lower, and easier to radarshoot, or gib with some knockback -> level easier than mortuary ? I read it was too easy with 2 BFG shots... this might be true, gotta try it.
Anyway. Mores viles means more fun ! Nightmare cacos are great too, since enemies couldn't swarm you with all this lava
Since lava can be dangerous for the player and vile's number as been raised, I think it's an excellent alternative. Different from mortuary, but still swarmy & dangerous.
Little bug : raising a bridge twice (with 2nd lever) gibs corpses on it.
(paired with)
Mortuary :
Nothing much to say here. but I really wonder what is that assault shotgun for (and I nearly always carry a shotgun, all game long). Make it a random exotic ? mod ? phase device ?
Mt. Erebus :
Seems fairly easier than the lava pits, isn't it ?
I didn't try to phase, but I guess you'll always land on the (unique) platform, so the envirosuit is probably not as mandatory as it is in the pits. Also, non-marines used to need two if possible, but here, I'm pretty sure one will always be enough.
"summoning" little waves of monsters with the levers looks easy. only to me ? Maybe some cacos should spawn in the rigtt part of the level when you pull them ?
For me, this level is quite boring: camp the starting platform until you shot every flying thing, then enviro or phase to the right, and shoot a few monsters, then finish 3 weak waves... I prefered lava pits.
(paired with)
Lava pits :
Nothing to say here. I'm just glad some (too early ?) levels give guaranteed envirosuits.
Dis :
Well, I usually nuke Mastermind... the only change I noticed was the ridiculously slow attack animation. Very annoying, since runs where I fight the MM are always speedruns, and this animation cripples gameplay.
2 (off topic) suggestions here :
-add an option in config "don't show animations", for speedruns. Where every animation would be instant.
-increase projectiles speed after some distance, or once they leave player's screen (they are always fired close to the player, so after about 10/15 tiles, they can't still be in sight range). This would be a partial fix, but still a first step to smoother animations.
Shouldn't JC be buffed, so that we only attack him when we really want to take a risk ?
Hell fortress :
Still too easy. I think it needs to be reworked with lava, walls, enemies... and JC got to be a boss, not BFG fooder.
His summons could pop at smarter positions than "around him", have more variety (e.g. 1 random enemy every turn, not "8 enemies sometimes", etc.)
Anyway... I don't think skipping the mastermind should ease the fight. Doomguy is most of the time too powerful for bosses anyway, but I'm sure this could be improved.
Overall :
I think balance is rather good. Phobos lab's corridors and acid ambush really bug me, and I don't like pairing of the lair with HoC at all, but all the rest is ok. There has been a lot of sweet improvements, and only a few drawbacks.
I don't know if xp difference between some paired levels is significant, but I hope it's not too much : I got more XP on a run where I skipped UC than on a conqueror one... I hope it was due to caves or monsters distribution, of course, but I wonder. Abbyssal plains, for example, seems more XPful thant CoS. I got to calculate some numbers.