So much chrome, so shiny, a War Boy would lose the plot here. Built back in 2004 for GeoComp 3, it leans heavily into limited textures and a strict focus on brush work. In many ways, this GeoComp release feels more like a traditional map, where the brush detail is highlighted by the textures themselves rather than shaped directly into structural relief.
Despite that, the layout and item placement are solid, leading to some genuinely great matches with plenty of room to move, mixing distance and close-quarters combat. One standout feature is a teleporter you can shoot through: a clever illusion built from a hole in the wall with a non-solid texture and a trigger in front. Bots will take full advantage of this because they "know" you are on the other side, even though you can not see through it.
On the flip side, a minor annoyance is the Red Armour lava section. Bots struggle with it here, and it could use some tweaking - either making it easier to escape or deep enough to make it instantly lethal. Then again, the tight time constraints of a community comp likely limited how much polish it received.
If the chrome becomes too blinding, try entering \r_picmap 16 in the console to strip away the shininess and leave a flat grey environment. It is well worth checking out and might just hang around on your hard drive for a while.