Classic 1337 material!
I really like it when a campaign actually feels like it cares about its fictional setting, and so unlike the vast majority I'm sure, I actually read all of the readme text file material lovingly prepared by Will for
Xidia and its sequels... and since I love space,
Orbit is right up my alley! We don't get a complex intro cinematic like
ONP, but this is still a really cool way to start an adventure - also because it still did some of that "modern" stuff (by
Unreal standards), like actual live humans around the place (and with the
Unreal Tournament models, better looking humans than we ever get in
Unreal).
Once you quit dicking around, you embark for Xidia-287 proper, and
Landing literally leads to "first contact", and it's all professionally executed with a proper build-up in tension. And hell yeah, better graphics than the mother game! As intro maps go, this one is fairly unique for being technically a subset of the next map.
@Semfry: never experienced the bug at the end of this map, so it must have been sorted out for
Xidia Gold. As always, thank you for the video playthrough - we sure get a sense of how epic that final boss fight is, first time I see you almost die in a fight in one of these videos! Also thanks for posting the "making of" commentary for these maps
Also @ebd: technically,
The Xidia Incident was released shortly before
Operation Na Pali, and
Xidia: The Escape was released shortly after
ONP (all within the year 2002 IIRC). Looking forward to your playthrough as well!
As for
Outpost Pheonix... Naturally it's a great map, must have been one of the best at the time of its release, but for more details I think I will leave it to my younger self, who left an enthusiastic account of a first time experience some 10 years ago! (And Proph had let me know he enjoyed the read as well

I only made some minor edits for clarity)
--- Original Sat42 transcript on Outpost Pheonix (UnrealSP MOTW, September 2014) ---
[1st post]
Originally, I was thinking of starting my text with a triumphant
OH FUCK THIS MAP
but it seems a bit ill-timed now! Anyway, what can I really say about this one? A lot of things...
OK, brace yourselves. Naturally, by the time you get to this map, the shit has already started with that excellent playable intro provided by the pack's first two maps. Tension is there right from the start, and I was quick to notice the superior skills of enemies compared to stock pawns. Gee, it was so tense... first I had to backtrack some way through the rooms and corridors of the previous map and in fact I went right back to the landing point, only to see the bodies of fellow soldiers littering the floor... that confirmed what command said. I also needed the ammo badly. I had given a glance at that bridge I was meant to cross and got a salvo of rockets in return. What with the tough Skaarj I had already been fighting (including a close quarter encounter with those damned pupae during a creepy passage through an air duct), I knew I was in for something rough. Ha! if only I really knew... OK, so I make my way across the bridge, dispatching the Brutes on top of the cliffs save for one who fell back a bit, out of range. Whatever. Let's keep moving as fast as possi... WOW!! steady now! fuck haha imagine if I hadn't paid attention to that translator message and had dashed ahead through that valley! OK sniper time: scanning area... one, two, three down... oh there are more of them... and in fact, funnily enough, that really cool section is an easy section of the map - the only easy section, actually. I wasn't headshot once. Well, now I can continue. In order to open the door at the end of the valley, I have to reactivate some mechanism and in the process I find myself going in a flooded part of the facility - and oh shit there goes a big and freakin' fast moving Squid! shoot the motherfu- BAM!!! 'Splodes. Me, that is. What the f... AH that was because I used my weapon underwater! The Shock Rifle, I mean! Yeah the readme did mention that, yeah that's really cool man! OK, reload, this time we will do it right! OK so I make it and now I can go through that door into the next part of the outpost... Oh damn, this part was a nightmare. So many reloads, and not necessarily because I always got killed but also sometimes because it was just best to reload rather then risk continuing with low health - and we all know how it feels to be low on health with the Xidia gametype, don't we?

Right so I was headed towards what I imagined would be the final battle in that really cool looking area seen in the bottom right (or 4th) screenshot. The tension builds to a new high here... and I completely freaked out! Holy moley, that's when I really realised that
Outpost Pheonix is a scary map! And during that fight I got my ass kicked many times. Eventually I made it, but I was almost dead, thank goodness I soon found some medkits or my head could have kept on spinning for a long time! Ah so now I can activate that mechanism and go back to the main part of the outpost and proceed towards the mines... uh-oh, not so fast apparently. There are some clues as to what still lies ahead. This doesn't bode well... of course, I just have to continue, right? Take that lift a-a-and crash down into that soil depository. OK now I know I'm fucked. Any second now and that boss is gonna make its appearance. Ah yes, there you are, Red Nemesis!

let's get this party sta- aaaand I'm already dead. Reload. Die. Reload. Die, etc. Inflict some damage while taking minimal damage, SAVE, and die. Reload in the middle of the fight. Inflict some more damage, save, die, reload the last save, etc. And thus I eventually made it, I was so RELIEVED when I finally defeated the Red Nemesis, you have no idea!

Honestly, this map is very hard, but with that very hard boss fight, the level is close to being extremely hard IMHO. And there was no way I was gonna miss a very valuable item as I was taking the lift down towards the mines!
Do I even have to talk about the build? It's excellent, kinda realistic, details everywhere, use of sound and music is professional, man it's all perfect in a way. I know Hourences'
Derelict maps have a more aesthetic side to them but
Outpost Pheonix is the best human facility I have seen in
Unreal and
Unreal Tournament as of yet [
future self edit: Project Xenome: First Day surpassed it in this particular regard]. And I loved the way Mister Prophet revisited the location in
Xidia: The Escape!
Definitely one of the best maps of
The Xidia Incident. And the longest one for me: on my first playthrough, it took 2h45min to complete! Mister Prophet did an incredible job. By the way, that mappack is the most consistent large campaign I have played so far (the other large campaigns I have already played are
Legacy,
Nali Chronicles,
Deja Vu v2 and
Operation Na Pali) [
future self edit: have played way more since incl. 7 Bullets].
The only pseudo "negative" thing I'll say is, because it's often very hard for me,
Xidia Gold isn't always exactly as fun as
Operation Na Pali. Now I'll say that again: the former is the most consistent of the two, but the latter is, to me, slightly "better" overall because slightly more fun. In essence, it goes down to personal taste: I am not a very good FPS player, and very high difficulty doesn't maximise fun for me... unless the story is really compelling (i.e., really justifies the difficulty/motivates me). That last remark is important when considering my favourite individual SP map of all, which is a very hard map, but nonetheless my favourite so far. I'll tell you about it when it comes up in Map Of The Week

[
future self edit: was talking about Na Pali Haven Redux, since then 3 other maps have joined the "favourite" ranking
]
That said, I like the story in
Xidia Gold, but the main plot in
The Xidia Incident is just good, and it's really the action that is awesome.
Xidia: The Escape improves the storytelling a bit, and since it's just as good as the first part in every other way, well, it constitutes my favourite half of the overall mappack.
Oh yeah, regarding the fact that
Outpost Pheonix was made from fragments of a few DM levels: I would not have been able to guess that. However, come to think of it, I can see how that area in the fourth screenshot could do well in a DM map! It is an excellent arena to fight in.
[2nd post]
I can't believe I forgot to mention the passage with the Machine Gun Turret (MGT) and the Skaarj Hunters; that was super cool, and quite hard for me the first time round (I died a couple of times, indeed you have to have good accuracy and reflexes). Probably the most memorable MGT sequence of the whole of
Xidia (and none of the bugginess witnessed in
Na Pali Haven Redux, where only one out of two MGT sequences worked alright). You see, this map is just so full of various set pieces, it would easily be enough for several maps, and yet the whole map is incredibly coherent, as is the whole of
The Xidia Incident. Actually, I have an explanation as to why I forgot this particular highlight of the map when giving my detailed impressions: the thing is, I only ever did one complete playthrough of this level [
future self edit: have done a second playthrough since!], and my last memories of this facility are from
Xidia: The Escape, which managed to bring again a lot of new memorable sequences to the map, including by adding new sections to it.
Outpost Pheonix is the most complete version of the facility, though
Beacon comes a close second.
--------- End of transcript ---------