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The second half is nearly linear aside from some bonus pickups.
Respect for attempting it drunk :P
I was probably right to hide the secret level away like that. It was originally the last level before the boss. i made E1A6 "Unreal Estate" to replace it when I decided that it should be secret instead, so that the last level before the boss is something more "traditional".
About not having much room to move around, it may even be true in some cases, but I don't think it's a big deal to have more claustrophobic places. There are some set pieces that work really well, like the maze with the robots, or the part where you have to dance around the lava columns, and they only work because there's not a lot of room to move around. I like those more methodical parts, but it takes patience to find the best approach, and until the player understands that, they're probably going to get a little frustrated.
Overall, I think the levels are pretty solid and explore a lot of unique interactions.
I do like long maps with theme changes myself, so that part is not likely to change in future maps thoguh.
E1M1: Castle of Doubt
E1M2: Urban Sprawl
E1M3: Operation Night Owl
E1M4: More Than Bargained For
E1M5: A Short Vacation
E1M6: Unreal Estate
E1M7: Darian, Schmarian! (boss)
E1M8: Sinister Skyline (Secret)