In all seriousness, I'm still fond of this pack; IMO it's my second best solo SP work after
Vacillations.
The Landing, while released later, suffers from a rushed build and is undermined by its perpetually unfinished status.
The SP pack I was working on back in 2013 or so would have blown all my others out of the water, benefiting from all the advances in my abilities that occurred during the endless development of the unreleased
Battle for Na Pali. But, since I stopped main work on it in 2013, I only managed one brief return, during which I added two rather disappointing rooms.
I never announced it at the time because it was meant to be a completely surprise release. Out of a planned seven maps, I built two and started on a third; the concepts were great, and dynamic gameplay with scripted events was my focus. I was going to use a few BfNP assets, including some of the music. The design intent was broad brush and 'conceptual grandness' over fussy detail, which worked well for the first two outdoor maps but I struggled with it once I went indoors for the third.
As to
Sanctum of O'Shatza...
You're right to point out that it's a total Chizra tribute; I was always in thrall to that most watery and earthy of temples. Proph really did capture it best when he characterised the map as "Little Chizra". But, of course, I didn't have the skill at the time to make it big, bold and memorable. Don't forget that Tashara1 was my very first work in UnrealEd (before which I'd only ever made
Quake maps). Tashara2 came along fairly soon after that, although I think I dabbled a bit with basic UT DM maps in between.
But
O'Shatza... in colloquial British English, "Shat" can be used as the past tense of the verb "Sh*t". Add the randomly Irish-sounding
O' and it all gets very peculiar.