I have to say it was very entertaining watching your playthrough, Semfry!

It's rare to see the unexpected factor in your videos but this one definitely conveyed something that absolutely spooked me back in the day: the unpredictability of
Temple of Eelhandra!
I am not going to lie: this is my personal favourite temple map by Chico. Perhaps a controversial opinion so this requires some context: as I've previously stated in the
Nak'halinra Peak thread, the latter is actually the first community map I played (and I also started playing
UT before
Unreal, so playing SP maps via Oldskool was how I became interested in
Unreal), and back then there was no official release of the
New ShamuQuest series with its maps tied together so that drove me to using the editor for the first time (after initially taking the easy route of playing some other, lesser mappacks). In the end, I played
Temple of Eelhandra before both the original
ShamuQuest and Chico's
Operation Na Pali contributions. This was over a decade ago so I was young(er!) and inexperienced, and I remember getting seriously frightened around the "chamber of the rune": panic mode kicked in as I wondered whether the lightning was actively following me! Plus
invisible enemies!?! Holy shit

And I died again later on, including due to sudden collapsing geometry (@Semfry: even with the game freezing for a couple of seconds; likewise, no more performance issues for me now), and the final main fight in the "Dark Chapel" can be brutal (also died there on my latest playthrough).
Consequently, what I mainly retained from the experience was a sense of adventure and wonder: remember when games were just experiences, and you had no idea how things were done behind the scenes? There's definitely an element of the supernatural in
Temple of Eelhandra which hearkens back to the original
Tomb Raider series which I had experienced earlier. And that typical
Unreal-like mix of sci-fi and fantasy just really works for me.
With that said, while I still feel like trial and error can have its place when done well (i.e., in a way that increases tension by being used
smartly - which should encompass
sparingly), I do recognise the problem with some of the gameplay implementation here: too much trial and error for one, and the earthquakes leading to tons of debris causing performance issues at the time is just janky (that certainly hurt, rather than enhanced, the immersion back in the day - I was relieved it didn't crash at least!). Some of this is tempered by the knowledge that hazards can affect your enemies too: just from my latest playthrough, I remembered that the swinging blades can be very useful to slice and dice Skaarj Troopers!
The visuals remain very good of course (slightly better looking than
Unreal), and hence stand the test of time: this is partly why
Temple of Soquatre couldn't take the crown for me, as while the latter does boast vistas that still hold up (including at least one sight more impressive than anything in
Temple of Eelhandra), other parts of it have really got a "n00b" feeling (texturing issues primarily) - i.e., it's uneven. And since I'm making comparisons, I might as well add that
The Lost Sanctuary of Kalishr'a for
ONP is spread over two - individually short - maps, and as a result the sense of scale suffers by contrast.
At the end of the day, I feel
Temple of Eelhandra is still a great map, and flaws notwithstanding, I appreciate the challenge to this day. As for the story, there will always be a sense of mystery and of what could have been, as we indeed get some details on the intended progression beyond but never got more levels. I do wonder how the hell the "Eastern Swamps" would have been handled in this engine, however! It's a shame the campaign was never finished, however, if it's any consolation, I feel the "Nali mages" angle got covered perfectly by
Nali Chronicles later, so we did get that fantasy brought to life eventually.
Semfry wrote:The final message is a little odd as it's a character addressing you like the Nali earlier, but the only "creature" there is the statue; between the talk of pain and it saying something about a "tribe" I guess them being a petrified krall is the intention?
Well, the message says you must stop the Krall and the Demon, and the narrator says they're part of the Kh'halan clan: based on what we learned in
Valley of Eelhandra, I thought the Kh'halan clan was a Skaarj-only faction. Hence, on my first playthrough, I assumed there was a message left on the ground near the Shield Belt (maybe Chico forgot to add the accompanying Skaarj corpse): the fact we'd just faced giant Krall who'd fight Skaarj Troopers led me to believe the next big threat would be the giant Krall, with the Krall statue heralding your arrival in the domain of the "Krall and Demon" (presumably a Skaarj Warlord).