Pretty excellent map. My stats:
Fortes of the level to me were the variation in the settings, moods and pacing, the item/monster use and placement, and the poetry behind a lot of the locations. The lore also was a nice touch, complementing the traversal all the while remaining original and never gimmicky or intrusive.
In a way, this felt a lot like playing a user map from the late 00's/early 2010's in terms of style, with particularly fine execution - you put a lot of focus on individual set pieces, which then has the side effect of making the level feel like a succession of places instead of a collection (that is similar to how I've described I feel about levels like Nightshade Army before) but that's not necessarily a bad thing at all, just one choice out of many and here it's especially nice that the layout is smart and keeps looping back onto itself (at least for the first half of the level) which helps break the linearity for a while, in fact it does a bloody good job at it.
The level never spooked me, but there were some really cool uses of dark settings paired up with some interesting encounter set-ups, I especially liked the fight against the Enforcers on the pyramids of yellow fullbrights. Transparent Newbeasts and the attribution of specific palettes to specific conditions around the level also worked really well, I appreciated the effort in the consistency there, with the pal 17 being reserved to the drowned enemies and whatnot (I kept thinking, this map probably plays like crazy with the Blast Radius .cons since it seems to use a lot of similar palettes and even tropes for the enemies; Zero Zone also does the pal 17 for drowned enemies thing). It didn't feel like when people abuse colors on random monsters throughout the map at all, which is sweet. Also was funny playing this after writing that earlier post since friendly fire between enemies indeed is BIG in this map.
Combat was awesome, I absolutely loved the big fights peppered throughout, although frankly I actually struggled a bit more around the start before Duke was loaded on ammo. I got all kills but no secrets so never found the Shrinker/Expander nor the Devastator, probably handicapped me greatly against the Sentry Drones then Octabrains but wasn't a problem to work out at all. I LOVED that you considered the tripmines and ended up using them a lot. There were a few Commanders in close quarters I didn't like much but some of those I realized the purpose of actually was brillant only after the fact (for instance, the one that blocks the door out into the first melee is annoying... because it should and is supposed to be, so that was neat; now the later one in a lone office, not so much so). I also dug how the fights involved constant pushback and constant conquering and reconquering of the available terrain.
Which is the perfect transition into the elements I thought were a bit of a miss. I understand the fight for terrain aspect was the idea during the melees, but there only is so much space that's available in some of these cases. Worked well enough for the Octa fight (was tight but only so much), Commander fight easily could have used 25% larger of an arena minimum however as well as some more variations on height (e.g.. craters). In general I can tell you consider verticality but to me still feels a little underdeveloped, whenever it's there it's never really pushed and usually just a few ledges or roofs, tops. Would be interesting to see you design arenas that have more of a 3D look and function in the future, that being said personally I can be a fan of rougher scenarios and arcade type of sequences so I'm not debating your direction in the slightest, just recognizing where I think you possibly could take it. That kind of shows with the platforming around the level too that is almost non-existent (bar that one base lobby with the sprite floors that was quite fun and fresh) and sometimes misleading with jumps towards cliffs that are blocked then result in fall damage or chimneys that look like they should be reachable but aren't. I think terrain elevation should be approached for function first and only then form should follow ideally, otherwise you risk breaking some universal codes in the visual language.
All very minor complaints compared to how much fun I had with the map. Waves of enemy hordes were some cool individual challenges, maybe could have used more Steroids e.g.. hidden in barrels (I'm not huge into maps with empty barrels/trash cans if the mapper is going to use those specific sprites by the way, I think then at least a couple should positively hold stuff). Adventure was memorable, thanks for making/sharing.
Here's a photo album of screenshots I took of the places, little design bits and moments I liked when playing (so of course features spoilers):
https://imgur.com/a/l8xSQah
(It also includes a softlock that's possible to achieve by riding the Octabrains when using jumping AI abuse mechanics; speaking of which, probably the best way of dealing with the Commanders that is, and that felt really satisfying to figure out as a strat against such hefty packs of those).