So I finished it, found it a fun map. MetHy's right you did seem to get somewhat better the further into the map I got. IMO there's nothing inherently wrong with the map other than it's overall simplistic and at times blocky architecture. I played with Dukeplus and polymer and the lighting was ok, except in the big cave maze near the beginning, where there wasn't much lighting at all (I'd suggest make it a big darker and add more light sources there).
The map had a good sense of progression and variety; cave, high tech, alien, outdoor so it felt nice and full which is good. Because I was playing with polymer there were framerate issues at times. For example around that big alien spaceship in the lake, I died many times because there was so much going on that it dragged the framerate down. Note that turrets are framerate killers; they shoot lots of laser sprites, and those sprites all generate polymer lights, so all that plus the TWO battlelords (I was playing on the easiest setting, might want to tone that down a bit) and the dozens of other enemies, including troopers which also shoot that resource intensive laser sprite really resulted in a lot of unfair deaths. So yeah I'd restrict one of those battlelords and the turrets to a higher up skill level.
Also found the boss battle at the end pretty difficult, there wasn't a lot of room to move or much cover to hide behind IIRC.
The only problems from a technical point of view were some slightly stretched textures in the elevators, and in the WC in the mess hall, when the swing door was closed, it caused the normal map on the floor to go all funky and the sector didn't receive polymer light (not sure but it might be due to possible overlapping sectors, but if you can't fix it it's not a big deal since most non-mappers wouldn't notice).
Unlike Forge I did enjoy the gameplay. Sometimes it just feels nice to wander around a bit, and I never got too lost (the automap was invaluable in the cave), and there was more than enough ammo. Health did seem somewhat spotty in places. I remember a few atomic healths near the start and then not too much for a while.
As for the shading, like I said put more lights in the cave. And even though the map uses polymer lighting, you should always use a bit of manual shading as well. Different areas should have different overall shades (especially indoor vs outdoor), and adjacent walls as well as ceilings should have a few shades' difference between them as this helps give the map more depth.
Still, an enjoyable map, I'd give it perhaps an 85 out of 100. I really look forward to your next map
