I played the mission tonight, and it turned out to be quite a larger ride than anticipated! I have to say the early impressions weren't very good - terrain that looks climbable but isn't, getting stuck on geometry, a well you can't climb out of... BUT.
Persevering was rewarded with a mission that grew better, more detailed and much more complex as it went on. It is still not detail-heavy, but does what it needs to do. There are a lot of locations with obvious care (and sometimes I mean things like rope placement in the rooms, a crematorium, stuff like that), and, even in a mission with limited scope, you get that feeling of being lost in a large, hostile place. This is the main source of the horror element, which is actually not easy to accomplish. The use of the sound effects and customisation was a particular strong point, giving a very "Bonehoard-like" feel to the underground segment. The complexity also means rewarding exploration - there is much to do and some rather interesting ways of finding loot.
One thing that was kind of strange:
Anyway, for variety and ideas, this mission was nice to play, and by the time I explored most of it (probably not everything), it really grew on me. Thanks for making it! I wonder what you could accomplish in a full-length, full-detail tomb mission...
Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved