Map32 is the first slaughtermap I ever beat on UV, so you need to work harder because I'm a terrible player! ;D I died about 8 or 9 times, though. 1,524 monsters killed, almost decided to quit when the PE storm started, glad I kept going. One thing I objected to was trapping the Megaspheres, or stacking them on top of keys. I grabbed a Megasphere in Sector 123 and the next thing I knew, I faced a Cyb guarding a Megasphere in Sector 148, and I had to grab it even though I still had 200/200 after killing the Cyb, because you had to set off a trap to continue. Another time, I was at 200/200 and see a Megasphere on top of the blue key. So I wasted 400 health and armor. Me not happy.
I played in GZDoom, and for some reason the path to the exit door wouldn't open after I pressed the switch in the monster closet of the yellow switch room, so I had to clip to the end. It might be because you have extra vertices on the linedefs of those doors at Sector 172 and 173. Sector 172 also has a weird floor and ceiling height of 64/56, so the floor is actually higher than the ceiling and I'm guessing it's stuck because of that. My advice, make Sector 172 the only door and make the floor/ceiling height 64/64, and delete Vertex 800. Might work then. Even better, delete that path and just have that switch open a real exit door that is clearly marked. This little path isn't cool enough for all that goes into it.
The other 2 maps were okay beginner maps, one trap after another, no real flow. In Map01, when I got the Rocket Launcher, and considering the way the map had gone, I said to myself, "Okay, where's the Archvile?" Didn't take long to find out. ;D Predictable. Map02 had some nice lighting and was a little better, but still trap after trap. I died once on each map.
Map32 was the most ambitious map, but still showcased a lack of effort in several details. With your skylights and some of your lighting, you showed you can do better, but there was still the sloppiness of the Doortrak texture not being lower unpegged in all the maps, some unattractive openings in walls (Map32, Sector 121), and so forth. I'm sorry I didn't have time to play these before they were uploaded, as I would have been insistent on fixing these problems. Another issue was having a rather large map where I see a yellow-keyed switch and only find the yellow key some time later, and forget where that switch was. I had to noclip to see where the monsters were to find it, because it's a small thing and you have to go all the way into the room and fully explore it to find that sucker. So it was just a frustrating switch-hunt.
That said, I think you can do better maps if you put the effort in. You have the killer instinct to go after the player, and that's always a good thing. ;)