Wow, I just finished this map, and it's absolutely amazing. I'd even go so far as to say that it's one of the best maps of the TC.
I'd written a sort of mini-review except I accidentally hit something on the keyboard and lost it somehow

I'll try to recreate a version of it below.
First off, the map is HUGE, with a long playtime. Took me over one and a half hours once I'd been everywhere and done everything. It's not a long map because it's been artificially extended with repetitive keycard hunts, but because it really is a really huge, explorable map with a fantastic layout. The area you start off in is a small portion of the map, but as you progress and major doors get unlocked, the map begins to grow and also fold back on itself giving a real sense of progression. The fact that the map is huge isn't impressive alone, except that it's pulled off really bloody well, with high quality detailing, texturing, shading and architecture throughout (except where occasional areas seem relatively bare which is obviously due to the wall limit.) Plus it's always fresh! I certainly couldn't pull off something on this scale without a large degree of copy and paste, but I can't detect any real evidence of that. If there is copy and paste, it's masked well, which is just as good.
The atmosphere is great as well, with effective use of darkness, and hologramatic sprites everywhere to create a moody, futuristic feeling where bad stuff has happened/is happening. Every location has a purpose to it and feels "real". As you get immersed you'll completely believe that you're exploring a fleshed out, plausible futuristic mars colony. Combat is consistently fun throughout the entire map, and considering it's hour+ playtime, that has got to be the achievement of the bloody millennium! Part of this is due to the author using a wider range of enemies than in most AMC maps, leading to some good combat variety (don't know how James feels about enemies from different "factions" in the same map though). However the nature of the layout also adds to the combat; there's battles in large open areas, small rooms, corridors, and there's either plenty of room to strafe, or otherwise desks or walls to take cover behind; all of which further enhances the fun and variety of combat. Plus lots of windows to shoot through (which means lots of glass to break

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While most of the map is relatively flat (although IIRC there are two main levels), there are still rooms placed at different heights which leads to some vertical shooting and progression. Once again how he pulls it off without getting repetitive amazes me.
Maybe part of the reason why it took so long to play is because sometimes I'd press a switch, and not quite be sure what it did, or where, which led to some confusing moments and a lot of back tracking. Sometimes there are viewscreens but not always, so a touch more guidance would be nice (although not too much since the exploration is half the fun). Still, that's the only possible downside of the map I can think of.
Long story short, the map ticks
all the boxes with a vengence. Unless you're 110% allergic to large explorable non-linear maps, I very highly recommend trying this out.

If the author is reading this, please, please make more. I don't think I've ever played a map quite like this, it's all downhill from here