Is this what you had in mind when you said absolute freedom? I normally dislike puzzle maps because I usually find them obtuse and they interrupt the flow. But your map is much better than that.
The puzzle mechanic is placed front and center as the unifying principle. In fact it is the first geometry based obstacle you encounter. This is good in my opinion. I like how you taunt the player with the easy way out. This puzzle mechanic stays present throughout the map in the form of pillars (or floors) being raised/lowered peppered about. Thus I'm constantly reminded what the mechanic is and I don't confuse the map for an action map that has this annoying puzzle sequence. It's instead a puzzle sequence that has these annoying (I jest) encounters. The puzzle is also unforgiving in that you can be trapped forcing you to suicide in the provided slime pit. Somehow I like this as it makes the map feel pure and it's not being betrayed to some standard of ease. Well done on the puzzle aspect.
You instigate some dicey combat that forces quick responses. This is the good kind of difficulty. Health is scarce but on a map like this with very positional battles I find it appropriate. Also I took some dumb damage.
Overall the map is short but very dense. I got the urge to save-scum my way through due to the nature of the puzzle and how you can trap yourself. Thus I think the pacing is good in that regard as the puzzle blocks different parts of the map giving a very good sense of progression.
The visual style is eclectic like your other map but I like it. I prefer bright and colourful over grey and gloomy and you provide this in spades. The visual style also helps to highlight the puzzle too which is important.
It was a fine map to play. One of the few puzzle levels I found enjoyable. Good work.
EDIT: Don't worry, I didn't savescum. That would have been very rude.
EDIT2: Demo recorded in dsda-doom v0.24.3