Yeah, this is a really great level
As an intro map, it may seem odd that it doesn't do the job of introducing you to the gameplay but
The Descent is designed around flexibility and can change the rules at any map, so it's the individual levels that are responsible for easing players into whatever the focus is gameplay-wise. In terms of aesthetics however,
'Overture' certainly does introduce players to the generally much higher build standards of the campaign compared to the original
Unreal. That opening outdoor area by Niko is fantastic (also I love the dynamic sun lens flare effect), and reminded me of the first time I saw
Operation Na Pali and thought "can you really get
this good with
this engine?"... but better still, it is first and foremost full of surprises, delighting newcomers with completely unexpected stuff like the opening scripted sequence (I remember thinking "uh-oh!" and trying to keep a safe distance! took a while to dare approach a Merc Police Officer after that - couldn't find a weapon, you see

), friendly pawns (
i.e., not just Nali!) and the traffic crossing - that last one is my favourite, I'd never seen something like actual traffic (pedestrians + vehicles) in this engine before!
And there are so many nice touches throughout, lots of worldbuilding from the multiple entrances to "The Forbidden Caves" (even a reference to the SCP universe) to the different denizens (incl. the "Scare Gang"

) and lots of bespoke art assets... yeah, like the motorbikes! when I realised how they were made (only at the end of the map! where you can check out a couple of parked bikes), well... suffice to say, if you know someone's specialised work, you can immediately recognise their touch when encountering new work of similar nature! wouldn't you agree, ebd?

and cheers to SteadZ for taking the design and implementing the traffic!
It's pretty fitting for a collaborative project to start with a collaborative map, and honestly this is one of the best from
The Descent.