Just gave this a run with Supercharge
. Dark, as others have noted. Encounters were solid--like the other guy said, the big fight in the orange-lit room was nice, although I had a bit of trouble finding the last switch--maybe you could brighten the area in front of that switch when it opens, to draw the eye to it?
I'm a sucker for dark maps. I've always loved how stark the lighting can be in Doom, almost noir-esque, and it seems like few mappers truly take advantage of it; I loved the abandoned atmosphere in this level. It helps that Supercharge adds brightmaps to many enemies, which meant I was spraying lead at the glowing visors of zombie troopers from the (relative) safety of the hall I just cleared. I'm *also* a sucker for colored lighting, and you used colored lighting quite tastefully here. Aside from the one switch at the end, the whole level flowed well--I never got lost, and I never felt like I was being railroaded either. Overall, it's a solidly-designed level. Can't wait to see what you do next!
(Also, going small is definitely a good idea. I've had the same problem myself--I tend to dig myself a VERY big hole when I start a project, which is why I've released very few things. As I'm sure you noticed while building this level, deliberately keeping your work small makes it way easier both to finish it *and* to polish it.)