I'd usually post my comments sooner but it's been a busy week...
As usual, thanks for the video Semfry!
I had also previously played the original version of this map and like Semfry, I find this remake to be a big improvement. It's one of the best maps by Nikola, and my personal favourite. But that isn't saying too much, let me elaborate...
If you consider the average official
Unreal map to be roughly very good, then
Wasserburg Eusebius - Fall is just about on a par, albeit more extreme: its graphics are better (usually), its scale is greater (usually), but its narrative is inferior across the board and the gameplay flow suffers from that. Remember, we're coming at this from a single player perspective. Nikola's work seems to be entirely geared towards satisfying the coop community, and while it can work as an SP experience, I'm not sure I'd go so far as to bother with reviewing it using UnrealSP.org's scheme.
Wasserburg Eusebius - Fall is a good example of this kind of "coop first, SP second" map, because it still manages to be enjoyable in SP and hence worth playing, while also illustrating just how different the coop mentality is compared to SP. It's not as good as most of the recent SP offerings. To be honest, those huge halls would fare better with the
EXU2 gametype...
I do really like the new music track used here, it helps elevate the atmosphere a lot in conjunction with the best visual set pieces. One big fight was challenging the first time round (even on the Medium difficulty setting, thanks to the snipers), and the big foggy room with the massive waterfall and nice palm trees and warm lighting from fires reminded me of
Turok 2 so that's a plus! The narrative experience - which should be understood to be more than just explicit script - is just about average, the classic reversal of finding the McGuffin but being denied possession of it at the last moment helped maintain momentum until the end.
I don't know if it's because of the "broad strokes" approach of coop-centric maps, but an annoying habit of the author is to screw up little details in otherwise really good looking areas: the best example would be again that big foggy room with the waterfall and palms, which you can see in the OP (3rd screenshot, angle chosen so as to avoid highlighting the visual bugs), as it suffers from at least one unlit vegetation mesh, and water zones that didn't get set to enable fog so the water surface comes across as unlit too. Also, the skybox looks fine at first (zenith view), until later when you get a more horizontal view (breaking the immersion completely).
Probably the single most remarkable fact about this map is that it's the first one I played which has a total node count higher than what was originally possible in this engine: over 100K! but less than ~130K, the theoretical max allowed in patch 227I, so I don't understand why later 227 versions that at least
quadruple the original node count limit are required... Anyway, there's definitely some high poly stuff here (for UE1), though it's mostly noticeable in the second (and better) half of the map. The lion statue mesh from
Deus Ex is cool too
I hope that one day Nikola will focus on making a more SP-centric experience. She knows how to make (very) good geometry and lighting, and combines that well with atmospheric tracks. Gameplay is alright but will undoubtedly improve once she starts implementing serious narratives with scripted sequences etc.