First map has some length and spice to it. The pit fight with the fiends was unique, the long corridor after one of the keys was cool too, "release the beasts" was a riot, and I greatly enjoyed mowing through an army of shotgunners with a shambler up my ass.
I somehow managed to panic oneshot the dance dance revolution moving platform segment and got video of it, will have to post it somewhere. In Eviternity 2 for doom they did a similar (but obviously much longer) concept with this omega-meme secret map
though I wouldn't go quite THAT ham with it.
I ran this in copper 1.3, which left me a little short of health and ammo every now and then but even with copper's more stingy drop amounts it was fine. Good example of healthy ammo restriction vs tedious ammo starvation if you give it a run in that.
Weapons were paced pretty well for such a long map, though I didn't find the rocket launcher and only got a handful of secrets.
It is a whole lot of techbase. You did have like that outdoor area and mixed in computer gubbins and some variety throughout, though I might do a little more superfluous garnish here and there. For such a long map the aesthetics did get a little samey toward the like 40-45 minute mark.
All in all, great show.
I made this map for vanilla for the sake of simplicity, but I am glad to hear that it plays well on Copper. After reading your comment, I actually played through the map once with the mod. Due to some of Copper's changes, ammo is generally scarcer than intended (especially regarding the particular weapon you mentioned), but it was still fun. The map could possibly use some more ammo in general. A minor thing I noticed while playing with Copper is that it seems to break one specific monster jump: the talented and acrobatic Grunt in the lava room can no longer quite complete his full jump, choosing instead to awkwardly tumble off the crates.