I really like both Giftmacher’s and Sock’s work in general – granted, Giftmacher hasn’t released that many Q1SP maps yet, but “The Brimstone Mine” from func_mapjam 9 is my favourite map from 2017, and one of my all-time top maps (at the moment, at least). And there are several Sock releases I love, including Backsteingotik and The Ivory Tower.
That being said, I’m not a big fan of The Forgotten Sepulcher either, for similar reasons to what some of the more critical comments above mention. I really admire it and have great respect for the amount of work that went into it.
However, visually, I find it far too busy, and it comes across as overworked. As dwere points out, this impedes navigation, but aesthetically as well, I much prefer maps that are more restrained. Both Giftmacher and Sock have released much better looking maps, in my opinion.
I’m not a big fan of the gameplay either, although – in partial response to Skacky’s and JMP’s comments above – I wouldn’t say it’s due to the deviation from the standard Quake formula. Nor is it because of the focus on exploration and quests. I enjoy exploration-heavy and quest-based gameplay in general, and I love In the Shadows, for instance, which deviates much further from standard Quake. This, however, I found simply too big and unfocussed, and, much like ad_swampy, I found it confusing, exhausting and a bit of a chore to complete.
There were parts of it I enjoyed. The new monsters were fun, and some of the side quests and secret hunts were engaging. But although it is indisputably a very high quality release, groundbreaking in many ways and – to quote JMP – “a technical marvel” , it is (just like any other map) not beyond criticism.