Boss Test (Team) - GrandmasterJ

 

    The stated goal of this map is to test the team strength of the players. This is done by putting a monster with a lot of health in a big box and then having players shoot them repeatedly.

SCMapDB page

Author: TheAmateur

Date of release: 2010

Maps in package: 1

Map review of Boss Test (Team)

(originally posted on SCMapDB)

by GrandmasterJ | April 17, 2023 | 4547 characters

    This map is made just to test 'team strength' if the map description is accurate. The very first boss to test our team strength was a gargantua stuck behind not one, but two tiny ledges which made him easy prey for us. Seriously, the map loads us up on rpgs right before this, we are sitting on a pile of ammo shooting a gargantua outside of its range. My teammate said something along the lines of "what a test for our team".

    I guess I should back up and talk about the weak class system. Players spawn in a room with a scientist and an HEV suit behind glass. The scientist's name is "You'll never get the suit", its pretty cute. For some reason the scientist is totally black and so is my teammate and myself, weird lighting issue in spawn. Then we are confronted with four hallways that hold our 'class' loadouts. There is dual uzis and medkit, a minigun and medkit, a SAW and medkit, and an M16 and medkit. There are weapon strippers entering these little nooks and a one way door on the other side when we make our selection. I walked forward, grabbed the SAW, then backed out to get more weapons and found there is a weapon stripper included too. This stripped the SAW and medkit but I went back for the M16 (did not pick up another medkit) and went through the door. My teammate threw his weapons on the ground and wound up with them all, except for the medkit. So after all that we both ended up with no medkits, despite every option having the medkit.

    The very next room is filled with HEV and rockets, then we meet the garg that we shoot through the door. The door to the garg is really big, much longer than it is tall, and the door texture is stretched to fit over it all. That's indicative of the overall quality of the map, things are badly proportioned throughout. There are lots of prefabs in here but a lot of them are rotated and have turned out to look just terrible. After the garg is an elevator in pitch darkness that starts at the bottom while we are at the top. So we just shimmied down an electric rail that hurt us and got down that way, I didn't realize we were looking at an elevator until we passed it going up on the way down. The next room is outside and the room after that is really blocky tunnels followed by a big metal room. The map looks bad and has no logical flow from one area to the next. The elevator in the black void was so baffling I didn't even recognize what it was supposed to be.

    So the next boss is an Apache with a lot of health. We die a couple times because it's an apache and we are out in the open and then it dies. It takes a while. The next boss is a voltigore, it takes all our ammo to kill it with very little danger to ourselves. Here is where I find a block rock closet with a stretched out door over it, I press a button and the door opens. I feel like this is a checkpoint because I saw a strange similar looking stretched out abomination back at spawn. But alas, the last room has a turret that my teammate used to turn two Tors into pasta so fast I still question whether that second Tor was even there, the map ends immediately upon Tor's death.

    The experience was short and had a lot of poorly implemented ideas. My teammate managed to get all the weapons from the class-holes fast and without even trying, the only real effect it had was to deprive us of medkits. All the boss monsters had high health which isn't that much of a challenge, it just made us waste all our ammo. We took little to no damage on the first, third, and fourth bosses, it was just the apache that was a problem and that's because it has a gun. The map looked so bad that I climbed down an electrified rail and took the damage because I had no clue it was part of an elevator. I am a huge user of prefabs myself but a lot of them are rotated without really caring what terrible things the engine did to them. My teammate and I didn't feel challenged and that was the stated goal of the map.

Pros:

  • lots of supplies
  • some cute ideas
  • I liked gibbing Tor with a mounted gun
  • checkpoint, probably

Cons:

  • it looks bad
  • the bosses just have high health and are tedious to fight
  • the very first boss is completely impotent
  • bad map design, that elevator in particular
Score: 4 / 10

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