Much better! I liked the "secret" weapons room, as the notion of it made me smile plus it saved me time finishing the map after dying a few times.
The green slime pit as a lift should also find a way to lift back down from the bottom, either using it or another walk-over line. I still don't know the purpose of the radiation suits, as they're practically useless for a secret. The door after that has missing textures on the ledge it's on. Since I've actually finished the map this time I can comment on what lies beyond.
The bridge that raises should have a wider space opposite of the cacodemon alcove to have room to traverse around them due to the infinite height making it very unpleasant to travel across. Please put an extra small plasma cell, perhaps in one of those alcoves to give the player the extra BFG shot as after collecting the BFG and large cell you're still left with 20 cells, and raising that up to 40 for an extra final shot would be very nice. After entering the room the archvile was in, having that floor rug also lower the walls that the teleporter is in would be nice too, as that progression can get lost in the combat.
Past the red key door is where the map overstays its welcome for me. It would be better if it just focused on an arena where you punch an archvile instead of the crate maze. The invisibility spheres I also have no idea what purpose they serve as they're presented with purpose but are ultimately redundant. "Filler" is what I see this part as. I had trouble exiting the map because of the imps blocking the way and there should at least be some footing the grab onto with some monster blocking lines (you can't even punch the imps like it currently is) as well as it just being awkward to make the jump since there's no comfortable path for it at all.
Oh and the map could probably do with a cacodemon or two less because sticking to the tyson route can get exhausting and the identity of the map is muddled because I can't tell if you really want me to punch everything to death or intend for me to give up run away from the cacos (thinking about the raised bridge again). Falling off the bridge is probably even better than trying to cross it normally since you can just cut to the archvile and just have an easier time. Part of my complains about the grind of the map is that I figure you'd have to test it for the whole thing to be punchable, and then with just punching and the BFG for those that don't care to do that, striking a balance in design that works for both routes. A re-do of the final room focusing on the tyson aspect with an itch to use the BFG would be welcome instead of the "filler," again such as focusing on the archvile obstacle.
Here's my demo playthrough: waltcv2.lmp