Demon of the Well
Here is another FDA for you. You didn't specify complevel, so I went with 2. Of course I know this is supposed to be a Panophobia map, but I couldn't remember what the project specs there are, either, so I just winged it.
Anyway, the hydrophobia concept comes through loud and clear, so good work on that. From a visual standpoint it's pretty clearly an early effort--certainly not going to win any prizes with aesthetes--but I think it works well enough for what it is. Because of the conceptual nature of the play space, it's natural that many of the environments consist of big open spaces with planes of water broken here and there by little sectory bits of terra firma, so from an architectural standpoint there's probably not a lot to be done--most visual improvements will probably have to be in the realm of lighting (I think it's too flatly bright, even if it is outdoors) and things like that. Some of the later areas could probably be improved just by breaking up the bounding walls into bits of artificial terrain, doesn't have to be anything terribly fancy to work. My favorite part was the ruinous structure in the last play area, with bodies suspended from it.
Most of the map's main issues are technical. In the course of the playthrough, I saw some untextured surfaces (including a very serious one near the end), encountered some sections of water not flagged as damaging, was briefly stymied by an infinitely-tall hanging body prop suspended high over a mandatory narrow pathway (well out of sight range for anyone not using mouselook), saw a patch of shadow on a floor cast by nothing under an open sky, redundant/extraneous secret sectors, encountered some inexplicable/entirely unnecessary blocking lines, encountered a few points of interest where spacebar had to be used several times on one spot in order to achieve progress results (although I'll grant this may actually be a design feature rather than an oversight), things like that. The most serious problem I encountered is that the secret involving one of the basins with candles on it catastrophically broke the map and left me with no choice but drown myself in said basin; I'm not sure if this is a complevel conflict or not, but I'm inclined to reckon that it's a tagging error. All of the above issues should be clear in the demo, since I stop to look at most of them for at least a few moments. The water sectors with missing damage flags may be less evident, but the ones I saw were generally in inlets, like the one I fall into while fighting with the small imp/HK groups on the grey stone platforms near the map's end. There are likely others in places, should do a thorough recheck.
Incidentally, I did find/trigger all of the secrets on my second attempt (not counting the fatally bugged one that ended my first, of course), so the design logic in this aspect seems sensible enough. As to the gameplay itself, well, I imagine people are either going to enjoy the map's concept or hate it with a passion, without a lot of middle ground, which will probably be par for the course for Panophobia in general if it ever gets finished, given how concept/gimmick-based in style I imagine it will be. This isn't necessarily a bad thing; you'll have to take more feedback into account deciding how/if to change the combat and other fundamentals of play. For my part, I found it to be quite an easy map, since actual opposition is sparse, resources are fairly generous, and I'm generally pretty comfortable with platformy/space restriction stuff, but it will surely give some players some problems, particularly the parts where you have to fight/move on narrow catwalks while under sustained fire (the best defense in these cases is, as is so often the case in Doom, a decisive offense, but it's bound to feel counterintuitive to some players). Don't let anybody tell you it's unfair, though, it's eminently doable. Most of the fights don't really stand out, which isn't disastrous seeing as how the map itself is really the main enemy in this case, but I reckon the later areas could do with more cacodemons, and I think you could spice up the cyberdemon fight (which is combat highlight as it currently stands) by teleporting in some specters or pinkies or the like to impede movement and further complicate the business of hopping around the little islands while fighting him.
Oh, yeah, one other thing I should note, which you may be able to dismiss entirely depending on the intended complevel for the map, but the number of pre-existing lost souls that appear later in the map means that, under some settings, most of the earlier pain elementals will only be able to spawn a soul or two before they (the elementals) become 'barren' (at least until some souls are killed), like the ones early in DooM II's map 09 on UV.
Edit: Oh yeah, I don't really remember much in the way of revenants, either. The posted file may have failed to update correctly, something like that.