This level has a relatively long name, similar to the level short-handedly referred to as Fleshville. The level name wouldn't be that long if it wasn't for the author putting his credits into the name of the level. Even then, there is little info to go by the author except that he is some dude on IRC.
This map is for reference and example purposes only. That is what the level itself says at least, apparently Aftershock thought that it belonged with this mass of other levels in a collection that can only be referred to as shovelware. At least this verifies that Aftershock threw in test levels.
I feel very weird reviewing a level not really designed to be played by anybody. At the same time, Aftershock threw these levels together in such a fashion to infer all were playable. At this rate, I wonder if Aftershock will throw in some levels that don't even work with Quake, that is how little I feel they thought about the levels they threw into this collection.
Anyway, this level is pretty straightforward and very akin to the Introduction levels of the vanilla game and Aftershock. You can determine that this level was designed with the original game in mind (as I think a lot of these "Other Levels" were, just being given retextures and whatnot) due to E4M1 being included as a Level Exit.
The Level Exits at the end are ordered from left to right (though there are no clear clues of this order, meaning it may take an assumption that should perhaps have been better clarified). Above the room a couple holes look into a Skybox above, a nice detailed feature. In fact, all the rooms have quite a few nice details that were lacking in most of these "Other Levels".
The Level Exits use the oddly warped Teleporter of levels like DMAS08. Also note that it is possible to access all three Singleplayer levels of Aftershock due to the same filenames being used, meaning that though the intent was probably different you can use this with Aftershock as a replacement for Introduction with the added bonus of Episode 4 of Quake (note that crashes can occur if textures have the same name but are of a different size, meaning some levels might not work but E4M1 was quickly tested). The Level Exit I used led to E4M1.
A Door exists at the beginning of the level, as well as a Movable Wall, both designed just to make the level look a bit more fancy and have some extra interesting eye candy. A arrow is also put on the wall before the Teleporters and is made out of the same texture as the normal Teleporters (unlike the Skybox texture used on the Level Exits).
Overall, this level has some nice eye candy and is therefore of a little interest. I don't like the Level Exit room itself, feeling the Teleporters were too close and not labeled enough, though the former of course probably has to do with this being a test level. As stated before, I want to go lenient with this level as it serves its purposes for showing how to design an Introductory map, yet it was included with Aftershock as a playable level and thus must be treated in a harsher light.