A great level to start one of the best custom sp campaigns in Unreal/UT99. The level geometry is really impressive and it gives you a taste of what's to come. Textures are really well implemented with clever uses of Special Lit and U/V -Pan. The choice of sounds is really effective and all of them have sources. Level design is great, I really like how the level seamlessly connects with itself giving you a sense that this is a real place. I'm surprised with the amount of meshes that this map uses, very good for attention to detail however I wished that some of the decorations were destructible. Music is fine even though the appearance of Isotoxin feels out of place when you compare it to the rest of the Project Xenome soundtrack. Lighting is awesome, very good use of flickering lights and lights with the searchlight effect.
JazzyB is either a big fan or worked in Spatial Fear, because the campaign uses lots of stuff from SF like textures, meshes and even music (the track that plays when you enter the lobby is from SF). I wouldn't be surprised if JazzyB plans to connect the story of Xenome with SF but that will have to wait until Xenome is complete.
This campaign takes a lot of inspiration from Half-Life 1 and 2 and this level is no exception : the elevator falling to its doom, the map taking place in a facility were everything went to hell and you are one of the few that are still alive, the platforming in the level design, the story where a company were doing experiments and things went wrong, the realism of the characters in the logs and let's not forget the fact that there is always someone spying on you (but you don't get to see him until map 2). The ONP stuff is used very well, however it's still weird that technically you are still playing as ONP guy even though you are suppose to be someone else, those Damian Sosa lines and grunts are still there
The only issues I have with this map is that the overall gameplay when fighting enemies is weak, the double enforcers are too powerful even in Unreal difficulty. A small oversight is that the pupae ambush doesn't work very well because the pupae stay in the air after the roof tiles fall down so if you know what's coming you can kill the pupae without giving them the opportunity to fight back. Something else I noticed is that the Skaarj that runs away when you see him can be killed, this could be fixed by turning the collision of that enemy off, now this issue isn't a big of a deal in this map but in other levels in the campaign you can easily kill enemies that you aren't suppose to kill (like the Green Skaarj).
Oh and I can't stand that ring from the planet that appears in the skybox, it looks soo ugly. The ring was heavily improved in Interloper so the first thing I did was to replace the rings in First Day with the one from Interloper, it makes a huge difference
I really hope that one day we get to play part 3 of Xenome, but even if that doesn't happen JazzyB has made history with this campaign. Can't believe it considering how Project Xenome originally started....
Somewhere in Nevada...