Map Review of multifield-scyberscazer

by dunkelschwamm | December 29, 2021 | 4068 characters

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Seeing that a map was made by Robooto gives you the warm, friendly feeling that one gets when fondly recollecting the stovetop burner which scarred your hand as a child.

Multifield Scyberscrazer is an almost playable thing full of nonsense and whimsy, but mostly nonsense. Travel through loosely connected obstacle courses of bullet sponge enemies and confusing progression. The map begins with four tall staircases which are utter bullshit, but thankfully a nearby teleporter allows the player to bypass this needlessly bullshit part of the map.

Unlike most maps full of nonsense and bullet sponge enemies, Multifield Scyberscazer does its due diligence and actually equips the players for waves and waves of boss-level pit drones, bullsquids, and zombies. It does this by giving the player tons of weapons and ammo, and even opens up teleporter locations to new areas as the players make progress. The best parts of this map are when you can see there are heavily buffed enemies up ahead, so you lay a trap using tripmines and satchel charges to knock as much health down at once as possible.

The rest of the map, however, is a slog. There's a train which flies and spins around and makes lots of trouble for anybody actually attempting to ride it (we ended up jumping on top of it and riding it like a magic carpet, taking damage along the way). The only button to turn it on and off are far away from the most ideal places to turn it on, the train can only be entered from the back (and often not even from there), and once inside there's no good way to turn the train back on yourself. Thankfully, shortly after the train there's another checkpoint for the spawnroom teleporters.

It's hard to continually review individual parts of the map, because they all bleed together as this melange of rooms full of high-HP monsters and strangely proportioned and textured brushwork that failed to evoke any kind of recognizable environment or even the feeling of one. Areas which look natural for progression or interaction are in fact nothings, buttons are placed adjacent to other buttons which can be pressed but seemingly do nothing, one room is filled with a slightly damaging hurt trigger just for some reason, a room with four teleporters which take you to the same room which slowly opens up tiny room with buttons in them and sometimes they have enemies and sometimes they don't and eventually you do everything you need to down there and just need to die so you can respawn and fall down a hole that has appeared in the sand so you can go to the zombie room where it looks like there's a reflective floor but it's just a transparent floor over another hallway with more zombies and all that you have now is a gluon gun even though you had tons of equipment anymore but you can't bring it here and the zombies just get stronger and stronger and then there's a funny little door to another Robooto map, aliensexfiend.

The thing about Robooto is that he follows so few conventions of making a coherent experience that attempting to recall it wraps one's mind into a pretzel.

If you're running a server or playing with friends, there's better maps to play. Probably not any better maps by Robooto, but that's not saying a whole lot.

Pros:

  • Good spawn area
  • Good weapons most of the time
  • Lots of action
  • Actually kind of fun during some moments when setting up the heaviest possible hits against high HP enemies.

Cons:

  • Lots of spongey enemies makes the experience a drag
  • The level is on the ugly end of surreality, feeling mostly unnatural and wrong
  • The train is a broken mess
  • Progression is weird and meandering
  • Just weird things like a room that is full of a hurt block
  • Having to die to reach the last teleport point is just poor progression.
Score: 4 / 10
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