I like this little map. Seth "Trailer Ras" Krieg selected the Egyptian textures and created DM-UTCP_Nubis in such a way as to not be overly done. The first thing that you'll notice when you play this against AI is how well the bots work. So don't get too comfortable, you'll be sorry.
The architecture is tastefully done. Hallways aren't just squares with fancy textures applied; rather, they are gently sloping with nice niches carved here and there, accented with a touch of water at the edges. In fact, water infiltrates many places in the map, including small pools, waterfalls, and channels. Many shapes were used to create an intricate architectural look, and much of it is high up, which helps to speed up the map. Columns are planted in some rooms, and they provide a place for cover as rockets fill the air. Torches of various colors accent the entire map including the large rooms and hallways, and onyxes (nice work) that match those found in the wall textures are either carved into the floors, or placed as ornaments on the walls.
Textures were a good mix of base and fancy-smancy stuff. Too many mappers think intricate textures look so cool that they go overboard and slap them on every square inch they can find. Not here. Stone walls, smooth base, and then some highly detailed textures were used to balance things out.
The flow of the map seems to work as it should. With hallways giving way to spacious rooms that aren't so big that they drag your system to a halt. The polys did reach over 100 in some places, but most of the time the map runs smoothly. Your senses will be heightened as you race down the hallways, wondering if there is danger around the corner, or right on your heals. Bots work really well since Seth did a good job with noding his creation. You do have to make a little leap to make it out of a water pool, and this may slow you down a bit, so be ready. A sniper post allows you to patrol a couple of rooms, but the bots shied away from it, which makes the game a little one-sided. A secret wall hides some jump boots and a chain saw. I believe the boots are used to snatch the redeemer, which is placed high in an opening by a pressure zone. A button on the floor by a rocket launcher triggers an electrostatic discharge by the redeemer, but it's harmless, just there to draw your attention to the redeemer. The item placement needed a little work, but for the most part, seemed to do the job. I always had something in my hand besides the enforcer, at least until the bots blew me away.
Lighting helps to accent the carved masonry, and helps to bring the base textures to life. Music was included and a little bit of ambient sounds were tossed in the complete the package.