According to the readme this map was created to show off the "singleplayer4UT" mod. Of course, Oldskool has rendered that mod pointless at this point and this map runs fine with it, so how does it hold up as a map in it's own right?
The story is very basic but it's at least integrated into the map; you have to go into some ruins and kill fifteen Skaarj Troopers then return to your ship. Those Troopers aren't quite the only threat though and exploration reveals some Devilfish in the moat around the ruin as well.
The design is extremely basic but a closer look reveals at least a small attempt making the place look like a collapsing ruin, and your ship is actually pretty decently structured. The canyon area it takes place in has very basic design though. There's also very little lighting, but there is at least some vague definition to it and it's not just zonelit. The big thing that drags it down to hideous levels is the colossal stretched terrain textures; that's unfortunate, as the ruins and ship have some competent, if simple, texturing. There's pretty much no sounds in the level, however, there's a voice sample at the start and after you kill the Skaarj (although it's hard to tell what it's saying), and while the fast-paced Unreal Tournament track used doesn't lend the ruins any majesty it does fit the action theme of the map.
Unfortunately there's nothing special about the main fight, and the arena design pretty much just means you get dog-piled by the Skaarj horde and try to take them out at a choke point. The Skaarj have reduced health but there's a degree of challenge due to them using a variety of weapons and the relatively low amount of ammo you start with, which promotes some degree of scavenging. Outside of the fight exploration does at least grant a few rewards, and looking around before heading across to the arena will help give you an edge when things kick off.
Technically I had no problems; such a basic map shouldn't have any, but considering I've played simpler maps with worse issues it's at least worthy of a little credit there.
Not especially worth playing as there are probably better maps out there for a quick blast, but it does accomplish what it sets out to do, even if that goal is pretty modest.
ArchitectureImagination, realism and detail of structures used in the design of the level.2
TexturingUse of textures in the level. Technically speaking, alignment and scaling. Choice of textures, and quality of any custom textures used.1
LightingLighting of the level: does it look cool? Use of light colour and other effects, and sourcing of lighting (no light out of nowhere).1
SoundUse of ambient sounds and event sounds to give the level atmosphere, and the quality of any custom sounds. Appropriate use of music and silence to complement the atmosphere.1
Technical ExecutionTechnical soundness of the level, i.e. no visual glitches, no random deaths or other gameplay bugs, and a good framerate.2
Conceptual GrandnessScale, imagination, awe & originality of design and layout, physical foreshadowing of future areas.1
Story ConstructionBacking story & progression via translator, subplots, and script of voice acting where applicable. Logical choice of opposition.1
Story ImplementationProgression of the written story via the events of the level, and performance of voice actors where applicable.1
Gameplay AweQuality of scripted sequences, originality and staging of combats. Maps that force the player to "learn by dying" will be penalised.1
Gameplay BalanceBalance of weapons and items to creatures, including difficulty settings. Most importantly, fun factor.1