Apparently I Played The First Version...
...because the OP link (or the file it links to) hasn't been updated. This needs to be fixed asap! Therefore my feedback is somewhat outdated, but I'm still going to proceed.
The level is huge and it looks very good, proper Knave style. Lighting a bit is flat in places, too many nonstandard light styles I assume, but I didn't mind too much.
Played on hard skill and got through fine, enough ammo and health. Unfortunately I must say, while I didn't hate it, I didn't enjoy the gameplay much, either. It was very grindy in exactly the way I don't like anymore (as mentioned in some other thread a couple of days ago). For the most part, you fight all varieties of knights with weak weapons which ends up being very tedious. The SNG and the RL (even the GL) are given very late - at least the ones in the open, no idea if there any early on in secrets. If anything, I would have prefered some proper weaponry to deal with all those bullet sponges, possibly some artifacts, too. Not much variation in terms of monster veriety overall. Zombies, polyps, maybe more spawns - this would have made it more interesting already. I also found that several setups were symmetrical. Symmetry in architecture is one thing, but then at least modify the enemy encounters so the player doesn't have to play the same fights twice in a row.
Several areas felt a bit unnecessarily backtracky for no reason. Usually there were a few new monsters along the way, but perhaps the areas could have looped into one another more smoothly. The consequence of this and the grind gameplay is that the map felt like it dragged on.
The arena the Vermis fight takes place is doesn't work for this enemy. It's possible to just stay up where you trigger it or on the upper stairs and take it down without being at risk of getting hit. Could have been solved by forcing the player down somehow, or only trigger the Vermis once he's on the lower floor, and locking the upper part during the fight.
I found only three secrets - and they say mine are too well hidden...
The newer version probably addresses many of these things. Should have been fixed (properly tested) to begin with, I guess. Oh well. The way I experienced it, though, the map felt like something that would have fit in nicely with 2005 releases.