USP-15, "Kra'Filnish Valley" by Eightball Maniac and Lightning Hunter
Story
You wind down the cave path from the previous map to emerge outdoors to a series of mountain cliffs and sinuous valleys. The area is heavily infested with Skaarj and the going tough. You find out a group of humans has split up hoping to make it to a Skaarj teleporter and escape. One of them is Caruthers, who has stirred apprehension in the minds of his comrades. Unfortunately those comrades are unable to talk anymore. Better move out and keep an eye up on those cliffs!

Creatures and Items
Weapons acquired: Automag, ASMD, Flak Cannon, Eightball, Razorjack, Rifle, Minigun.
Enemies encountered: Gasbag, Behemoth, Skaarj, Stone Titan, Boss (Caruthers).
Architecture
The least impressive level in this category so far. The map is almost exclusively terrain, and basic in construction. This doesn’t mean terrible, just basic. There is however one spot in the cliffs with a hairline split through which the sky is visible. Passing through you encounter some ruins, no clue as to why, which seem out of context, not approximating anything seen recently in the Unreal/Nali world. The level layout however is somewhat interesting. You must traverse a large area and keep your bearings amidst many “distractions”.
Score: 6
Texturing
While improved by Lightning Hunter, those rock cliffs are still fugly. This is especially noticeable for cliffs at a distance, which take on a zigzag appearance... still, better than the 1.0 version, but not up to snuff with the other levels in the pack. The remainder of the map is simple in build hence textured satisfactorily.
Score: 6
Lighting
Another aspect improved by Lightning Hunter. Zone light is combined with light actors so as to produce a decent effect with nice shadowing in areas. The skybox is also much better than the 1.0 version.
Score: 7

Sound
Fitting use of Ambient and Dynamic Ambient sound actors. The predominant looping wind sound adds darkly to the setting imparting a feeling of paranoia, which surrounds the player. Fifth.umx is a fitting track for the level with a transition via music event at an appropriate time. Simple map, simple effective sound usage.
Score: 7
Technical Execution
Pathnodes, Ambush and Patrol Points, Triggers etc. are used well along with ample translator messages to keep things rolling along, and keep one adequately on edge. A nice scripted event at the levels start sets the tenor of what’s to follow. Also at the start, if you retreat far back into the cave to avoid/lure enemies, you can get “stuck”.
Score: 6½
Gameplay
This might be considered the high point of the map. You’ll either love it or be overwhelmed by it. The experience is accurately described as “running the gauntlet”. Ones guard can never be let down, which amplifies the nice paranoiac feel of the map. We get a boss fight here, the crazed Caruthers, armed with a Minigun and dead-on accuracy. The encounter can be relatively easy or difficult depending on your tactics and having played the 1.0 version. Like to tickle Titans? Well, you get Stone Titans here, and a whole slew of them depending on difficulty level selected. In addition the last sprint to the teleporter is truly intense. You’ll be under heavy assault from the ground level in addition to being sniped at from above.
Score: 8
Overall Effect
A mixed bag here. Good and not so good elements combine to make a level which still manages to squeak by through its combat and atmosphere of desperation and paranoia. Sort of a “RTNP” as opposed to the “Unreal” of the rest of the pack.
Map Score: 6¾