You're dumped straight into the action here, a pattern that's becoming more and more common in the wad (and which looks to be the default assumption in this episode).
Visually, we've got a solidly executed 'blood red caverns' vibe going on. I'm not generally a fan of clean, orthagonal surfaces with 'natural' textures, of which there are quite a few in this level. The author gets away with it here though, mixing in enough irregular shapes to disguise the regularity of other areas.
Gameplay-wise, I am once again unenthused by the use of keys. The yellow key is fine, since you want to 'gate' your exit room, but the red key seems to exist solely to make the player brave the baron (or AV on UV) in that chamber. It's not a major issue, I just think it would be better design philosophy to put a power-up where the key is. Then players have the choice of going for the item at the expense of a fight, or ignoring it. Personally, I'd have put the SSG there, rather than the exit room. Where it currently is, it's very easy to snag it and run through the exit, ignoring the AV that insta-lifts into the room when you enter it.
Insta-lift monsters, by the by, are not something I like. I've probably complained about them at some point earlier in this thread. I'm likely to do so again. Apologies in advance for that :)
Instant pressure at the start of the level, and a similar palette to the last map. It seems there will be a definite theme to the final episode. We get to move outdoors in this one, though, so there is a little more variety.
Let's start things off with a surprise: I like the use of keys in this level. The 'one key to enter, another to leave' trick isn't a bad one; certainly better than a key just to make you visit an area, or a phantom key with no door associated.
Gameplay is pretty fun on the whole. You're certainly going to be under pressure for most of the map, with even continuous players not likely to have too much in the way of supplies as they enter. You'll be leaving the level a lot better equipped: RL, plasma and BFG are all present in this level. The last is in a secret, but it's a secret that the vast majority of players will find, I think.
I ignored the cyber at the end of the level and just went for the exit. Took a hefty dose of damage in the process, but I figured the ammo saved was worth it :)
Red rock textures, blood, lots of pressure at the start. Check, check and check.
This is probably the most frantic beginning yet, with a swarm of imps and demons out to get you, several barons thrown into the mix, and an AV on overwatch, so that there are very few safe hiding places. Good stuff: fierce, but fair.
Gameplay remains at a high level throughout the level. The cyber fight is a good one, with enough room but not too much, and the double AV trap at the end is a nice moment of panic, especially since you might release both at once (I did ... oops!).
With the exception of a couple of insta-lift monsters, I really enjoyed this one.