This level is awesome, it is probably one of my favorites from G59 because it's very straightforward, not to mention how familiar the environments are if you know Cliff's original level Bounds of Foundry that was cut from the original Unreal (but was restored in RTNP). G59 is generally very hard especially if you don't know how to use your tools properly but this level is actually easy as long as you don't play carelessly, all you have to worry about is knowing when and how to use the HellGun and the majority of the level won't be that much trouble.
Level geometry is really good, the map does a good job at using textures from the SGTech1 package to make the environments look like a purifier facility, it looks much more colorful than the original map by Cliff and the extra details really sets it apart from the original. Even though the level is very similar to Bounds of Foundry the extra level geometry enhances the experience to the point that you feel that you are playing a different level in a different game, a game that uses brushes much better than the original Unreal (but to be fair G59 was made a long time after Unreal, where mappers learned what works and what doesn't in UE1). Lighting is great, all places look different from each other and extra lights are used to add more color and detail to each room, the level also uses fog very well, almost every room uses fog and it really enhances the experience, the final boss also uses fog and lights very well to create very cool scripted sequences.
Sound design is pretty strong as well, G59 in general uses ambient sounds very well, not to mention the new sounds used for the enemies and the weapons which really makes EXU2 unique compare to other UT99 mods. The level has a unique feel to it because of the sounds that are used, which is something G59 does very well, making sure every level uses different sounds to make them different from each other. However one flaw I have to point out is that some sounds are overused, especially the human messages that are all over the map "security units move to sector A17"

. The music is what steals the show, Devoid Of Gravity is the map's main theme and it's one of the most memorable tracks in the campaign and it fits the map very well. The final battle uses Thermal Overload and it's interesting that the song feels connected to Devoid Of Gravity, I don't know the context of these two songs but I really believe that they were made connected from the start, so it was a great decision using them in the same level.
Gameplay has always been a highlight of G59, the whole experience feels very tight where you always get what you need in order to defeat the enemies, every room has some items that you are going to need to beat the opposition however you are free to use this items however you desire, and that is the magic of G59, it's a much more professional and streamlined version of EXU2. The difficulty of G59 is learning when and how to use each weapon/item because each of them have their own strengths and weaknesses, especially when you considerate that some enemies are invulnerable to some damage types, which forces you to use all your arsenal. Another big factor in the gameplay of G59 are the flares, every flare can basically erase the enemies of each room, which sounds very nice but there aren't that many of them so you have to use them at the right times, however you aren't forced to use them since you can beat all the enemies with the weapons you have, but they can help you a lot, especially in boss fights and this map has one of them. The boss fight is a little gimmicky where you have to use the HyperFlakker while running away to defeat the boss, my issue with the fight is that you need to learn how to defeat him by trail and error, so you are going to die a lot figuring out what to do, but once you understand the trick the boss fight isn't that difficult. However one thing I don't like about G59 is that the campaign lacks secrets and easter eggs, there are some pickups that are a little hidden but none of them I will actually count them as secrets, some levels do have some secrets but I always feel that all levels need more of them.
Also G59 is one of the best campaigns that use difficulty filtering, each difficulty is a completely different experience and you are going to have to change your strategies if you are going to play in the higher difficulties. There are even enemies exclusive for higher difficulties, I really recommend playing G59 in all difficulties, there's a surprise in every corner.
Issues I found :
- The first big open area doesn't block the translocator very well so you can reach the ceiling of the map.
- There's a hologram that shows the main character in one of the computer rooms in the level, however that hologram not only has collision but you can move it by touching it
- Elevators need to be triggered each time you want it to move, which is confusing because in most levels in Unreal and UT99 you only have to activate elevators once to open and then close.
- There are some explosive barrels that are located in places that you cannot predict unless you know where they are, which is a little unfair.
- In one section you have to enter a room only for the entire place to be filled with deadly waste, the game slows down a lot when this happens. Thankfully my game never crashes during this scripted sequence.
- After opening the big door in the same room from the previous issue, the message gets distorted because the music starts at the same time, in audio drivers like Galaxy it's especially funny because the message's words play in the incorrect order, classic Galaxy
- In the section where you have go up an elevator and press a switch nearby there is an entrance to a slime pool, the doors are actually movers and they work but they aren't used.
- There are some brushes that look bugged in the editor, like for example Brush2005.
- EXU2's gametype can add inventory when the map begins but this map has that feature turned off.
- There are some fan decorations in this level, unfortunately if they have collision turn on they can be destroyed and in this level they have collision.
- The map has a FlakeNadeAmmo, not only this ammo is invisible because it doesn't use a mesh, but this ammo isn't used by any of the weapons used in G59.
Also the author of G59 released a new version of this level and it's a completely different map with some small connections, it's very well made and it's a lot of fun to beat. However it's incomplete and since this isn't the MOTW level I'm not going to dissect it, but I highly recommend playing it, especially if you are a fan of EXU2/G59.
Somewhere in Nevada...