File:E2M1 - ..Ambush?

Description
We get a level with a pause before the name, which makes me assume even the developer wasn't confident in the name of the level! The only thing I can assume is that it is talking about the 2 Fiends that need to be killed at the end of the level.

After being spoiled by the first Episode, this is a pretty depressing mission to play, being quite the forgettable mission (I would almost compare it to Dark Hour). We still don't have Secrets (more on that in a moment), but we now have rooms with basically one or two textures. The whole final portion of the map is basically a single texture, which looks rather ugly and also quite copy-pasted (Zombie at end of staircase). We have some pointless rooms near the start that give off a bit of ammo (any reward is basically null right now due to the amount I have received from the last Episode, making me wonder if I should have played this from scratch (I didn't due to the last level leading me back to Introduction, which basically shows they make the assumption I will choose another Episode). I never thought I would be missing the reset of my ammo, but I think I see why Quake would have to reset your character at a certain point to prevent being overpowered. I try to the best of my ability to only use stuff that I find in the level, but as I paid little attention to the Ammo counter I could have used more than was given in the level. Not sure if I will keep up this theme, but it is definitely better than going into this level with guns blazing. Surprisingly, I did extremely well in this playthrough, replacing any damage I took (which was so minimal that I still have my Yellow Armor from E1M4) almost instantly.

We don't have any official "secrets" in the level, though we do get a room that is pretty well hidden with a Grenade Launcher (the only way to kill the Zombies if starting with no weapons from the previous Episode). Unlike the secrets of the first Episode, there is no subtle clue given and you are basically just expected to either blunder (perhaps in your search for the final two enemies) or miss it. The only reason I found it was due to being very familiar with the idle sounds of enemies, which made me aware of the nearby presence of an Ogre. Even then I was unable to find the hidden area as I was looking for a subtle hint (I tend to avoid hitting walls with my Axe due to the harsh sound it makes). I eventually thought that the game was broken, like Q2 or even the original levels, and so used Noclip to blunder upon this room. I then hunted more thoroughly and blundered on the Movable Wall, but I still say it is rather unfair to have such a Secret with no difference in texture. There is a possibility that there is a subtle hint, I noticed a slight difference in the lighting when looking at the wall, but it is extremely subtle (especially when you are not expecting any secrets, which can cause you to not be looking for one). It is so subtle that it might have just been my mind playing tricks with me, "finding" a difference to explain how someone else was supposed to find this hidden room. This secret alone makes me rather annoyed with this level.