There's a lot to like in this map, and I had a great time playing it. A few highlights:
1. The berserk pack trap at the start is fiendish, but a great bit of design. The map is filled with traps like that, and letting the player know that in a low stakes way where they can restart immediately if they get caught is a great way to telegraph it.
2. The aesthetic design works very well overall. The place felt very menacing throughout, which dovetails well with the nature of the trap heavy gameplay.
3. I loved the lost souls coming out of the fiery walls. A great trap and a visual delight.
4. In contrast to some of the other posters, I really liked the cyberdemon trap at the end. The use of a gunfire switch here is inspired and I like the way it turns the end of the map into a mad dash for the exit.
There were a couple things I think could be improved upon. The archvile trap feels a little soft to me; there's not much reward for going up that elevator as (at least in my case) the player's instinct is to immediately use the rockets to deal with the archvile, leaving you with an empty rocket launcher for your trouble. I might replace the box of bullets with a box of rockets so there's a little more reward and the encounter feels like it has higher stakes.
The yellow key room also fell flat for me. The revenants at the far end are just too much firepower to try to dash towards, and even if you get up to the bars the SSG is hard to bring to bear effectively. I think if you want to draw the player into that room to trigger the trap, consider replacing the revenants with maybe 2-3x as many imps. I think the player would be more tempted to dash in for the key and dash out if just facing imps, and thus get caught in the trap. This would also help preserve the momentum of the gameplay.
Overall this was a really strong showing. Looking forward to playing your next.