This is one of the best and most memorable maps in The Descent, this level is very unique compared to the rest of the pack (almost feels like a completely different game sometimes) and this might be one of the best levels that showcases the new features of the 227 patch. This mappack is all about a combination of different stories and settings where the only thing connecting them is the vague story that concludes in the final level and of course the gimmick that you are always descending, besides that this levels have nothing to do with each other (however the final map connects the dots in a very clever way). This level is definitely one of the levels you think of when you talk about The Descent.
Geometry is a highlight of the map, good brush work, great lighting (really like the blue color theme this map has), great texture choice and alignment. However the biggest surprises are the emitters (especially the ones used for the blue lighting bolts used everywhere in the map) and of course the Static Meshes. This level uses Static Meshes very well, they are used for many things in the level but the most important thing is the caves, that's right the caves aren't brushes, they are Static Meshes, which is very impressive. Looking at this map in the editor gives me the impression that the level was made like an UE2 map, where you have to use SM very carefully since BSP is still the basics of level design (like for example the caves need to be located inside a subtracted space, something that happens all the time in UE2 maps), the level also uses Water Volumes, just like UE2

. However using SM has a downside, they don't allow decals which is a big shame since decals are one of the best things about the 227 patch. Also this map suffers a lot from FPS issues, I really don't know what's causing the problems, it could be a combination of the SM, emitters and the fog (I really think the fog is the reason why the FPS are soo low). Lighting is great too, the level uses a great combination of colors including a great contrast of warm colors and the cold ones which are the most recurring ones in the level.
Sound Design is really strong, Ambient Sounds are used everywhere and whenever you get close to the crystals to recharge your weapon the crystals play a sound, however there aren't any Dynamic Ambient Sounds

. Music is good however it was a wasted opportunity to use a completely new song for this map, however the level does use a song from the Unreal Beta, but still more could have been done. Also the other songs used in this map (Fifth and Nali) don't fit the level very well.
Gameplay is the most unique thing about this map, this level gives you a new weapon, which becomes the main focus of the level design, almost like the entire level was made with that weapon in mind. Using the primary fire shots a very weak electric beam, it's not very effective to deal damage but it's useful to activate elevators. The secondary fire is the best way to deal with the enemies because it pushes them away and the trick is to push them into deadly areas in the level, so overall this map feels like a puzzle map where you have to use the level itself to defeat the enemies. it's pretty cool however it's quite weird considering that the levels before and after are normal maps with the usual arsenal. The problem is that this type of gameplay could potentially alienate people that are familiar with Unreal, especially the idea of pushing enemies to dangerous places to kill them. Thankfully the level provides you with messages that do a good job introducing that idea, I still think it would have been a better idea to show this new concepts instead of telling you those things in messages, the same goes for the concept of using the weapon to activate doors/elevators. When you become used to the new gimmicks this level is very easy, even in Unreal difficulty, the biggest challenge of this level is the area with the Giant Mantas because you can't push them to kill them in those dangerous areas, so you can either kill them with the primary fire (which will take you a 100 years

) or you can just push them and run away.
Also bonus points for using the Woodruff health pickup, a new pickup introduced in the 227 patch that was used in DM-Retrospective, a default map in Unreal 227.
Issues I found :
-The map has no difficulty filtering, there is Coop filtering but it doesn't affect the enemies.
-There's a BSP error in one of the elevators, it's close to the area where you find the Crystal Manta.
-Some movers are Return and even CrushWhenEncroach when they don't need to be.
-The level has many FPS issues, most likely causes by the fog.
-When you reach the ship there are messages inside, however you can read them outside the ship because the collision of those messages is too big.
-The weapon has a strange feature, when you hold the primary fire you don't shoot and the gun plays a looping sound, this gives the impression that the gun is charging to deal a more powerful attack but that's not the case, in reality it deals the same damage compared to when you shoot immediately after pressing the button.
-The new weapon doesn't have an icon on the HUD.
-The message that appears when you get close to the blue Nali ghost doesn't deactivate when you free the Crystal Manta.
-You can skip the entire map if you drop in the area where you find the Crystal Manta, if you drop while avoiding the crystals as much as possible and then use the walls to escape the deadly water you can survive and go straight to the next map.
By the way if you are going to open this map in the editor, please don't use Software Rendering

Somewhere in Nevada...