Okay, so I playtested my map again in UV with 100% kills, without grabbing any of the secrets. Left the map barely alive, with few deaths. Notorious secrets are Mega armor, Megasphere, Berserk and Soul Sphere.
First, and funny thing is, most of the fights are completely optional.
Like the computer area when you ascend to main area. You can just sneeze past them, few only notices you. No need to fuzz with hell knights.
Or the blue key area. Avoid mancubi and arachnotrons, hit switch and get the hell outta there.
I don't like necessary prolonging, but somehow this kind avoidance of fights are... I don't know? Right? Well, Pacifist runners are probably going to like that.
The outdoor area, when you first enter, is not really great (as Eris said.) Cacodemons will be definitely kicked out from there (except the trap portion), and I'll minimize the current zombie count, and make some of them to teleport in from time to time, to keep area lively, keep players on their toes and keeping ammo count high enough.
Mancubi, revenants and imps will either get same processing as cacodemons, or pop in to time to time.
Red key trap can quite nasty, especially when all the containers open. Dead end, mancubi keeps you in and the rest of gang being annoyance. At least some cover against mancs. So I did little tweaking, and made that middle container open later for only further insult. Not THAT deadly anymore.
Blue key area is rather easy than I would like to. Player, if quick enough, can get behind the covers provided on the ledge area, or just completely ignore it. At the same time, I don't want it being sucky death trap either... Maybe put that switch inside the tank for starters?
As always, I can do bit more detailing to areas.
If you have something on your mind, blurt it out or be forever silent. -_-