I have played through every single new map, not as a speedrun, but just to
show how to beat them and where to find all (or most) secrets. These demos
were all played on UV. I used UZDoom (v 4.14.3) to record these demos, with
regular Boom settings and infinite monster heights disabled. I did use a
cheat here and there, but only if I died near the exit or was missing
something that I couldn't find.

Here's some of my personal thoughts while replaying through these classic
maps:

===========================================================================
Map 01: *Untitled*

Very straightforward map but a nice introduction to Demon Attack. The final
fight with the Archvile can be dangerous if you handle it wrong, which
almost happened to me. I give this map a 7/10.
===========================================================================
Map 02: Current Control

Generally a surprisingly crowded map, especially in the beginning. Good
thing there's some helpful monster blocking lines so you can hide from
most of them, the rooms are also fairly spacious. I give this map a 7/10.
===========================================================================
Map 03: Bleeding in the Basement

Not my best performance here. The map consists of rooms with small en-
counters, with the main gimmick being this weird, dark room that houses all
3 keys and you'll have to revisit multiple times. The warps in this map can
be cruel and disorienting, placing you right next to enemies or ledges you
can fall off. There's also an inconsequential Mastermind near the end. The
medkit spawners are a neat idea. I give this map a 6/10.
===========================================================================
Map 05: Junkyard

A chill, uniquely themed, non-linear map that is quite fun to play through.
You can take the 3 keys in any order you like. Monsters consist mostly of
Zombies, Imps and Pinkies, with some rare stronger demons mixed in. I give
this map a 9/10.
===========================================================================
Map 06: The Forest of No Return

Honestly, whenever I think of this wad, I think of this map. It's pretty
iconic for me, but maybe I'm getting baited by N64 nostalgia. The layout
with the darkness everywhere can be sort of confusing but I kinda like it.
It feels a bit like going on an adventure, trying to find the right way.
There are some interesting fights, like the one with the Archvile which is
guarded by a horde of Pinkies. You also see the first Cyberdemon here. I
give this one a 8/10.
===========================================================================
Map 07: Dungeon of Terror

The first of my own creations. It's a very tricky and claustrophobic map
where you need to pay attention to your surroundings and manage your space
carefully. The fact that you don't get any strong weapons adds to the fact
of how stressful these fights can feel. I like this map but I understand
that a lot of people probably find it too punishing and strict. I give it
a 8/10.
===========================================================================
Map 08: Dreamt World

Apparently Doomdaniel based this map on a dream he once had and you can see
it at some spots. Pretty unconventional design and the progression is a bit
non-sensical but it kinda fits to the theme. It's a pretty short one, with
no real remarkable fights, but still fun. I give it a 7/10.
===========================================================================
Map 09: *Untitled*

Very straightforward and simple map. There's not really much you can do
here other than walk through a series of hallways, with monsters crammed
into your face. Monster placement here seems awkward, and the Archvile in
one of the final rooms can screw you over since there's not many places to
hide from its incineration spell. At least the map looks fine. I give it
a 4/10, I apologize.
===========================================================================
Map 11: Cyberlodeon

I don't know what the name means, but this map's all about fighting
Cyberdemons, 8 of them to be exact. It's a nice and fun change of pace,
even if the room layouts leave something to be desired. If you're good at
fighting Cybies, especially with the BFG, this map shouldn't pose much of
a threat. I give this map a 5/10.
===========================================================================
Map 13: Miner's Melancholy

This map's got a pretty nice theme but I personally don't like most of the
gameplay that much. The fights take place mostly in big, open spaces, which
sometimes feel TOO big. There's very precise platforming to get up the
red keycard, which I despise. Then there's the dark room behind the yellow
key door, where you cannot tell what's going on, I just fired rockets
randomly, hoping nothing gets too close. Then there's this huge lift,
which you can just fall off of and thus avoid the whole fight on top of it.
To top it off, there's also a Mastermind in a very awkward spot and a
hidden switch that's almost impossible to see. I had to cheat at the end
to find it (even tho the cheat wasn't actually needed). I give this map a
6/10.
===========================================================================
Map 14: Valley of the Viles

Again, I'm probably getting baited by N64 nostalgia with the music, but I
also think this is one of the more iconic maps. Like map 06, this one
feels like you're on some kind of adventure. The layout is very open-ended,
you can basically go anywhere you want. As the name suggests, there's a
high amount of Archviles here, most of them teleport in at a later point
and roam around the entire map. It's easy to get lost tho, all the paths
look similiar. There's no official secrets, but a Megasphere which I
assume can be obtained with an Archvile jump, and a BFG which I have no
clue how to get. At the end, I had to cheat because I couldn't find the 2
monsters I was missing, turns out it was just 2 Revenants on a path I
hadn't went to yet. I give this map a 8/10.
===========================================================================
Map 15: Mastermind's Library

Pretty fun library-themed map. It's a linear experience and has a few
fights that feel a bit clunky but overall it's perfectly fine. However, I
don't like the room with all the cages, despite it looking like a really
cool idea. Some secrets have no indication that I could find, and the
secret exit requires a precise musical sequence to open up. Despite this
being pretty obvious, the actual sequence is very hard to figure out. I
give this map a 7/10.
===========================================================================
Map 16: Ancient Battlefield

As the name implies, this is just a big, open map with monsters every-
where. Step by step you fight towards the top of the mountain, where King
Bob-O... uh I mean, a Cyberdemon is waiting for you. Since it can shoot at
you throughout nearly the entire map, you always have to watch out for any
rockets flying your way. The actual "boss fight" at the end can be a bit
unfair if you're unlucky with the lowering walls. Overall a fairly action-
packed map. I give it a 7/10.
===========================================================================
Map 17: Metallic Misery

Here we have some sort of Tricks 'n Traps remix, with a central hub room
connecting several paths in all directions. Progression can be very con-
fusing and there's some questionable design choices, like this one weird
hallway that has ice physics for some reason, or a maze section. The fights
are rather tame due to convenient monster blocking lines, with two
exceptions; that being the final battle, as well as one encounter where
you're surrounded by Shotgun Zombies early on. I had to beat this map twice
because I was unable to find all secrets on my 1st run. I'd give this map
a 7/10.
===========================================================================
Map 18: Kingdom of the Abyss

Pretty fun map, it mainly revolves around the huge central cave area and
some side areas. Clearing out the central area is the most fun part, I
took out the Revenants first because their homing shots can easily surprise
you. The throne room with the Revenants + Archvile is scary at first but
it's not actually as many enemies as it seems. The ending where you're
sandwiched between 2 Revenants and a Hellknight caught me off guard, I
almost thought I'm gonne die there. I give this map a 8/10.
===========================================================================
Map 19: Echoes of Evil

What a map, it has some pretty interesting and challenging fights in it
and the secrets aren't overly hard to find, maybe with one exception. The
Cyberdemon is a bit disappointing and I'm not a big fan of the big open
slime room with all the Hellknights and Revenants, mainly because of the
latter, I prefer taking them out from a safe distance. Apart from that I
think this map's alright. I give it a 7/10.
===========================================================================
Map 20: Troll's Lair

Oh my... I remembered that this map had quite the reputation. It took me
several hours to beat this map. There's trolls, traps, mindfucks, puzzles
and even platforming in this map. You basically have to complete 3 trials,
and then another 3 with some intense fights inbetween. There even is an
easter egg that doesn't count as an official secret, I actually managed to
reach it the legit way, which is very difficult. Unfortunately, I died
later on due to a Hellknight that I didn't even see, but I'd already
played this map for so long, I just kept going. I can't really say whether
I hate or like this map but I died a lot, and many of those deaths didn't
feel like my fault. Also, I certainly don't like how there's a bunch of
instant death traps but they're mostly for failing at puzzles. I still
give this map a 7/10, for all the neat ideas.
===========================================================================
Map 22: Ashes and Dust

At first I didn't really like this map but now I actually do. There's a
huge open central area with an army of Imps, and you have to return there
several times since all paths start from here, kinda like Map 18. You
either have the option to deal with them yourself but then suffer from ammo
problems, or you just keep them alive until later when the Arachnotrons
arive, or you get bigger weapons. Apart from that, and a few other spots
here and there, the fights don't pose much of a threat. Secrets are fairly
simple, with the exception of the BFG being incredibly cryptic. I don't
know how you're even supposed to see those tiny platforms at the bottom of
the ledges, since they're not even shown on the automap. I give this map a
8/10.
===========================================================================
Map 23: Halls of Stone

A pretty straightforward map with combat that's fairly barebones. There's
some interesting ideas with conveyor belts, but the keys on top of them
just make you wait unneccessarily. Later fights can be somewhat brutal but
I managed to beat this map on my 1st try. Which is also the reason I had
no idea how to get to the yellow key... turns out you have to return to a
previous switch and press it again. I apologize for running around aim-
lessly near the end, I really had no idea what to do. There's also a
secret shootable switch on top of the conveyor belts but I don't know what
it's for. I give this map a 6/10.
===========================================================================
Map 24: Battlegrounds

I kinda messed up at the start, only surviving with 1% but I managed to
bring it back. There's some unique fights in this map, like the Revenants
in a pitch black room that are only visible through the blazing background.
The other huge fight is in the titular battleground room, a huge space
divided by a slime river in the middle with dozens of Cacodemons and Reve-
nants spawning in, which you can take out from the other half of the room.
The part with the 3D bridges is a bit weird but okay, but why in god's sake
would you make a tiny shootable switch in a pitchblack room mandatory?! I
actually had to go into Doombuilder while playing to find out how to get
into the final room. The 3 Cyberdemons at the end can also be deadly with
zero cover to hide from their rockets, but I somehow managed to survive. I
give this map a 7/10.
===========================================================================
Map 25: Atlantis

This one's pretty monotonous, it consists of a series of hallways and tele-
porters with some small fights sprinkled in here and there. It's also very
linear so I can't really say much else about it. It's not bad but also
doesn't really stand out at all. I ended up dying in the final room
because I simply forgot about the free invulnerability sphere you're sup-
posed to grab before running in. I didn't wanna redo the entire map again,
so I just resurrected because that fight is a free win otherwise. I give
this map a 6/10.
===========================================================================
Map 26: Waste Facility HQ

Another confusing map revolving around a central "hub" room with lots of
different paths connecting from there. Even if you kinda know where to go,
this map can take over 20 minutes. None of the fights are all that special
and ammo is very abundant. Really the only thing you have to worry about
here is not getting lost, with all the back and forth and never really
being sure where to go next, or what each button does. There's some nice
ideas here and there but the majority feels a bit like a slog. I give this
map a 6/10.
===========================================================================
Map 27: UAC Storage Base

For some reason, I had to beat this map twice because on my 1st run, I
somehow skipped an entire section by accident, one that involves 3 Cyber-
demons. You're supposed to fall down a hole when picking up the yellow key,
but I somehow avoided that unknowingly. Anyways, this is a rather fun map,
I actually quite enjoy going through it. That one room filled with Hell-
knights and Barons is too much to deal with at first so you need to wait
until you get the Rocket Launcher, which is a nice little strategic part.
However the other room filled with Pinkies... I'm not sure how you're in-
tended to approach it but I just carefully punched them all, it's tedious.
I ended up dying at the end because I failed the Cyberdemon BFG-trick, but
since I didn't wanna do it all again I just decided to keep going. I give
this map a 7/10.
===========================================================================
Map 28: The Twilight Network

Oh man. This has always been one of THE nastiest maps in this wad, and it's
one of my own. It takes long, it requires you to backtrack several times,
has some really tough fights combined with relatively scarce ammo and the
constant danger of Revenant missiles following you, anytime you're in an
outside area. I haven't played through this in a long time and I actually
forgot just how brutal this map can be. It's very combat heavy and if you
don't pay attention for just one second, you might be a goner. While I'm
always worried about having to play this map, it somehow still is fun to
me. I give this map a 7/10.
===========================================================================
Map 29: Decayed Disposal

What a strange map. Kinda like map 20, you have to go through 3 different
"trials" to get 5 of the 6 keys, and then make it through the final chal-
lenge. Unfortunately I went into that final room without prior knowledge
and while forgetting to grab a secret Megasphere, like I planned to, so I
ended up dying there and had to go back and grab that Megasphere. Otherwise
it's a fairly simple room once you make it past those moving floors. The 3
challenges aren't all that difficult once you figure them out, especially
the middle one that takes like 5 seconds to get through. The other 2 are
kinda tedious, especially the giant room with all the crates and boxes. If
you don't know where to go, you might be stuck there for at least 20
minutes. It's just a hint for switches, tiny gaps to squeeze through and
crates you can barely jump over. It's hard to rate a gimmicky map like
this, but I'd give it a 6/10. I'd rate it higher but it's just too tedious
and at the end, too cheap if you're unprepared.
===========================================================================
Map 30: Deep Inside Evil

The last map of this wad is a hectic race to the Rocket Launcher, after
which you blast the Icon of Sin's brain stem and hope it dies eventually.
While I like this map and the idea behind it, playing it can be rather
bothersome at times. The fight with the Cyberdemon in the beginning can
be nerve-racking due to the tiny amount of space you have; while the inside
of the Icon of Sin is often chaotic and your success kinda depends on the
spawns you get from the skull cubes. As with many Icon of Sin maps, for
example having an Archvile spawn in will often spell certain death for you.
So luck is somewhat of a big factor, especially with the chance of being
telefragged if you don't pay too much attention to the spawning spots. Then
the hit detection on the Romerohead itself is really tiny but I made sure
to give you plenty of rockets. I give this map a generous 8/10, if you can
deal with the BS.
===========================================================================
Map 31: Pipeline

Interesting concept for a map, you can pick from 5 different pipes in the
starting room but most of them don't let you progress very far. Overall
it's not a very difficult map, aside from some traps that can easily catch
you off-guard. My only death was at the Cyberdemons near the exit, I fell
into a bit of a panic but they're really not that tough as long as you
don't let them exit through the yellow door. To enter the secret exit, you
have to find all 4 other secrets first, which I find a pretty cool method.
I give this map a 7/10.
===========================================================================
Map 32: Tower of Souls

This map contains a whole lot of Lost Souls and Cyberdemons, 2 of the worst
enemies to face with a Rocketlauncher, which is the only weapon you get for
a while. A purely combat focused map with lots of space to move around,
so if you play carefully you shouldn't have too much trouble, as long as
you keep clear of any Lost Souls in your face. It turns into a full on
slaughter fight at the end. A fun map even if there's not too much to it.
I'd give it a 7/10.