I'm not sure if this Shamu Quest is suppose to be a retelling of the original or a sequel, but in either case this is a great collection of maps, I see them as relics of an older era when it comes to custom Unreal/UT99 SP maps: The old fashioned terrain, the grammatical errors in translator messages, the use of Fifth.umx (which was used everywhere in SP maps back in the day) and the issues with the decorations (not to mention the use of TorchFlame).
Chicoverde will always be remembered by his awesome terrain, today people either use the tessellated cubes, the terrain brush or another software to create a very complex terrain, however it seems that Chicoverde made the terrain the same way the original developers of Unreal did, using the 2D shape editor to create complex surfaces. Ambition might be Chicoverde's greatest strength, even if his maps are flawed you can feel the size of them everywhere you go, it really makes you feel that you are in a real place with landmarks and many things to interact.
This map is number 2 out of 3 maps in this campaign, this level is probably the smallest one, it's a simple straight shot through some terrain until you find the entrance of the temple, the most memorable part is the confrontation with the Titan alongside the Krall, pretty interesting to trigger a fight where the Titan and the Krall are fighting each other, however it doesn't work that well since some of the Krall ignore the Titan and instead they focus on you. The temple area is really well made with plenty of exploration, however you can skip that whole section by accident if you go to the cavern that's close to the area where you find the temple, a level design mistake in my opinion. The map has a strange trigger that spawns a GiantManta in the area where you fight the first Skaarj, it reminds me of Juan Pancho Eekels maps with their weird manta triggers in Harobed Village or Noork's Elbow. What's interesting about this map is that it uses teleporters to create checkpoints for Coop, very nice

, however the teleporters are invisible so the system isn't perfect but I really appreciate it. Also the map uses Thing factories to spawn extra weapons for Coop, unfortunately these factories don't spawn weapons properly if there are mutators involved and since you are most likely going to play this map in UT99 using OldSkool then the weapons are never going to spawn properly in Coop because OldSkool always uses a weapon mutator.
The map has a Tree out of bounds, reminds me of the Impossible Tree in Super Mario Sunshine

. There are other actors out of bounds, this map must have a complicated development history.
Issues I found:
-Some translator message come from books, however you can push the books but the messages stay in the same spot, typical n00b mistake

.
-Creature factories are located in places that you can walk on and have collision turn on, which means you can activate them by touching them before the correct trigger activates them, another typical n00b mistake. The same goes for the Thing factories for the extra weapons in Coop.
-The issues in Coop with the weapons that spawn from Thing factories.
-When you are playing online the Nali that are impaled at the start fall to the floor.
-The map is full of BSP errors, invisible walls (like the area at the end of the map where you fight the tentacles), HOM surfaces (one of them even makes you fall out of bounds but fortunately you don't die) and surfaces without collision (like the table inside the first house). If you open the map in the editor you will see the incredible mess, the shape of the brushes are so weird and nonsensical that it's incredible that the entire map didn't collapse when it was build.
-The texture alignment of the terrain brushes is pretty bad, but to be fair UED 2.0 didn't had the option to align terrain brushes back then (unless you rotate the brush and use "align to floor"), however Chicoverde used textures from GenTerra.utx for the floor and it looks awful, even if you align the textures to the floor it still looks bad.
-The map is fully bot pathed, however some pathnodes are floating which means they are useless, this happens when you add a pathnode in a surface that isn't 100% horizontal, pathnodes usually end up floating. At least this map doesn't crash because of pathnodes like the original Shamu Quest.
-There's a surface on the floor in the cave before the final temple with a bizarre lighting glitch.
-Chicoverde gives Skaarj Trooper weapons that they should never have, like the FlakCannon or the ASMD, the next map also has a Trooper with the Minigun. This forces you to use cheap tactics to kill them which isn't fun.
-Many triggers can be skipped because the collision wasn't set up properly.
-The original version of the map cannot be completed because the final teleporter doesn't take you to the next map. This is because the URL of the teleporter is incomplete.
-The map uses Guardian.umx which is infamous for its technical issues if you use the Galaxy Driver (Unreal and UT99 default audio driver).
Somewhere in Nevada...