I like it a lot, much as I did jpqm6. They both feel a bit like Quake done by an engineer, which suits the engine very well IMO. The giant cogs were brilliant and I appreciated how the level became more abstract and surreal as you progressed.
*Slight spoiler below*
In the beginning I was a bit annoyed by the enter empty room which enemies spawn into set up, as it quickly becomes a bit samey, but overall I liked the combat a lot.
If I have one complaint it would be that the maps could use more thoughtful lighting as they are a bit flat and would be more immersive and beautiful with better lighting. But it's a unique and fun map.
I managed to get 100% kills and 3/5 secrets. Gameplay and combat pacing are very solid!
I agree with #1 about the lighting but overall the map's aesthetic is already pretty unique and eye-pleasing, I really liked the texturing on this one.
The platforming bits were challenging yet completely fair. The layout was fun to explore but I got a little lost after the first "shortcut" opened because the room looked a lot similar to a previous one.
I'm planning to do a secret-hunt on skill 2 now. It's an awesome map!
Loved it. Felt like a vanilla level polished up in the visuals and setting department. Very fun stuff.
However, the health thing is extremely silly and I hope this won't become a trend for your releases in the future. It doesn't make things harder or easier, it just makes things inconsistent feeling and frustrating for players who know these values. Keep the dumb health/damage scaling to Half-Life, and far away from Quake thanks! :P