Don't know if it's already said in one of the posts but how much good these maps run? (aka stable fps or not?)
So I'll talk about the structure of what we have playable.
We have our "intro movie" map, which is one long cutscene with a voice over, kinda a bunch of establishing locales of the story. We were limited by the technology we had at the time so we couldnt do the kinda cutscenes typical in games now. So it sufficed. You flew threw the galaxy, to earth, the moon, Mimas (a moon of Saturn), Mars, space, the UEX avenger, and the Skoraq mothership while Mikhail, the main character (voiced by eVOLVE of Michinima) kinda set up the plot. Had we "gone commercial", this entire segment woulda been replaced, but we used it as a way to show off most of our new tech. This map was 100% done.
The first set of maps took place on Mimas, which is a moon of Saturn. Drevlin did these maps, which can be seen in his archive as the maps that have Saturn in the sky and utilze the dark brownish rock texture outside. Storywise, the big opener to the game was going to be the 'Siege of Mimas'. If you look at mimas, it is dominated by a big crater, so we imagined by the 33rd century, a fortress city was built there and the Skoraq, on their way to the inner Solar system, were beseiging it (as a trap). The intent was to be influenced by pretty much every "Siege" movie that you've ever seen, with lots and lots of running battles. Drev's levels had the more action of the two. These maps are completely done.
The second set of maps (3) took place on the UEX Avenger, Mikhail's ship. While Mikahail was down on Mimas defending the city, the Skoraq boarded and sacked the fleet in orbit. When Mikhail returned to the ship, eh found it heavily overrun by Skoraq and the map set was going to be half slow-moving mystery of just what the heckw as going on, and half running battle to retake the ship. My approach to level design was very different from Drev's back then. I was very much influenced by Star Trek: First Contact, Star Trek Nemesis and Stargate SG-1. Basically what I did was design an entire starship (everything from crew berths... really every room to restrooms and the mess hal, complete with Drevlin's Tea, to hydroponics, the operation center, engine room etc) as if it were real, and then destroyed it / blocked off parts to create a gameplay flow. Drev was by far the more gifted of the mappers on the project (we were the only two in all you see), but there is a nifty contrast in how our two approaches to how the game played worked. I think it would have kept it fresh in a single playthrough. These maps are almost entirely done. There are a few minor particle bug fixes and they need to be linked together with drev's maps.
That was the end of the single player campaign. There would have been a "ending card" level, like you've seen in many demos about the game coming soon and promising more features. This map is done.
The other component of the game is the co-op. A big part of HAL was having computer controlled AI that you could command in single player (this wasn't really done except for Daikatana). But we wanted to be able to play with friends just the same, so Drevlin made the beautiful "Venus" campaign, which you can see in his archive... they have the kinda yellow/greenish tint to them. I don't remember if there was a story really, but the levels require two people to play to get through it. It's a fantastic set of maps... probably the strongest of the entire package, and very combat oriented. These maps are done, but need to be linked to the "ending card" level.
There is also an additional "test" level, that is just a random smallish combat map.
I think also I made a big level on the Moon that was supposed to be very puzzle oriented, but it didn't look as good as Drev's Mimas and Venus maps so I stopped working on it. The puzzles didn't work as well as I liked either. I'm not sure if this is in "releasable" shape, as large portions are unfinished.
We also had plans to make a map on Mars and Titan, but those became Venus and Mimas respectively I think.
We also have about a dozen test maps that just show off stuff we've made.
I'd probably include the entire single player campaign + coop map set + intro and ending maps + the test level + the tiny test maps just so people can see how things work. But again, I'd need to figure out how to package this thing, since we pretty much gutted an Unreal Tournament install inside and out.
The all run at 60+ fps on modern systems.