I wrote a sort of review in a thread I made ages ago (I still need to revisit it though, and this is for both maps rather than just one), and I'll link the thread because it's somewhat related:
http://www.unrealsp.org/viewtopic.php?f=2&t=1592
"It's certainly got quite a few original ideas (like the start and the choice of routes and Redeemer stuff), and the style is really unique (and makes good use of Crypt). However its got some issues too. Firstly it doesn't really seem too balanced for Unreal difficulty; it's finishable just fine, but if you go the "combat" route there's so many snipers at a couple of points that even with their lowered health it becomes a case of reloading until you get lucky. There also seems to be too little health at points; you can be forced to do some parts at very low health if you mess up; the area with the cursed armour is one example I can think of. While it looks good there's some parts where the framerate seems to tank, like the large platforming area in the "puzzle" route when you look at the middle. Some parts also kill the framerate with too many enemies, like the final battle (it would probably work better with a smaller number of tougher skaarj) and the corridor full of Slith at the end of the puzzle route, although the latter only seems to get real bad when there's fog visible.
While the combat route was fine beyond the snipers the puzzle route has some issues. The first is that the ASMD area should be hinted as not being the way further in some way; I missed it the first time and there seems to be no way to backtrack after going down the pit with the Warlord (who seems to get stuck real easy), and after that you have to drop down to the lava area and take a bunch of forced damage (unless I missed something). The clues for the spike traps also didn't help at all; I don't see how the warning about red and white applies to the part they are in at all, and it took several attempts before I realised you just had to jump. As I said before the framerates got real bad at times in the big chamber, which made the platforming a pain at times, and there's also little bits of detail sticking out that make a couple of jumps much harder than they should be. Also the music is some sort of rock track which doesn't fit this slower-paced area at all, and got really annoying for me after a while. Overall that path got pretty frustrating at times.
Story wise, I thought the atmosphere seemed a bit muddled in terms of comedy messages vs serious ones, and it made the mood a little confused for me, and I wanted to find out a bit more about the whole backstory, but I guess that's for the final pack. The ending was also real anti-climatic, but again that's probably being worked on.
Beyond the issues though, as I said it's quite fresh and has a very original theme, so the final, full version has lots of potential."