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That the mission objective turns into "kill this bouncer on far right" made me chuggle a bit. The good thing is that you aren't forced to interact with those demons if you go to the roof, which I assume is intended. Also it works with and progresses the story so neat.
To me, it seemed like the level stretched unnecessary long on the right side. Again, like with the first level, the story premise is great and I certainly see why you want to keep it attached here mechanically. I do however think you could condense those sections to shorten all that running around and help with slowdown. Traps there also didn't seem that relevant. Given the slowdown in the level, I would consider removing them as they tend to be resource-intensive objects.