An alien ship having the flag bases at each end of it. The map is a LOT bigger than the word "ship" would suggest. The map is also quite fun to play.
The map serves different types of combat including z-axis, sniping, low-gravity and so on. Although the sniper posts seem to be the perfect place for camping, it soon appeared that they were far from that.
The map is amazingly smooth despite it's size. However, there are certain spots that make an abrupt change in the otherwise flexible gameplay.
The spots are NOT in the wide open center area but on the sides of the ship. After peeping into UED2, I found out that You can see 12 movers at a glance when entering there. This is most certainly the framerate killer.
There are no jamming geometry or killing BSP errors present on this map.
There is one problem that affects the network play. The cloud zone kills spectator. After they get killed, they can't fly no more. Instead the spectators can steal flags and pick up weapons. This is most annoying during a network game (been there).
The bot support is very good. In addition to the normal setup, the author has done well with alternate paths and sniper posts involving distance view triggers.
The pathing is one of the best I've seen. Especially considering the size of the map. There are only about 350 pathnodes on the map. This means that they are well optimized making the living of the AI a little bit easier.
The map is very logical and once You have seen the other side, You already know what to expect on the other side. Also, the bases have very nice setup that gives opportunities to some z-action.
The kicker tubes that are nicely set up, are very tempting. If You have adjusted the bots near or at godlike, You WILL regret using them. Headshot.
The bases are connected with three routes that are easy to change in the event of repentance.
You are supplied with suitable amount of weapons, ammo and health. Some powerups are present, mostly in the computer rooms located on both sides of the ship.
The map looks a bit rough. This may be an outcome from the gay-green lighting which is overdone slightly.
Despite the huge size the author has managed to keep the surfaces from being repetitive.
Skybox, which is visible from side windows and in the center through the top and bottom openings looks good. Cloud zones are used to add to the impression.
There are some custom textures used for lighting (included in the MyLevel package), otherwise the texturing comes mainly from the Skaarj package with supplement from the industrial packages.
This is a big map with big map problems. BSP cuts, as they cumulate, cause some minor HOM effects especially on the center roof opening. The author has placed a thin killing field in there which requires an additional zone. Unfortunately that zone can be seen through. It could have easily been replaced by suitably sized (collision) trigger and special event. Another exists on bottom of the ship but that is not so critical as there is nothing to see (except the skyzone) through it.
The music, well chosen, is from the original UT CD, carrying the name "Organic". I'll suggest You to turn it off in order to hear the ambient sounds as they are scaled a bit in the silent side.
Low gravity, dangerous opportunities to fall off the ship and many details make the ship worth wandering around.
The map is definitely worth the download despite the errors that exclude the network play in public servers.