@ scifista: As promised, I played your level again in prboom (+). Here's my third demo attempt (first attempt on UV), although I can't get it to run myself... I suck at recording/playing demos... error 80 or somesuch. Maybe you'll have better luck.
Anyway, much more intense on UV, but still not needlessly cruel. A lot of circle-strafing, hide-and-peek shooting, and long-distance chaingun tapping. Not enough complex engagements. Rarely got flanked. I think it might be too easy for your average Doomer. Cast in point: I managed to finish the level. Actually by surprise - accidentally triggered the exit line while circle strafing the big guy at the end. I was so close to killing him, too! Anyway, I felt like a badass, and that's pretty rare, so thanks for that. I liked the difficulty, but I'm trying to be objective.
Maybe I'm still missing some things, but I honestly didn't get too much more out of it with the Boom features (other than being able to finish the level, of course). It's still fun and aesthetically pleasing, but not in a try-hard kind of way. It's more like the feel of the map is pleasing, than it's actual look, though it certainly isn't ugly. Confession: this is the only 100line map I've played so far, but it doesn't really feel like a minimalist map (which I guess is a good thing). It just feels like a weirder and more primitive version of a Doom 2 level, without the constraints of more logical architecture. Another minor note: You seemed to abuse the decorations in certain areas, but I honestly didn't mind, so make of that what you will.
It definitely feels like a scifista map. It's entirely gameplay focused, with little regard for the player's sanity. But as with your other maps, it makes perfect sense when you're playing it, even if it doesn't even attempt to resemble a real place (that I know of).
C+ for looks
A for flow
B for gameplay
B for fun