You have to give some people a bit more time, as most won't jump to immediately play a map.
But I played it; here's some feedback.
Ammo and health are are pretty rare. Like Simp, I ran past the revs and didn't even trigger the AV, just hitting the switch and getting out of there. Also, the supercharge was nice, but I would've savescummed the whole level if I never found that. Would be nice to have just a touch more health and ammo so you're not punishing players for relatively small mistakes.
The manc hunt is pretty neat, something I don't think I've seen done before. Some of the rooms were too small to fight them in though, like the yellow key and main room, forcing the player to resort to corner/door abuse. The best fight though was the arach and 2 pinkies in the dank basement area... that was really tense and fun to do with just the SG. Conveyer belt was neat, but didn't add much to any fight.
Other than that, there were just a few odd things, like how far back the blue key switch was (and why even include one next to a door?) and when you have the red key pedestal instantly raise. I don't like the instantly raising stuff because it's more of a direct trap, one the player doesn't even see coming, similar to monsters popping out of the floor. Instead pull the trigger back a little, and let it raise up normally, just extending out of the players reach. Oh, and there's a ceiling design in the starting area that you use with a different texture, but it's too hard to notice/doesn't stand out, so it would be neat to indent it upwards into the ceiling. And finally, in the conveyer belt room, the manc door and the entrance both have similar archways/door textures, and I often confused where I entered from. Some slight differentiation, like a light nearby or different architecture would've helped.