"Nihilore", Latin d00dspeak for the opposite of "0mnix0r", is a two map episode in an original theme of truly strange texture juxtapositions that have caused some to complain, although I personally think it looks better every minute. Only base enemies are used, but modified grunts and enforcers are very well equipped to deal with unwary players. In addition to reskinned grunts (the new skins for all monsters are better than most) there are nail grunts and enforcers who sometimes fire in a spray pattern, grenade grunts who aim much better than ogres, and rocket grunts whose target leading abilities compensate for their reduced damage.
 
 

Nihilore PI is a corridor-based map loaded with bookcases, which look kind of strange against the already exotic steampunk/gothic hybrid theme. I wouldn't expect a library to look like this; maybe an alternative bookstore. The Rorshach propaganda posters would fit too. :) Walls are oddly angled in [Kona] fashion with an interesting selection of grimy brick textures and rose-colored girders criss-cross all over. The girder texture is sometimes used to trim the insides of arches or single faces of brushes, with can seem artificial. An underpass in the rock area shows one way this could be avoided. Lighting comes from jackboot lights and well integrated skylights in the ceiling. The map is dark, but so is the theme.
Like Mexx10 and several other notable maps, part I is basically one really long corridor with nice room designs plus straightforward combat situations and a handful of switch hunting along the way. Potential for DFA is literally zero; by the time you get to a place with area-over-area, the map is over because it's the exit. Perhaps the new monsters make up for might be lacking in that regard. The rocket guys appear in very cramped quarters but all other enemies are well situated. Ammo is done perfectly and there is just enough health and armor to keep the player alive. Some health is in a secret that doesn't "look" like a secret.

 
 
Nihilore PII uses the same basic theme, but with more diverse textures, including weird tinted E3 metal and bricks from Hexen 2, and also more outdoor areas. (?) However, the annoying "detail texture painted onto one side of a brush" technique is more prevalent. Some areas look really nice and realistic apart from this. Part II doesn't suffer from Part I's lack of layout, and it interconnects and winds back on itself nicely.
With the interconnecting layout comes diversity in combat, ambushes (absent from the first map) and reinforcements. Enemies are placed in more challenging locations - grenade grunts in elevated positions, rocket grunts anywhere - and health can get low, but the supplies will still leave you with acceptable health and armor at the end. Again there's one secret but it's hard to acquire and essentially useless.
The end itself is a uniquely challenging. Anyone who thinks they know what to do when locked in a large room full of Q1 monsters is in for a nasty surprise because the Nihilore guys have much better aim and circle strafing means nihil0r to them. People used to playing lots of DM and Q2 tell me the shots aren't *that* hard to avoid, but I've never been able to survive the center of the arena. Fortunately there are several feasible strategies besides a frontal assault, ensuring a satisfying experience for all.