Thanks for the fixed link.
The maps were fun to play: an interesting combination of quite an old-school feel combined with quite a few modern features. The bite-sized nature of the maps seemed about right to me too.
There are a few things that I would either describe as mapping errors.
e.g. one early door has its texture pegging set wrong and therefore looks weird when it moves.
There are also few mapping conventions that would have been better to observe:
e.g. restricting key-requiring textures only to indicate something to do with keys rather than being general decoration (esp map01)
e.g. make it so - wherever possible - you find a key requiring door before finding the key. Otherwise, there's no point in the key because you can just get through the door as soon as you find it (just like any other door) if you already have the key
Something else that would have added a bit more polish (but not as polished as the very, very shiny floors in your maps

) would have been to extend your ZMAPINFO lump to give all of the maps proper map names at the automap and to put your own custom intermission text in place (or simply not show any) instead of seeing the default map06-07 intermission text after map04. That happens because you created a ZMAPINFO entry for map05 and effectively put it into a different cluster to the rest of the maps. So GZDoom shows the end of cluster text when transitioning from map04 to map05.
but, yeah, some fun little maps.
Worth downloading and playing