This is the second playable map of Project Xenome and it does a good job of continuing where the last map left off, while the previous map had environments that where very claustrophobic this level takes place in very open areas with plenty of room to move and explore. Project Xenome originally had a very rough beginning history where the author (JazzyB) made a very controversial version of the campaign that took many elements from other custom campaigns but not in a good way and this level shows glimpses of that older version especially during the cave sections that has many elements from Xidia's cavern level "Beneath Xidia". Thankfully JazzyB recreated the campaign to make sure the campaign was more unique and prevented the maps from stealing from other projects directly and instead having the connections to other projects being indirect and working as inspiration rather than a straight up copy.
The level geometry is awesome as always, JazzyB has always been a master in this department, brushes are complex and detailed, textures are well chosen and aligned, there's not a single boring room and JazzyB's skills will only get better over time especially by the time Interloper arrives. The map also has some excellent terrain that rival even the best custom projects of the community, it's interesting to see that JazzyB already mastered all of this stuff so early on, terrain is always the most difficult type of BSP that mappers have to deal with but for JazzyB it feels like this brush is as easy as the rest. Also special mention to the vehicles that appear in the map, they are brushes and they look beautiful considering the limitations of BSP. Lighting unfortunately isn't as strong as the geometry, while JazzyB does a good job at using different colors the lighting in general feels very bland not to mention that there are many room that only have ambient lighting like for example all the rooms inside that building where you need to find the green power cell, also don't look at the areas beneath the water in the first big open area, the lighting is really bad there, at least the map uses Trigger Lights very well for scripted sequences. However one very positive thing about the lighting is that JazzyB implemented the same trick that ONP used to make terrain lighting, very well done
Sound design is good, there are plenty of sounds used as Ambient Sounds and many used for scripted sequences, unfortunately nothing stands out except for the ambient sounds used in the cave sections (because they were taken from Xidia

), I wished that the level used more unique Ambient Sounds or more Dynamic Ambient Sounds. The music is fine with some custom tracks used but the songs aren't that memorable and they aren't used that much, the map only uses one song from Unreal but it's used for one fight, which begs the question if that song was needed in the first place.
Gameplay is the highlight of the map, Project Xenome is one of the most entertaining custom campaigns out there because there's a good mix of enemies, weapons, secrets and very clever level design that's inspired by games like Doom and Half Life. This level continues the tradition from the previous map where you have to find a way to open a door by doing something related to the environments you are in, your objectives are basically finding keys to open doors but I like that the actual keys are recontextualized so they make sense in the context of the story. This level introduces the AI allies that you will encounter many times during the campaign, they aren't supposed to defeat the enemies for you and you are supposed to use them as support, however the allies are very weak so you have to be very careful how you use them, not to mention that in higher difficulties friendly fire is turn on, careful where you are shooting

. This map has some sections where you have to find something to open a door to continue but there's no challenge in this, however it's fine because this is just a introduction to what's to come. Lines of Communication might be one of the most difficult levels in First Day in the higher difficulties because ammunition is a very big problem, you only have the Dispersion Pistol and the Enforcer (plus the PulseGun later on) so you don't have that much to work with, however the biggest issue is the amount of enemies in the highest difficulties, you have to be very creative in how you are going to deal with the big amount of Skaarj in this level, using you AI allies in a clever way can make a huge difference. The map has some small cutscenes and they are well made especially the last one where you are introduced to the recurrent antagonist of the story (the green energy Skaarj). One big problem of this map is that even though Xenome is famous for its secrets this map has none, there are some unintentional secrets like the shortcut you can take to finish the map in less that 3 minutes (you can reach the top of the mountains in the area that spawns the first Skaarj).
Issues I found :
- The planet in the skybox has a very ugly texture used for the rings, Interloper fixes this.
- There are no Coop weapons or checkpoints or any kind of filtering, this campaign wasn't designed for Coop which is vey unfortunate.
- One of the lockers near the beginning of the map can hurt you.
- The corpses/chunks of the human enemies don't stay forever even if you have that OldSkool option turned on, this is an issue that Xidia/ONP always had.
- Pathnodes are incomplete which is a big problem because your AI allies won't follow you if you enter the building or if you enter the caves. Also the lake in the first section has no pathnodes, so enemies/allies can get stuck there.
- When you enter the building you can see a SeachLight, for some reason it's an actual pickup instead of being a decoration.
- There are enemies behind movers, which is a problem because when you play UT99 online enemies can see you through movers.
- The Power cell mover is ReturnWhenEncroached, so it can get stuck. Thankfully this doesn't soft-block the map.
- The door that opens after aligning the dish is CrushWhenEncroached, so if you put an ally in that area he will get killed instantly.
- There's a conveyor belt that takes you to a crusher, unfortunately it doesn't affect monsters.
- Near the conveyor belt there's a door that cannot be opened, that door is a mover and it actually works but nothing triggers it.
- When you enter the caves there's an earthquake and some rocks fall from the ceiling, this rocks can kill you instantly. Funny that the level Beneath Xidia has the same problem because that level was used as inspiration.
- All movers that appear as decorations are BumpOpenTimed which can cause problems when you touch them, it would have been better to make them TriggerOpenTimed.
- The wood planks that break when you touch it are ReturnWhenEncroached.
- In the final cave area that's full of mantas and flies you can jump to the top of the waterfall, nothing kills you or blocks you if you go there and you end up soft-blocked.
- In the final caver area there's a trigger that kills you if you fall, however it only affects human players. This issue is everywhere in Project Xenome.
- If your allies somehow reach the final area of the map the game might crash, I don't know what causes this.
- The tank at the end of the map has awful collision.
- The green energy Skaarj looks very different from how he will appear later especially in Interloper.
- If you use the shortcut to reach the final section you can break the final cutscene, you can shoot at the green Skaarj and you can get close to the other human enemies to spare them from dying, which will reveal that they have no names and they use Cliff Bleszinski's portrait from DM-Codex. Also if you ambush the green Skaarj from behind you can kill him.
Somewhere in Nevada...