This level is one of the most straightforward maps from The Descent, it's very easy to pick and play (even though every level from this campaign are designed so you always start with no weapons or items) and since it has no story except for some small messages, this map can be played without knowing the context of The Descent's story.
Level geometry is pretty good, the highlight is the terrain which is used in the majority of the map. It's very well made and the texture alignment is pretty good (good thing that 227 makes terrain texture alignment a piece of cake

) , the rest of the geometry is ok, the mercenary base looks nice with good use of textures and brushes. Lighting is well done as well, the majority of the level has a light blue look to it (which is a recurrent look to the cave areas of The Descent), the mercenary base has good use of lighting with good contrast from different light sources and colors. Also the fog is great, it really adds to the atmosphere.
Sound is decent, while the level doesn't have Dynamic Ambient Sounds, the level has plenty of Ambient Sounds, the map even uses a clever trick of using lights that flicker to play sounds

. Music is Sacred (Nagomi Passage from RTNP) and it fits the map pretty well, shame that the map doesn't use the second section but the map is so short that it isn't that important.
Gameplay is very simple to understand but difficult, in this map you have to be very careful with ammo (older versions of this map were more unforgiving) and using the Dispersion Pistol is key. The map does have one difficult enemy (The trooper with the ASMD) but you can take care of him if you use the Razorjack and the Automag, or you can also ignore him

. The final section does have plenty of enemies but by that point you have everything you need (even the Flak Cannon, which is overkill), I'm glad the Giant Manta makes an appearance. The final scripted sequence is a highlight of the map, it breaks the monotony and it catches players off guard
This map is also a dream come true for speedrunners, I managed to beat the map in 34 seconds

.
Issues I found:
- For some reason this map uses the Crystal Chargers from the previous map, but this actor is completely useless since the crystal staff doesn't appear in this map.
- This map uses the Lamp1 deco everywhere, however by default the collision properties are incomplete and this map didn't fixed that, so they don't have collision.
- There are some small invisible walls at the corners of the terrain brushes, but I don't blame the mapper for this.
- There are BlockMonsters that don't do anything.
- The railings are static meshes, the collision works but it isn't enough to protect players from falling off the map.
- The SuperHealth secret has a small issue, you have to fall to a separate area to get it, but getting back to where you came from is very hard. Because of this players most likely will try jumping down and as a result they will skip the rest of the map.
- The mover that reveals the Super Health is Return When Encroached.
- The map has pathnodes but not in the entire map.
- At the bottom of the caves there's a door that you can open by touching it, but it has no sounds and it goes nowhere.
- The final scripted sequence is broken in newer versions of 227.
Somewhere in Nevada...