Custom Map Reviews - Military Industrial Complex 2
Military Industrial Complex 2
Can be downloaded here...
http://www.l4dmaps.com/details.php?file=6562
My main issue with this map is how the finale was executed... but I will go into more detail about that later...
Pros
+ Unique style and gameplay choice
+ Difficult but still balance to compensate for difficulty
+ Music playing during some of the intense moments
+ Surprisingly good atmosphere
+ Unique hazards
+ Well made sentries for back in the day
Cons
- Easy to get lost in multiple areas
- Aesthetics can be a bit bland at times
- The "difficulty" can be a bit much at times
- Having to repeat some of these areas over and over again was an absolute pain
- Horrid finale
Final Verdict
82/100
A campaign rather infamous for its difficulty... both in L4D1 and L4D2... the author knew how to make a challenging map that was still possible to complete...
Many things were done well... the unique ideas and hazards, the style of the area... this (and the first one) are truly classics... HOWEVER, this one does have a major flaw in it... and I apologize for the rest of this conclusion being ranting on the finale...
The finale was of scavenge type... normally I don't mind these, I actually enjoy them at times... but this map broke many of the fundamental rules of a scavenge finale... and while these are just my speculations on the unspoken rules... they are accurate...
1. To start off... all the supplies were outside the saferoom... worse possible time to when you have no health left to lose... and the hordes are already spawning to make the beginning just that much more fun... That breaks the universal rule for ALL finale types... you should give the survivors a chance to ready themselves before throwing them in the blender...
2. Having the gascans spread out so thin makes the fetching process a HUGE fucking pain... what makes it even worse... spreading them out in groups of ONE CAN! When you make a scavenge finale you don't make the arena unnecessarily big... and you always have at least a few groups of two...
3. If you have all the cans separated... don't make them a test of endurance to retrieve a single can... various infected or tanks spawning as soon as the can is in sight was the final straw... the final nail in the coffin... some other "final" analogy...
4. This last point has nothing to do with the above statements... I just think it was idiotic to have the helicopter NOT take off if a downed survivors was not present...
Combine points 1~3... and what do you get? A disaster of a finale in all means of the word...
Finale aside... it is still a fun "challenge" map... it is like a ice-cream and fudge Sunday... it is refreshing and quite enjoyable till you get to the very bottom... and you realize too late that the brown stuff is not fudge...
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