Awesome extensive techbase map. As I've experienced, you're able to create a fun playing Heretic map (that's hard IMO), and here you're showing your great abilities again. You obviously well understand principles of what the player wants and finds as fun. I also like the unified-yet-varied aesthetics going on in this large base, and a certain "semi-realistic" approach (teleport labs, storages, ventilation shafts) well fitted into a pleasant classic-Doom environment. I even see some Doom3-like structural resemblances in this regard (I see them because once I was trying to make classic Doom maps inspired by D3 layouts).
I enjoyed the D1 version! Tried just a little of the D2 one, but it could be only better I assume, in gameplay I mean. However, D1 version has a bug - teleporter to the final cyberdemon area doesn't work.
You could have added some custom music track, because veteran Doomers are already tired of the default first map original midis.
I will note you about a couple design choices which aren't critical at all, but you should better avoid them in Doom mapping, generally speaking. Of course, if you have a good reason like in this map, you can disregard them, but count with some people moaning. The things are: Multiple chainsaw placements, openable silver doors, certain normal-looking doors being unopenable, lifts with weird-functional oparation (one side/one way only, or unnecessary switch on a top to lower the lift, multiple switches to lower the same lift). I don't mind either particular instance in your map. I liked it a lot!
I'd compare your work with another newcomer Doomworlder, meapineapple (http://www.doomworld.com/vb/wads-mods/67703-moonlight/), who has a very similar style to you, but who could learn a lot about eye-pleasant room shaping and texturing from you, as well as an interesting gameplay and a "natural" Doom gameplay feel. Yes, you turn out better in this comparison.