Player load: 16
This is a large ancient-type environment that utilizes the unofficial four elements of earth, fire, water, and uh, biosludge for the control points.
The water setting contains a control point submerged in the middle of an outdoor lake and is harder than hell to defend unless you manage to navigate the fjord along the cliff side (where else would it be) up to the pillar of the eye where you can have a ton o' fun doing decap shots! The eye-pillar is, ironically, an optical illusion. It looks as if the eye is following you when you look at it, though it is just a matter of how it's placed...almost ingenious!
The control point locating in the heart of the mountain is surrounded by a flow of magma and with several stepping stones to hop along to reach the control point there. In this general area is the udamage, and is probably one of the better spots to defend from as it keeps the greedy from stealing the udamage from you, and is up a little higher than the control point itself. Bots occasionally dunk themselves in the magma here when jumping and firing at the same time, but it's good for a laugh to see them get incinerated.
The earthen control point, well, ok so it's not really earth, but the one that has the blue crystals (see vacation slide) is hoisted up on top of a large pillar and can only be reach from translocating, or leaping to it from the ledge above it. Even though dynamic lighting was used in a large area, there is very little slow down in the action.
The fourth control point (depending what order you go in) is beside a biosludge-spewing fountain. If you aren't carefull, a barf blob might land on your head, either from the fountain or someone raining loogies down on you from above with the barfrifle.
Each of these four point are connected by several passages at varying altitudes and from various sides. Quick navigation requires frequent use of the translocator, and I even saw bots pitching the translocator down to lower altitudes to avoid cratering from a long fall. I never saw them once get the armor near the eye-spire, right before the ledge with the sniper rifle. This made camping a little too easy, but then again, unless you crank up the "item desirability" for an incentive for them to race to that particular spot, they have no real reason to go out that far of their way. Bots were otherwise quite good, and will frag you before you know where the shots are coming from, or from which bot they're coming from for that matter. The use the translocator in several spots, but I never saw them get the redeemer...heh, too bad for them.
Lighting is done quite well, and realistically done at the temple-like entrance by the lake. Not just light-sourcing, but zone light for very defined shading as if the sun is cutting through it.
My biggest gripe about this map is that there just aren't enough weapons laying around for my taste. Very sparce in comparison to the size of this map, and when a gun comes into view, I found myself abandoning all regards for my life and control points while making a mad dash for them.
Now, the player load recommended is 16. You could play with 12 and still have fun, but if you play with 16, the real challenge and fun is setting it up for four teams. Intensity takes on a whole new definition, then. Being trigger happy is a side-effect to this, so be careful about popping your own team mate with flak when you see somebody rounding the tight tunnel.
I would recommend to take a gander at this one. It's really quite good, with decent texturing and almost perty lighting. Extremely challenging as far as domination maps go, but the weapons are just too few for me.