I've played the first couple of maps of SIGIL, and as much I'm a fanboy of Romero (he's probably my favorite mapper), the two maps have felt quite lackluster. I found them derivative of the first SIGIL, without anything new or interesting to add to the party. I'm a big fan of the first SIGIL and I could tell a lot of work and creativity went into each of its maps. The SIGIL II maps I've played just seem to consist of copy/pasted elements from Sigil without as much thought or play testing. Repeated aspects include:
Pentagrams everywhere
Find the evil eye to continue
Red rock texture
Bases surrounded by lava with a cyberdemon roaming around
Glowing red cracks in the floor and ceiling
Narrow platforming with monsters shooting at you
Low health and ammo
Pick up a thing and the wall next to you opens with monsters
All of these aspects were interesting in the first SIGIL, but they feel much more stale, bland, and lazy here, with poorer execution. The first map I found myself pistoling cacodemons from the start. For the platform section you didn't even need to raise the platforms, so finding the evil eyes didn't really accomplish anything. The roaming cyber was fairly ineffective because you were usually above it so its rockets would hit walls right in front of it. There are pinkies who do nothing because they can't reach you, and a final fight where the barons which you don't have ammo for are behind a door they can't pass through. The second map seemed even worse. Pick up a thing, open a wall, repeat. It was rather bland looking and the roaming cyber was even less effective than the map 1 cyber. I found he got stuck in the trees near him. The central fight was weak, with monsters teleporting in but an easy time backtracking up the stairs which the monsters themselves cannot traverse. Then there's a caco fight which poses no threat and then a baron who you don't have the ammo for but which also doesn't pose a threat. There's a hidden soul sphere around a corner through lava. You can sometimes walk on the tiny METAL ledge to prevent damage on the structure's perimeter and sometimes you can't.
SIGIL II's semi-official placement as e6 makes me want a new theme but SIGIL II is really just recycled semi-official e5 SIGIL. I'll keep playing but I hope Romero's next project is more inspired than what I've seen of SIGIL II so far.