The map is excellent and a visual treat, the new textures look awesome and are used brilliantly. They aren't incongruous with the style of Doom, but they have a really sleek and clean look to them. The voxel switches are a lovely touch, and the other visual effects like on the teleporters looked great and gelled really nicely without looking too overblown. Top notch stuff. I'm really looking forward to more of this.
Gameplay-wise it's pretty easy even on UV, as I don't think I died even once on three separate playthroughs. The two barons at the end were the "hardest" thing to take care of but they still didn't pose an enormous threat.
I got every monster and item but only found 2 of the 4 secrets, as I couldn't see them on the automap despite having secrets set to always show like the cheaty bugger I am.

Haven't checked in an editor to see if there are definitely 4.
---
- Now, I ran into a bit of a major grievance trying this out in QZDoom. This switch did not appear at all for me so I was lost for a good few minutes. Restarted the map, got lost again, then opted to try it in GZDoom instead, where the switch appeared. Running the QZDoom 1.2.2 (the official build).

- Additionally, QZDoom renders the nukage bubbles (which are a great little nuance!) as little rainbow sprinkles. Probably something to report instead of a fault with the map, mind.

- The teleporters made the player pain sound when used? It seemed like it might be intentional, but I couldn't be sure, heh.