FDA for Last Cup of Sorrow. Few deaths, doesn't complete, gets to what I assume is the final fight.
I really enjoyed this one! Clever, interesting, challenging fights. As I played through the archvile/chaingunner/columns one I thought "oh, this is definitely going to be my favorite part". Then I played through the revenant/caco arena (followed by mancs/cybie in the pit as you climb up, and at that point surely that was it, this was the best part of the map. Then there was the cybie/revenants/arachnotrons fight and... You get the point. :)
Now onto the nitpicks and random thoughts!
At first I believed ducking to the left right after entering the second room was too efficient as a chokepoint. Then again, given the length of the map I'm not sure it's a bad thing to have a safe way out of the very first fight, and it still requires some wiggling around to get the monsters previously in here out of commission.
I thought I could have used a little bit more health after the archvile/chaingunner fight, before getting into the next part. I ended up juust pulling through by playing cautiously and managing every single step as to dodge lost souls and projectiles and get all of the monsters to move a certain way, and winning by a hair like that felt great and appropriate for UV. Perhaps it's a spot worth looking at in lower difficulties (though I haven't even checked how/if you have balanced that yet).
The lifts in the revenant/caco arena could stand to be more obvious. Perhaps the player is meant to memorize their positions while (I assume) revenants are triggering them? I don't think it's working too well if so, given there's four of them and you have to manage a caco horde slowly creeping towards you while also dodging a barrage of revenant missiles.
Coming back to the second room, the archviles seemed unnecessary and forced, almost padding. They don't pose much of a threat as you can just backpedal to the room you just came from and due to the shape of the architecture they won't follow, yet at the same time their number makes a front attack too dangerous given you don't have a BFG yet and the angle right behind you doesn't give you much leeway with the RL (if you have rockets left at all). Their ressurection eats ammo too, and if I didn't provoke infight between the cybie and the mancs I might have ended up in a stalemate. I would think just two archviles guarding that switch, perhaps with bars closing down on either side, might be better here.
In (what I assume is) the final room, those decorations impeding movement were tedious. If I'm not meant to go around the cybie blocks, I would prefer impassable lines/raised sectors, movement often ends up too floaty near decorations.
Again, overall everything was great and those are just details. I stopped after getting killed in the final fight and perhaps that is the one real complaint that could be made, it is very linear and so the motivation to go through it all again after a death can vanish. That said, it works as a linear map and clearly couldn't, shouldn't be changed at this point.