- Soledad is Spanish for "solitude".
- Taking removed maps in consideration, Soledad was the first playable map made by CliffyB since Dig/Dug. Otherwise, players had to wait until the second half of RTNP for another CliffyB level (Foundry and Toxic).
- Soledad has its own music track, soledad.umx. It has an action songsection which is used in the map itself.
- Soledad was one of the three major crypt-themed maps removed from the game late in development; it was the most popular one of all the Unreal removals (if not really the only one that most people knew), with its name and screenshots being known/visible by most of the Unreal community. Note that the Crypt texture package only ended up being available in UT, never in U1/RTNP/UGOLD.
- Compared to most cut maps in the 1998 beta aside Morose, Soledad appeared to be mostly finished. It also had a translator message: the infamous "Spawning Pools of Droth" one. Nobody knows who Droth is.
- Soledad, at least in the Unreal 1998 beta, was entirely optional. However it contained valuable items and the Rifle and Minigun (in the beta, both weapons first appeared there). Soledad was also the first map filled of Krall and Pupae everywhere, though in the case of Krall that was going to change once the Sky Island section was finished.
Soledad can be completed multiple times as it was always accessible from FHub4; obviously this wasn't going to happen if the section was fully developed and most probably Soledad's completion was required to access Morose. - Soledad, aside being known for its intense gameplay, had a quite high amount of secret areas, possibly the highest in any Unreal retail map. Few of them were very hard to access.
- The purple water in Soledad is just water, even if it uses the tar texture. The water color might be related to the Pupae nests that leave out a purple substance.
- The crucified Nali, if gibbed, triggered Special Event actors that cast a loud Call6 (wolf) sound. Also, if the Skaarj would run to the crucifix, he would set it on fire.
- Soledad is known for having death traps: the giant ground blades and the crushing spike ceiling. The latter was insanely infuriating as the player needed to eliminate the Krall on the left hand side before said Krall could activate the trap (which is an instant game over if you're inside the spike room).
- The Crypt2 texture with the big demon face (C_FLR11) is assumed to be the face of the cut Gargoyle creature (its model's face has horns and has a quite mean open mouth).
- Sarcophagus' textures show Unreal creatures: a Skaarj Warrior, a Warlord (?), a Slith and a completely unknown creature resembling a mixture of a Pupae and Queen.
- Very early versions of Soledad had some differences. One of them being the presence of a guillotine device (just the tool to lock the victim) in the area with the bridge which leads to the final part of the level (crucified Nali, spike trap and the end). There was also an area with a text that was completely removed. Pics are below. CliffyB was known to change the layout of these crypt maps very frequently, as seen with Morose's development.
- The last area of Soledad had several interesting facts around it:
- It was supposed to contain an Artifact where the DP PowerUp was placed.
- There was apparently going to be a Queen encounter here, as one of the tags here has the event name "queef" (QueenFight). This was likely thought of when the Queen still had the planned early "turtle" design which would fit the size of the room. The bottom floor was probably going to be different too. The Queen would be likely then escape into one of the holes present there.
It was rumored that Epic was planning for a side-campaign that would take place in this long cut section of Unreal, where you would play as a male character.
Acerak Nali Fire God (Acerak.unr)
- Acerak was a cut Myscha map and was the fire counterpart to Chizra. The map has never been leaked but it went very far into development and was shown in some trailers; it had lava and lots of traps - generally not a relaxing place.
- This map is very much implied to be accessed from the unfinished temple in FHub4, as what's shown of Acerak in the trailers can easily correspond to the architecture of the entrance brushes.
- That said, Acerak was probably required to be completed in order to access Morose.
- The Acerak name was inspired by Acererak from Dungeon and Dragons, according to Myscha.
- Acerak is the Nali Fire god.
- The lava room with the Eightball from Ceremony was probably directly ported from Acerak; it was done very close to the game release and it was completely out of place in Ceremony/Chizra (lava, and the fact there was a second Eightball in Chizra, which basically killed the whole point of the Chizra map itself).
- It's unknown which would have been Acerak's music track.
- Fire Slith were probably enemies in this map.
Tonatiuh Proving Grounds (Tonatiuh.unr)
- Within Na Pali, it's unknown what Tonatiuh would have been referred to. In real life, Tonatiuh is the actual name of the Aztec Sun god - the only mythological god name to be used in Unreal. In Ancient.utx, it's represented in the texture "az-3" in a very similar way as its Aztec myth version.
- From the title, the place was probably a location where ancient Nali warriors trained their fighting skills.
- Tonatiuh is another removed Myscha map that has never been leaked. There's no info on what it could have been, if not being a secret map. It's generally assumed to come after Acerak as a "boss map" as the title suggests, plus Tonatiuh being related to sun and therefore with fire.
- If it would have come after Acerak, you would return to FHub4 after completing Tonatiuh.
- New3.umx (Secret Area) or Magnus are suspected to be the music tracks for Tonatiuh. Both were known to be used at one point in development.