This is getting hard. I truly hate doing the gameplay! .... Maybe I'll just have fun making the rest of the maps and think of it on a positive note.
If you really hate doing the gameplay, then with over 300 maps under your belt, that's a whole lotta hate! ;D The Nuclear Option, of course, is to just do the layouts and then hand the map over to a trusted gameplay master and let them do it, giving them permission to make physical modifications as necessary for the ideal mix.
But as I said, just because I found this map difficult on UV is no reason for you to worry about it. So I died 15 times, big deal. In fact, if I was you, I'd smile and chuckle over how many of my pelts you gained, because over the years, I've played something north of 30 pcorf maps, and you never came close to this death count in any of them. Not in 2002:ADO, not in any Death Tormention, not in any of the others I can't recall off the top of my head because it was years ago.
Keep in mind, I'm a terrible player and I know it. I have a combination of low skill and a kamikaze approach, so any somewhat difficult map should kill me at least 4 or 5 times. I don't even get really discouraged until the death count hits 25. After that, it's a bit much, and it means I should really play the map on HMP or HNTR, the latter of which is how I deal with Ribbiks maps, though I think I can probably handle some of them on HMP. But UV would be insane for me.
Let's take the blue key room and try to imagine how, say, Demon of The Well would deal with it. First, remember how I dealt with it. I ran straight out there and veered right, exposing myself to Chaingunners and Sergeants, in order to loop left behind an Arachnotron in hopes that stray bullets or buckshot would strike it and "let the infighting games begin." I can state with some pride that this highly intellectual strategy worked . . . on the ninth try. :D
DoTW, on the other hand, being a top-flight mouse player, would probably camp the door, popping out for a flick left, a flick right, to take out the small fry on the flanks. Once that was accomplished, he would quickly and efficiently deal with the Arachnotrons and the Revvie or two, and might not lose any health points as opposed to the bloody bits of flesh that got shot off of me. So the final death count would be SteveD:8, DoTW:Zero. DoTW would view that room as dead-easy.
The round room with the Baron guarding a switch killed me twice, first when all the hitscanners teleported in because, as dew noted, there's no cover, unless one alertly uses a Pinky as a meat shield (I seem to recall a couple Pinkies in the initial rush, might be wrong). Once that death happened, my strategy was to hit the switch and run like hell for the entrance door, which made that room a simple matter of killing the monsters as they got chokepointed at the door. Not a huge thrill, really. My second death in there came when I first hit the central switch and stood there like a jagoff while Caco fireballs slammed into me from the sides. I didn't even know the gasbags were there. ;D After that, killing them was easy.
Then you had a large room that went dark and unveiled several individual monster closets. Once again, I turned tail and ran out the way I came in, and just waited for the monsters so I could rocket them. Again, that trap ends up more as a jump-scare than a killer. I mean, I'm not gonna stand there in the dark and slug it out when I hear a Baron and my health is at 40% or so. And if you had made it a locked-room trap that just would have been dickish in the situation. There were at least 3 traps of this type in the map, so by the time I reached this one, I knew what to do.
I might have taken a different approach if I had already found the BFG or PG, but I only got those later when I saw the PG from the exit and went back on a secret-hunt. I really should have found that BFG earlier, since by the infamous standard of highly obtuse pcorf secrets, that one was a bit obvious. ;D So the biggest weapon I had for the dark room fight was the RL, like I'm gonna use that with a ton of meat closing on me. Nope, it's "Run away!" or, if you prefer, "Advance to the rear!"
Anyway, gameplay can be tuned in this map if you wanna tune it. If future maps in the series could have a more interconnected and flowy layout and more incidental combat, the ambushes can become more effective. The maps might also be even better looking than they are now.
I'm gonna play them all, of course, no matter what you do, though if Extreme Trap Terror remains the iron standard, I'll drop down to HNTR for a more casual playthrough.