Tronyn's latest piece has strong echo's of his previous map (Halls of the White Wizard) with the suspended platforms and large airy spaces. There also seems to be a vague feeling of Unreal in here, and if some water had been in there you could have mistaken it for the temple sections of Unreal.
It is however more like a dust ball and given its setting you'd be hard pushed to find any water. The theme is Egyptian with huge expanses of light and dark coloured sandstone wall. Inset panels of hieroglyphics and paintings adorn some of the maps vast wall space. The maps layout is rather dispersed and spread out, and the actual surroundings are pretty grand in terms of scale. The open top corridors seem to go on forever. The uneven surfaces in the main indoor temple area of the map makes the mechanicals of dodging a little harder than normal, but does add to the maps aesthetic value.
There is some really cool looking architecture in here as well, the detail attained given the modest texture set is good, with some nice variation in detail. Parts of the map are also a campers paradise because you can rjump up onto the highest parts and trundle about since none of it is clipped.
Unfortunately it doesn't play as hot as it looks. Its far from boring, just I felt it could be faster paced. Duelling is very slow going. FFA is certainly better but again definitely not as entertaining as it should be. Ammo isn't so much sparse in quantity, just badly placed in out of the way spots.
Secret hunters should be happy because there are 3 of them, of which I found just 2. The hidden teleporter to the Pentagram of Protection and the closed alcove containing the Quad (which I think was a secret, but the entrance to it kept randomly opening. I couldn't suss out what gave you access to it).
Paul