Personally, I am no friend of "illogical" dimly lit Levels; industrial and - I think - military complexes are simply never fitted that meagerly with insufficient lighting for everyday illumination like in your levels (but you share that with a lot of other level makers).
Maybe, better try to invoke the impression that standard illumination in is at fault, and the light is coming from emergency lights.
BTW: What are those
flower pots doing in your dimly lit levels ?
Other than that, it played very well and fluently, I had to try 6 or 7 times to complete it (so, it felt interesting enough to do that). I did not experience any unexplainable deaths at start.
Sometimes at the start, it told me to pick up ammo before to pick up the weapon, but that was no problem at all.
Occasionally, after an enemy had died, pressing "w" fired my weapon instead of moving me forward.
Playing the level reminded me VERY MUCH of playing "DOOM" (way back in time), especially the elevator sequence. Good.
The intelligent behaviour of activated enemies is fine, but that of enemies clearly visible (and shootable) at the end of long halls is not.
Why there are explodable oil drums scattered around in such a place is also beyond me, but, again, you share that secret with other level makers, especially those of DOOM.
There should really be more inventory items, but not necessarily more pipes. Again, try to let the complex make sense to your players.
Overall, I guess, former Doom players may be attracted much by your game. Please also supply a story why we are there and supposed to kill the enemy.
Lives of great men all remind us we may make our lives sublime