TEMPLE OF FORGOTTEN GODS: Again, nice addition of details and enemy readjustment. This one still doesn't run as smooth as "Welcome to Hell", as there are a few bumps and hiccups along the way.
The start is still nice and frantic, all the way up until the second PE. You added Lost Souls to that area, and it got me thinking: take the PE out (the one in the berserk room). He pushes the player into the hallway, which by extension makes the lost souls boring and nonthreatening, as he waits for the PE to show his ugly face just to give it a makeover full of bullets. If you take the PE out, the player should spend more time outside, wedged between the lost souls and the imps.
The dark walkway with all the imps is okay, although the player can still easily snipe the imps from afar, then run to the tele. Dunno how I feel about the specters in the razor-thin walkway room. One one hand they're exceptionally dangerous since you don't know where they are, but on the other it's really obnoxious to be fight specters in the dark, especially since the damaging floor limits movement. It's against my preference, but it's your call on whether to change them to pinkies (or pinkies + an HK) if you want, either would work fine.
In the next room, with the SSG, you need to unpeg the demonic face in order to make it look normal instead of segmented. RL room is nice, but with the two floors that lower (one for the secret, other to the manc room) you need to peg (or unpeg?) those walls so it doesn't lower down with the "door". Also nice way of doing the secret.
In the PG room, I like how the gun tucked into the back so the mancs have time to flank you. AV room is great, the duo viles pose a nice threat especially if you run past the manc, and the arachnatron is a cute surprise. Cyber arena needs some fixing up though. For one, I'd change the two rocket boxes nearest to the player that warps in to a single cell pack, that way you entice the player to go into the water sooner. Also I suggest doing that so the player has a little more firepower to face the cyber, especially since the PG and BFG are the only weapons that make that fight "fun" instead of a slog.
Next problem is the cyber himself. He's tucked away in his corner so far that you can lower the lift, get on it, awaken him, and run into the tele with no damage. Instead what you should do is draw a "floor lower" trigger pretty far back so that when the player runs over it, the walls to the cyber lower and he scares you off from trying to get on the lift. Plus it should be "floor lower" to reveal him, because as it stands he can easily be led around that cubby he hides in, and then it can serve as cover for the player when he gets on the lift. The switch at the top of the lift that reveals the secret has walls that lower, so you need to peg/unpeg those. Also, raise the tele up and place a torch next to it, so the player knows where to go after hitting the switch (it can be very easy to not know what it did and run around aimlessly)
The maze walkway is MUCH better, instead of just being an A -> B path. The player spends a lot more time dodging projectiles, but there's like 2-3 mancs that get revealed when you run by their cages (which is a little too late for them to be effective). Pull the trigger back much further, about at the place when you take the first turn. RL isn't needed on the following platform, as the player picked it up earlier.
Next area is nice, as you have to be more mindful of your surroundings. A manc follows through the tele however and gets stuck at the top of the wall on the right side, which you need to fix. The pathway to the tele is also down, which it shouldn't be (I think) as you should run to hit the switch on the other side to lower it down.
HKs at the end warp in much quicker, which makes it harder to run to the exit, but since you only have to watch one side, it's not that bad (although the baron does flank). Maybe what you should do is have some barons warp in through a pedestal behind the player, so he has to watch the monsters in front of him and behind him.
Other than those things, everything else felt fine. Didn't try to 100%, so I dunno how that plays.