I suppose at this point in time, I'm not concerned with elaborate architecture so much as engaging game play and fun ways for monsters to attack the player. I've played several wads that were commended for being wonderfully detailed and having giant open rooms, but they seem to just glob hordes of monsters in a pack and it doesn't feel as engaging to play. IMO the bigger the room is, the smaller the action feels, no matter how elaborate the design. It's the relationship between the action and the world you're in. Granted, there are exceptions, and I'm at such an early point in making maps that I have much room to grow and have preferences change, but as far as being a gamer goes, I enjoy a lot of obstacles, twisty turny, puzzley shooty, and the ability to finish it in no longer than 20 minutes because A.D.D., and 20 minutes is pushing it for a single map.
As far as different source ports go, I was always fighting the standard Doom format and had a tough time balancing what I wanted to do, with what the engine permits. Although seeing the 3D bridge in the first level of 'Back to Saturn X' on Odamex blew my mind and let me know that you can do more with less if you're clever, which I am not, because I tried it and failed. So after feeling comfortable with Doom and Doom 2 formats, as elementary as I still am, wanted to see what Hexen format was capable of, and even though I'm in over my head at this point, I feel like I don't have to be as clever to pull of a neat trick or two.
My main goal is to work with others and learn how to make better maps that way, maybe do some co-op speed mapping projects with someone instead of playing a wad, taking notes, imitating, failing, searching for resources, failing again and making something else. Thanks so much for your feedback, I don't get a lot of it, because as I mentioned, other than you good people on the internet, I don't have anyone to tell me whether or not I should keep designing or just stick to playing what others make.