Turbo Overkill Map - Megalophobia
Author: Flexo McSteel (https://steamcommunity.com/id/Blackworld_GT)
Download: In-game or https://steamcommunity.com/sharedfiles/filedetails/?id=3143194812
This level takes an interesting concept from the original game's corruption mechanic that forces you to squeeze the most out of one weapon and gives you only two weapons: pistols and sniper rifle.
The design uses mostly one black marble texture, relying istead on strong compositions to create a good picture. This, especially in the later "colosseum arena" and "city" parts makes the place look like a broken simulation where all details were lost due to data corruption that turned buildings into blockouts. A concept that fits the game well since it explores VR simulations idea itself.
First battle sets the tone very well thanks to its areas that can only be reached using telefragging.
White marble gives great contrast to the scene.
I found area in the chasm unbalanced: the enemies give you too little time to aim and the pit itself being deadly doesn't help. It's one of those moments the original game is plagued with - moments where you need sheer luck to win the battle.
Other than that it's fun and the variety of places and battles keeps you excited and curious about what's going to happen next.
The teleportation to the exit switch after you kill everyone seemed like a strange idea at first, but after wasting seemingly ages searching for one in another level I can see the thinking behind this decision.
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